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

Prison Architect Alpha 23
Posted by Chris on 31st July 2014
 
Alpha 23 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:



Remote Access systems
You can now build a number of interconnected systems and servos in your prison, to automate access through locked doors.
These new objects are unlocked via 'Remote Access' in the beauracracy screen, and available in the Utilities menu.
All of these systems can be connected together using the 'Connect' tool in the Utilities menu.

- Door Servo : Attaches to an existing door. Can be triggered electrically to open the door.

Image

- Door Control System : Operated by a guard in a security room. Allows guards to open doors remotely.
The system is connected to servos via the new 'Connect' tool in the utilities menu.
Note: The operator can open a maximum of two doors per second, so don't overload a single system with too many servos.
Note: If a Door Control System becomes broken, ALL connected doors will spring open.

- Door Timer : Another way to control doors automatically, based on time of day. Click on the door timer to access its schedule.
All connected doors will be opened when the schedule says they should be.

- Remote Door : A strong metal door that cannot be opened with Jail Keys. You must connect this door up with a Door Servo
and control it remotely somehow.

Cctv overhall
The old cctv system has been replaced, using the new Connection mechanics developed for Remote Access Systems.
Cctv Monitors must now be connected to cameras using the 'Connect' tool.
A single Cctv Monitor must now be operated by one Guard, and a Guard can only operate one monitor at a time.
A Monitor can be connected to as many cameras as you wish, but has only eight screens.
If you connect it to more than eight cameras, the monitor will cycle through them, giving only partial coverage.

Image


[ADVANCED FEATURE] Logic Circuits
Two new objects have been added purely as an experiment, and are not required for any normal prison.
These objects can be used to build advanced electrical circuits.

- Logic Circuit : A boolean logic gate with X inputs and 1 output.
Available operations : And / Or / Not / Nand / Nor / Xor
Right click on the circuit to cycle the operation.

- Logic Bridge : Can be used to send a signal via Electrical Cable (normally used to power your prison)
Place the Logic Bridge over a cell containing Electrical cable, and that entire cable will have the same signal value.
Any Logic Circuit sitting on the same Electrical Cable will receive the signal as one of its inputs.
This is specifically useful for transmitting a common signal around your circuit - eg a Clock signal,
without requiring thousands of seperate wires.

Image

Contraband Smuggling continued

- Contraband can now be smuggled in via materials in a Delivery Truck. Anything brought in via Delivery Trucks can be used.
Eg Food ingredients, metal sheets for the workshop, prisoner uniforms, construction materials etc.
Dogs will detect narcotics in these items, and metal detectors will spot metal items.
Guards can now search these items on request.
Once brought into the prison, the contraband will remain in its material until a nearby prisoner picks it up.
Note: The types of contraband smuggled in this way will be determined by the Supply and Demand within the prison.

- Contraband can now be thrown in over the external walls.
Prisoners 'arrange' this when phoning home, or when talking to their visitors in Visitation.
They will arrange to go to a pre-determined place at a certain time, and collect a specific item.
The item chosen will be based on the needs of that prisoner.
If there are guards near the collection point, the contraband will not be thrown in.
The maximum throw range is 10 squares, and cannot happen in sectors marked as 'Staff Only' as prisoners cannot get there.

- Intoxication is now a type of Misconduct, and is 'detected' when a Guard searches a prisoner. He will notice they are high/drunk.
You can now set the punishment for Intoxication in the Policy table.
Being caught Intoxicated automatically refers the prisoner to the relevent 'Rehab' program, if it exists.

- Utilities mode now filters the display based on what you are building, to give a clearer view.
Only relevent objects and connections will be shown depending on the mode - Electrical, Pipes, Circuit wiring.

