Prison Architect - EnigmaticRose4
Hello Wardens!

It’s that time again! Here are the full patch notes and key features for Gangs & KITE. Both the DLC and Free Patch release on June 14th, 2022.



GANGS KEY FEATURES

Meet the gang
Gangs form and grow by gang members arriving either by in-take or by recruitment. Each gang has its own personality and traits, and will naturally be drawn to recruiting prisoners with the same specific attributes.

Boiling Point
Now you can measure your inmates and your prison’s “temperature”. As gangs grow and begin to flex their strength, the 'danger temperature' of your prison will rise. Thanks to the 'Boiling point' UI, you get a detailed overview of what's affecting the life of your inmates, allowing you to act swiftly, keeping them happy, and preventing irrepressible riots.

Reform and release
Gang members are now allowed to leave their crew, help them come clean by removing their tattoos and enrolling them in the Gang Rehabilitation Program.

New rooms
Use the Tattoo Removal Room to remove gangs' tattoos, or have gang members train in the Fight Club Room, turning their destructive energy into fighting in a controlled environment.

Crooked guards
Gangs may coerce guards into smuggling contraband or accepting bribes. You can vet guards during the hiring process (Bureaucracy) as well as recruit C.I.s to identify guards that have turned.

Details:

GANGS DLC
  • New Grants - 3 new grants not only to aid the player financially but to also serve as an onboarding tool to some of the new features present within the DLC
    • Positive Energy, Advanced Protection & Gang Welfare
  • New Gangs! - All new gangs complete with their own visual identify, personality and strategy - including a 'gang' of reformed ex gang members
    • Jackals, Bone Breakers and Vipers
  • New Staff and Prisoner Programs - New Programs for Prisoners and a new Advanced Hand to Hand combat training for Staff Members
    • Fight Club, Gang Rehabilitation, Tattoo Removal, Faith, and Breathe Programs.
  • New Rooms and Quick Rooms - Several new rooms for the player to experiment with
    • Tattoo removal room, the Cage and the Fight Club
  • A 'Boiling Point' system - Detecting the 'temperature' of the gangs within the prison from the Intelligence menu
  • Improvements to the Intelligence menu with more security details and options such as restricting access to certain rooms for specific prisoners, transfer prisoners, Guard assignment, Removing prisoners to other facilities (for a large fee) and marking prisoners.
  • A host of new Gang Behaviors - Making Gangs a deeper gameplay experience - how gangs target prisoners, extracting a toll from non gang members and the recruitment of prisoners into the respective gangs
    • Gang Members can actively recruit prisoners, make demands and threats to the player, promote new leadership, assassinate targets and can bribe guards
  • Gang 'Events' - From planned Assassinations of a Gangs leader to food fights in the Canteen - there are a lot of new methods that gangs will use to mark and defend their territory
    • Once Gangs reach a number of 20 members, they will be able to start making demands. The prisoners who are part of the Gang making the demand will Kick off and start causing problems around the prison. Jackals will start Escaping. Bone Breakers will start Destroying. Vipers will start Fighting.
  • New method of contraband smuggling into the prison - Crooked Guards!
    • Crooked Guards will smuggle in contraband
  • Gang grouping - Gangs will sit (such as Canteen) and move with each other as much as possible to re emphasized their strength and unity
  • Territory Marking - Gangs will mark their territory with graffiti


FREE UPDATE (KITE)
  • Wardens - 2 new Wardens
  • Guard Dogs - 4 New Guard dogs
  • Fill Capacity - Fills in specific missing Prisoner Security Levels
  • Manual Cell Swapping - The ability for the player to move an inmate to another cell within the same Security Level
  • Prisoner Replacement - Maintain the same number of prisoners within their prison based on their specific security levels
  • Room Size Mutator - Mutator that removes any room size requirement
  • Prison Creation (New Game Menu Cleanup) - Cleaning up the number of options in the drop down menus
  • Prisoner Mail - Prisoners can send and receive mail
  • CCTV Improvement - New Vision Cones, Toggle, Triggering Waypoints of Prisoner Misbehavior - improvements are locked behind a new branch in the Bureaucracy Tree
  • New Intake Logic - Once prisoners get off the bus, the bus will leave. Prisoners will no longer wait by the Delivery Room. The Prisoners will make their way to the reception without the need of guards. Once in the Reception, they will behave as normal and be searched by Guards.


