Menu


Front Page
About Us
News
Blog
Events
Other
Roadmap
Forums
Store
Support


 

Blog Archive
RSS Feed

Find all Subversion Blog entries

 
   

 


Follow
Subscribe to our blog rss feed Follow us on Twitter Follow us on Facebook
Follow us on YouTube Join our mailinglist

Donate
 
The Introversion Blog
The only place you'll ever hear the truth

Prison Architect Update 8 (v2.0 preview)
Posted by Chris on 27th July 2016
 
Prison Architect Update 8 has been released. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

STEAM USERS: This update is on a steam branch, meaning it will not automatically download. You must manually switch to that branch to see this new version.
- Right click on Prison Architect in your games list
- Click 'Properties'
- Click 'Betas'
- Select 'v2preview' from the list. (Restart steam if it doesn't show up)
- The update will then download.

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register



This is a preview build of the v2.0 features that we are properly launching next month. There may be a couple of bugs and glitches in this bad boy so only dl if you are proper brave.....


New improved User Interface
Many user interfaces have been redesigned to be clearer, more consistent, and better looking.

- Improved Build toolbar
New look build toolbar for with much cleaner icons and graphics
Toolbar now filters out locked items by default, leading to simpler menus in early game (Click + to reveal all)
The Room toolbar now highlights room types when you mouse over them
Help tooltips have been added to many of the toolbar menus

- Tooltip sizes made more consistent and screen friendly across the board

- New Context Menu
Click on any object or entity to bring up the context menu
Allows for quick context sensitive actions
Prisoner Rap sheet now auto-follows prisoners

- UNDO
All construction work is now covered by a global UNDO button at the bottom right of the screen
Click UNDO to gradually reverse any decisions you have made, and receive a full refund
Nb. UNDO button is only shown when using the toolbar for foundations, materials, objects, utilities etc.

- Research/bureaucracy screen improved to look better
- Patrols interface improved for clarity
- Pipe and water rendering improved for clarity
- Informants window improved by moving the list to the right of the screen and making it smaller
- Logistics views now more consistent, showing only objects and entities relevant to each view.
Eg Food logistics now shows everything relevent to food: Ingredients, meals, chefs, prisoners working in the kitchen

- Nb. All of the new GUI features can be disabled through Main Menu -> Options -> Game -> Version 2.0 GUI tickbox

- Zoom to mouse
Nb. Can be disabled through Main Menu -> Options -> Game -> Zoom to mouse.


Modding System (continued)

- 'Infinite' mod loading
The game now supports many more simultanious graphical mods than before
It achieves this by gradually increasing the size of the graphics tileset, until your graphics card itself hits its limit
In general users should find they can now activate a great deal more mods before any problems occur
In addition, when the limit is reached you will now receive a warning/error message. (Previously it just started misbehaving)

- Mods with spritesheets larger than 1024x1024 are now supported

- Lua World Scripts
Each mod can now have a data/world.lua script file, which should contain both Init() and Update( timePassed ) functions.
This script is initialised on World initialisation (for both new maps and loaded save games) and Updated on each World update.
Variables set in the "this" or "World" tables will be cast to strings and persist in the save game.
Variables are loaded after Init and before the first call to Update.

- Mods can now have their own sounds.txt file, containing only new/modified sounds.
These will override base data in the same way as other mod files.

- Added Update button to Prison Sharing menu.
Allows any published prison to be updated with the prison that you are currently playing.

- Fixed a bug in the lua scripting system that would try to cast boolean strings (in lua) to a bool (in c++).


New game content
- New events
Contraband surge
Tree fire
Food poisoning
Agitating radio
CI list leak
Mass tunnelling
Preacher

- TVs now broadcast over an area (3x3, shown as a green box).
Prisoners sitting within the viewing area can watch TV and thereby have their recreation needs taken care of.
Nb. Prisoners can be doing other things at the same time, eg eating in the canteen.

- New item: Large TV.
Has a larger viewing area and can easily provide Recreation to an entire room.
Be sure to provide lots of seating spaces.

- Radios now passively broadcast to the entire room.
Any prisoners in a room with a radio are slightly less bored, so get a small reduction to their Recreation needs.

- New item: Arcade Cabinet
Two inmates can play games on an arcade cabinet at the same time


- New Contraband menu option: 'Stolen From'
Shows the location each item of contraband was stolen from, rather than where it was ultimately recovered
Shows 7 days of contraband history.
This is very handy for finding which of your rooms is lacking security
Also easily reveals where contraband is being thrown into your prison.


- New Regime options
Added a 'Work/Lockup' regime type. Treats prisoners who aren't working as being on a Lockup regime instead of free time.
The standard Work regime has been renamed to 'Work/Freetime'


- Dead entities now have their cause of death displayed in their tooltip

- Prisoners without jail cells now show the reason why in their tooltip

- Family cells that are in their own block, separate from other prisoner housing, will form a single sector

- The 'Names in the Game' database can now be manually updated from the Extras | Name in Game menu.

