No problem at all. Negative reviews that areconstructive and not just "your game bad" are good. They make me think about the game game more and help me make it better. Positive comments are nice too, but they don't help as much since they are usualy shorter and less in depth. They make me feel happy though and that counts.
Fast travel costs food because I wanted to limit it at the start of the game so that new players have to explore the early maps a bit before they just teleport everywhere, so the way you feel about it is intentional. This goes away however once progress in the game and food stops becoming an issue. You will think twice about teleporting if you have only 10 food left, but not think about the cost at all once you have 300 food. I usualy put a custom travel point in the swamp to make getting there faster. Unlocking the signpost when you enter the village is a good idea, since I also forget to unlock it from time to time.
The random events are a whole new topic that bleeds into other parts of the game. The game has a real problem with the amount of stuff you can do each week, which makes playtime baloon out of control if you decide to play optimaly. I fixed it partialy with the activity limits, but there is still more I could do. The hints for these events you talked about were in the game at one point, but I removed them for some reason. I will work on them again and see how it works out. By the way, the event locations are not random. They cycle each week in a pattern. As you play, you will memorise this pattern and be able to find the event quickly.
Sprinting perk is there to give you a head start and while it technicaly becomes useless in the late game, since you will reach the top speed by other means even without the perk, it makes early game faster and more pleasant. Sprinting has only two purposes. Travel faster and avoid enemies. It fulfils the first purpose nicely, but fails at the second one a bit since there are not enough enemies around and because you always have a full party with you so you don't have a reason to run away in most cases. Besides, there is a way to reset your perks later in the game so you are not really stuck with bad perks forever.
Traps for dungeons are something I will be adding for sure.
Billy is really stong compared to you, but he is still one of the weakest companions you can get. Abominations in the caves will destroy him and stronger enemis like wild pigs and the bear will also beat him up. There will be some limitations to NPC recruitment, some NPCs will refuse to follow you at certain times because they have other things to do for example, and some NPCs will leave after certain amount of fights. I want to make Billy weaker in that kind of way instead of just lowering his stats. He will still help you and he will still be rather strong, but you won't be able to clear the entire map with him right at the start. But I still want Billy to follow you pretty much right from the start just so you can see how weak you are without him and how strong you got once you can start exploring alone.
Kids are the only NPCs (except for Billy) that follow you right from the start. They are also the only NPCs that actualy get stronger over time. The way this is done is not great, but the idea is there. Their stats get higher by simply passing time and you have no inpunt on their stat growth. I would like to change that at some point.
Seeing wellness loss is something I will be adding. Wellness as a whole is still not very well explained or shown to the player and needs more work in that department.
Shops getting unlocked later is also an option and I think I will be doing that for some of the NPCs. This a problem though mainly because the games economy is borked. Once I get it in the shape, it will work fine. You won't be able to buy everything from the start since you won't have enough money to do that.
It is possible that battle XP is bugged, but it "should" work slightly differently from what you said. If you hit an enemy, the amount of damage you dealt gets directly transfered to that weapon XP bar, 1:1. If NPC hits the enemy, you get XP to both equiped weapon types, but the amount is 1:10, meaning you get much less XP from a single fight if you don't deal any damage. The fact that it doesn't count the second weapon skill gain towards the cap is a bug and will get fixed. The reson this works like it does is so even weak characters who can't even hit anything can still progress their skills a little, but actualy going out alone and killing things by your self should still be much more rewarding and faster. Billy is strong and kills most overworld threats without problem, but you still gain less XP when you have him kill everything, so you still want to get strong and stop relying on him, just so you can kill the enemies your self and get more XP.
Alchemy is not in ideal spot. The UI is pretty bad for one and the recipes you can get are not that useful for the most part. It has some nice things, like addiction removal potion, speed potions and mutagens, but it needs more. Wellness potion would be a good addition. Another way to raise wellness is exercising in your hideout.
Graphics as a whole are still placeholders so I don't bother much with fixing minor glitches like that because I will be reworking them at a certain point in the future. I already made original graphics for some dungeons though.
Scheduling in 0.38.3 has some issues. I fixed them for the full release. Previous versions should work normaly though.
EDIT.: I downloaded the 0.38.3 version and scheduling didn't crash for me. Could you please tell me more about that crash? Did you skip the tutorial? can you post a picture of the schedule that crashed the game and a image of the error code?
Again, thanks for writing all this.