We have just deployed a new patch addressing some of the issues that were reported by the community. Thank you for all your feedback. We are grateful for our extremely passionate community!
The Prison Architect Team
Changelog:
Added a tooltip to explain why some construction work is blocked.
The Island Generator will no longer charge the player when only water is generated.
We have improved janitors and the cleaning systems.
We have improved the laundry system.
Fixed an issue were the prisoner swapped places with a visitor when using the visitor booths.
Fixed an issue with laundry machine not working correctly when dirty clothes are added.
Fixed an issue where punching bag could cause the game to crash.
Fixed the clipping issues in Escape mode.
Fixed various issues causing the game to crash.
Known Issues:
[Escape Mode] Players getting stuck in a corner of the map when starting a new game on a map that does not meet the minimum requirements (one empty cell + canteen).
Welcome to Show and Cell, our little corner to showcase the creativity of the Prison Architect community! Here you can find some inspiration and read about the people that create fan art, gameplay videos, or building some awesome prisons!
If you want to take part in the next Show and Cell, tag us on twitter (@prisonarchitect) and use the hashtag #showandcell! You can send us a DM as well if you prefer to do so!
If you want to get the latest news and updates, you can also follow us on Twitter and Facebook.
In this episode of Show and Cell, we take a peek into Minisville Penitentiary, created by Sensational TKO. Have you ever heard about tiny living? At Minisville, he took that philosophy and built a prison with just the most essentials and as small as possible!
"There's no room for solitary inside the main building. So naughty cons have to stay outside in the cold." - The Warden.
We had the opportunity to ask Sensational TKO a few questions.
How long did it take to create Minisville Penitentiary? It didn't take very long to build Minisville Penitentiary. But as always, things had to be adjusted a bit due to realising that there were some things I hadn't planned on adding when I planned it out.
What was your goal when you started creating Minisville Penitentiary? The goal was to create the smallest working prison I could, while still making it look and work ok.
How did you come up with the name? Most of my prison names kinda end up with a '-ville' at the end. And it's a mini prison. So Minisville.
Anything you want to mention about the prison? It is not very secure - it would be very easy to escape from it in escape mode as it only has five guards. Any more than that would be overkill for the small number of prisoners. Although it might be possible to research smaller cells to cram in two prisoners into each cell?
Did you plan the layout of the prison before you built it? Yes. I always plan everything out first. This does kinda make things less enjoyable. Now I got into the habit of it, and it's hard to stop.
How long have you been playing Prison Architect? I've been playing Prison Architect for many years. It's one of my top three games.
What made you start playing Prison Architect? I like sim games. And Prison Architect not only has a simple concept behind it but unlike a lot of building games, there is more to it than just building things. This means that even when you have finished building, there is an actual point to keep playing. Escape mode also adds to this (although I feel it should be harder).
Any tips for someone new to the game how to get better on planning and building their prison? I would say always build around open spaces. Use windows. Try to limit the area where prisoners are allowed to go as much as possible. And think about the placement of rooms like the canteen (it is always better to have it near the yard so you can have prisoners move from yard time to eat time quickly, so no one starves because they didn't have time to get to the canteen), and visitation (don't have visitors mingling with prisoners in corridors).
Also, use guard deployment to station guards in areas at different times of the day. You can then get away with having fewer guards. Try not to play the game at a fast speed as you miss a lot of what is going on. And check each prisoner that comes into your prison. You need to know who is who, how dangerous they are, and where they are likely to be in your prison during the day. Finally, try to make your max block more secure, don't just have them mixing with lower sec inmates or working in areas where they can get knives and power tools.
We just published a new update for the PC, Mac, and Linux version of Prison Architect containing more fixes to issues and bugs you reported, overall improvements based on both players’ and internal feedback… and some cool new features for Island Bound!
First of all, we are happy to announce that the new Island Generation tool is now available! This tool will allow you to draw a box on open water, and it will randomly generate a new Island in the selected area.
We’ve also spent some time implementing several community suggestions to other core areas of the Prison Architect game experience.
We hope you enjoy the new features and fixes to Island Bound and other legacy issues, and we’ll continue as always to monitor your feedback and suggestions.
The Prison Architect Team
Changelog:
NEW FEATURE - Island Generator: Players can use this tool to create a random island in the selected area.
You can find this new tool in the “Landscape & Islands” menu.
NEW FEATURE - Expanded Map start option: On new games, you can choose to start with an already expanded map, with all the adjacent land or sea purchased.
Added newer, improved versions of the Premade The Rock and Alcatraz Island maps.
Implemented suggestions from the Prison Architect Community:
Elite Ops Team is not included in Danger Level factors.
Guard dogs are invisible whilst in kennels.
During lockdowns, doors cannot be opened manually.
Each checkpoint search counts as an unnecessary search, which can increase a prison temperature.
Checkpoints can now be placed outdoors as well.
Criminally Insane inmates will no longer arrive in your prison while Intake is set to closed.
Improved efficiency of deliveries for the Forestry
The player prisoner in Escape Mode can now board ferries with a new contextual right-click action that appears when standing near or on the ferry boat.
Implemented quality of life changes to services and deliveries connections
The Food supply system and food delivery have been improved.
Implemented fixes to issues reported by the Prison Architect Community:
Fixed an issue that occasionally prevented Laundries from working correctly.
Checkpoints will no longer cause issues with prisoner pathing.
