Prison Architect - Fifnaril


New Delivery and Transport systems
  • Docks: use 4 new boat vehicles to replace the standard road services.
  • Civilian Ferry, Inmate Ferry and Supply Boat.
  • Helipads: use 3 new helicopters to replace the standard road services.
  • Supply Helicopter and Prisoner Intake Helicopter.
  • Contraband is available for prisoners at both Docks & Helipads.

New Helicopter Emergency Services


  • Air Fire Fighters: the Air Firefighter Helicopter transports a squad of firefighters and is able to fight fires itself from the sky, Firefighters connect their hoses to the Helipad they land at instead of the road-based hydrants.
  • Elite Ops: the Elite Ops Helicopter transports a squad of the new “Elite Ops” units. They are a level higher than the usual Riot Guards. The helicopter is able to deploy these units wherever the player chooses.
  • Air Paramedics: the Air Paramedics Helicopter transports a squad of paramedics.

New Logistics options


  • Deliveries: manage the linking of Helipads, Docks, or the road to their designated locations (Delivery, Garbage, Export, Storage, or Reception rooms).
  • Transport: Allows users to toggle the specific services available to Docks, Helipads, or the Road (Deliveries, Intake, Civilians, and Exports), each service is then split further to allow users to toggle either the entire services or parts of it.
  • Deliveries - Building Materials, Food, Mail, and Workshop Materials.
  • Intake - Minimum Security, Medium Security, Maximum Security, SuperMax, Death Row, and the Criminally Insane.
  • Civilians - Visitors, and Teachers.
  • Exports - Garbage, and Exports (logs and workshop items)

New “Crate Scanner” Machine & Monitor


  • The crate scanner allows for crates to be scanned (for contraband) before being brought within the prison’s walls.
  • A monitor must be placed and manned by a guard for the scanner to operate.
  • The monitor must be wired to the scanner in the same way as CCTV monitors.
  • Multiple scanners can be wired to the same monitor object.

New Checkpoint Object
  • This object works similarly to the metal detector object, prisoners will move through the checkpoint and be searched by guards.
  • This object will also be manned by guards. Otherwise, prisoners will ignore it.
  • This object can be used to enforce inmate searches at certain key points within the prison.

2 new Prison Plots:
  • The Island Plot: An island plot surrounded with water, with no road at all, but an auto- generated boat dock.
  • The Connected Island: An island plot surrounded with water, but connected to the road still via an auto-generated bridge.

Landscaping options
  • Shallow Water (Flooring item)
  • Placing certain objects on water (Stepping Stones, Buoy, Fountain)

New water tiles
  • Visual Water Blend
  • Shallow Water
  • Deep Water
  • Standard Water




Flooring
  • Water (Shallow)
  • Dock (Wooden)
  • Water
  • Water (Large)

Objects
  • Wind Sock
  • Deck Chair
  • Stepping Stones (Ice)
  • Fountain
  • Helipad
  • Checkpoint
  • Scanner Machine
  • Scanner Monitor
  • Stepping Stones (Lily Pad)
  • Boat Dock
  • Ferry Dock
  • Buoy
  • Life Ring
  • Light (Green)
  • Light (Red)
  • Metal Barrel
  • Mooring Bollard
  • Stepping Stones
  • Stepping Stones (Pallet)
  • Stone Water Spout
  • Wooden Barre


Landscaping options
  • Placing Water over land tiles
  • Placing land tiles over water tiles
  • Placing utilities over water
  • Visual Water Blend
  • Cliff Edge

Dynamic Reputations
When prisoners perform certain actions/behavior or spend time in certain areas, they will gain a rising % chance to earn or lose a Reputation trait. With the available reputations being as follows:
  • Deadly
  • Fearless
  • Quick
  • Skilled Fighter
  • Stoical
  • Strong
  • Tough
  • Volatile
  • Expert Fighter
  • Extremely Deadly
  • Extremely Quick
  • Extremely Strong
  • Extremely Tough
  • Extremely Volatile
  • Legendary
  • Escape Artist
  • Workaholic
  • Addiction

