Grimlocke's mod got a bit dodgy when unarmed creatures fought armoured dwarves, with punches pulping hands through steel gauntlets. Its omission of unarmed combat makes it somewhat incomplete.
This is default game behaviour. My gauntlets are about 11% thinner, setting it back to default values does not actually solve the problem. Grand master punchers are basically Dragonball Z characters.
I am trying to fix this, and for things like scracthing and biting it was easy enough by just altering the materials they use, but the punches and kicks use the bone material. Weakening that has all sorts of unforeseen consequences.
The best way to do this would still be just altering the creature attacks one way or another, but that involves changing every single creature entry in the game, as well as any modded ones that might be added. Not looking forward to that.
This really makes me wish the creature attacks used the creature variation system.
EDIT: Heheh, this works:
[CAN_DO_INTERACTION:TESTY]
[CDI:ADV_NAME:derp]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:15]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:1000]
[CDI:FREE_ACTION]
[INTERACTION:TESTY]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:derp]
[CE_UNCONSCIOUSNESS:SEV:300:PROB:100:START:0:PEAK:10:END:1000]
[CE_ADD_TAG:NOTHOUGHT:NOEXERT:NOPAIN:NONAUSEA:NO_FEVERS:START:0:END:1000]
[CE_REMOVE_TAG:NO_SLEEP:EXTRAVISION:START:0:END:1000]