FULL KITE PATCH NOTES

PC
  • Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
  • Fixed so pest control units are able to completely remove rats from prison
  • Fixed so food trays don’t disappear after they have been used
  • Fixed so pastry isn't placed on the Cake Stand / Display Counter
  • Fixed so Weather Antenna doesn't become very dry (No one likes dry humor)
  • Fixed so Rat Trap and Sonic Rat Deterrent can be placed on Stations and Backup Generator
  • Fixed Black outline appears on Utility items while the map is zoomed out
  • Fixed so Game doesn't crash after every attempt to create 1x1 Quick Island on map with turned on "Generate Buildings" option
  • Fixed Significant FPS drop when using the "Sell Flooring" tool on the whole prison map
  • Fixed so emergency services don’t pass by if delivery zone is full
  • Fixed so Half-finished Quick Room construction isn't canceled after reloading the map or changing language
  • Fixed "Other Daily Income" and "Other Daily Expenses" in localizations
  • Fixed so Broken by rats fence doesn't have the "None" tooltip anymore
  • Fixed Ordering and directing an emergency squad actions does not have strange sound effect
  • Fixed so Pest Control Workers don't get stuck in solitary cells (They do not deserve it!)
  • Fixed possibility to reveal more tunnels
  • Fixed Double action when prioritizing/deprioritising the door placement
  • Fixed [Escape Mode] Prisoner set to released after soaking in Escape mode
  • Fixed Incorrect Quick Rooms construction on the Building with automatic light placement
  • Fixed Incorrect placement of the Table in a horizontal position behind the wall
  • Fixed so Danger level indicator appear after hiring a Chief
  • Fixed so in [Escape mode] - crew can’t no longer be recruited through the walls with the cursor
  • Fixed so Repairmen do not rebuild floors/walls that have not yet collapsed in some Premade Prisons
  • Fixed so Subsidence warning triangle display
  • Fixed 'Prioritize Area' selection doesn't skip from 3 - 1 when reducing assigned staff numbers
  • Fixed Emergency service helicopters take off instead of remain on the helipad after their recall if it's not connected to delivery
  • Fixed so [Epic] Game launch after pressing play/resume on PDX launcher
  • Fixed text on Farm Search Frequency section of Japanese translation
  • Fixed '-$*A' showing up in all the non English translation of Dock (Wooden)'s description
  • Fixed so the fence is built with functional doors in it (We like to be able to actually use doors)
  • Fixed incomplete description on power usage in The Treadmill
  • Fixed the light placed over a Treadmill so it doesn't hide the "Requires Electricity" icon
  • Fixed Incorrect number of items required for unlocking the next item in the 'Green Machine' Grant
  • Fixed Incorrect Execution Report window description with Failure Conditions off
  • Fixed expand Prison Architect menu's pictures are shown over the Escape Mode Trial
  • Fixed so Fire sprinklers have time to extinguish fire as pipes burn faster
  • Fixed Missing Foreman notification after Falling Tree event
  • Fixed so when moved, Buoy's light works
  • Fixed Game crashes after using the "Dismantle Object" tool on trees
  • Fixed so damaged crops can’t be watered
  • Fixed Bureaucracy - The research queue freezes in saves
  • Fixed so all hired doctors aren’t located in one infirmary ignoring all other infirmaries with injured prisoners
  • Fixed so "Scanner Machine" is displayed with the "Object Type: Security" filter
  • Fixed so The Staff menu doesn't open after the member of the Pest Control is selected
  • Fixed so Player can’t place trees and Grove from Quick Build until Grounds Keeping is unlocked
  • Fixed so Event tasks in the Todo and fines disappear after disabling Events
  • Fixed so Pantry can be linked to Exports in Logistics
  • Fixed so CCTVs display the right tooltip if there is no one behind the monitor
  • Fixed so CCTV operators continue working when the 'Stay Indoors' command is activated
  • Fixed so repairs to Legacy Subsidence are not being destroyed after a few days
  • Fixed so Legacy Subsidence doesn't display the "rat damaged" prompt while DLC is locked
  • Fixed so the Repairmen doesn't make water areas harder to restore after a nearby Subsidence
  • Fixed Crashes hosting a DLC game when player lacks dlc
  • Fixed so you can’t clone collapsed walls and fences
  • Legacy events won’t happen as frequently
  • Fixed so your Warden won’t change back to the default warden during a reload or a land expansion
  • If there is a land expansion the cable protectors will not be deleted with the expansion any more
  • Dismissing Air Pest Control in the air will not cause empty helicopter to arrive
  • Air Repairmen will now work on disconnected islands
  • Fixed so Rebar reinforcement can be used on several Premade Prisons
  • Fixed so Sonic Rat Deterrent placed in the Kitchen actually prevent Food Poisoning
  • Sonic Rat Deterrent will not blocks aisles any more
  • The game will no longer get stuck if calls are received during the Failure screen
  • Fixed so Gritting Frozen Ground doesn't take priority over any other task including manually-assigned high priority ones
  • Fixed so the food isn’t cut off in the top or bottom fridge position
  • Incorrect events will no longer trigger Janitor's calls
  • Fixed so it’s possible to call Repairmen with disabled Weather
  • Fixed so that a phone call won’t disappear after loading a save with an active call
  • Fixed Inconsistent cloning behavior of objects from the Utilities menu
  • Fixed Prison Coverage Plans daily expenses are improperly calculated into Cashflow Out
  • Fixed so Plumbers actually do stuff on Escape Mode (Hey, we pay you to do the job!)
  • Fixed so Missing assets are found for emergency services in victims section of the summary
  • [Escape Mode] Fixed so Unconscious state due to damaged cable can’t be skipped with 'Skip Punishments' button
  • [Escape Mode] Fixed so Stamina bar isn’t displayed on Shift button and decreases even if player does not move
  • Fixed so Pest Control Workers can't be controlled anymore
  • 24hr Clock setting works more properly now
  • Fixed so Salt from Road Maintenance truck doesn't lingers for Client in Multiplayer session (Don’t be salty)
  • Dialogue window can’t unpause the game anymore
  • Fixed Incorrect description of Utility Retrofit Grant
  • Found the missing hints in the "Direct Squad" tooltip for Plumbers and Air Plumbers when Emergencies menu is open
  • Fixed so Object dismantle area looks the same for other Players in MP
  • The nearest vertically oriented Guard's Locker is placed better now. We hope.
  • Blinking objects on the map are no more
  • Guards deliver more visible food to prisoners on Lockdown/Solitary (We want real food!)

