Community Announcements - sPray
A couple of months ago we announced that we are going to finish Prison Architect in 2015. We've been working hard to fulfil that promise and as a result of April's bug bash we're happy to pin that down further and confirm that Prison Architect will be released in quarter four (Oct / Nov / Dec) 2015!

The team have smashed the previous bug fix record and submitted over 130 fixes and whilst that means that we don't have a content update for you this month, we hope you appreciate the stability, speed and simulation quality of the new build. Normal service will resume next month and please continue to log any issues that you may discover.

In other news we are trying to build our facebook engagement so if you have a moment, please head over and like our page.

Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=AYUJo-hyISw

Death Row continued:
- A new item in the TODO list shows you the current status of your Death Row prisoners (chance of clemency)
- New game over event : Criminal Miscarriage of Justice. Occurs if you execute an inmate who is later exonerated of the crime (Nb. Will not happen if you have reduced his chance of clemency below the legal threshold)

- The lawyer can now provide a last line of legal defense.
If you are on warning (Eg too many deaths in one day), and you fear you will not be able to meet the requirements to avoid being fired, you can use your Lawyer to avert the Game Over event.
Nb. Can only be used once.


= BUG FIXES

The full list of bug fixes can be found here:
http://forums.introversion.co.uk/viewtopic.php?f=17&t=52923&p=588619
Community Announcements - sPray
Alpha 31 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=S7im85MDoxA


New staff : The Lawyer
Unlocked in the usual way through Bureaucracy, and requires his own office.
The lawyer grants access to a variety of legal loopholes and new facilities for your prison.

- Minimum cell size removal
Prison Cells can be built to any size - they are no longer to obey the legal minimum
of 3x2 metres. Note they must still contain a bed and a toilet.

- Indeterminate sentences
Prisoners can now be assigned lockup or solitary confinement that remains in place
until you say otherwise. This is a massive breach of their human rights, but the Lawyer
will allow you to skirt the issue and do it anyway.

- Death Row
Opens up the opportunity and responsibility of executing prisoners sentenced to death.


Death row
To receive Death Row prisoners, you must:
- Unlock Death Row through the lawyer
- Build an execution facility - a room with an Electric chair, and chairs for the witnesses
- Build cells nearby and flag then as "Death Row Only" in the security deployment screen

Death Row prisoners will then begin show in your Intake screen - although they are quite rare.
They must stay in a Death Row designated cell, and they do not follow the regime.

- They are effectively locked down 24 hours a day, with two exceptions:
1. They can receive family visitors in Visitation
2. They can attend their Appeals process to try to have their sentences commuted.

- New program : Death row appeals process
Every Death Row prisoner has a chance to try to clear his name, or have his sentence commuted.
He will attend the appeals process, and each time has a chance to be released, or downgraded to max-sec.

- All Death Row prisoners have an estimated chance of clemency, visible in their Rap Sheet.
This represents your staff's best estimate at his chances at clemency.
Each time he fails the appeals process, his estimated chance of clemency is HALVED.
The more appeals you allow for a prisoner, the more certain you can be of his guilt.


Executions
Once you are satisfied a Prisoner has had sufficient chance to appeal, you may schedule an Execution.
This can be done from his Rap Sheet, and once begun it will take over your view until over.

A process must be followed for each execution:
- Prison lockdown : All prisoners return to their cells
- The chair is electrically tested, putting your prison under high electrical load.
In addition, the prisoner must be able to walk to the facility.
- Witnesses are escorted to the facility and will sit in seats provided, if available
- The Warden, the Chief, and the prisoners chosen Spiritual Leader will gather in the condemned man's Cell
- The prisoner will be escorted to the execution room, along with the Warden/Chief/Priest
- Execution
- The staff and witnesses are dismissed and may leave

Once completed, you will be given a report on the success or failure of your execution.
If justice was done, you will receive a $10,000 bonus for your work.

