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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.

Yeah I can totally see how this makes sense for lots of potential follower types, and I really like that aspect of hostility between natural enemies, I mainly refer specifically to "dumb" tamed animals like donkeys, which ideally work out as a special case since they're seen as animals, after all, essentially under the direct control of the owner and should probably both behave and be treated accordingly.

As for other types of followers like mercenaries, I would imagine you'd simply have to leave them out regardless of and coercion... A menu for control over groups would be nice, I'm sure. I've avoided groups of course due to the original intragroup hostilities, but probably will have to try groups again now that that's been addressed.

My current Zurite caster is pretty awesome, I've been leaning into magic and charisma...

Eriopis might be my favourite god to play, even though I do tend to get killed more easily than when using Ursus or Nikitis. Eriopis also has the most spells of anyone so far and you'll get permanent telepathy if you can get to the 5th rank.

Damn, permanent telepathy is awesome. And yeah Eriopis is a lot of fun, very different from the others, but also squishy. Guess that spoils me about there being even more levels :P (though I guessed there probably would be, sounds like there's a lot of cool stuff!)

That said, knowing that 2.12 breaks blinking, maybe I shouldn't upgrade... that's too big of a hit to their capabilities .