My 7:30AM bedtime take.
show levers / name levers / blink connected
-- can do some more with this but problems mitigated for now with notes
excavate - mine without stone production
-- ambivalent about this... against it for default play, I guess, but could init it or something.
stop dwarven entrance dance when ordered inside
-- I've seen at least three interpretations of what this means. If the main issue is something like paths crossing outdoors between two indoor areas when the standing order is on, the issue is very difficult to solve while maintaining the standing order. Was thinking of scrapping/changing the order entirely when safe area/burrows/etc come in. Only fast workaround I can think of is allowing them outside during the walks between areas. Not sure that would satisfy people at all depending on what they mean when they bring this up. I saw other reports of dwarves actually taking jobs with destinations outside when they aren't supposed to go outside, but I can't get that to happen since the mentioned jobs do permitted area checks. Then there was something about avoiding enemies or something.
forbidden area designation
-- getting dwarves to just not path in certain tiles at all is very expensive both mem and cpu wise the way I've got things set up, and with the z axis overhaul this became virtually impossible as far as I can tell, without a complete rewrite of all of the pathing, the specifics of which elude me. A few people have tried things out here with varying results -- the general idea is to block out the map with a bunch of rectangles/cubes and work with those, but I'm not sure how that would work out, considering things like dense forests and liquid flows and messy tangles of ramp connections and so on.
more raw files
-- this is more a general philosophy for years of work, but as I've been doing I can put stuff in over time
job priorities
-- this has been propped up here and there a bit too much, since availability of the free dwarves/free jobs at the proper time messes with it quite a bit, but still certainly going to do it at some point. It's a large project to bite off though, so I haven't taken the plunge.
combine stacks / better stack handling
-- this has been a problem since before the first public release, and the two ideas were basically to actually do it and to fake doing it via interface presentation of item lists etc. Actually combining items would virtually require losing information, or you'd almost never do it (most items carry a lot of info), so I've grown to dislike this option. The other option is to make the player think its happening more or less, and that's fairly easy in the interface lists. The problem comes with jobs -- dwarves need to learn how to use multiple item stacks and consider it in all of their thoughts, which makes it sort of a pervasive rewrite. As with job priorities, just something I haven't jumped into, but definitely there to be done.
more underground diversity
-- up on dev_next in part, though there are some issues with some of the desired ones, especially with digging down, since it can't load all that many layers, and solutions for slowing downward digging all seem sort of gamey or sketchy
improved sieges
-- up on dev_next
framerate improvements
-- been slowly chipping away at it since the beginning. opengl problemites will hopefully get some release next time if it doesn't just mess everything up with screen artifacts or weirdness that isn't happening here, and other than that its just a billion things that need to be squeezed and tweaked, or trashed completely