- WARNING: If you push ahead with an execution before sufficient appeals have occurred,
you will be held personally responsible if evidence comes to light which later exonerates the prisoner.
You will be fined $50,000 instantly.
The intake queue of Death Row prisoners will immediately empty.
In addition, any Death Row inmates within your facility will be immediately transfered away by bus.
If this happens 3 times, you will be fired.

NOTE: The state sanctioned "safe level" for chance of clemency is 5%.
In other words, if you wait until a prisoners clemency chance is below 5%, you will not be held liable
for any miscariages of justice that may later come to light.
Your Lawyer can raise this threshold to 10% if you instruct him to do so.


New room : Reception
An optional room, that gives Prisoners a dedicated arrival point (replacing Deliveries)
Once built, all new prisoner arrivals will go through this room.

- Prisoners must be escorted into the Reception room, then strip-searched. Any contraband will be found.
- They are then given fresh uniforms.
- Guards then escort them (still shackled) to their destination - either a cell or a holding cell.
- The process requires lots of available guards, but is much more secure than arrivals through Deliveries.

NOTE: The Laundry Logistics system will assign one of your laundries to handle the clean uniform requirements.


- Using the Bangup emergency option will no longer rapidly raise the 'temperature' of your prison.
However, having lots of prisoners shackled (in their cells or in solitary) will contribute to the 'temperature'.


Bug Fixes
- Fixed: The 'criminal negligence' failure case had become broken in alpha 30 - your avatar was not spawned correctly
- 0007974: [AI & Behaviour] Crash loading game with PhoneBooth redefined to be non-wired by a mod
- 0007967: [AI & Behaviour] Crash with prisoners unloading from prisoner bus
- 0007932: [AI & Behaviour] Guards not taking prisoners to (available) solitary cells


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
Community Announcements - sPray
Alpha 30 has been released!
https://www.youtube.com/watch?v=8b6kAjWP0uM

Tablet versions!

We spent a lot of time this month working on the tablet versions of Prison Architect, and the game is now running very nicely indeed on iPads and Android. We will be starting beta testing on the tablet version very soon - sign up to our mailing list if you want to be a tablet tester.


As a result of the tablet focus this month, this alpha update is a touch lighter than usual, but we did find time to add some serious game updates for alpha 30. We hope you enjoy the new build - normal service will resume next month.

Prisoner Intake
You can now control the intake of inmates to your prison, via a new Intake report tab.
Use the controls to set an exact number of inmates you'd like to receive each day.
Any prisoners not accepted will accumulate in a pool, and can be brought in at a later date.
You can use the ratio sliders to alter which categories of prisoner you will receive.

NOTE: The ratio sliders affect which prisoners will be coming next from the pool,
but they ALSO affect which categories of prisoners will be added to your pool each day

- You now receive a one-off payment for each inmate you accept into your prison:
Minimum security : $300
Medium security : $500
Maximum security : $1000

- You now receive a fixed daily grant of $150 per prisoner, regardless of category

- Prisoners now arrive by bus, instead of on the back of a delivery truck


Parole (continued)
- The Warden and Chief are no longer required for Parole hearings.
The Parole program now uses a 'Parole Officer' and a 'Parole Lawyer', both of whom count as external staff
They will arrive on site to hold the parole hearing with a prisoner, and leave when it has completed.
This means you can now run as many parallel parole hearings as required.

- The $10,000 fine incurred if paroled prisoners re-offend has been removed.
The $3,000 bonus is still available, and can be won by paroling a prisoner who does not re-offend.
This can be a significant source of income, if you work to reduce the re-offending chances of your inmates through punishment and reform.

- The failure condition still exists: If 10 of your paroled prisoners re-offend, you will be placed on warning.
If 5 more paroled prisoners re-offend within the next 48 hours, you will be fired.


