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Worse come to worse, just let time pass without questing. The salary for the 3-10 days (depending on your medical facilities and supplies) that it takes for adventurers to recover should be much smaller than the income from a quest.
You just need to either make enough money to heal/bonus pay the A-team so they can quest constantly, or give them a break and pass days so they can recover naturally. The latter tends to be cheaper, you may need to rely on it more early game. But either should work.
I was trying to do the heal/pay bonus method, but that's what caused me to make this topic. The biggest issue I have is that they go from euphoric/uninjured to suddenly being depressed and ready to leave the guild the next day. I'm really worried that they will just leave the guild before I get a chance to pay them/make them happy again. If they won't just leave immediately, then I have no qualms with what I'm currently doing, but its the chance they leave that makes me nervous considering how much money I have invested in them...
I just wish there was a button "Pay everyone until their mood is at X or above."
Thank you o/
(Unless you have the custom difficulty option enabled that makes enemies get stronger over time, but you shouldn't have that unless you specifically chose to turn it on.)
But having so many teams I have never had anyone get really upset yet.
But while I almost never lose folks, I do sometimes replace adventurers when I find someone really good in the tavern later on, and that is actually pretty okay. They catch up pretty quickly.
The bigger issue is that adventurers with good traits are rare, so if you lose someone really good that hurts, and you're not likely to find an equally good replacement.