  • Fixed an issue that caused Snipers to go to occupied Guard towers.
  • Fixed an issue that caused Cooks to operate CCTV Monitors, Phone Taps and Door Controls.
  • Fixed an issue that could prevent teachers from arriving at the prison.
  • Setting custom security sectors will no longer block some programs.
  • Fixed an issue that prevented the use of “Free Fire” in Unlocked or Staff Only security sectors.
  • The Appeal Tooltip for Death Row has been improved.
  • Fixed a visual issue with new wall types in Utility view.
  • New walls are no longer transparent for Gunfire/Taser line of sight.
  • Fixed an issue with inmates stuttering their way to the Yard.
  • The “Force Riot” function is now working properly.
  • Custom security sectors do not block Escape Mode cell assignments anymore.
  • Fixed an issue that prevented armed guards from shooting on GABOS.
  • Fixed an issue that prevented external staff from walking through Visitor Doors.
  • Fixed some crashing issues.
  • Implemented some quality of life improvements for clients in a multiplayer game.

  • The Warden can go beyond the map boundaries in Warden mode.
  • Dismissing the helicopters of the new Air Emergency Services can lead to some visual and gameplay
  • issues.
  • The unit will remain on the map (Air Paramedics).
  • When dismissing the Air Firefighter unit, a fire truck will drive past the map (potentially on water).
  • MAC: Setting build priority does not work as indicated to the player (Alt+Click).
  • Air Paramedics can't leave the map after dismissing their helicopter on Island Plot map.
Prison Architect - Fifnaril
Wardens,

We’re excited to announce that the Island Bound expansion will launch next Tuesday, June 23!

Starting next week you can create your own Island Compounds - but be sure to level-up your logistics game with these prisons!

Launching alongside Island Bound is “The Rock”, a free update that will be available for all players. The Rock will introduce Dynamic Reputations for your prisoners, quality of life improvements, and implement multiple bug fixes.

Finally, we showed a new trailer for the expansion during Paradox Insider, you can find it below!

Sea you next week!

Prison Architect - DavyDavy
We decided to delay the launch of Prison Architect: Island Bound. The expansion is coming soon and we’ll share more details in the coming days.

Prison Architect is a game that tackles difficult topics by caricaturing prison fiction represented in popular culture.

We understand and respect that there are sensitivities surrounding Prison Architect’s content and we do our best to take those into consideration when promoting the game.

Right now, we are adjusting our communication out of respect for the important voices that need to be heard.

You’ll hear more about our games, including Prison Architect, soon.
Prison Architect - Fifnaril
Wardens,

We just deployed an update for Prison Architect to address several critical issues we saw reported from the community.
  • Staff strikes are now playing out correctly. The prison will no longer go into permanent lockdown.
  • Freefire SFX now plays correctly.
  • New bed types (Old Bed, Mattress Bed, Comfy Bed) now work in padded cells.
  • Clean laundry is now brought to inmates that have a new type of Bed in their Cell (Old Bed, Mattress Bed, Comfy Bed).
  • Comfy beds are no longer behaving as low-quality beds. They are now properly tagged as high-quality beds.
  • Comfy beds will now fulfill the Sleep need.
  • Cooks now produce meals according to the quality setting correctly.
  • Food Quantity and Variety for in-game Events are now met.
  • Inmates are now fed correctly. They no longer end up without food when they arrive on time.
  • Numerous UI fixes for 4k+ resolution.
  • The logistic menu no longer closes when selecting a grading option.
  • Janitors and Gardeners’ work can be prioritized.
  • The game will no longer crash when placing a soft pillow without a bed.
  • Prison Sharing on Steam now displays the subscribed map correctly.
May 15, 2020
Prison Architect - DavyDavy
Wardens,

We just deployed a hotfix on mac that addresses an issue that was causing the game to use only 25% of the screen.