Wire Tidy Mode
If your wiring diagram is becoming too messy, you can now tidy up the layout using the new tool in Utilities: Tidy Wires.
Click on any Wired object to begin, then you can click on the wires to pin them into fixed positions.
You can click and drag pins around as you wish, and Right click on pins to remove them.


Grant cancellation
You can now cancel any Grant currently in progress, from the Reports/Grants window.
You will have to repay any money advanced as part of the grant, as well as a 10% fine.
The grant can be accepted again at a later date if you wish.
NOTE: Some grants cost you money to acccept, eg the Investment grants.
Cancelling these grants will REFUND the money you invested, but you will still pay a 10% fine.

- Prisoners in solitary confinement or locked-down in their own cells will now have meals brought to them
This should prevent prisoners starving to death in solitary.

- The Logistics/Jobs view now shows the qualification required to work in each room type
Eg the Workshop says "Required: Workshop safety induction"

- The range at which prisoners will surrender when shot at has been reduced from 6 squares to 4
And a maximum of 10 prisoners will now surrender per gun shot
This should stop huge crowds of rioting prisoners being defeated by a single gunshot

- Added new animations for prisoners exercising on a weights bench

- New toolbar icons for Intelligence, Dangers, 7 days/24 hours contraband, and Informants

- Prison Architect now uses significantly less memory, as a result of work done for iPad/Android


BUG FIXES
- Prisoners sent to solitary could sometimes end up stuck there forever
- Extreme performance glitch in the Laundry logistics system, if you had a single extremely large sector with lots (hundreds) of cells

- 0007880: [Control & User Interface] Easier canceling of "dismantle" and "dump"
- 0007864: [AI & Behaviour] guards escort dead prisoners to their cell
- 0006901: [AI & Behaviour] Workmen not installing certain small pipes
- 0004853: [Gameplay] Prisoner 'Home' set to Solitary
- 0006170: [AI & Behaviour] Prisoner keeps getting sent to solitary, can't break out of loop (causing starvation)
- 0007691: [Control & User Interface] "NO TEACHER" glitch when Editing Schedule for Programs


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
Community Announcements - sPray
Here's Prison Architect running on an iPad Air, and a Samsung Galaxy Tab 3 :)


The tablet version of Prison Architect is coming along very nicely indeed, and we may soon be in a position to give away some free keys for playtesting.

If you are interested in taking part, please click here to sign up for the notifications.
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)
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.


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
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


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
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.


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
Sep 25, 2014
Community Announcements - sPray
Alpha 25 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=8Z2W05vvIKU

Big changes this month! This is one of the biggest updates we've ever done. 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. This month we've introduced a whole series of new systems and balance changes that bring unpredictability back to your prisoners.

= Reputation
New prisoners sometimes have a reputation, shown when highlighing them or in their rap sheet.
Nb. Existing prisoners (in alpha 24 save games) will not have any reputation - only new arrivals
The reputation specifies unusual abilities or traits they may possess, which affect their behaviour.

- 50% of reputations are known when the prisoner arrives. The other 50% can be revealed through your informants.
- All prisoners have a new "Character" tab in their rapsheet, which gives details on their reputation.

  • STRONG hits harder with each punch during fights
  • TOUGH can withstand a lot more punishment in a fight. He can also sometimes withstand being hit by a Tazer
  • VOLATILE liable to kick off without warning and for no reason
  • STOICAL will not become suppressed when locked in Solitary
  • SNITCH a known informant, and as such his life may be in danger. Don't leave him alone with other prisoners for too long
  • DEADLY a master in lethal combat moves, and can sometimes kill with a single hit
  • EX LAW was once a Police Officer, or some other law enforcement profession. His life may be in danger
  • COP KILLER guilty of murdering a Police Officer. Your prison guards may be unable to restrain themselves when subduing him
  • FEARLESS not intimidated by the sight of Armed Guards, and is less likely to surrender during a fight
  • QUICK an unusually fast runner
  • INSTIGATOR sows seeds of discontent in all those nearby. When he causes trouble, nearby prisoners will feel compelled to do the same

- In some cases, the prisoner will have a high degree of a reputation, eg "Extremely Strong" or "Extremely Volatile".

