My pleasure!
I thought about this when I added thirst, in reality surviving is much more water dependent than food dependent, that's why I want players to drink more often.
I know, but it works... conversely? You know, *satiation*, *food* level decreases faster. I'm able to replicate it. At first I was exploring Enchanted Forest and I used to rest after every fight. Maybe it is cause? Just try to enter Forest and press 'r' key. Actually, I 'spent' three 'food icons' and no 'drink' icons - seems that resting act consumes only satiation, not thirst.
Because you know there's a real bandit problem, but you refuse to help unless they pay you more, that's evil in my opinion. The dialogue could be better though.
I understand your statement and... I knew that
But - please let me explain. You (as player in TToT, ofc) are not charity service. You are wandering fighter, probably sort of mercenary. Anyway, this 'bandit problem' is this sort of thing which *should be* solved by militia / guard / army / something similar. And what? These guys, guards, want to put their job on you. So, just business. They want to hire you. Negotiations are something... natural in that case. Not good, not evil.
This is hard because the areas do not know into which areas they are connected, they are all hard-coded depending on the internal area number.
So maybe just simple, hardcoded scheme? Or as part of UI? Not exactly minimap, just... info about whereabouts. I thought about something like
this (Sorry for the 'quality'
)
IIRC in old UI was info about location - 'Faiwyn 1', 'Faiwyn 2', etc. - it was helpful, because it was... schematic. And it was easy to remember. Now, if I forgot in which part I am, I have to change location to localize myself.