- Fences are no longer free (YOU try getting hundreds of metres of fences for free)

- You can now expand and contract the Todo list to free up screen space

- More info has been added to the tooltips in the Build Toolbar

- Kitchen Sinks now require a water pipe connection

- The 'Day X' timer in the top toolbar now shows the total 'Real Time' played on this prison

- Fixed a subtle bug in the audio system that caused audio corruption sometimes - buzzing, popping, clicking


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Prison Architect Alpha 22
Posted by Chris on 27th June 2014
 
Alpha 22 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:


No more shall all your laundry baskets gradually migrate to a single laundry room, leaving all the others empty!

No more will you be able to install Garbage!

No more will your dead prisoners slide off morgue slabs and hearses, and lay there in the road forever!

No more will your entities get stuck (FOREVER) on walls, corners, doors, and just about everything else in their way!

We decided to do things differently this month. This month was a Bug Bash.

Generally speaking the monthly release schedule is an incredibly healthy process for us - it motivates us to work hard and finish things to deadline, and gives us a monthly routine to work to. However the process is not without its faults. We’ve become increasingly aware of the number of bugs that have been creeping into the game with each new release, and with just four weeks between alpha launches there is almost no time to address them. The result is a bug tracker filled up with literally thousands of bug reports. We had to do something about this.

So for the month of June, all the programmers on the team worked exclusively on fixing bugs. (That’s Chris, Johnny, Leander, Gary and Andrew, for those who keep track). Five programmers working for an entire month, just clearing bugs. For those who didn’t notice our messages in the main menu, we also released regular test builds via steam so that the community could test out our fixes and report back to us. Many thousands of PA fans got new builds every few days rather than once a month.

It’s been a fantastic experience, and many serious bugs have been tackled. We could have ticked off hundreds of trivial fixes, but we instead attacked the list starting with the biggest and most terrifying AI fixes. In total, 73 major bugs were fixed. This may not sound like many - it represents about one bug resolved per man-day, which in the Software Engineering world is a fairly respectable rate. But it puts it into perspective just how long bug fixing can take, and makes it clear to us that we shouldn’t be ‘saving up’ the bug fixing for some mythical end date just before the v1.0 launch.

Our community really rose to the challenge this month and gave us invaluable assistance. Our bug database is full of duplicate bug reports (most people don’t search first when reporting their bugs), and we’ve just never tackled that. Several community members organised into a group and closed well over 1,000 bugs during June, all duplicates. They also helped us to confirm our fixes worked and to test against regressions. Thanks guys! We wanted to give special shout outs to these community members who went above and beyond:

Reef : Thanks so much! You were a huge help to us this month. We are gifting you a free ‘Face in the Game’ upgrade as a token of our thanks.

mazetar, RGeezy911, _alphaBeta_, koshensky, Phydaux, Guvnor, Mhoram : You guys were incredibly helpful, thank you. We are gifting each of you a free ‘Name in the Game’ upgrade.

Normal service will resume next month, and we’ll have a set of lovely new features for alpha 23. But in the mean time, enjoy the new version.

Full change list

- New construction material : "Clear Indoor Area"
This removes any walls and floor materials and returns them to concrete floor.
It only works indoors, and does not remove the external walls of the building.
It also removes any objects in the area.

- Added more informative failure messages to the Reform screen, for when scheduling fails.
These are common failures that were wrongly reported as "NO ROOMS FOUND", leading to many bug reports

ALL ROOMS STAFF ONLY : The room must be available to the prisoners, Staff Only therefore doesn't count
NO REGIME TIMESLOT : There must be a slot in the regime of X hours of Work time, sufficient to fit the full session in
NO TEACHERS : You don't have any of the required teacher type

- Guards no longer hang out in the Holding Cell when they have nothing to do

- You can now clear a regime for Max or Min sec prisoners and return to the default Normal sec regime,
with a new X button in the regime window

- Narcotics continued
- The Methadone program is no longer 'graded' in the same way as the other academic/practical programs
Success chance is now based simply on attendance. Concentration and Understanding no longer play a part

