Community Announcements - sPray
Alpha 29 has been released! Here is our video demonstrating the new features:

https://www.youtube.com/watch?v=CltK6AiV0TI

Parole
All prisoners are now granted a parole hearing when they reach 50% of their sentence, and another at 75%.
To facilitate this you must build a Parole Room, and start the Parole Program.

- A parole hearing requires the Warden, the Chief, the inmate, and in the inmates lawyer.
- At the end of the hearing, the board will make a decision and the inmate may or may not be released early.
- The decision is based on their estimated re-offending chance (viewable in their rap sheet).
- Under the Policy tab there is a new slider that governs how lenient your parole board will be
- Inmates who are denied parole may become angry, and may even attack the parole board staff

- Financial rewards : If a prisoner is paroled early and does not re-offend, you will receive a bonus of $3,000.
If he does re-offend, you will be fined $10,000
This occurs the moment the prisoner leaves the map


- NOTE: Inmates must be able to navigate to the parole room. Eg Staff Only won't work.
- NOTE: Only one parole hearing can happen at a time, because the Warden and Chief must be present.
However you can have multiple parole rooms in different security zones,
and your Warden/Chief will move around as required.

- New failure condition : You will be fired if too many Wardens are killed in your prison
- New failure condition : You will be fired if too many paroled prisoners re-offend after early release


New room : Chapel
About one third of your new prisoners now have a Spirituality need
Build a Chapel (Multi-faith-prayer-room) to give them a place to pray.

- New furniture
Pews
Prayer mat
Altar

- New reform program : Spiritual guidance.
A religious leader from the community will visit your prison, and talk to your prisoners.
This will instill in them a sense of calm, which affects not only them but also those around them.
Prisoners may attend this program as many times as they wish.


New room : Library
Around one third of your new prisoners now have a desire to read books,
for education, curiosity and entertainment.

- New furniture
Library Bookshelves
Librarian's desk

- Boxes of used and donated books will be delivered to your prison once you have a library.
- Employ prisoners in the library to sort these boxes of books and place them on your shelves.
(Prisoners must have the "Foundation Education" qualification before they can perform this job)

- Prisoners can visit the library and borrow books.
- Prisoners will read in their spare time, wherever they are sitting - library/canteen/cell etc.
- Returned books must be re-sorted onto the shelves
- Books wear out and become ruined after a while, and more will be delivered

- Note: Boxes of used/donated books may be used to smuggle contraband into the prison, so plan accordingly


Parallel Deliveries
Trucks will now load and unload in parallel, so long as they are aligned with a Delivery/Exports/Garbage zone when they stop.
Extend your Deliveries zone vertically so you can unload 2 or 3 or even more trucks simultaniously.
Trucks now cope better with multiple Deliveries rooms (and Garbage/Exports rooms)
Trucks now move 50% faster


Mod warning window
Many prisons now use mods to enhance the game, adding furniture, materials, programs etc to the core game.
This causes problems when you attempt to load those prisons without the mods being enabled.
From now on, upon loading such a prison you will be shown a list of all mods that were used to make the prison
If these were Steam mods, you can easily click on each required mod and auto-magically download and activate it
If they were not steam mods, clicking the mod will open a browser to a URL where you can download the mod
Note: This will only work for prisons saved with alpha-29 or later


- World time index now stored in double precision
This only affects prisons that have been running for hundreds of game days
This caused visual bugs such as extremely jerky animation, slow moving particles etc


- Navigation improvements
- Entities will no longer attempt to navigate through "Remote Doors" that don't have a powered Servo attached,
as those doors cannot possibly be opened by anyone.

- Entities will wait at a locked door for 30 seconds. They will then attempt to find an alternative route.
This alternative route may well be longer, but will avoid the door they are stuck on.

- Fixed : Deployment scheduler doesn't always update live deployment (until end of hour)
Announcement - Valve
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The Steam Holiday Sale runs until 10AM PST, January 2nd.

Community Announcements - sPray
Alpha 28 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=OZgJAg4qMkE

Merry Christmas everyone! It's been a short month due to the holidays, but that means we've been able to launch early, and we've managed to cram a lot into the time.