Mac
  • Fixed the second set of fists appearing in the inventory in Escape Mode. One set is fine, thank you.
  • Fixed so Cable Protectors can be placed on inbuilt Transformer cables


Linux
  • Fixed so the Polish name for walls is the same and not two different styles.
  • Fixed so Pest Control workers are responsive whenever Stay Indoors is activated
  • Fixed the translation of a "Air Pest Control" for Russian
  • Fixed the volume confusion (Hello?)
  • Fixed so Dutch language pack Legal text in Options menu is written in better letters
  • Fixed so Snipers on the Guard Towers actually go inside when "Stay Indoors" emergency action is enabled


Xbox/PS
  • Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
  • Fixed so pest control units are able to completely remove rats from prison
  • Fixed Incorrect work of "Dismiss Squad" function for Road Maintenance
  • Fixed so Coverage text is not written in capital letters on all updated language packages
  • Fixed so The Colored Room Overlay is applied immediately
  • Fixed so all Emergency Commands - Tunnel Search, Shakedown, and Narcotic Search can be deactivated during the pause
  • Fixed FPS issues when there is a land expansion in any given direction
  • Fixed so Subsidence warning is not visible on maps without DLC
  • Fixed so Mysterious Crates are not present on maps without DLC
  • Chapter 1 death row cutscene is no longer disrupted by utilities tutorial
  • "Cannot enter: Riot" pop-up can’t be observed anymore on the main menu
  • Fixed so the Road Gate texture appears while opening Deployment tab
  • Fixed Available mods list is truncated if at least one mod is active
  • Med Sec prisoner will not longer have Legendary reputation without being Legendary prisoner
  • DLC content is no longer available on saved maps with disabled DLC
  • Fixed the Fighting between a laundry basket and a table on Paradise City (It was a fun ride though)
  • Fixed [Escape Mode] - Two pairs of hand sprites are no longer displayed when the prisoner attacks the guard (One pair is Enough!)
  • [Escape Mode] It is now possible to control time modes using keyboard
  • Texts are no longer overlapping in the 'Grading' section in the 'Prisoners' info
  • Electrician Training will have the right equipment now
  • Rat traps will no longer be moved from the training room when a rat is trapped there
  • Fixed so Wooden Window (small/large) and Stained Glass Window are hidden behind the workman's sprite during transfer
  • [Premade Maps] Some of the premade maps had trouble with the shakedown function when newly created. They won’t have anymore. We fixed it.
  • You are now able to dismiss Drainage specialists when they are triggered by the Prison Restoration Plan events
  • Tables will not overlap with other objects inconsistently anymore.
  • Fixed so Psychiatrists will hire SFX typical for the Administrators group
  • Fixed the Unfinished Display counter sprite during placement
  • Several UI overflowing issues in Restaurant room's Labour Management has now been fixed
  • Fixed the Security levels' work time text overflows in the "Labour Management" window.
  • Player is no longer able to build wall on wall panel by building a foundation
  • Fixed so the heads of prisoners in the "Map settings" window does not change when adjusting its size. (Sorry for the nightmares!)
  • Fixed that some reminder message's content were duplicated.
  • Some object filter options were not translated for Japanese. They are now!
  • Translation used for the 'Environmentally Friendly' title in the Going Green Information Tab II is now correct again!
  • The value of the adjustment criteria is now reset to the default value if it has been changed to N/A
  • The default difficulty of pre-made map "the Farm" is no longer "Сustom"
  • Number of some available staff displayed in the staff summary is now correct for Players
  • Icons for laundry-related tasks in Jobs are now fixed.
  • Text no longer overlaps with a character icon
  • 's' was added behind the title of some staff displayed when player click on the 'Assign *Staff*' in the Deployment Menu in all languages. This has now been resolved.



