Still fleshing out gameplay, I'm also adding in "Dual" weapons so far I got:
Dual daggers - twohanded
Dual battle axes - twohanded
Dual short swords - twohanded
Dual Long and Short swords - twohanded
Bow and dagger - one handed (dagger only drawn during combat, stop bashing with bow)
Bow and short sword - one handed (short sword only drawn during combat, stop bashing with bow)
Crossbow with bayonet - normal use of hands now trains pike and does piercing damage (can take a normal crossbow and add a dagger to it) can still bash with crossbow, but staby staby is used more often.
Dual scimitars - twohanded
Heavy Bolter with Bayonet - twohanded (blowgunner skill) (high powered crossbow, it's ammo requires gunpowder to make (also have to make gunpowder)) shoots 3X harder then bows/crossbows
Throwing axes and Battle Axe - onehanded
Throwing knives and dagger - onehanded
Throwing knives and dual daggers - twohanded
Throwing knives and short sword - onehanded
Throwing knives and long sword - onehanded
Throwing knives and scimitar - onehanded
Throwing Knives are the size of Daggers, and use the Dagger slash stats
Throwing axes are %75 smaller then battle axes and use the B-Axe's hack attack (lowered by %50)
Still working on:
Dual warhammers - twohanded (looked at their size, it is doable)
Dual maces - twohanded
Short sword and dagger
Long sword and dagger
Now mostly these are mostly cosmetic (except for crossbows and bows that will make them decent in melee as well as range)
I'm also planning:
Heavy Bolter upgrades (more firepower?)
Shells and a workshop (needs gunsmithing plans)
Office desk with the option to "invent" ideas like "gunsmithing plans" and others (might use this to add a tech tree to current custom workshops)
I'm also working on a reaction that compacts ammo together (so now you can have 150 arrows in a quiver instead of 20)
this reaction will also help with merging used ammo together to be a nice little bundle again. (that is if I can get it working)
Along with all this I should be acually testing alchemy and the paper industry. And making the more "human" buildings. Also more custom armor to go with the new weapons. Also made Demigods more immortal as they need no food, drink, or sleep. They feel pain and get exserted so don't think they can take a whole siege by themselves. They can also wear armor over their "armor" but I don't want to get rid of [EQUIPS] because they can lose their "zwei-hander" or "right gauntlet(hand)" and if that happens it would be nice if they can wield a long sword in their left hand. Acaully.... Time to test if something even lacking a [EQUIPS] tag can still be ordered to wield something.
EDIT:
updated the "Done" list
Annnnd I shortend the nobles list for humans and dwarves, the Broker for the dwarves now does the bookkeeping (no more bookkeeper) and the human manager does bookkeeping, managing, and trading. Humans now only have Commanders, Captains and a General their squad sizes have been upped to 20 (was 10) the General can have up to 50 soldiers (49 cause he counts as 1) fixed a issue with the chief medical human being called a dwarf
Overseer is no long a squad (used to allow 4 bodyguards) now it is a cosmetic noble position of succession games
changed advisor to emotional advisor (since he does just tell people to chill the f**k out)
Milita Commander and captains are now just Commander and Captain squad sizes upped to 20 and General sqaud upped to 50 and you can have as many Commanders/Captains as you want but only one general.
Also fixed whips and the scourges so they shouldn't be over powered now.
Lowered the size of Jagged stones (pebbles for slings) to 50 (was 150)