Thank you for your reports!
Prison Architect - Fifnaril

Wardens,

We just announced Island Bound, the new Prison Architect expansion that will be released on June 11, 2020. Check out the announcement trailer:


This expansion will allow you to create Island Compounds with no access road. You will have to bring your logistics game to a whole new level with these prisons, as you need to use a variety of new tools to make sure they run as intended. From ferries to helicopters, you will be able to deliver supplies directly to docking areas, and to maximize efficiency by linking them to specific deliveries – but be careful, as this also means more access points to sneak in contraband into your prison!

Luckily, you will also have new security objects that will allow you to inspect deliveries and prisoners as they enter the prison, or at key security checkpoints. You will also have access to additional emergency services when things get out of hand. Air Firefighters, Elite Ops Teams, Air Paramedic – we made sure you have all the support you need when things take an unexpected turn.

Finally, you will have access to new tiles and objects to customize your island!

We know it has been a long wait since we teased this expansion at PDXCON 2019 – we are really excited to finally show you what we have been working on over the last few months!

If you want to find out more about the expansion over the next few weeks, remember to follow us on social media (Facebook | Twitter) and check our weekly streams on Tuesday at 15:00 CEST (6:00AM PDT) – we may show the new content over the next few weeks!

Island Bound’s Key Features:

Sea and Air:Upgrade your prison’s logistics with a variety of ferry and helicopter transport options that deliver supplies and inmates directly to docking areas around your compound. But be aware, there are now more access points to sneak contraband into the prison.

Chain Link Up: Maximize your prison’s efficiency by linking docks, helipads, and roads to specific deliveries. You can even toggle what services are available to each delivery point within your compound.

Supermax Security: New security objects make it easier to search deliveries and prisoners as they enter the prison, or at key security checkpoints. Additional emergency services can be called when things get out of hand, including Air Firefighters, Elite Ops Teams, and Air Paramedics.

Island Life: Customize your Island or Connected Island Plot with over fifteen nautical tiles and objects. Shape the land around your compound with moats, rivers, and lakes for security, or for style -- no access roads needed!

The Rock: Manage the world’s most famous prison with two premade maps: Alcatraz Prison and Alcatraz Island.

Prison Architect - Fifnaril

Wardens,

“Cleared for Transfer” and the free update “The Bucket” are finally available, and you can now start executing on your plans to use the new transfer system to promote good behavior amongst your inmates with fine-tuning of your Sector Gradings.

If you are looking for a complete changelog, you can find it here.

If you want an overview of the new content, you can check out this video we made in collaboration with Charlie Pryor.



You can also stay in touch with us on social:

Facebook: https://www.facebook.com/PlayPrisonArchitect
Twitter: https://twitter.com/PrisonArchitect

Thanks for your support, we look forward to hearing your thoughts on Cleared for Transfer!

Prison Architect - Fifnaril

To all wardens,

Today we celebrate the release of Cleared for Transfer and The Bucket update, introducing several new exciting mechanics, wall types, objects and much more to your game. Check out the patch notes below!

Cleared for Transfer:
With Cleared for Transfer, we introduce the idea that prisoners can now transfer between security sectors of your prison - you control the criteria or rules for prisoners to transfer. In order to create a ‘motivation’ for prisoners to transfer, you can also link and/or restrict privileges to individual security sectors. You can increase (or decrease) a security sector’s grade (e.g. Min Sec), by attaching privileges (such as Visitation), adding new objects, equipment, and facilities, and making regime changes (such as more Yard time).

Ultimately your aim should be to entice prisoners to want to transfer into a more comfortable or privileged sector, and then encourage them to change their ways in order to meet the criteria for transfer.



Prisoner Transfers system:
  • The Cleared for Transfer mechanics only refers to the following existing prisoner security sectors/levels; Min Sec, Med Sec, Max Sec, and SuperMax.
    • This means that prisoners can only transfer between these levels.
      • A Death Row inmate is always a Death Row inmate, a Protective Custody inmate is always a Protective Custody inmate and the same for Criminally Insane inmates.
  • Inmates eager to move to a lower security sector with more privileges will only look at the sector that is one below their current one. 
Elements that are tied to the Prisoner Transfers system: 
  • New tab in the Reports UI: ​Transfers. 
  • Updated ​Policy ​tab to allow for tweaking of privileges, food quality and parole cutoff.
  • Updated ​Prisoners​ tab to see transfer candidates and to approve transfers.
The Prisoner Transfers system can be enabled and disabled in the map settings.

