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Interesting suggestion of Pawns gossiping about things that is not controllable by the player! Gonna add that feature into my work list.
What I did in v1.2.1 was to add in a short -3 debuff for banishing a prisoner. While I was fiddling around with my other test cases, I tried to banish a prisoner, and he immediately turned hostile (he belonged to a hostile faction tho), and promtly attacked other prisoners, even hitting the walls. Then I thought "well colonists should feel a bit worried about this" and added that in.
(But I doubt anyone would want to banish a prisoner in the first place anyways so yeah XD)
Haven't thought about that before. Seems difficult judging from its surface, but who knows.
Imma add this to the list of development items
How about also make record for pawns that visit the map and once they left the map(alive).
(you can delete the record so it doesn't bloat the data).
This includes pawns from other faction happen to be on your map while you commit the crime!
Those incident that was deleted after they left the map will instead have a chance to appear on global news which will then take effect on other factions.
Increased chance to spread = Victims of the attack, Pawn from the same faction or allied with victim, Pawn's traits.
Decreased chance to spread = Pawn's health state when they left the map (almost dying pawn might not survive to tell their comrades), Pawn's trait.
Pawn died > captured > attacked > social fight. In order of severity
Relation to pawn's faction decrease, relation to pawn's allied faction slightly decrease, slightly improve relation with faction hostile to pawn' faction.
Pawn Rescued
Relation to pawn's faction improve (alredy in vanilla), relation to pawn's allied faction slightly improved, slightly decrease relation with faction hostile to pawn' faction(at lowered chance since you are pawn benefactor).
This might be too complicate though but its just a suggestion hehe
The "colonist-only" UI is but an illusion. Everyone can know news. Just that, using vanilla stuff, I can only show to you that colonists know news; can't show that guests know news (but they really know news! Remember that).
(Hey, you kind of reminded me that the Hospitality mod contains a "guest list" feature. I think I can use that in the future.)
So, we will first need to make Factions a valid recipient of tale-news (currently only Pawns can receive news) then everything will suddenly click into place. But this will be some severe change to the underlying programming, so it won't happen soon. For now, I will continue with the event types/news types though.
Just taking a break with all the chaos and the G20 going on, and I also got myself some short-term project going on.
EDIT: "Chaos" refers to the relative instability in HK, and my side project has nothing to do with G20
No need to add in additional feature to clean tale-news because our existing system is doing it automatically (albeit slightly slowly).