Armor mod is pretty much finished, there is some tidying up to do and some testing to see if I can get worldgen characters to use sensible armor combinations (rather than just plate armor, a kettle helm and nothing else, which is what they wear in adventurer mode).
There is also entity assingements, which havnt much to do with realism with all the dwarves and elves and such, but I should at least give them arms and armor from a somewhat consistent a culture/time. Also given elves laminar armor which could realistically be made from wood.
As for more detailed combat logs, they are difficult to do due to the nature of the game. Lines like 'run through' would end up like 'You run through the goblin in the upper body with your steel sword, bruising the fat'. The lines cannot allready specify what the attack does, which allready makes things rather limiting. I could do realy specific attacks like 'swing your sword overhead and hit...' but that in turn would get weird when it hits him in the foot. The attack also wouldnt realy be mechanically different, at least not without overpowering some and making the rest redendant.
I did add an alternate attack for bastard swords and twohanded swords:
Human 4 grabs his blade with both hands and strikes You in the right upper arm with the crossguard of her iron two-handed sword, fracturing the bone through the iron right gauntlet with bracers!
Suggestions for more of these are welcome!
I have also been thinking about reworking weapon and armor materials, as well as the weird DF metallurgy. You cant make bows out of copper, and producing steel or iron is not significatelly more expensive than producing copper.
What I have in mind is to remove weapon/armor tags from copper, remove ranged weapon tags from all metals but steel, and add a variety of iron and steel types to be used instead. Which would much more closely match 13th century archeological findings, a low-quality sword at that time wasnt made from copper but simply made from poor quality steel.
Even the 13th century allready had a great variety of iron and steel types, as well as metalugical processes. The ones I found to be used so far are wrought iron, steel of a great variety of slag and carbon content and various degrees of heat treatement and homogenity, as well as folded (also damascus or patterened) steel and laminated steel ('sandwiched' steels of variying hardness). Even nickel steel, presumably from iron meteors.
For the smelting of iron the most of Europe used bloomeries, with blast furnaces occuring, but fairly rarely.
Getting this in the game should be doable, humans and goblins could use bloomeries, with dwarves having the option to replace them with a blast furnace. The current 'iron' could be renamed to wrought iron (which its properties suggest it actualy is, rather than pure iron), and the current 'steel' could be used as a high-quality, dwarf-only metal.
Problematic is though that accurate material properties would be nigh-impossible to find even if I ignore heat treatement and homogeinity...