Fixed an issue where Fill to Capacity Intake was closed despite players having spare cells.
Enclosed Yards will no longer cause warnings about the need to be enclosed.
The game will no longer pause while building foundations on Mac.
Snipers will now be correctly assigned when moving Guard Towers.
Guard deployments to Pavilions are now saved.
Players will be now able to complete the Canteen sprinkler task in the Palermo Chapter of the Campaign.
Purchasing additional land no longer causes a performance drop.
Solved an issue that caused prisoner corpses to accumulate in one corner of the map after an Intake round.
The Fast Delivery Mutator is now working properly.
Food is now delivered to prisoners in Solitary or Lockdown.
Fixed an issue that caused the game to display pathing fail notifications during big constructions.
Implemented a change to visitation booths to address the reports of prisoners and visitors swapping.
If you are experiencing this bug, you can remove and replace the booths in your prison - this will fix the issue.
Other Improvements:
Implemented improvements to the overall intake system and events, and a couple of fixes to related issues.
Generated Islands look more varied and interesting on Island Bound.
As mentioned last week, we are currently working on a new patch for Prison Architect to address several issues we saw reported, implement the new Island Creation tool, and do some bug fixing.
We were initially planning to release the patch this week - but we assessed we need a bit more time to work on it to make sure it lives up to your expectations. We are currently looking at releasing it on Tuesday or Wednesday next week.
Thank you all for your feedback and all the reports, rest assured that we are listening! The Prison Architect Team
We’re back with another update this week with more investigation into reported issues, fixes and improvements. They’ll be more next week too but we wanted to get the latest out to you. In addition to fixes, last week we rolled out a new Island Expansion feature, which has been improved further. When playing with an island and expanding the land, the islands generated in the water are more varied, and players now have the option to generate these islands, or just water, if they wish.
We’re also working on a tool for you to quickly generate random islands in the location of your choice.
Thank you for all your feedback. The Prison Architect Team
Changelog:
New feature: When expanding a Island map, a pop-up will give the choice to have only water or generated Islands.
Staff will again respond to player directions now.
Solved issue with Forestry Prisoner Labour assignments not being saved.
Fixed so you can assign a cell to a prisoner by selecting the prisoner and right-clicking on an empty cell.
Fixed the Spiritual guidance and Parole programs not occurring after the first day of implementation.
Fixed the issue with the eating animations.
Fixed that the Health Bureaucracy text mentions guards instead of Doctors.
Fixed the issue with janitors using the ironing boards from a distance.
The Chefs now cooks more meals in the kitchen. (We are still investigating the supply issue).
Solved the issue with Firefighter’s truck riding on the water after dismissing a helicopter on Island Plot map.
Fixed the issue with Capacitor and Power Switch not conducting electricity after changing their rotation without moving them.
Fixed the issue with missing french localization strings.
Solved the issue where warden can go beyond the map in Warden mode.
Improving the generated islands when expanding the map to look more natural and varied. (We will improve this even further in the coming week)
Solved the issue with Sedation sometimes didn't work.
The Laundry and Janitor cleaning jobs have been changed to make them more effective.
We are also investigating the following issues as a priority for next week’s update
New Feature [In Progress] - Island ‘Quick Builds’ to stamp down various island shapes in open water.
New Feature [In Progress] - “Island generator”, similar to a building construction that will generate an island where you want it to.
Improvements - Some jobs are being reworked to improve their efficiency and general stability of the game.
Performance - A round of optimisation and performance testing.
We just published a new hotfix for the Mac and Linux, as mentioned last week, to address several issues that you reported. We are still looking into solving more, and you can find the changelog here.
Thank you all for your feedback! The Prison Architect Team
We just published a new hotfix for the Windows edition to address several issues that you reported. We are still looking into solving more, and we plan to have another update coming next week. You can find the changelog and a list of some of the issues we are currently investigating at the end of this post. This hotfix will be published on Monday for Mac and Linux.
We also saw several reports about the game generating areas with only water when purchasing new “land” on island prisons. With today's hotfix, the game will automatically generate new islands when you expand your prison. This is the first iteration of this tool, and we plan to improve in further iterations - in the meanwhile, please try it out and let us know what you think!
Additionally, we are currently working on a couple of new features including a Quick Island Generation that allows players to draw a box and generate a new random island. This tool should help you to add more islands when expanding your land. We will have more information ready to share with you during the next week.
Thank you all for your feedback! The Prison Architect Team
Changelog:
New Feature: When expanding an Island Map, new islands will be generated, rather than empty sea.
The game will leave an empty area for existing shipping lanes.
All the Island Bound assets are now showing in the Cheat/Debug mode.
Solved pathfinding issues caused by Security Checkpoints.
Fixed an issue that caused the game to crash when deploying a modded room.
The game will no longer crash if you intake a corrupted Name In the Game Prisoner.
Tyre Apparatus can now be rotated properly.
Air Paramedics will now be able to leave the map if their Helicopter is dismissed.
Criminally Insane prisoners will now properly attack trees when they acquire a weapon if they really have strong feelings against that tree.
Fixed several localization issues for Traditional and Simplified Chinese.
Currently investigated issues:
Cooks not being as productive on Island Maps.
Janitors having unexpected behaviors.
Issues with logistics settings of Docks and Helipads
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 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.
If you are looking for a complete changelog, you can find it here.