Community Announcements - sPray
Alpha 34 released!

https://www.youtube.com/watch?v=Wl-_QQorFoM

= Gangs
Some prisoners will now have gang allegiences upon entering your prison.
This can make those prisoners much harder to deal with, as they will work to defend each other during trouble.

This is an optional feature, enabled by ticking the new "Gangs" tickbox in the New Map screen.
(Nb. You can also hack gangs into an existing prison by adding 'EnabledGangs true' to the top of the .prison file)

More dangerous / higher security prisoners are more likely to be gang members.

- Gang members can be identified visually by their full body tattoos
- Gang members will always come to the aid of their fellow gang member when fights break out.
This includes coming to the aid of a fellow gang member involved in a fight with guards.

- Gang members more likely to try to steal weapons, and more likely to carry them rather than stash them
- Gang members will not participate in any voluntary reform programs
- Gang members will not work for the prison

- New view : Intelligence => Gangs. Highlights all known gang members and shows the total number of members of each gang.

Nb. This is part 1 of a larger feature.


= New room: Shop
- Requires shelves and a shop front. The shop front should go on a wall such that prisoners can acces the shop front from a corridoor.

- Shop goods will be brought into the prison in the usual way, and taken to the shop.
- Prisoners can work in the shop, and will unpack the boxes of goods onto the shelves.
- Prisoners can buy items from the shop to help with their needs:
- Soap, shampoo etc for Hygene
- Towels, blankets etc for Comfort
- Magazines for entertainment
- Snacks for Hunger

- All prisoners are now paid a fixed wage of 50 cents per hour when working for the prison
- Items in the shop cost $5 each
- Prisoner wages and shop takings are now shown in the daily cashflow report (updated at midnight)

- Prisoners are more inclined to participate in voluntary training programs, and will concentrate harder,
when there is a shop on site. (They want to earn that wage to buy things for themselves).

- The shop is a potential source of smuggled contraband


= Asian language support
The game now supports asian character sets, paving the way for translations into
Japanese
Chinese
Korean
etc

- Mail room (continued)
- Fixed: Mail satchels would be endlessly delivered in certain circumstances
- You can now dump mail satchels if you end up with too many


- Escape tunnels (continued):
- Each member of a dig team now brings diminishing returns to the overall speed of digging.
This represents the fact that (say) 10 prisoners just couldn't dig all at once in one square.
Previously 4 prisoners would dig four times faster than just 1 prisoner.
it will now take 4 prisoners to dig twice as fast as just 1 prisoner
It will take 11 prisoners to dig three times as fast as just 1 prisoner

- Searching a toilet manually will now reveal any escape tunnels.
Nb this requires you specifically search the toilet itself, and does not apply if the toilet is searched
as part of a "search cell" or "search cell block" order

- Conventional fences no longer slow diggers down


- The research screen now flashes a warning if you are attempting to research an item,
but are missing the neccesary Administrator, or he does not have an office

- Emergency services personel no longer need to rest in a staff room

- More prisoner faces added to the sprite bank, for greater variety

= BUG FIXES
- 0003270: [Control & User Interface] Flashing Yellow area in deployment screen not explained
- 0004990: [Gameplay] Basic Detention Center fails to recognize completed rooms if other rooms are incomplete
- 0003318: [AI & Behaviour] Delivery Trucks fail to stop and unload (when delivery zone at bottom of the map)
- 0006493: [AI & Behaviour] prisoners use the same seat/phone/shower etc
- 0007248: [Mod System] Special Characters prevent mods from work
- 0008666: [AI & Behaviour] Prisoners reading books will stop following regime and freeze up unable to fulfill needs.
- 0008916: [AI & Behaviour] Mail Room keeps ordering more Mail Satchels
- 0007670: [Control & User Interface] Spelling of bureaucratic in Chapel Description
- 0003271: [Gameplay] Clone Tool + Water
- 0007630: [AI & Behaviour] Gardeners and other AI vibrate when in 3x speed mode
- 0006067: [Gameplay] Prisoners are tunneling too fast (through perimeter wall)
- 0001166: [Gameplay] Guards wont take prisoners to Solitary Confinement, prisoner stuck in limbo
- 0008714: [AI & Behaviour] Some dump jobs are never done
- 0008766: [AI & Behaviour] Empty Parole Program slots not being filled despite long queue of eligible prisoners
- 0005953: [Graphics] Uniform's are sometimes under the bed
- 0006142: [Graphics] Render issues when stacking drains with other items
- 0008750: [AI & Behaviour] Prisoners do not leave Transport Bus if reception is full of laundry
- 0005453: [Gameplay] Power Switch + Cctv Monitor = UNLIMITED VISIBIlITY!
- 0008996: [AI & Behaviour] Prisoner released during shower leaves naked
- 0000665: [Gameplay] pausing stops the limit-check for daily spending
- 0008034: [AI & Behaviour] Chefs Don't Cook
- 0008129: [Graphics] Death Row font too dark
- 0006952: [AI & Behaviour] In large prisons suboptimal transport job causes death of overdosing prisoners during transportation to infirmary
- 0005830: [Gameplay] Bureaucracy research never finishes if started during pause after firing warden
- 0002935: [Gameplay] Guard dogs kill prisoners
- 0007920: [AI & Behaviour] Unconscious dog and dead handler
- 0006228: [AI & Behaviour] Dog handlers can't get tazers anymore, but research says they can
- 0009032: [AI & Behaviour] Dead guards in hearse still have flashlight on
- 0003311: [AI & Behaviour] Guards escorting prisoners to from their cell to the same cell over and over
- 0008135: [AI & Behaviour] Dirty trays are being stacked outside canteen (in a remote solitary cell, for example)
- 0007151: [Gameplay] Truck drivers can be sacked
- 0006966: [AI & Behaviour] 0 demand for meals in the second hour of Eat
- 0003132: [Gameplay] Sometimes contraband is listed as "None"
- 0007437: [AI & Behaviour] Cooks Not Cooking
- 0007933: [Other] cooks wont cook (Cellblock assigned to non-canteen in logistics)
- 0008904: [AI & Behaviour] Laundry without door breaks near-by rooms
- 0008624: [AI & Behaviour] Riot Police get tired
- 0007675: [Graphics] Altar not displaying properly against a wall
- 0008988: [Save & Load] Last Game Save causes a Crash to Steam Client
- 0008946: [Gameplay] Library Books keep coming

