Confirmation needed (basically, any and all things that the game-testers feel should be in the game before it is released, DG has the option to say yea or nay to any of these as he is the one coding):
To be fixed (after DG confirms from previous list that it is important enough to be in the first release):
- traps (pc taking trap damage from a monster that is on a trap (acid and ice traps are most obvious))
- various distance npcs
fixed/completed (just to show progress

- wing buffet
- get rid of extraneous # and letters from color displaying (artifacts and the death message come to mind)
- vampire npcs
- black stuff on world map
- monsters on same stairs as player
- summoning/multiply on map edges can result in overlap
- fix rings (% bonus damage ones) (actually not sure on this one, it increases all damage, both taken and dealt, do you want it this way?)
- fix shops (so id missiles, and fix display on them when have many objects)
- let the player decide to undo stuff at the character creation screen
- fix map boundaries (can still run into them forever and a day)
- character dump.
- monster kill screen
- fix quests so that if you beat unique quests before recieved, that you can still beat them
- running doesnt always light up path taken
- switched disarm & evasion
- reduced archery cooldowns
future releases (if it isnt deemed important enough for the first release, but still a good idea for later releases put here):
- dual weapons bug (extra damage from acid, fire, lightning and slime are kept and added together, and given for each weapon)
- scoring system
- high score table.
- add gloves
- quick start
- stop on leaving town stairs (or make it so that you can go up and down anywhere in town)
- make mayors to get quests (gives the starting quest when you get to lvl 3 of trollshaws or amon sul)... (not necessary, just where are these quests coming from anyway

not a bug:
- make it so game skips over grayed out options in 'm'enu and 'e'quipment (this is more of a after release thing imo, put it here though just in case)
- on_melee_hit (or whatever it is called) returns damage twice to dual wielders even if the first weapon killed it (ie second one would have, but never was needed)
if you have anything that you want to add here, just comment below or edit this (I would advise replying if you edit anyways just so it shows as being updated.)
if you do edit this post in the confirmation needed section, unless you are DG, who can edit this whole thing.