What determines if someone knows where a site or person is? Does it randomly pick someone from the pot and makes sure they know the spot, or does it keep track of every location that unit knows (i.e.: when you speak to someone if I recall they get realized and stuff is made for them, is this done before hand or only in piecemeal until you've talked to them)? With the rumor mill in full force, would other people learn where a site is from that person given time?
Right now it's pretty simple -- people know areas within ~20 tiles of home, unless they had a traveling position in the past, in which case they can direct you anywhere. I had some memory concerns with detailed site knowledge for hist figs, and the guide system was sort of unsatisfying, so I'm easing into it.
Is there currently any way to determine why people are fighting?
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Should we expect certain people, as a result of the personality rewrite, to engage in spontaneous violence?
(addressed the no quarter question above) Aside from the occasional aside, it can be impossible to figure out why a fight is happening. That's a reasonably short-term goal. Some people will fight people they don't like if they are properly unbalanced personality-wise, but they don't quite get to the point where they pick fights for fun. I might jump all-in on that trait when it's easier to understand what's going on.
Can you confirm what the numbers in the ORIENTATION token mean? Research tells me they're probably female_chance:bisexual_chance:male_chance, but I could be wrong (especially in the middle).
It's a by-caste tag, so you'd use it twice for each caste if you want to set all the numbers. <male/female>:<disinterested chance>:<lover-possible chance>:<commitment-possible chance> It uses the chances to put an individual critter into any of the 9 possible configurations. Defaults are, if I remember, 75:20:5 for the same gender, and 5:20:75 for the opposite. That leads to a 3x3 grid, with numbers in it. I'm not invested in the current ones if there are better ideas, but it's probably not all that easy to make a good selection when the categorization is ad hoc anyway. I would have used caste instead of gender to allow more interesting outcomes for many-casted critters, but the optimizations would be a nightmare (already had to jump from 2 to 6 relationship pools...). Of course, all relationships are still eternal, so the lover thing is kind of broken now (sometimes it won't advance beyond lover because one of the parties is not interested in committing, but still neither ever breaks it off, ever... not unrealistic in individual cases, but strange overall).
Oddly enough, we thought retired adventurers would start forming relationships with 0.40.01+, so we wanted to have a better spectrum available, but then we didn't get around to the gen/pre-retirement specification menu, so all adventurers are still tagged with the special "undetermined" flag...
edit: corrected typo 25->20