Community Announcements - sPray
Alpha 33 has been released! Here is our video demonstrating the new features:
https://www.youtube.com/watch?v=UI0ICaHBJ-A


= Cell Grading
All prison cells are now graded on quality/luxury, on a scale 0 - 10
Factors that can affect the cell grading:
- Room Size
- Outside facing window
- Desk & Chair
- Tv & Radio
- Bookshelf
- Shower

- Entitlement
Prisoners are entitled to better quality cells (if they exist) as they build up time for 'good behaviour'.
You can see a prisoner's good behaviour time in their tooltip.
One day good behaviour is worth one point of cell quality
As soon as they misbehave, they will lose their nicer cell and go back to quality 0.
Your guards will automatically swap prisoner room assignments from time to time, to try to match everyone to the right cell
New incoming prisoners are entitled to an 'Average' cell when they arrive

New view : Logistics -> Room Quality
Shows the current grading of all cells in your prison.
The colour coding gives a rough guide - green means excellent quality, red means por quality

Shows two numbers over each cell, in the form X / Y
- Y is the current grading of the cell
- X is the grade that the current occupant is entitled to

- Behavioural changes
Prisoner's chance to misbehave is now affected by the quality of their cell AS COMPARED TO AVERAGE
Eg a prisoner in a below-average cell is now more likely to misbehave than before
Prisoners staying in above-average cells are less likely to misbehave, because they want to keep their room


= Misbehaviour / Temperature changes
- Prisoner 'boiling point' now factors in punishment/reform/health/security
This means prisoners become less likely to misbehave over time, if you successfully punish/reform them, and take care of their health and security

- Prisoner tooltip now shows time since last misconduct (good behaviour time)

- Prisoners with long sentences ahead of them are now more likely to cause trouble than before

- A prisoners re-offending chance is now recorded when they first visit the prison.
This value is visible in their Rap Sheet, under 'Grading', in the tooltip for Re-offending rate.


= New room : Mail Room
Allows your prison to receive mail from the outside world - ie letters from inmates families
Bags of unsorted mail will arrive every day at 6am, and be taken to the mail room
Prisoners work within the mail room to sort the mail into satchels, ready for delivery
Prisoners or Guards then take those satchels around the prison and deliver the mail.
Prisoners experience gains in Family, Recreation and Comfort when reading mail
The incoming unsorted mail is a new source of smuggled contraband


- New item : Radio
An additional luxury item you can place in a cell to improve it
Prisoners can listen to a radio for recreation (very similar to the way Tv works)


- Deliveries, Garbage, and Exports must now be at least 1x3 (previously would have been ignored if less than 3 high)


- Fire (continued)
- Fire now destroys utilities like pipes and electrical cables
- Fire trucks will now leave dead and unconcious firemen behind
- Firemen now take 75% less damage from fire than other entities
- Entities now react better to fire - avoiding it where possible
- Fire-engine siren sound now shuts off correctly


= Bug Fixes
- Fixed: Sometimes loading a prisoner based on a Name-in-the-game resulted in corrupted body and head sprites
- Fixed: Movement commands from the player didn't show up unless the entity was itself on screen
- Fixed: Typing '%' into input fields causes the game to crash.


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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


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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


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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:
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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.


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
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