- Updates to all translations to bring all languages up to v2.0.

BUG FIXES
- Fixed: A gang would never receive a new leader, if its previous leader was killed and left the map.
- Fix for Intake System to ensure that the correct number of prisoners are taken
- 0010443: [AI & Behaviour] Family cells do not form a continuous cell block
- 0010559: [Mod System] Changing WorldCell "Ind" property always sets to false
- 0009556: [Mod System] Lua: Triggered property sometimes a string, sometimes a number, sometimes boolean
- 0003033: [Save & Load] Steam Workshop Update not possible
- 0009729: [Mod System] Sprites.png: 1024x1024 size not working
- 0010882: [Mod System] Sprite.png size limitations cause compatibility issues with mods
- 0010290: [Mod System] Sprite Limits
- 0009618: [Mod System] sprites.png: current approach necessary but not sufficient


Stay up to date:
Like us on the FB
Subscribe to our Blog
Subscribe to our Youtube channel
Follow us on Twitter
Join our mailing list
Follow our twitch.tv livestream - we sometimes code live on twitch



 

Prison Architect Update 7. June 28 Date for PS4 / XBox1
Posted by Mark on 27th May 2016
 
Prison Architect Update 7 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register



Prison Architect Xbox One and PS4 release confirmed for June 28 2016
Double 11 have managed to get through cert on both platforms and we've been able to lock in a launch date! You can play now on the Xbox One Game Preview Program or pre-order for PS4. There's a big DLC pack with 8 starting plots, 8 wardens and 8 prisons worth $9.99 available as an incentive to pre-order.
Find out more



PRISON ARCHITECT PC/Mac/Linux

= Temperature System

- The entire Temperature / Weather / Seasons / Hot water system is now optional on starting a new prison.

= BUGS FIXED =

- 0010826: [Other] Logic still broken since after Alpha 25b (Icepick) - resolved.
- 0010847: [AI & Behaviour] Tree delivery trucks carry one pallet per truck instead of eight, causing traffic jam and food shortage (Icepick) - resolved.
- 0010808: [AI & Behaviour] Prisoners flock to shop with chocolate in stock (John) - resolved.
- 0010719: [Gameplay] Fill to Capacity - prisoner buses keep on coming even after prison is overflowing. (Icepick) - resolved.
- 0010816: [AI & Behaviour] cells not included in a cell block aren't provided uniforms (Icepick) - resolved.
- 0010817: [Gameplay] Room Quality Calculated Wrong (Icepick) - resolved.
- 0009415: [AI & Behaviour] Random deliveries to the shop cause shortage of popular item types, eventually freezing the shop altogether (John) - resolved.
- 0010815: [Gameplay] Jobs with program education required are never assigned (Icepick) - resolved.
- 0010792: [AI & Behaviour] When snipers stop a large group of tunnel escapees, guards do not process all escapees (Icepick) - resolved.
- 0010834: [Control & User Interface] Showers that are hooked up with hot water pipes do not show the need for normal water pipes. (Icepick) - resolved.
- 0005216: [AI & Behaviour] Prisoners wont sleep befor 10 pm (John) - resolved.
- 0010507: [AI & Behaviour] Mailroom does not work (Icepick) - resolved.
- 0010827: [AI & Behaviour] New Death Row Prisoners wont go to death row cell, just as protective custody prisoners. (Icepick) - resolved.
- 0008893: [AI & Behaviour] Guards, especially armed guards, can get stuck on walls near incidents (Icepick) - resolved.
- 0010802: [Graphics] Snow obscures zoning (Icepick) - resolved.
- 0009583: [Gameplay] Can't add any object in a cell where a gang member lives, incl. pipes&wires (Icepick) - resolved.
- 0010806: [Graphics] Snow Indoors (Icepick) - resolved.
- 0005061: [AI & Behaviour] Utilities cannot be built below crossing walls (Icepick) - resolved.
- 0007963: [AI & Behaviour] Doctors not healing prisoners with laundry baskets (Icepick) - resolved.
- 0009803: [Save & Load] "Autosave Timer" does not get saved (Icepick) - resolved.

Stay up to date:
Like us on the FB
Subscribe to our Blog
Subscribe to our Youtube channel
Follow us on Twitter
Join our mailing list
Follow our twitch.tv livestream - we sometimes code live on twitch



 

Prison Architect update 6 released - and NEW GAMES from us
Posted by Chris on 29th April 2016
 
Prison Architect Update 6 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register



TWO BRAND NEW GAME PROTOTYPES
Introducing 'Scanner Sombre' and 'Wrong Wire'

Skip forward to 22 minutes into the video, to see us demonstrate two of our (potentially) upcoming games. These are prototypes we have been developing in secret until now, and will form the basis of whatever comes next after Prison Architect. Please keep in mind that whilst we intend to continue supporting Prison Architect with updates for a very long time, we also intend to make new games, just as we have always done.

