Was playing The Witcher 3:Wild Hunt and had an idea came across my mind:What if,since adventurers are basically monster hunters (see:witcher),silver weapons were actually viable as cutting weapons when used against undead,werethings,vampires and other supernatural and paranormal beings?
Would it even be possible to make exceptions for material specific damages in creature raws?
Seems to me this could only add another layer of depth to the already quite good adventurer mode and also fortress mode,though in a smaller fashion.
Also,is there a mod which makes being stabbed in the lower/upper body such that when organs are damaged (eg. the blade enters the body) 100% fatal due to bleeding? I feel like the player and,by extension,NPC's should do everything in their power to avoid coming into contact with an opponents weapon in the first place and it's getting rather boring murdering people by having to stab them over 9000 times in the damn chest.
Well, you could go about it, but it would mean creating your own vampires and werebeasts (the interaction examples folder contains some basics to get you started off) and using advanced worldgen to remove all procedurally-generated ones. Up to you whether that's worth the work.
As for combat lethality, the first and last place to go is TISSUE_TEMPLATE_DEFAULT.
[MAJOR_ARTERIES] makes ruptures cause catastrophic, guaranteed-lethal bleeding - I always slap it on the heart (for obvious reasons), brain (for more complicated reasons), and spleen (splenic rupture is still grave business even today, and definitely 100% lethal in DF's time period). That gives you a near-instant-kill spot in the head, upper body, and lower body.
[ARTERIES], well, add arteries to a tissue. These can sometimes be severed in combat, causing bleeding to spike - however, one ruptured ARTERY won't kill.
If you just want things to bleed out faster, one quick-and-dirty option is jacking up [VASCULAR] values by a factor of x10-20 on all the organ tissues. This will make everything bleed that much more, causing exsanguination that much faster. I find that this produces satisfying results, myself - hits to the lung or liver or whatnot are still weirdly survivable for the 15th c., but if multiple organs get nailed, things go sour quickly.
This sort of tweak also makes armour massively more important than it already was to begin with - something to bear in mind.