while i was asleep, i got the idea. while we don't have sound propagation system (yet, i hope

, it is possible to make at least shopkeepers more … "realistic", lol.
i already have the concept of "protective" teams. protective team will turn hostile along with the team it protects. this was done so Kaethos will turn hostile if you attack villagers: Kaethos need its own team for game mechanics reasons (tourists follows the leader of tourist guide team; btw, have you noticed that Kaethos really goes to various map spots, and tourists follow him?), and hardcoding special rules looked wrong.
now, i can introduce a flag which will not turn protective teams hostile along with the main, and use it when we need to make shopkeeper hostile for stealing, for example. this way, if the shopkeeper is in its own team (with guards!

, and the player tries to steal something (and failed), only the shopkeeper and the guards will turn hostile. but! if the player will attack them in retallation, then the whole Attnam will run for help due to "protective" relations.
so, you'll be able to steal from the shop, run away (teleport, etc.), and get out of the city. then return, and as long as you'll manage to not reply with offensive actions, the city will not hunt you.
now, as we can have shopkeepers in their own teams, this opens other interesting possibilities. for example, if you return to the city, the shopkeeper instead of immediately attacking may demand you to pay your debt (prolly *5 or something). so if you'll manage to find a wand of teleport, you can…
lift that Great Item, run away, sell half of GC to Merka, return, and pay your debt.
looks like interesting small mechanics to me, and not that hard to implement (sound propagation is much, much more compex).
p.s.: and if you don't have enought money… there is still no reason to kill you. the shopkeeper could simply take all your money, all your inventory, and give you filthy tunic and bone dagger instead (not omel bone!

. and i can make it even more fun by freezing current danger level. i.e. the danger level could go up, but won't go down, effectively making the game think that you still possess your old gear, and spawn monsters accordingly. ahahaha.