We are interested in your thoughts on the new games. Please go here to vote on your favourite:
http://www.introversion.co.uk/vote


PRISON ARCHITECT

= Seasons and Weather
- The game will now move through the seasons, with the outdoor temperature varying based on the time of year.
- Various weather patterns can occur during the game, varying based on the current season.
- Overcast
- Rain
- Torrential rain (Special event, rare)
- Snow and frost
- Heatwave (special event, rare)

- Prisoners needs will be affected by the weather when they are outdoors. Getting rained on will spike their
comfort, clothing and warmth needs.

- Prisoners left outside in extremely cold conditions (for example in an outdoor solitary confinement cage)
can now die of exposure.

- Weather is DISABLED by default in all prisons, and can be enabled when creating a new map.
Alternatively, use the new "Map Settings" screen in the Extras menu.


= Map Settings
You can now adjust the settings of your prison from a new screen called "Map Settings", found in the Extras menu.
This screen lets you enable certain options that may not have been enabled (or even available) when you first created the map.
Nb. You can enable these options, but you cannot disable them once enabled.

Available options:
- Enable Gangs
- Enable Events
- Enable Weather


= Job Prioritisation
- You can now mark any job as a high priority. Simple hold control and either
left click or left drag a selection to mark jobs. Available workers (who aren't
already on a high priority job) will stop what they are doing and be assigned
to the high priority job.

- If no workers are available, high priority jobs will take precedence when the
workers become available. A small icon in the lower right of a visible job shows
if it is marked as a high priority job.

- You can remove the high priority marking on jobs by holding control and either
right clicking or dragging a selection.

- Hovering over an in progress job will now highlight the entity working on it,
showing a red line leading to the worker responsible for the job.

- Pressing F while highlighting an in progress job will cause the camera to follow
the working entity and keep the highlight active.


= Performance Work (continued)
Further performance gains were made this month through several different approaches to optimisation.

- More systems moved to overlap with Render().
- Optimisations to the visible object list builder.
- Singly linked lists mostly replaced with arrays (FastList).
- Avoid copying of containers where possible.
- NeedSystem optimised.


= Bug Fixes
Temperature and lightmap system corruption bug fixed.

- 0010618: [Gameplay] Temperature next to fire is in the negatives
- 0010625: [Gameplay] Temperature drops instantly even in areas that should be producing heat


Stay up to date:
Subscribe to our Blog
Subscribe to our Youtube channel
Follow us on Twitter
Join our mailing list
Follow our twitch.tv livestream - we sometimes code live on twitch



 

Prison Architect Update 5 released
Posted by Chris on 24th March 2016
 
Prison Architect Update 5 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register

Here is our video demonstrating the new features:


Performance optimisations

We focussed on performance this month, and achieved a speed boost of at least 50%.
This work is ongoing.

- Now defaulting to the VS2015 build, with the old VS2008 build still
available for Safe mode (Prison Architect Safe Mode.exe). This gives
a good speed improvement over the VS2008 version.

- Asynchronous job search system. Instead of synchronously looking for a job,
workers, guards, prisoners, doctors now place a request for a new job in a
queue. This queue is processed during render phase of the game loop so
shouldn't take up any time during the main game loop.

- Speed up rendering of the Feed Prisoners Objective. This was particularly
slow when there were a lot of hungry prisoners.

- Rebuild the indoor/outdoor shadow mask only when a cell changes its material
or indoor/outdoor status.


Thermodynamics (continued)

- New pipe type in the utilities view: Hot water pipes
These operate on a seperate layer to the existing pipes, and can be overlaid without conflict.

- New utility: Hot water boiler
Requires a large pipe connection of cold water, and a direct electrical connection
You can run hot water pipes from this boiler in any direction.
Nb. Water will lose heat the further it gets from the boiler.

- All radiators now require a hot water connection to function

- Showers can take cold water or hot water.
When supplied with hot water, showers will also reduce a prisoner's Warmth need
When supplied only with cold water will apply a Frigid effect, which acts as a kind of short-term surpression
while also spiking their Warmth and comfort needs.


3d mode has been discovered

This update we have improved 3d mode with new shapes, new shaders operating on all objects, and better wall geometry.
3d mode remains very experimental.

Known bug: The mouse position is wrong when using graphics/Supersampling.
Known bug: Long pauses caused by geometry changing, eg wall construction/demolition


BUG FIXES

- Thermodynamic map to use 16 bit number type to represent the temperature
instead of 8 bit. This fixes a bug with fire showing negative temperatures.

- 0010610: [Graphics] entire screen is black and white boxes


Stay up to date:
Subscribe to our Blog
Subscribe to our Youtube channel
Follow us on Twitter
Join our mailing list
Follow our twitch.tv livestream - we sometimes code live on twitch



 

Blog archive
Read and discuss older news in the blog archive

 

 

Help & Support Uplink . Darwinia . DEFCON . Multiwinia . Darwinia+ . Subversion . Prison Architect