User Interface improvements
We have begun to move various interface elements around, and improve other elements,
in an effort to bring the user interface up to Version 1.0 quality.

- New toolbar top left of screen, incorporating Todo/Research/Grading/Main Menu
- Objectives/todo window improved, incorporated into new toolbar
- Topbar "Bank Balance" tooltip now shows recent transactions
- Search box added to Rooms toolbar, and Objects toolbar. Use this to filter the list of icons.
- Greyed out items in the main toolbar now have a greyed out caption as well
- In the main toolbar, "Contraband" has been renamed to "Intelligence"
- Contraband "supply & demand" report has been moved to the "Intelligence" toolbar
- Informants list interface tweaked, should fill less of the screen

Sector targetting continued
- New toolbar button : Logistics.

Allows the user to control Food distribution and Laundry distribution.
"Jobs" button moved from Deployment to Logistics.

- Laundrettes will target all nearby cell blocks automatically.
Every cell block has at least one Laundry servicing it, and every Laundry services at least one cell block.
The system will do its best to make laundries target other sectors of the same security zone, so that prisoners can do the work.
Can manually override the targetting from the Laundry Distribution screen.

Deployment Scheduling tool
You can now change the schedule of guard deployment, and guard patrols, at any hour of the day.
Use this to place more guards in the canteen at lunch time, for example.

- Requires new unlock : Micromanagement
- Click on the timeline at any hour to cycle the current schedule. White is the base schedule.
- You can drag the current time left and right, and change the schedule at any time of the day.

- Patrol icons for guards/dogs/armed guards now enlarge when selected

Truck drivers
Many large prisons suffer from a blocked delivery lane, with materials/prisoners/food etc trapped and unusable.
To combat this, all delivery trucks now come with a driver, who will helpfully spawn when the truck stops.
He will help unload the deliveries and load garbage and exports.
The truck can't leave until he returns.
However if he dies or falls unconcious whilst doing his job, or takes too long to return (>1 hour),
the truck will leave without him and he will be forced to walk home.


Mod changes
Direct mapping of WorldObject variables to Lua variables via Lua metatables.
Allows access and assignment of object properties without the need of complicated function calls (GetProperty/SetProperty)
All variables can now be access via object tables in Lua, such as the "this" table for the scripted object.
Eg: this.pos.x = 10
this.damage = 0

- The Needs system of a prisoner can now be accessed in lua: "this.Needs.Bowels = 1" etc
- The Status Effect systems of a prisoner can also be scripted: "this.StatusEffects.suppressed = 1"


Game Balance
- Escape tunnels now quite a bit less frequent
- Prisoners now more likely to change into a clean uniform, if one is available
- Ironing now takes twice as long

- New research : MicroManagement
Unlocks many of these newly added advanced features:
- Deployment scheduling
- Reform program manual scheduling
- Canteen logistics
- Laundry logistics


Bug fixes
- Fixed : Require at least one informant active to see throw ins determined by phone tap
- Fixed : If there is no infirmary, doctors will now hang out in the delivery area rather than wandering
the prison. This probably isn't the fix many of you were hoping for, but this is a prison,
not a hospital. Doctors don't randomly wander the halls searching for people to heal in prison.

- 0000140: [Control & User Interface] Some objects can be built multiple times in the same location (square) (Icepick) - resolved.
- 0007023: [Gameplay] Fridge error (Icepick) - resolved.
- 0006752: [AI & Behaviour] Multiple hearse waiting for bugged prisoner (Chris) - resolved.
- 0001311: [Other] When all laundry baskets leave the laundry, room requirements are no longer met. (Icepick) - resolved.
- 0000251: [AI & Behaviour] Guard set on a patrol route ignore people attempt to escape (Icepick) - resolved.
- 0006964: [Gameplay] All dirty laundry disappears when put into laundry basket. (lim_ak) - resolved.


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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

In a recent talk about maintaining motivation and marketing for his game Spy Party, Chris Hecker mentions that “every damned update Prison Architect does” gets a post on RPS because someone who works there just happens to like the game.

o/

Alpha 27 of the prison management sim is out as of late last week and adds a new supply and demand system for food, along with the ability to tap phones and more. The traditional update video is embedded below.

