sackhead:
I'm going to say "over 50 new swords", since I don't have an exact number, yet. Right now, the number is at 52, I think...I'd like to aim for 60 basic types of sword, as a nice round number, but there will be a great deal of variation possible. I'm allowing anything pre 1800, that doesn't involve gunpowder or any other technology I don't want to include. The mod will really only be limited by the game itself, and how many different formulas it can handle, but I'm hoping to circumvent that by breaking the mod itself into several different versions, each dealing with a different locale (something like different continents/regions on the same fantasy world).
With 60 swords, I'm hoping to add atleast 90 different types of knife, and hopefully many more than that, as logically, there should be much more variation of knives than swords.
Hammers, axes, spears, ranged weapons, etc. should also each have a minimum of 15 separate types, currently, and if at all possible I'd like to double that.
This number does include "tool" type items, however.
Also, the aim of the mod right now is almost entirely targeting historical weaponry, mostly Western and Middle Eastern, but the scope could become broader, as the fantasy world I'd like the mod to "fit", itself becomes more fleshed out, and as I pull in ideas on adding Eastern, and early/primitive influences.
Each weapon will therefore need to be coded many times over, to allow such a high level of variation, as a single weapon might require a dozen or more different reactions.
It's a big, big mod.
One of my current "big three", along with rebuilding the economics of the game, and vermin/intensive diversification of the biosphere.
I'm also planning one on new entities, which may include as many as 14 different dwarf civilizations, all playable, and which will cover a time-frame from shortly after the creation of the fantasy world, to shortly before it's ultimate destruction, in a quasi-"real time", as primordial entities give birth to new generations of beings which can slowly "evolve" into dwarfs and ogres and dragons and such (or maybe a road less taken...), and then slowly diversify from there, and into the apocalyptic "end-times".
This mod and the others are laying the foundation for that eventual one.
If I can manage to get this working the way I want, the ability to choose how much time passes before you Strike the Earth will very significantly affect the type of game you end up playing, and give you a new experience each time, but in any case, I definitely plan on having weaponry and other products "evolve" as time goes by, and especially as your infrastructure increases, and you face different enemies.
The big idea is to be able to build a civilization from Paleolithic proto-dwarf founders of the species, all the way up to where your New Druegar or whatever are living in something that could have come out of William Hope Hodgeson's Nightlands, A Canticle for Leibowitz, Mad Max, Judge Dredd, Gor, or any other fantasy, horror, apocalypse, or New Weird novel or sourcebook I happen to be reading at the time, or something that's truly noticeably unique, depending on your choices, in-game and out, and random chance.
The aim will be towards semi-historical, well-researched and realistic fantasy, taken from the distant past and eventually into a quasi-futuristic high fantasy, and it's eventual fall, rather than science fiction, although there will certainly be a bit of both.
I figure maybe 20 years.
And there will be pommel attacks, yes. I've already done a bit of work on that. I'm going to try to cover every reasonable use of a given weapon in combat (A topic I atleast pretend expertise on, and have a lifetime of experience with; mostly, but not entirely, of a scholarly nature), and that will include various ways of using a sword as a club. For that matter, some "clubs" will have much of the flexibility of a sword, and some swords won't be much more than metal clubs.
And thank you!