- Doubled the penalty to 'Health' grading for drug and alcohol addictions (now -4 points per addiction)
- Doubled the effect on re-offending chance of drug and alcohol addictions
- The Methadone program has been renamed to 'Pharmacological Treatment of Drug Addiction'
- The Alcoholics Anonymous program has been renamed to 'Alcoholics Group Therapy'

- Food ingredients will only be delivered if you have a Kitchen
- Food trays will only be delivered if you have a canteen


= FIXED
- 0002217: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (Icepick) - resolved.
- 0001684: [Gameplay] Jobs: Operate *X (elDiablo) - resolved.
- 0000590: [Gameplay] Cancelling foundation doesn't refund money (Icepick) - resolved.
- 0003279: [Gameplay] CCTV not revealing prisoners in Common Room and showers (lim_ak) - resolved.
- 0003304: [Gameplay] CCTV Cameras get stuck (lim_ak) - resolved.
- 0003448: [AI & Behaviour] Max Security Prisoners are put into Med Security Holding Cells. (elDiablo) - resolved.
- 0004900: [AI & Behaviour] Delivered maxsec prisoners not taken to shared holding cell (elDiablo) - resolved.
- 0004905: [AI & Behaviour] When Constant Intake is on, guards do not escort prisoners to holding cell (elDiablo) - resolved.
- 0002282: [Control & User Interface] Store *X in *Y (elDiablo) - resolved.
- 0004380: [Gameplay] Programs not working (lim_ak) - resolved.
- 0004496: [Control & User Interface] Pressing space in menu resumes game time (lim_ak) - resolved.
- 0000151: [Graphics] Non-utility-related objects visible in utilities view (lim_ak) - resolved.
- 0004808: [Graphics] Two-layer objects appear incorrectly on deployment/utilites screen (lim_ak) - resolved.
- 0004701: [Graphics] Guard Tazers appear in Utilities view (lim_ak) - resolved.
- 0003590: [AI & Behaviour] can't run education programs because "all rooms booked" (Chris) - resolved.
- 0002866: [Gameplay] Expanding land drops ALL patrols (lim_ak) - resolved.
- 0004172: [AI & Behaviour] When you have 2 laudries all the baskets end up in one of them eventually (it gets crowded with laudry baskets) (Icepick) - resolved.
- 0000379: [Save & Load] Failed to save any prison or load second scene in introduction [Cyrillic symbols] (John) - resolved.
- 0004417: [AI & Behaviour] Isn't the doctor supposed to treat overdose? (elDiablo) - resolved.
- 0000028: [Other] Bureaucracy for free (lim_ak) - resolved.
- 0000808: [AI & Behaviour] Install Garbage (Icepick) - resolved.
- 0004823: [Gameplay] [motherbug] Crash in generating PNG *after* writing save on 64bit linux/windows/mac (John) - resolved.
- 0002205: [Save & Load] Game hangs when / after saving (John) - resolved.
- 0000864: [Gameplay] Unfinished foundations won't complete after loading (Icepick) - resolved.
- 0002226: [Gameplay] I would like to see the foundation tool have an option for concrete walls instead of brick. (Icepick) - resolved.
- 0003237: [AI & Behaviour] Existing Prisoners will not be reassigned "shared" security cells. (Chris) - resolved.
- 0003996: [Performance] Prisoner release, leaves map, On bio tab select crash (Icepick) - resolved.
- 0001469: [AI & Behaviour] Solitary door won't close (Icepick) - resolved.
- 0000081: [AI & Behaviour] Injured Guards don't seek medical treatment on their own (Icepick) - resolved.
- 0003649: [AI & Behaviour] Utility placed as object and interrupts further utility placement (elDiablo) - resolved.
- 0000100: [Graphics] Shadows not visible for off screen objects (lim_ak) - resolved.
- 0000039: [Control & User Interface] Camera controls active when focus is in menus (lim_ak) - resolved.
- 0000278: [Gameplay] Regime is changed on load (Chris) - resolved.
- 0004264: [Gameplay] Speed up games with hotkeys (lim_ak) - resolved.
- 0000037: [Control & User Interface] "Read the CEO's letter" in the Todo list comes back (Icepick) - resolved.