Expanded Room Grading system:
  • Cells can now reach a max. Score of 15 (up from 10)
  • Room Grading now includes the following rooms:
    • Yard
    • Common Room
    • Classroom
    • Canteen
    • Gym
    • Inmates eager to move to a lower security sector with more privileges will only look at the sector that is one below their current one. 
    Security sector grading​:
    • Security sectors now have a grading that can be viewed in the “Logistics” menu.
    • This will inform you about the attractiveness of a security sector and will feed into the Prisoners Transfer system.
    The Bucket Update:
    New room: Gym:
    • Introduced a new room: The Gymnasium.
    • We added several new items for this room, such as the Boxing Ring, Punch Bag and Water Cooler.
      • These objects can also be placed elsewhere in a prison.
    • The Gymnasium will act similarly to a Yard (but indoors) catering to various prisoner Needs (Exercise and Recreation).
      • Being inside the Gym will also ​negatively​ increase the prisoner’s “Hygiene” need by a small amount, encouraging a Shower.
    • Prisoners will treat the Gym similarly to a Yard, meaning that they’ll want to visit the Gym during the “Yard” and “Freetime” regime periods
    • With the exception of gang members (mentioned below), all other inmates should still favor the Yard (seemingly as they get to spend some time outside).
    [/list]


    New​ custom security sectors ​for Deployment:
    • You can now create a custom security sector in the Deployment menu,
      • e.g. You can set a sector that includes min and med security.
    Punishments, Searches, Shakedowns & More per sector:
    • Actions that you trigger via the bottom-right HUD element can now be activated for individual security sectors.
    New Staff control:
    • In the “Deployment” menu, you now have 4 new options:
      • Prioritize Area (Janitor)
      • Prioritize Area (Gardener)
      • Assign Cook.
      • Assign Doctor
    [/list]


    Other:
    • New Walls, Signs, Floors​, etc.
    • Added new quick rooms​:
      • Mail Room
      • Library
      • Laundry
      • Infirmary
      • Armory
      • Visitation
      • The Planning mode now has an option to ​disable auto-foundations. 
      • Added ​Forestry Prison Labor.
        • New research is necessary in the Bureaucracy menu.
      [/list]
      • Barred walls will now allow for heat to pass through them.
      • You can ​fire multiple staff​ now by holding the mouse button and dragging your selection.
      [/*][/list]