… [visit site to read more]

Community Announcements - sPray
Alpha 27 has been released! Here is our video demonstrating the work done this month.
https://www.youtube.com/watch?v=jDf3wkxSjY4

New food Supply & Demand system
All cell blocks are now assigned a specific canteen to eat in, permitting accurate demand calculation per canteen
All kitchens are assigned specific canteens, such that every kitchen serves at least one canteen, and all canteens are served by at least one kitchen
A new button in Deployment/Logistics can be used to manually override these assignments
This new system permits accurate calculations of supply and demand in all canteens.

Hover the mouse over the Canteen supply/demand icon, to see a breakdown of the calculated demand per hour.
All prisoners will now eat at meal times, not just the very hungry ones.
Some prisoners will leave wasted food behind if they are not that hungry.
"Ingredient Teleporting" from alpha 26 has been removed
Chefs will now cook whatever ingredients are available in their kitchen, rather than requiring specific ingredient types
If cooked food is available in a canteen but there are no serving trays, a stack of serving trays will be instant-purchased

Reform program scheduler
Advanced players can now click the "Edit Schedule" button to manually set the times and locations of all Reform Programs
Programs set manually will be 'pinned' in place, and will not be moved by the auto-scheduler
New programs can be created by clicking in the schedule
Right click on programs to cancel them
Existing reform programs screen now moves camera to current assigned room when mousing over
Reverted back to old style colour scheme : Yellow = prisoner on way, Green = attending class

Phone Tap object
Built in a security room and connected via wires to phone booths
Manned by a Guard
Allows you to listen in to prisoner phone calls, revealing their Reputation, and arranged contraband throw-ins.
Cctv research renamed to Surveillance, and includes cctv equipment and phone monitoring

Names In The Game : Report offensive entry button
All entries in the Names in the game list now have a "Report" button
Click on this button if you feel the bio is offensive and should be removed from the game.
The number of clicks on any entry is recorded in our database, and we will review all reported entries and remove them as appropriate.

Game balance
Reputations rebalanced : Legendary, Volatile, Deadly are all less likely
Contraband smuggling via deliveries has been halved
Prisoners needs now start at zero

Other changes and fixes
Deployment/Jobs screen now shows staff-only work rooms as grey instead of green.
Assigning prisoners to work in those rooms will produce a flashing red warning message saying "STAFF ONLY"
Render change : Different wall types no longer blend wierdly, eg fences, perimeter walls

New Reputation :
Skilled Fighter. Can sometimes disarm an opponent during a fight.
Expert Fighter. Can sometimes take a weapon from his opponent during a fight.

BUG FIXES
Fixed : Markers continuously popping up over Guards during fights
Many language typos and fixes. Thanks to RGeezy911 for doing this work.
Fixed : Blackscreen bug with certain Intel GMA cards
0004332: [AI & Behaviour] Issues with Chef AI (Chris) - resolved.
0004274: [Control & User Interface] AA Program - 'Removes' spelling mistake. (RGeezy911) - resolved.
0002272: [Gameplay] Inconsistent naming - Cook or Chef (RGeezy911) - resolved.
0004139: [Control & User Interface] Failure Condition: Bankrupt - Disastrous spelled wrong (RGeezy911) - resolved.
0002305: [Other] CEO phonecall (RGeezy911) - resolved.
0001647: [Other] Shears item name misspelled as "Sheers" (RGeezy911) - resolved.
0000783: [Other] spelling mistakes in Language File (RGeezy911) - resolved.
0000476: [Control & User Interface] Maintenance is misspelled in Bureaucracy screen, elsewhere (RGeezy911) - resolved.
0000073: [Other] Missing apostrophe in CEO dialogue (RGeezy911) - resolved.
0002681: [Control & User Interface] Typos: In descriptions of CCTV cameras and Holding Cell (RGeezy911) - resolved.
0005187: [Control & User Interface] Possible misspelling in Grant description (RGeezy911) - resolved.
0006688: [Graphics] Black Screen with game running the the background (works fine in Alpha 25) (John) - resolved.
0005835: [AI & Behaviour] Piles of dirty clothing not being dealt with (lim_ak) - resolved.
0006824: [Gameplay] rubble needs to be repaired (lim_ak) - resolved.
0006823: [Gameplay] Water pump continues to supply water after being dismantled (lim_ak) - resolved.
0003579: [AI & Behaviour] Guard Dogs get stuck at the entrance of Kennels (John) - resolved.
0006033: [Graphics] Flashing power symbols after foundations are bulldozed with lights installed. (John) - resolved.
0004767: [Graphics] Single Electric Cable Invisible (lim_ak) - resolved