- 0003204: [AI & Behaviour] Dead prisoners moved to Infirmary not Morgue (Icepick) - resolved.
- 0001529: [AI & Behaviour] Dead visitors slide off morgue slabs. (Icepick) - resolved.
- 0002487: [AI & Behaviour] Dead visitor's not taken away by hearse. (Icepick) - resolved.
- 0002457: [AI & Behaviour] Corners pathfinding flawed (elDiablo) - resolved.
- 0003275: [AI & Behaviour] If job inside inaccessible room, build doors/demolish wall/buldoze ignored (elDiablo) - resolved.
- 0002850: [Platform Specific Issues] Assertion failed, mutex_win32.cpp, line 43 (John) - resolved.
- 0004406: [AI & Behaviour] Teacher never goes home (and classroom seems bugged) (Icepick) - resolved.
- 0004090: [Gameplay] Make it Capacitors don't need to turn on (Icepick) - resolved.
- 0001425: [Control & User Interface] Several menus do not halt game (lim_ak) - resolved.
- 0000003: [AI & Behaviour] AI fails to properly path-find around non-everyone doors (elDiablo) - resolved.
- 0001984: [Gameplay] Laundry Baskets can not be dismanteled or removed once placed. (Icepick) - resolved.
- 0000046: [Control & User Interface] Can click on some menus "behind" Bureaucracy screen (lim_ak) - resolved.
- 0001383: [Graphics] Workshop saw and press deployed incorrectly if rotated. (Icepick) - resolved.
- 0000045: [Graphics] Shower drains not aligning to grid properly (Icepick) - resolved.
- 0004368: [Other] Startup crash in __GLeeGetExtensions (John) - resolved.
- 0004237: [AI & Behaviour] Injured Guards don't seek medical treatment on their own - closed.
- 0004398: [AI & Behaviour] Workmen do not demolish wall to no-access areas. (Chris) - closed.
- 0004234: [Gameplay] Cancelling foundation doesn't refund money - closed.
- 0004236: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (John) - closed.
- 0002217: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (Icepick) - resolved.
- 0001684: [Gameplay] Jobs: Operate *X (elDiablo) - resolved.
- 0004900: [AI & Behaviour] Delivered maxsec prisoners not taken to shared holding cell (elDiablo) - resolved.
- 0004905: [AI & Behaviour] When Constant Intake is on, guards do not escort prisoners to holding cell (elDiablo) - resolved.
- 0003448: [AI & Behaviour] Max Security Prisoners are put into Med Security Holding Cells. (elDiablo) - resolved.
- 0002282: [Control & User Interface] Store *X in *Y (elDiablo) - resolved.
- 0001859: [Graphics] CCTV can not see the bleach in cleaning cupboard (Reef) - resolved.
- 0004380: [Gameplay] Programs not working (lim_ak) - resolved.
- 0004938: [Gameplay] Cloning of Laundry Baskets (Reef) - resolved.
- 0000151: [Graphics] Non-utility-related objects visible in utilities view (lim_ak) - resolved.
- 0004808: [Graphics] Two-layer objects appear incorrectly on deployment/utilites screen (lim_ak) - resolved.
- 0004687: [AI & Behaviour] No route to install small pipe (elDiablo) - resolved.
- 0001006: [AI & Behaviour] CCTV cameras are being blocked by doors in the walls. (lim_ak) - resolved.
- 0005000: [Other] persona name resolution (John) - resolved.
- 0003590: [AI & Behaviour] can't run education programs because "all rooms booked" (Chris) - resolved.
- 0000478: [Other] suddenly crashed (Reef) - resolved.
- 0004439: [AI & Behaviour] Guards cannot be healed while escorting a prisoner (Icepick) - resolved.
- 0004417: [AI & Behaviour] Isn't the doctor supposed to treat overdose? (elDiablo) - resolved.
- 0003286: [Graphics] CCTV not working in showers & visitor rooms (Reef) - resolved.
- 0000914: [AI & Behaviour] Guards not opening nearest doors (_alphaBeta_) - resolved.
- 0002260: [AI & Behaviour] Prisoners are not shown by CCTV (Reef) - resolved.
- 0004823: [Gameplay] [motherbug] Crash in generating PNG *after* writing save on 64bit linux/windows/mac (John) - resolved.
- 0003649: [AI & Behaviour] Utility placed as object and interrupts further utility placement (elDiablo) - resolved.

