Some more additions/improvements:
- Journal: Whenever someone tells you something important, or you read something important, it is automatically written (quoted) into your Journal. So e.g. when someone describes you the way to some place, and you forget, you needn't return to the person and start the dialog all over again; rather, you can simply look up the description in your Journal.
(In addition to this, the Quests Notebook, which lists all current quests that you know of, remains available.)
- Viewing Text: I've improved the user interface. Most text is now displayed in a vertical papyrus scoll; you can use your mouse wheel for scrolling; and there's now a proper scroll bar and elevator, which makes it easy to access a particular text passage very quickly.
- Dragons: What was missing so far was a really tough opponent. Dragons are large (2x2 tiles), fight with fireballs, and are extremely hard to defeat (basically, only by stab/torso or grapple,stab/eye in close combat - if you survive that far).
- Gambling: You can now bet money on a game of dice, with different odds (e.g. odd/even 1:2 or single number 1:6) and different amounts. It's cheat-proof insofar as loading a saved game and trying again if you've lost a bet won't work.
It's actually quite entertaining, since the odds are such that you can't Martingale your way to guaranteed wins (i.e., doubling down after losing a bet usually doesn't work because there's a betting limit and there's a high risk of getting a series of losses large enough to bankrupt you before a win comes up once again). Keeping your wins, i.e. betting only half of what you've won and then quitting if you lose, works better. But regardless of your strategy, you can never tell in advance with how much (or little) money you'll end up with at the end of the evening.
- Combat: Out of curiosity, I did a lot of research. Among others, Rex Applegate's Kill or Get Killed, several medieval-age fencing manuals, several books on knife fighting, some stuff by Fairbairns on close combat and assassination, some First Aid and Army Training manuals, and whatever I could find on the Internet. Also, personally, I used to do some Judo, and I'm somewhat familiar with other kinds of unarmed or armed self-defense or offensive techniques. Also, I'm very familiar with using machetes and axes (though not on humans or Orcs, but rather, for the peaceful pastime of gardening. Still...). After digesting all and thinking it over, what I've come up with is this:
The combat system remains turn-based, with one turn consisting of your attack (which you execute manually) and your opponent's defense, and your opponent's attack and your defense (which gets executed automatically).
1) You can Attack: Stab, slash, feign, distract, kick, grapple, hand blow, elbow blow, dirty tricks, change equipment, wait.
Stab/Slash head/torso/legs remain available by simply clicking once on your opponent (on mouse-over, a small target window is displayed, and a click on e.g. the head will make you execute a slashing attack on your opponent's head; or a click on the right side of the head field, a stabbing attack).
All other modes of attack (including stab/slash with more targets) are available via menu, where, after selecting the mode of attack, you'd select a specific target.
Some attack modes (like e.g. Stab Heart or Chin Jab or Eye Gouge) are only available when you are grappling with an enemy (which requires executing Attack Menu/Grapple with Opponent in a previous turn), and/or are equipped with a suitable weapon (e.g. dagger for stabbing while grappling; or generally, sword or dagger for stabbing).
The results will depend not just on your and your opponent's skills and equipment, but also on your opponent's current posture or action (e.g. Feign Leg Attack -> opponent lowers his shield to counter, leaving his head less protected -> you follow up with Stab/Head; or you select Slash/Head, accepting a higher risk of yourself getting stabbed in your chest or face, for the higher chance of causing a lot of damage if you hit your opponent).
2) You can Pre-Select your Attack Style: Balance between Attack - Defense (e.g. cautious attack without too much power, or reckless attack with little chance of defending against a counter attack), and Force - Accuracy.
3) You can Pre-Select your Reaction: Shield/Dodge/Parry (automatic; default), Shield, Dodge, Parry, Stab Head/Torso/Leg, Slash Sword Arm, Kick Knee/Groin, Sidestep/Trip, Grapple. When: Next Turn, Enemy slashes, Enemy Stabs.
So e.g. in order to initiate Grappling, it would make sense not to blindly rush onto your opponent (as can be done via Attack Menu/Grapple Now; high risk of getting stabbed), but rather, to wait until your opponent provides you an opening by e.g. raising his axe in preparation of executing a Slash attack (your choice: Preselect Reaction: When Opponent Slashes, Grapple).
I think this system covers it all. It basically keeps the original simplicity of use (generic attack with a single click on your opponent) while allowing you to choose smarter alternatives when appropriate. Most of this system is already in place; presently, I'm trying to wrap it all into a user interface as convenient and unobtrusive as possible.
Of course, I'd be very happy to get some feedback; so if any of you have any comments or thoughts, particularly on the combat system, it'd be very kind if you'd post.