Switch
  • Fixed so Chapter 5 campaign doesn't crashes midway after first requirement is met
  • Fixed when Crew members become stuck in tunnels when set to 'Attempt Escape'
  • Fixed The Backup Generator connected to the unpowered cables outputs power units
  • Fixed when stationed guards do not search objects within reach
  • Fixed Imbalanced visiting of the Bakery
Prison Architect - EnigmaticRose4


Paradox Interactive and Double Eleven are proud to present Gangs, the seventh expansion for Prison Architect. By introducing gang warfare, Gangs adds another level of chaos to your prison. Bring order to your correctional facility and manage its Boiling Point, reforming gang members and protecting inmates and staff. Prison Architect: Gangs will be released soon on PC, Xbox One, PlayStation 4, and Nintendo Switch.

Get the squad together and watch a trailer for Gangs here:


Show gangs who’s boss by enforcing a strict code of conduct among your inmates, and turn gang members into valuable members of society. Gangs will form and grow throughout your facility, with each group having their own personality and reputation. As a result, inmates with certain traits will naturally be attracted to specific gangs. Take inventory on your population by measuring your prison’s “temperature”, which will get hotter (read: more dangerous) as gangs grow and flex their muscle.

Wardens can enact methods of inmate reform and release, with programs like Gang Rehabilitation, to slow the spread of gang activity. State of the art rooms are available for architects, with options to install a tattoo removal center or a regulated fight club (Shhh!) for prisoners to get out their aggression. Watch out for Crooked guards, as they may try to smuggle in contraband or accept bribes from gang leaders. Wardens can weed these bad seeds out during the hiring process and recruit investigators to identify guards who have become corrupt.

Prison Architect: Gangs Key Features:
Meet the Gang: Gangs form and grow by gang members arriving by in-take or by recruitment. Each gang has its own personality and traits, and will naturally be drawn to recruiting prisoners with the same specific attributes.

Boiling Point: Now you can measure your inmates and your prison’s “temperature”. As gangs grow and begin to flex their strength, the 'danger temperature' of your prison will rise. Thanks to the 'Boiling point' UI, you get a detailed overview of what's affecting the life of your inmates, allowing you to act swiftly, keeping them happy, and preventing irrepressible riots.

Reform and Release: Gang members are now allowed to leave their crew, help them come clean by enrolling them in the Gang Rehabilitation Program and removing their tattoos.
New rooms: Use the Tattoo Removal Room to remove gangs' tattoos, or have gang members train in the Fight Club Room, turning their destructive energy into fighting in a controlled environment.

Crooked Guards: Gangs may coerce guards into smuggling contraband or accepting bribes. You can vet guards during the hiring process (Bureaucracy) as well as recruit C.I.s to identify guards that have turned.

Launching alongside the Gangs expansion is Kite, a FREE update available to all players. This update brings a variety of improvements to Prison Architect including, more wardens, more guard dogs, a room size mutator and much more. Kite also introduces prison capacity options, allowing players to fill in specific levels of your facility. The update also provides several improvements to the game’s menus and mechanics.