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Prison Architect Alpha 21
Posted by Chris on 30th May 2014
 
Alpha 21 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:


Narcotics
Prisoners can now take drugs (typically smuggled in through visitation), and develop addictions. Addiction gets stronger with each use of a drug, and prisoners go into withdrawal if they do not get their drugs fix quick enough. Some prisoners arrive with existing addictions, other prisoners try drugs when bored or dissatisfied. All drugs have a chance to cause an overdose, which is lethal unless immediately treated by a Doctor.

Currently included:
- Heroin
- Cocain
- Alchohol

Two new Reform programs have been added to help combat drug addiction:
- Methodone program, a chemical suppliment that helps remove the craving of addicted prisoners
- Alchoholics anonymous meeting, a group therapy session aimed at reducing the psychological dependence on booze

Prisoners who refrain (or are prevented) from taking drugs for long enough to make it through withdrawal have a chance to cure their addiction, Cold Turkey style.

Advanced regime control
You can now control the regime for each security group independantly - Min sec / Normal sec / Max sec prisoners
Use this to rotate the actions of your different prisoner categories throughout the day
Regime 'Nothing' has been renamed 'Lockup', to better reflect its meaning. Prisoners must return to their cells during Lockup.

Image

Language selector
There is now a Union Jack flag in the Main Menu (top left) which can be clicked on to change the game language. This opens the language selector screen, which shows all currently installed language packs (MODS). In the STEAM version this screen also lists ALL language packs currently available via the Steam Workshop. Selecting any language pack will automatically download it and apply it, and the Union Jack icon will change appropriately.

Image

Surrender
Prisoners now have a chance to surrender when faced with lethal force
Armed guards shout warnings before opening fire. Weaker prisoners will surrender immediately, raising their hands in the air.
More aggressive prisoners may surrender after being shot at or wounded by gunfire.
Surrendered prisoners are immediately 100% suppressed, and will return to their cells after the armed guards have passed.
NOTE : Soldiers still do not shout warnings, and will not accept surrender once they have engaged a target.

Image

Alpha 22 - Bug Bash
Next month for alpha 22 we will be doing things differently. The entire team will be focussing exclusively on bug fixes for one entire month. This does mean that there will be no new features in alpha 22, however the game should improve immeasurably as we tackle some of the biggest long standing issues in the game. And we need your help!

We have a massive database of over 4000 bugs recorded. We can’t possibly fix them all. We need your help to prioritise the bug database so we know what to fix - we will be focussing on the top 100 rated bugs, so your ratings are very important. Take a look at this video for information on how to help us with prioritising the bug database:


We plan to launch new versions more frequently during June, perhaps once or twice a week, so you can get the latest bug fixes quickly and give us feedback as we work. If everything goes according to plan the game will be much more solid within a month, and we’ll all get back to adding some lovely new features for alpha 23.


Full change list
Code: Select all
= Narcotics
    Prisoners can now take drugs (typically smuggled in through visitation), and develop addictions
    Addiction gets stronger with each use of a drug
    Prisoners go into withdrawal if they do not get their drugs fix quick enough
    Some prisoners arrive with existing addictions, other prisoners try drugs when bored or dissatisfied
    All drugs have a chance to cause an overdose, which is lethal unless immediately treated by a Doctor
    The chance of overdose increases with the strength of the addiction

    Currently included:
        - Heroin
        - Cocain
        - Alchohol
   
    Two new Reform programs to help combat drug addiction:
        - Methodone program, a chemical suppliment that helps remove the craving of addicted prisoners
        - Alchoholics anonymous meeting, a group therapy session aimed at reducing the psychological dependence on booze

    Prisoners who refrain (or are prevented) from taking drugs for long enough to make it through withdrawal have a chance
    to cure their addiction, Cold Turkey style.