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Community Announcements - sPray
Alpha 26 has been released! Here is our video demonstrating the work done this month.
https://www.youtube.com/watch?v=0p3EgTP2FYA&list=UUuWAgvyiWcBeZ8sT0sJZyBg

This month was dedicated to our second Bug Bash - which means all the programmers at Introversion focussed exclusively on bug fixes for an entire month. We've spent the month slogging our way through the bug database and fixing the highest priority issues to bring you a slicker, faster, better, less buggy Prison Architect. But that's not all - NOT ONLY have we fixed 39 issues and resolved 550 duplicates, we also present a brand new feature! Tell your mates, put it on facebook, set twitter on fire, let the world know that Prison Architect now comes with a digital clock.

At the very start of the month we decided we would aim to resolve the food/kitchen/chefs bugs as a priority. If you are a regular player you have no doubt experienced chefs being dumb, food going to the wrong canteen whilst inmates starve elsewhere, and various issues around kitchen resources. In many ways the food distribution system is the most complex of all of the AI within the game, and none of these problems are 100% solvable simply because everyone builds prisons differently, and there are many variables to take into account. Players can build one or many kitchens, one or many canteens, and can hire chefs or use prison labour. They may intend one kitchen to cook for everyone, or multiple kitchens to cook for one canteen, or multiple kitchens to cook for multiple canteens. If that wasn't bad enough, each kitchen may have a security designation limiting which prisoners can work in there when, and the canteens may be designated as well such that only certain prisoners can eat there, and each category of prisoner can potentially eat at a different time of day. Sometimes you may have a mixture of prisoner types in one canteen. Just figuring out how many prisoners will be eating in a single canteen at a certain time of day is a very complex AI problem. But thanks to the work done this month we think you'll find the whole system much more reliable from now on.

We also resolved lots of nasty bugs to do with zoning your prison into different categories of prisoners. Eg prisoners failing to go to reform programs, or visitations failing, all due to the AI not taking into account the security designation of different sectors.

Normal service will now resume, and we will be getting back to adding new features to the game. See you next month!

Here's the full list of all fixed bugs:

