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Ofcourse, I can tweak the numbers on the recipes and items. Getting more cheese from single milk sounds like the easiest option that also makes more sence.

Equiping characters is to a degree already in the game, but not in a traditional sence.

You can get a quest from Billy to get him a new shotgun.  Finish the quest and he will start using it instead of the blunderbuss. 

I plan to do this for the rest of the cast too. I want you to be able to specialise them even further. For example, Helena:

You will be able to make her focus on supporting magic or damaging magic. You will have a choice between high armor, low damaging weapons and low armor and high damaging weapons.

I don't want NPCs to equipable in a same way as you can equip your main character, but I want to add some NPCs that will be easier to equip and improve, like the golem companion I'm working on.

I wonder if you'll give them passive skills that contribute to the player even if they themselves don't have them, like you did with Billy's Plant Knowledge II, which let's you pick grade 2 wild plants, or Suong's Butchering, which gives you the meat of the animals and abominations you kill. You know, stuff like chopping more wood with Marcus in your party, or finding bullets/minerals on dungeon chests being more likely with Olaf/Valdemar respectively in your party.

I genuinely expected Tadeas to have Plant Knowledge III as a passive skill on my first run, haha.

i'd like every NPC to have some kind of utility out of combat. It's just a matter of thinking of something and adding it. What I will proabably do first will be NPCs in your party raising your crafting limit depending on their trade. Then I will most likely do what you said. Tadeas plant knowledge, Olaf minerals and so on.