Thanks for the feedback, although I still don't want to get emotionally attached to ideas, so unidentified items is totally on the table. Knock back is also an interesting tactical choice, so I will most likely include that one way or another, be is shield bashing or otherwise. I might make a different weapon sort with increased knock back like hammers. I sort of want a verity of weapon choices , but as far as melee weapons go, I'm a little short of inspiration. So far I'm thinking
Short swords: Pretty much the same as the Zelda II sword, you attack, there is a quick draw back, then a stab at high or low if you are crouching. Average damage and blocked by shields.
Daggers: No draw back like with swords, just an instant attack, but they have a longer cool down after an attack, thus if you want to use one you could be a lot more effective if you are a real ninja and fast enough to get past their shield, otherwise you will be destroyed.
Axes: Unlike swords and daggers, no crouching attack, but they break through shields.
So many choices to make, to much to plan.
Dungeons were giving me some trouble. I was going to have the entire dungeon exist on a single map, but on level gen sometimes rooms would overlap, causing all sorts of issues like cutting off half the dungeon. Decided to scrap that plan, and go with dungeons being made of a series of disconnected rooms, a lot more like this
(Warning, large image). This would also solve an issue I didn't think of to start off with, that being that if multiple people are in the same dungeon, I can't just spawn monsters offscreen, ass that might be in the middle of some one elses screen and enemies would just appear out of thin air. While I could go through the effort of checking all screens, it would be a lot easier if after the initial construction of the room, new monsters just came in from the side.