Basically, the game calculates your stats when you level, use a skillpoint, or change equipment. Then the rest of the game uses those figures. So the changes should be limited to the inventory and the code there, since it makes for easy implementation. Here's what I propose:
- For Weapon/shield the calculation stays as is. You end up with a char with more defensive stats.
- For dual weapon, just use the average damage and AC of the two equiped weapons (you sum up the AC, min and max dmg and halve the result). You end up with a char with more offensive extra's (crit, poison,...).
- For twohanded fight, just add some damage (and AP if necessary) to the weapons itself, so you've got extra damage to make up for the loss of stats you get from not having a shield or a second weapon. You end up with a char with damage oriented stats.
I still think you should add some way of getting active skills too, so we can mix and match different attacks for better AC usage. But it's probably better to make shure these kinds of updates stand on their own, so you can add things step by step...
On the meat issue, I've checked, and it's indeed better to sell off meat for BMP as it gives more healing for the buck, and more healing/AP as well. I don't know about the bread, because while it gives better money to hp ratio, it also gives terrible AP to healing ratio.
More to come as I get better Ideas,
Kardinaal