= Advanced regime control
    You can now control the regime for each security group independantly - Min sec / Normal sec / Max sec prisoners
    Use this to rotate the actions of your different prisoner categories throughout the day
    Regime 'Nothing' has been renamed 'Lockup', to better reflect its meaning. Prisoners must return to their cells during Lockup.

= Language selector
    There is now a Union Jack flag in the Main Menu (top left) which can be clicked on to change the game langague
    This opens the language selector screen, which shows all currently installed language packs (MODS)
    In the STEAM version this screen also lists ALL language packs currently available via the Steam Workshop
    Selecting any language pack will automatically download it and apply it, and the Union Jack icon will change appropriately

    - Translation work : Many more hard-coded strings have been exported to the language file, ready for translation

= Surrender
    Prisoners now have a chance to surrender when faced with lethal force
    Armed guards shout warnings before opening fire. Weaker prisoners will surrender immediately, raising their hands in the air.
    More aggressive prisoners may surrender after being shot at or wounded by gunfire.
    Surrendered prisoners are immediately 100% suppressed, and will return to their cells after the armed guards have passed.
        NOTE : Soldiers still do not shout warnings, and will not accept surrender once they have engaged a target.

- You can now assign discretionary punishments from a Prisoners rap sheet - up to 24 hours Lockdown (in cell) or 24 hours in Solitary

- Bank loans no longer count against you in the consideration of bankruptcy. So you can use a bank loan to escape bankruptcy if it is available.

- Fixed : Army trucks no longer get stuck on locked Road Gates

- In the "Names in the Game" list you can now select your entry and tick the box labelled "This is me"
    This sets your prisoner avatar to this character. If you find yourself locked up within your prison,
    this is the prisoner who will embody you.

- Many main menu screens now use better font sizes for lists

- Nutritional policy moved to Policy window. Policy now unlocked by Warden

- The maximum copy size of the Clone tool has been doubled from 6 squares to 12 squares

- Dog sniff range (drug detection) has been reduced slightly

- Improved visual effect for tazer fire



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Alpha 20 released
Posted by Chris on 29th April 2014
 
Alpha 20 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:


Prisoner Grading
All prisoners have a new 'Grading' tab in their rap sheet, in which they are scored on four key metrics:

- PUNISHMENT To what extent has this prisoner been punished? Long jail terms and solitary increase this.
- REFORM How successful have your reform attempts been? Passing reform programs and working increases this
- SECURITY Was the prisoner kept safely locked away? Fights and escapes detract from this, armed lockdown counts towards it
- HEALTH A measure of the welfare of your prisoner. Keeping them well fed and exercised will increase this.

These factors are combined, together with their age, number of prior convictions etc, to produce an estimate of their Re-offending chance.

Image

There is a new overall grading 'score' screen, available from the build toolbar
The gradings for all your released prisoners are combined together and shown
This screen shows what type of prison you have produced, and how successful you have been.

Image

Failure conditions
It is now possible to fail when building your prison, in certain circumstances. This constitutes a game over event. All failure conditions come with a verbal warning from the CEO, giving you chance to avert the failure.

Note : Failure conditions are turned off for existing prisons. This is to avoid any nasty bugs in the new failure system destroying peoples prisons immediately on load. Failure conditions default to ON for all new prisons.

There are currently four failure conditions:

RIOT
If you let a riot run for too long, the government will be forced to step in and take over your prison. In this event you will be sacked, and the National Guard will be deployed to retake your prison by force.

Image

BANKRUPTCY
If you have a negative bank balance and a negative cashflow, you are bankrupt. You will have 24 hours to put in place a financial rescue package before being sacked.