Be sure to follow us on our social channels to stay updated on the latest news!
Facebook: https://pdxint.at/PAfacebook
Twitter: https://pdxint.at/PAtwitter
Discord: https://pdxint.at/PAdiscord

Wishlist Prison Architect’s Gangs on Steam:
https://store.steampowered.com/app/1948120/Prison_Architect__Gangs/
For more information on Gangs and Prison Architect, visit paradoxinteractive.com
Price will be 5.99 USD/ 4.79 GBP/ 5.99EUR.
Prison Architect - Fifnaril

Greeting Wardens,

Welcome to the Management Weekend with full of activities and sales on several different Paradox brands!

Check out the Management Weekend Sale: https://pdxint.at/3LcIOlT



Join the Prison Architect Build-off contest where all wardens can showcase their creativity by creating the most impressive prison they can by only using the SMALL world size map. Do you have the skill to compete against other wardens? Head over to the official Prison Architect Discord and share your prison in the contest-entry-and-discussion channel.

Complete list of Rules: https://pdxint.at/36oiXss


Join our amazing and creative community of wardens and participate in all the activities on the official Prison Architect Discord. Here you can ask for help and share your prison builds with the rest of the community.

“The Roundhouse” Update
Earlier today, we released “The Roundhouse” Update introducing two new pre-made prisons to try out!

‘Jungle Retreat’
Deep inside the dense tropical jungle, you can find a hidden retreat where the most adventurous prisoners would not even dare to stay. Are the tropical weathers too much to handle, or do you have what it takes to become its new warden?


For the full list of changes check out the patch notes


If you are new to the game and don’t know where to start your new career as a warden, this guide can help you learn everything you need to know to start building your prison! This guide will also show you some neat tips and tricks that will make everything a lot easier.

Storage
If you have crates and boxes lying around in your prison and they are not getting carried away, that means that you are missing a storage area to store all materials.


By creating a storage area, you will have the space to store materials and crates, and you will see workers getting all the boxes around your prison.

Tip: If you have the Going Green DLC, you will have access to Storage Shelves, and by using them, you will get more room, and the storage area will look cleaner.



For even more guides and tips check out the Guide of Guides!

Have a wonderful weekend!
The Prison Architect Team
Prison Architect - Fifnaril
Greeting wardens,

We have just released an update giving you two new pre-made prisons to explore.

‘The Lost Prison’
This prison was long forgotten and lost in time, but it was again discovered one day. It didn't take long before they decided to renovate and use the prison again. Now they are looking for a warden that can continue its's legacy!


‘Jungle Retreat’
Deep inside the dense tropical jungle, you can find a hidden retreat where the most adventurous prisoners would not even dare to stay. Are the tropical weathers too much to handle, or do you have what it takes to become its new warden?


Fixes:
  • [PC] Fixed so cable protectors can now be attached to transformers
Prison Architect - Fifnaril


Greetings Wardens,

We have just released an update with several fixes and improvements reported by the community. We appreciate all your feedback!

Changelog:
  • Fixed an issue with the Pest Control workers becoming unresponsive when the Stay Indoors order is active
  • Fixed an issue with the Pest Control trucks are being dismissed as soon as they are called
  • Fixed an issue that prevented the players from placing the windows in Cell Blocks
  • Clipping issues with Guard Locker when placed in corners is now fixed
  • Fixed an issue with the "Requires Water" sign showing when moving an object
  • Fixed an issue where Rebar Reinforcement is not available after requirements are met
  • Fixed an issue with the Legacy events happening incredibly frequently
  • Fixed an issue with cable protectors getting deleted/removed after purchasing a land expansion
  • Repair Men can now be called as long as at least one of either Rats or Weather condition is enabled
  • Fixed an issue with the Perfect Storm content being available on saved maps even if the DLC is disabled
  • Fixed an issue with the prisoners not digging tunnels
  • Fixed an issue causing the plumbers to become passive in Escape Mode
  • Fixed an issue with overlapping strings on the Weather Forecast screen
  • Fixed an issue where dog handlers are not moving when the game is fast-forwarded on the premade map "The Work Fields"
  • Added improved Finance backend system for better network performance
  • Fixed an issue with "Food Tray Pack" shown as placeholders in the Polish and Italian languages packs
  • Multiplayer translations now in correct language on clients game
  • Advanced staff training appears when the weather is turned on. and disabled when turned off
  • Fixed an issue with event calls happening after the game has failed
  • Fixed an issue where players were able to clone collapsed walls and fences
  • Fixed an issue where “rat damaged” prompt would be displayed if Perfect Storm is not owned
  • Removed the relationship between legacy subsidence and Perfect Storm subsidence, should resolve issues where walls were being destroyed after repairs.
  • Removed damage prompt for subsided / reinforced walls if Perfect Storm is not owned
  • Warden will no longer change back to the default warden during a reload or a land expansion
  • The game no longer freezes several times in the main menu on startup
  • The game no longer crashes on launch with no error message
  • Fixed an issue with the game not launching after pressing play/resume in PDX launcher
Thank you for your support!
The Prison Architect Team

Prison Architect - Fifnaril

There’s a storm coming, Warden!