      Modding:
      • The renderer now supports multiple spritesheets!
      • Vehicle speed and support for removing shadow casting from objects is now exposed for modding
      Modding:
      • The renderer now supports multiple spritesheets!
      • Vehicle speed and support for removing shadow casting from objects is now exposed for modding
      Additional Improvements, Fixes & Features:
      • Intake UI: Renamed “Prisoner Transfer” to “Legendary Prisoners” to avoid confusion with the Prisoner Transfer system.
      • Lunar Plot Forestry will now only grow Sakura trees.
      • Assigned Cooks will now cook in their kitchen.
      • Fixed an Exploit that would reset the Security Rating when reloading a prison.
      • Fixed an issue that showed all Sectors as available in the Emergency Actions, if you've set a custom sector up in the prison.
      • Transfers in Reports no longer open as a new window.
      • Fixed a number of missing translations.
      • Fixed a crash that would occur if you change the language several times in-game
      • Fixed a slow down that a player would see if on multiplayer if the client turns on Prisoner Transfers. Also fixed Client not being able to see the correct Grading score for Security Sectors.
      • Fixed a bug that would cause a crash on starting Prison Stories.
      • Fixed a bug that would stop you from moving the Firemen in the "Palermo" scenario in Prison Stories.
      • Policy menu will no longer show Criminally Insane if you do not have the DLC.
      • Players will no longer be able to approve transfers if they load a map that had transfers on unless they have the DLC.
      • New Assign and Prioritize options have the New Star picture on them to highlight they're new.
      • Fixed a bug that meant Death Row inmates did not pass parole despite meeting the criteria for it.
      • Clone tool no longer shows incorrect sprites when used.
      • Fixed the Allow Transfer option so that when you disable it, no prisoners are shown as ready for transfer.
      • Inmates whose reoffending rate match the number you set the 'estimated reoffending rate' for transfer now qualify for transfer.
      • Fixed a bug that would stop you entering tunnels in Escape Mode.
      • Fixed a bug that stops MAC/Linux players from playing the game in Windowed Borderless mode
        In Multiplayer when a Client changes criteria on the Transfers tab, other players can now see that change.
      • Fixed an issue that had prisoners constantly being swapped about if they were in a Mixed Custom Sector wing.
      • Criminally Insane prisoners can now live in a Custom Sector for 'Criminally Insane'.
      • Fixed a bug that stopped a player from playing a modified map in Escape Mode
        In Multiplayer if the host has the Cleared For Transfer DLC, anyone who connects to that game will have access to the Transfers mechanics and content, regardless of if they own the DLC.
      • Fixed an issue that caused UI elements to be off-screen or overlap if High DPI option is on in the graphics settings.
      • Criminally Insane Prisoners with the Claustrophobic reputation no longer grows extra hands when in lockdown and aggressive.
      • If using 4k resolution the Policy menu will no longer scroll off the page.
      • Canteen trays no longer float in the air if they are at the bottom of an Oak Table.
      Prison Architect - Fifnaril

      Greetings, wardens!

      As mentioned a few weeks ago, we compiled a quick guide on how to implement your translation in Prison Architect via modding

      What do I need to make a mod?
      A Prison Architect mod is composed of a subfolder to the “mods” folder in the game files. This folder is located at the following address:

      %UserProfile%\AppData\Local\Introversion\Prison Architect\mods



      Within the subfolder of your mod, you need to make sure there are the following items:
      • A text document called manifest.txt
      • A thumbnail in .png format
      • A subfolder named data


      Manifest.txt
      The manifest.txt file is the description of your mod for the game. Basically, you are telling the game what your mod is about. It needs to have the following format:

      Name "Name of the mod" Author "Your name/nickname" Description "Description" Version v1.0 Date DD/MM/YYYY URL LINK

      The Data folder:
      The data folder contains your mod – this is where the actual content is.
      For a localization mod, you need to retrieve the localization files from the folder where you installed the game. If you use Steam, it is in the /Steamapps/Prison Architect folder by default.
      Once you get there, you need to extract the main.dat using a data compressing program – we used Winrar while preparing this guide. Once you open main.dat, you will see the Data folder. If you open it, you will finally get access to the language files.



      You need to copy the .txt files from there to your mod folder.
      Once you have done this, you can open the text files and start translating!

      Ok, my translation is done, how do I check it and share with others?

      To check your mod, you need to activate it within the game.

      To do so, you need to open the main menu and select “Extra”. This will open the Extra menu, where you will be able to select “Mods”.

      On the left-hand side of the screen, you will see a list of all the mods installed on your pc.

      To test your mod, you need to tick the box next to it, and then select “Apply at the bottom of the screen. The game will reload with your mod applied.

      To share your mod, you can select your mod in the Mod menu and then press the “Publish Mod” folder on the bottom right of the screen. You will also see that there is a “Is this a translation to another language?” box, make sure to select it! Once your mod is uploaded, its name will become green.



      Good luck with your modding, and don’t forget that our community created plenty of guides and material to help you in case you are still struggling with modding, like the in-depth articles on the official wiki!
      Prison Architect - Fifnaril
      We finally got the bottle open! What can this message mean?

      Join us on Today at 15:00 CEST for the Cleared for Transfer release stream - we may find out more about this mysterious message! http://twitch.tv/paradoxinteractive
      ...