I like it, looking forward to additional content. Shame all the good bits are packed into the .exe so I can't mod stuff without decompiling. Fucking around with the xml without knowing what each variable is has been fun lol.
For others who find the Approach option isn't preventing fights even with absurd charisma and cuteness, edit gameact.eod with notepad++, navigate to line 50 and change the function call inside the {} to enviro:agg:set:0
Lines 49-52 should look like this:
<nnincite>
<n>Incite violence</n><p>Act aggresive</p><q0>{enviro:agg:set:0}</q0>
<ns><d0>{0}</d0><q0>{0}</q0><q1>{0}</q1><t>nnincite0</t></ns>
</nnincite>
This changes the Incite Violence action to set environment aggression to 0, rather than raising it to 10, drastically reducing the chances of a fight happening. Pacify never seemed to do anything for me especially with multiple opponents, which is why I screwed around until I got this working.
As far as I can tell, Intelligence is 100% useless. Charisma affects shop prices and the approach action, but the latter doesn't work well. I can't tell what effect Cuteness has on Approach, so mostly useless. 10 points of Dexterity allows you to run away most of the time, never pulled off a sneak attack so I'm not sure how effective that part works. Strength is mandatory, as your damage will be all melee and the only profitable thing to do is walk around the swap, which costs 1 Strength per step. You will not win fights without extra health.
With this in mind, and considering you get WAY more experience killing enemies than fucking them, just put your starting points into Strength and Health up to 10. Walk around the swamp until you find two of the 350 silver items on the ground, then go to the outpost and buy the jacket with 5 armor for 600 silver, then the spear with 12 melee damage. You now take 0 damage from most enemies, and can start killing them to level up. Remember to put your armor back on after you fuck an enemy, it doesn't reequip automatically.