1. How exactly does the FLEEING usage hint work? From what I can tell, it affects the full spectrum of "fear" reactions, so civilized creatures that see you walk nearby while, say, brandishing a weapon (They usually say something like "A weapon? That's alarming!" to signify this) or something similarly not overtly threatening, will use any FLEEING interactions they have, even if said interaction is, say, transforming into a giant demon or something crazy like that. Obviously the vanilla game didn't have plans for this considering the octopus's ink is the only interaction with the FLEEING tag as far as I know, but is this hint meant to be so trigger-happy?
2. What are the plans for the bandit forts and improved necromancer towers, if they are implemented? Will they function essentially as tiny civilizations, demanding tribute and starting wars and such?
3. Will we be getting any other adventure mode crafting functionalities prior to the Big Wait? Like tanning leather/making clothing/milking and butchering animals, stuff like that.
4. Will you be taking another look at semi/megabeasts during the villain arc? Currently if you add the [INTELLIGENT] and [POWER] tokens along with spheres, a megabeast can theoretically assume the role of a god-king in a given civilization. However it is kind of finicky and doesn't always work (as of now they tend to die off almost immediately after assuming rulership) for example. Will this be changed as villain roles become more fleshed out? It might be interesting to face off against an evil empire ruled by a Giant king.