ESCAPES
Too many escapes in a single day is a PR disaster waiting to happen. If more escapes occur the next day you will be sacked.

DEATHS
Too many deaths in a single day will trigger a warning. If more deaths occur the next day you will be sacked. You will then be convicted of Criminal Negligence, and will spend time within your own jail as a prisoner.

Image

Wandering around your own prison is a really interesting experience, and turns the game on its head. The fog-of-war changes to reflect the fact you can only see things directly within your line of sight.

Image


Full change list
Code: Select all
= Prisoner Grading
    All prisoners have a new 'Grading' tab in their rap sheet, in which they are scored on four key metrics:
   
        - PUNISHMENT    To what extent has this prisoner been punished? Long jail terms and solitary increase this.
        - REFORM        How successful have your reform attempts been? Passing reform programs and working increases this
        - SECURITY      Was the prisoner kept safely locked away? Fights and escapes detract from this, armed lockdown counts towards it
        - HEALTH        A measure of the welfare of your prisoner. Keeping them well fed and exercised will increase this.
       
    These factors are combined, together with their age, number of prior convictions etc, to produce an estimate of their
    Re-offending chance.

    There is a new overall grading 'score' screen, available from the build toolbar
    The gradings for all your released prisoners are combined together and shown
    This screen shows what type of prison you have produced, and how successful you have been

= Failure conditions            (!!! TURNED OFF FOR PRE-EXISTING PRISONS !!!)
    It is now possible to fail when building your prison, in certain circumstances. This constitutes a game over event.
    All failure conditions come with a verbal warning from the CEO, giving you chance to avert the failure.
    There are currently four failure conditions:

        - RIOT          If you let a riot run for too long, the government will be forced to step in and take over your prison.
                        In this event you will be sacked, and the National Guard will be deployed to retake your prison by force.
                       
        - BANKRUPTCY    If you have a negative bank balance and a negative cashflow, you are bankrupt.
                        You will have 24 hours to put in place a financial rescue package before being sacked.

        - DEATHS        Too many deaths in a single day will trigger a warning. If more deaths occur the next day you will be sacked.
                        You will then be convicted of Criminal Negligence, and will spend time within your own jail as a prisoner.
                       
        - ESCAPES       Too many escapes in a single day is a PR disaster waiting to happen.
                        If more escapes occur the next day you will be sacked.

    - NOTE : Failure conditions are OFF for all pre-existing prisons. They will apply when you create a new prison.
             You can manually turn them on by adding this line to your save file at the top:
                FailureConditions    true

    - On screen counters will popup to notify you of deaths and escapes that occurred today

- It is now much easier to find foreign language translations in the Steam Workshop.
    Go to the main menu / Extras / Mods / Find more translations
    Fixed: Many steam mods were incorrectly tagged as language translations

- Finance continued
    - The "Days without incident" bonus now scales based on how many prisoners you have.
      You now need 200 prisoners on site to achieve the maximum bonus increase of $1,000 per day.
      This scales up each day you achieve it, up to a maximum of $10,000 per day, requiring
      200 prisoners without incident for 10 or more days. Good luck!

    - You can no longer trade in shares, or sell your prison, if there have been any deaths or escapes
      in the past 24 hours. This should put a stop to unconsionable players who helped prisoners escape
      or commit murder in order to profit from share trading!
     
    - Yesterday's exports are now reflected in your cashflow as income

- New graphics added for body armour upgrades (guards, armed guards and dog handlers)

- Fixed : Exports zone would not work correctly if placed above the Deliveries zone,
          or placed vertically aligned with the Deliveries or garbage zones

- Fixed : Having negative cash reserves stopped hourly cashflow from happening

- Fixed : Prisoner sentences counted down faster on larger maps, due to the time warp factor used

- Fixed : In the "New prison" window, the "Fog of war" and "Continuous intake" tick boxes didn't work properly

- Fixed : Particles and sun shadows are now correctly obscured by fog of war




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