They added a few bee vaults, they don't usually contain anything like as much food as hive did though. There's still less food than there was in the game several versions ago, probably.
You're still ignoring my point, by the way. To pick a single example; we have an item weight system in the game. You appear to be saying the problem is that it has little effect, so it should go. Please explain why that would be a better option than adjusting the numbers so that it does have an effect.
Is there something intrinsically untactical or boring about item weight systems? If that's the point you're making, I think it deserves to be argued on its own merits rather than just assumed, given every other major roguelike has one. If it isn't your point, and your problem is just with the current iteration, then I ask again; why not simply improve it?
There is something intrinsically untactical and boring about item weight systems in a game like this, yeah, and I think you'd realise that if item weight were more constraining. Basically there are three factors, as I see it:
1. You can always go back and pick up the item you just dropped at the expense of nothing but your own time
2. There are a lot of items which streamline your gameplay experience but which aren't necessary, and which take up weight
3. Having to constantly prune your stacks of various consumables is annoying and doesn't make much tactical difference
These problems are already in the game, of course, but the fact that item weight restrictions are pretty loose means that they aren't too game-ruining.
However, if item weights were pruned down to a meaningful level then realistically you probably should:
- Not carry around any convenience items like identify or remove curse. This makes no gameplay difference but would have you walking back and forth a lot more often.
- Not carry around any food, except maybe one emergency ration. You definitely wouldn't be able to hold chunks. If you get hungry then you'd have to go back to your stash, which again makes no real difference but is annoying.
- Not carry around more than one of each consumable, with some rare exceptions. Generally you will only need one Potion of Haste or whatever per fight, so you can leave all the rest at your stash without getting any real disadvantage. But again this would necessitate a lot more walking back and forth to your stash without adding any kind of tension. Heck, consider ammunition. Would you like to carry enough arrows to just finish each encounter, and have to go back for more frequently?
In other words the game would become pretty miserable, with you spending the majority of your time managing your inventory instead of fighting or making decisions that matter.
Basically I think to avoid problem 1 and 2 strategic items and food (or at least chunks) shouldn't take up weight/slots so that you aren't asked to meaninglessly walk back and forth for them. Problem 3 is however inherent to item weights: quite simply the diversity of items in your inventory is usually more important than how many of each you have, tactically speaking. Therefore if there are to be more constraining inventory limits I think that a) they should not apply to strategic items and b) they should be in the form of slot limitations, not item weight.