Watching the stream has been so helpful since I rarely get to see someone else playing the game.
Groups of agent types have baseline relations towards other groups, and each agent has its own list of relations to other agents. If you play as a necromancer for example (which is a current option in the game) and animate some skeletons after having hired mercenaries, the skeletons and mercenaries will fight because they are natural enemies, even though they are all your followers. This puts a limitation on the player's follower army that I think makes sense in the game. My intention is that this would be especially relevant in late game after encountering various non-human races: it would stop you from raising a mercenary army of races that don't get along.
A special characteristic of the player's followers is that if they see another agent attacking or fleeing from the player, they immediately turn hostile towards that agent. Presently, they don't stop being hostile even if the player tames or charms that agent. I have noticed that this can be really annoying when you want to make friends with other creatures, but your overzealous followers keep beating them up.
I haven't completely made up my mind how to deal with this, but a solution could be that any time the player improves relations to another creature up from "hostile", it causes all player followers to revert to their baseline relation. This way donkeys would stop attacking villagers, but natural enemies would continue to be hostile. If there were still other hostile villagers around though, they might still respark the fight, so bringing followers into a hostile village would still be a tricky situation.
I would like to add a follower management window though, so if you have a lot of followers, you could order them all at once to wait outside town while you pacify the inhabitants.
It may take a while longer for the next update to come out since I'll be working on unborking the horse riding system and adding fully customizable key controls.