- In a very small number of cases, you will receive a LEGENDARY PRISONER.
These guys have a potent mix of the above list that makes them very dangerous.


= New Prisoner Categories
To help deal with the new troublesome prisoners, two new categories of prisoner have been created.
Prisoners must be manually assigned to these categories.
These new categories have a corrisponding new Zone in the Deployment screen, and a new Regime column.

- Protective Custody
Useful for hiding your snitches, ex law enforcement etc in a safe zone where they cannot be attacked
Nb. Informants sent to protective custody lose coverage quickly (out of the loop)
Nb. During riot conditions, some of your most dangerous prisoners may attempt to attack the protective custody wing

- SuperMax
If you simply cannot control a particular prisoner, move him to supermax.
Allows you to segregate them away and instigate strong lockdown and security measures


= Escape Tunnels Overhall
Escape Tunnels have been rebalanced, and are now viable once again
Prisoners in neighbouring cells will team up to try to dig a combined escape tunnel.
They can share any tools they have during the operation
Many weapons can now also be used as digging tools, eg Knifes, Forks etc
Guard dogs are now more reliable at discovering tunnels, and will mark the suspected spot with a small flag.
Searching a cell now has only a low chance to discover an escape tunnel, UNLESS the prisoner is digging it when the guard enters!
To discover a tunnel for certain, dismantle the toilets in the cells you suspect.


= Confidential Informants (continued)
- Any single informant now has a maximum coverage of 50% at the time he is hired
- An informants coverage will slowly increase over time (beyond 50%), so long as his suspicion is low and he is not 'active'
- The Informants overlay now shows the highest level of suspicion ever reached by an informant, as a black line.
- You can now highlight and select prisoners and staff etc in the Informants window

- Informants now reveal Assassination Targets - ie prisoners who will be attacked if left alone for too long
This is shown as a red crosshair over the prisoner.
(Known informants / Snitches, ex law enforcement etc)


= Game Balance changes
- Prisoners responsible for a serious injury will have their category automatically increased (min-sec to medium, medium to max-sec)

- Prisoners responsible for a murder will be charged and given an additional 25 year sentence,
and will automatically reclassify as Maximum Security (if they weren't already)

- The 'temperature' of your prison must now be at least 33% before a riot can start

- 10 Prisoners must be rioting before a prison-wide RIOT status can occur.
To stop the riot, you must reduce the number of rioting prisoners to 3 or less.

- Tazer Training Program
All regular guards must now pass the Tazer Certification Program before they are permitted to use a tazer.
This takes place in the classroom and is led by the Chief.
The staff window now shows which guards have body armour and tazers.
Nb. When loading an alpha 24 save, all Tazers owned by regular Guards and Dog Handlers will be confiscated, and a refund given.
Nb. Dog Handlers can no longer carry Tazers.

- Prisoners can now pick up weapons from their current room during fights, escapes, riots etc. (Based on what is available as contraband)
- The Morgue is now a source of Knifes and Scissors
- Prisoners can now improvise a Shank in the Workshop
- Prisoners can now improvise a Baton in the Cleaning Cupboard (by snapping mops)
- Prisoners can now improvise a wooden pickaxe in the Workshop (for digging tunnels)


= Mod System Continued
- Now supports multiple active mods at once, even if those mods all add their own new graphics
- New property to set material auto-consumed on job
- Can now auto-order raw materials

- NEW SCRIPT COMMANDS:
GetNearbyObjects - Get a list of all nearby objects of a certain type
NavigateTo - Instruct an entity to go somewhere
ClearRouting - Clear an entity's destination

- Panic Button mod
A new 'official' test mod that adds a Panic Button to the game, using the new script commands.
Injured staff members will run to it and press it, and guards will be summoned to the area.