- 0005441: [Gameplay] object_FoodWaste is not being removed properly (Icepick) - resolved.
- 0002141: [Save & Load] Can overwrite save files without warning (Icepick) - resolved.
- 0006069: [Gameplay] Supermax security prisoners are downgraded back to Max security after a murder (lim_ak) - resolved.
- 0006493: [AI & Behaviour] prisoners use the same seat/phone/shower etc (Icepick) - resolved.
- 0001589: [Control & User Interface] Request - digital clock (elDiablo) - resolved.
- 0004535: [Control & User Interface] Enumerate cells by security level (elDiablo) - resolved.
- 0003822: [Gameplay] Always Fog Of War (Chris) - resolved.
- 0004464: [Gameplay] Cooks and reform programs clash with the new regime system (Icepick) - resolved.
- 0004193: [AI & Behaviour] (Some) Prisoners won't attend Reform Programs (Icepick) - resolved.
- 0003542: [Graphics] Full-screen image flash when contraband discovered (elDiablo) - resolved.
- 0004588: [AI & Behaviour] Multiple regimes not working with classroom scheduling (Icepick) - resolved.
- 0004515: [Sound] Riot Music Continues to Play After Loading a Different Prison (Icepick) - resolved.
- 0005846: [Save & Load] Special char in user account name result in the game failing to save (John) - resolved.
- 0001358: [AI & Behaviour] Dead inmate's family still come for visitation (Icepick) - resolved.
- 0004720: [AI & Behaviour] Teacher wanders into adjacent rooms while teaching (Icepick) - resolved.
- 0003948: [Control & User Interface] dragging sound may continue playing when it shouldn't (Icepick) - resolved.
- 0003162: [Sound] Construction sound would not stop (Icepick) - resolved.
- 0006001: [Other] Name in Game ages incorrect (lim_ak) - resolved.
- 0004048: [Sound] carpenter table sound continues even when no one is working at it (Icepick) - resolved.
- 0002093: [Sound] Sirens do not turn off (Icepick) - resolved.
- 0006208: [Sound] Ringing sound when deploying guard for patrols (Icepick) - resolved.
- 0000450: [Other] Make the introduction video skippable (elDiablo) - resolved.
- 0004419: [AI & Behaviour] Having Multiple Psychiatrists running Multiple Counseling Programs causes them to jump between. (Icepick) - resolved.
- 0004528: [Control & User Interface] non-click mouse input still possible when window is not in focus (John) - resolved.
- 0005164: [Control & User Interface] Introduction Objectives (lim_ak) - resolved.
- 0002655: [Save & Load] Incident free timer resets on load (lim_ak) - resolved.
- 0003969: [AI & Behaviour] visitors may go to the wrong visitation rooms (Icepick) - resolved.
- 0000027: [AI & Behaviour] Garbage is unloaded at Deliveries (elDiablo) - resolved.
- 0005611: [Control & User Interface] Clone toolbar not visible (Icepick) - resolved.
- 0001061: [Save & Load] Prisoner's sleep state not saved (Icepick) - resolved.
- 0004784: [Control & User Interface] Policy Tab - Setting punishments to "None" resets after save & load (lim_ak) - resolved.
- 0006021: [Control & User Interface] too many informants cover the screen (Icepick) - resolved.
- 0002563: [AI & Behaviour] Prisoner released same time as family goes to meet him (Icepick) - resolved.
- 0002611: [Graphics] An Invisible Prisoner (Icepick) - resolved.
- 0005896: [Save & Load] Cannot save game. So I cannot load it neither. (John) - resolved.
- 0006020: [Gameplay] Bankruptcy when playing with unlimited funds (lim_ak) - resolved.
- 0004601: [Sound] [motherbug] Issues regarding Sound which does not stop when it should (Icepick) - closed.
- 0002461: [Sound] riots music does not stop after a riot (Icepick) - closed.
- 0004874: [Sound] Lockdown alarm continues to sound after loading a different *.prison (Icepick) - closed.


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PC Gamer
Show us your rig

Each week on Show Us Your Rig, we feature the PC game industry's best and brightest as they show us the systems they use to work and play.

Chris Delay, game designer at Introversion Software of Darwinia and Prison Architect fame, works in a downright lovely environment; a custom built studio in his backyard that's as cozy as it is clean. I was taken aback by the massive amount of light the room lets in, and then quickly startled by the discovery that Chris uses the exact same keyboard, mouse, and monitor setup I have in front of me at this very moment. A man of good taste, Chris kindly took the time to show off what he uses to work, as well as "research" other games. 

What's in your PC?

My main computer is a desktop PC sat under my desk:

  • Intel Core i7 4770 @ 3.5 Ghz
  • 32 GB ram
  • Nvidia GeForce GTX 780 Ti
  • Windows 7 64 bit

The main hard disk is a 1 TB ssd—I've found this makes a genuinely massive performance difference to just about everything. Especially Windows itself. I'm still running Windows 7 because 8 looks like a tablet OS to me, and therefore isn't suitable to my desktop pc with keyboard and mouse. I've got a water cooling system on the CPU (in the past I've had a lot of issues with computers dying due to bad cooling, so I just went all out this time), and lots of blue LEDs inside the case, because video games.

I use the Corsair K70 (mechanical) keyboard because I love the feel of mechanical keys (and the sound they make when you type,) and I secretly love the backlit red LEDs as well. The mouse is a Razer DeathAdder, which I find really comfortable to use. Together I think they look awesome. I'm using quite an old 24" monitor and planning to upgrade that soon, once the 4k devices have settled down and it's clear which one to go for.

There's a rotel stereo amp and B&W speakers—you can see them mounted on the wall at either side of the monitor. Sound is extremely important to me, and I spend a great deal of time listening to the game I'm making. I think sound is one of the most important parts of a game's presentation, and I've always tried to have a decent sound system built around my main desk.

I also carry around an Apple Macbook Pro, 13" retina model, also entirely ssd. I think it's the perfect sweet spot for a laptop—very powerful, super quick at just about everything, but still quite small and light. I swap between the Windows PC and the Mac laptop regularly, which is a great way of ensuring all the code I write works well on multiple platforms.

What's the most interesting/unique part of your setup?

I used to work in the upstairs bedroom in our house, but real life put an end to that. I now have two children, and my wife told me I would have to surrender my office so our kids could have bedrooms of their own. My solution was to custom build my own studio at the bottom of the garden—somewhere I would be isolated from the noise in the house, and somewhere I would feel inspired and creative without being interrupted.

The desk on the right side is my main desktop pc station. The desk on the left side is usually used for the Mac as a docking station, and you can see I also have all my games systems under a nice big tv. Because researching other games is a very important part of my job ;)

There's a Darwinia painting above my main desktop and a painting of a woman in red above the left desk —both painted by my wife. I think they add a lot of colour to the room. I also took the recent PC Gamer cover that featured Prison Architect and had it framed, because that was such an honour for us.

What's always within arm's reach on your desk?

I quite like my desk to be as clear as possible ;)

What are you playing right now?

Still playing Battlefield 3 pretty regularly—I find the sound and the graphics to be so involving that I can play for hours at a time. Beyond that, I'm loving Kerbal Space Program at the moment. I've been replaying Final Fantasty X on the PS3, which has been an awesome experience, and I might actually complete it this time.

What's your favorite game and why?

A really difficult question. I'm assuming you mean "ever," in which case I'd have to say Civilization, which I've played probably every year since I first tried it on my Amiga—basically forever ago. I'm including the later versions of course, but it's the original that to me is such a masterpiece of game design.

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Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
PC Gamer

Prison Architect's latest alpha update adds a feature I'm a little surprised wasn't around in the beginning. New arrivals to your correctional facility of kindness and rehabilitation punishment and more punishment will now come with reputations that promise to shake up your prison in interesting ways. This is all part of an effort to stop jails from becoming things that can be run automatically, as noted in the accompanying patch notes. Introversion describe this update as "big shit" in the following video, and I'm inclined to agree.

Until now, Prison Architect has seemed fairly predictable in its systems, but Alpha 25 promises to add an element of, er, unpredictability to the prison sim. I'll let Introversion explain: "Alpha 25 was motivated by seeing prisons that just run themselves—and can even be left running overnight, without anything bad happening. This doesn't sit right with us, and running a prison shouldn't ever be something that can be done fully automatically".

To that end, prisoners now come with reps. Reps like Tough, Stoical, Ex Law and Fearless, and you can probably guess what effect these guys are going to have on your previously peaceful jail. Interestingly, only around half of these reputations will be known when prisoners arrive—to ascertain the behaviours of the other criminals, you'll need to rely on your informants. Here's the absolute best thing about reps, however: there's a chance you'll receive a "legendary" prisoner as one of your new inmates, someone with a "potent mix" of reputations that will make them especially dangerous and interesting.

There are a bunch of other, less exciting changes in the update notes—you can read the full list of changes here. You can also stick around for the following video, in which Introversion's Mark Morris and Chris Delay talk about the update for half-an-hour.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

All strategy games strive to reach a certain balance; the point at which the player feels responsible for their successes and failures, but where the simulation is so complex and alive that a perfect, static system can never be built. That’s apparently what motivates Prison Architect‘s 25th alpha, “one of the biggest updates” Introversion say they’ve ever done. The main new addition is prisoner reputations, a system of personality types that will make creating a perfectly functioning, forever peaceful prison practically impossible.

As ever, there’s a video talkthrough and some more detail of the changes below.

… [visit site to read more]

...

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