- Fixed : You can no longer place Foundations that you cannot afford

- 'Unlimited Funds' option in 'New Prison' screen.
Spend as much money as you like while building your prison - a more pure sandbox mode.

- Prisoners will now be assigned to Rehab programs more reliably, when addicted/alcoholic/withdrawn
Community Announcements - sPray
Alpha 24 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=fSmPl80bSPA

Mod System V2
The modding system has been substantially upgraded.

It is now possible to create new versions of just about everything in a mod:
Objects / Entities
Rooms / Zones
Equipment / tools / weapons
Materials
Research / Bureaucracy
Emergency Callouts (eg Riot Police)
Reform Programs
Grants (The only area you could add new content previously)
Jobs (eg tend these vegetables)
Needs, and Need Providers (eg "Bladder" is a need, "Toilet" is a need provider)
Production/Work rules (eg Move sheet metal to the workshop, load it into the Saw, cut it into license plates)

Custom graphics can be provided by data/sprites.png. (Please keep your sprites.png as small/compact as possible - so we can load more mods at once). We currently only support a single graphics patch at a time, however we will upgrade this for next alpha

All objects can use an optional LUA script to drive their behaviour

We have created a sample Mod called "The amazing vegetable garden mod", which demonstrates many of the new features. It adds a new Vegetable Patch, in which seeds can be planted. These seeds are tended by prisoners, and eventually grow and can be harvested as vegetables. Those veg are then taken to a (new) Vegetable Preparation Table in the kitchen, where they are chopped into ingredients. Those ingredients are then used for cooking meals within your prison.

Nb more information can be found here:
- Prison Architect Wiki : http://devwiki.introversion.co.uk/pa/index.php/Main_Page
- Official Modding Forums : http://forums.introversion.co.uk/viewforum.php?f=88


Confidential Informants
Prisoners can sometimes be hired as Confidential Informants, and will provide insight into illicit activity within your prison. Prisoners *might* be willing to become CIs in exchange for being released from a long stint in Solitary. In addition, suffering Withdrawal symtoms from drug abuse, or suppressed from heavy handed treatment will help convince them. Once recruited, CIs must be "activated" and will be escorted in cuffs to the nearest security office.

They will then reveal their information in the new "Informants" view under "Contraband". They will reveal:
- All contraband owned by prisoners
- All contraband being smuggled in (eg by delivery trucks)
- All arranged throw-ins, ie near the outer walls
- All escape tunnels

Prisoners who have been in your prison for longer will have more information for you.
Each time you activate a CI, or act on their information, suspicion in that CI will increase.
If their suspicion rises too high, their life may be in danger.


Remote Access systems continued
- Servos can now be set to 'Close on trigger', which means they will close their door when triggered instead of opening it.
- Power Switches can now be turned on and off by an incoming wire connection
- New object : Pressure pad. Activates when stepped on
- New object : Status light. Lights up when activated
- Rendering speed of all wires increased
- Performance of logic gates much increased (helps with large circuits)
- Wires are now rendered only when an object is selected, or "All Wires" is selected in the Utilities menu.

- Contraband thrown over walls is now less likely (minimum distance between throws now 15, previously 10)

- Historical Contraband now pruned to 7 days maximum.
This hugely reduces memory requirements and save game file size, and will also help performance in very long running maps.

- Theft of spoons and forks from the Canteen was becoming excessive. The canteen is no longer a source of spoons or forks.

- When multiple objects are in a single square, you can now cycle between them by pressing TAB

- Fixed : Broken materials will now be dumped, so they can no longer block things from working.
Eg 'Broken' uniforms are never used, but also never replaced

- Cleaning Cupboard rooms now require the Cleaning research to be completed

- Trees now arrive in packs of 10 (saplings in plant pots), ready for planting (instead of one tree in a single crate)




...

Search news
Archive
2015
May   Apr   Mar   Feb   Jan  
Archives By Year
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002