Prison Architect: Perfect Storm makes it rain with grants, emergency services, staff training, and Calamities. Perfect Storm DLC comes with a wide array of new challenges and complex decisions! The Tower Free Update is packed with a ton of new free stuff and numerous fixes reported by the community. For all the changes, check out the full changelog down below!

Prison Architect: Perfect Storm Key Features:
  • Riot Before the Storm - “Calamities,” like Deep Freezes, Heatwaves, Rat Infestations, and Lightning Storms can cause structural damage, lower prison ratings, and wreak havoc in the compound.
  • Come Cell or High Water - Pest Control, Plumbers, Repairmen, and Road Maintenance Emergency Services are available for immediate relief from calamities. Electrician, Cold Control, Fire Safety, First Aid Training, and Pest Removal Training allow staff to mitigate damage and keep things running smoothly.
  • Granted Refuge - Grants for Disaster Relief, Heatwaves, Emergency Protocol, Subsidence, Advanced Staff Training and Utility Retrofit Grant fund much-needed preparations to help ride out Calamities.
  • Raining Rats and Dogs - Check current and forecasted weather conditions, and use weather prediction objects, to stay apprised of any impending disasters

Perfect Storm
  • New Grants - Six new grants to aid the player financially and serve as a guidance tool to prepare for the Perfect Storm's calamities
    • Disaster Relief - A relief grant to spend on reinforcing your prison
    • Emergency Protocol - Awarded for players who assign Safe Zones for Staff and Prisoners in the event of an emergency
    • Subsidence Grant - Rebuilding any damaged walls and fences including calling in Repairmen
    • Advanced Staff Training - New staff programs are given to Prisoners and Staff
    • Utility Retrofit Grant - A grant to fit the prison with Rat prevention materials and objects (Rat proof cabling etc.)
    • Heatwave Grant - A grant to ensure the safety of staff and prisoners by investing in Fire Safety

  • 4 New Emergency Services
    • Pest Control - Spray the prison with a scent that keeps rats away
    • Plumbers - Pump out flood water blocking the use of drains and showers
    • Repairmen - Repair walls and fences that have collapsed due to subsidence brought on by storms
    • Road Maintenance - Grits the service road to keep the ice and snow-free during a deep freeze
  • New Staff Training
    • Electrician Training - Allows staff to fix electrical issues within the prison
    • Cold Control (Winter gritting) - Staff will use grit bins to keep paths clear in deep-freeze conditions
    • Pest Removal - Staff can lay humane rat traps to control the level of pests within the prison
    • Fire Safety Training - Staff will be able to mitigate the spreading of fire in an emergency situation
    • First Aid Training - Staff will administer first aid to heal minor injuries and stabilise those in critical condition

  • Three Extreme Weather Event 'Calamities'
    • Deep Freeze - Sub Zero temperatures hit the prison, freezing utilities and causing havoc
    • Lightning Storm - Thunder, lightning and torrential rain create danger and lasting damage
    • Heatwave - It gets hot, very hot - Prisoners will need to cool off and drink to rehydrate themselves
  • Rat Infestation 'Calamity' - Rats will lower the hygiene rating of the prison, cause issues with digging (tunnels) and gnawing (Electric cables, wire fencing) as well as eventually spreading disease
  • A brand new Prison ‘Coverage Plan’ System - Allowing for players to prepare for Calamities, gaining access to staff training, free Emergency Service callouts and more
  • Weather Forecast and UI - Players will be able to check current weather conditions as well as gain predictions of incoming weather and severity using a variety of tools.
  • Weather Prediction Objects - Players will be able to purchase several different types of weather prediction tools, each varying in accuracy and functionality

  • Two new Rooms
    • Weather Center - This is the ultimate weather prediction tool. This automated room will send the most accurate and long-range weather forecast to the Weather Forecast page
    • Training room - Area for the new staff training programs to take place. The room will only be used for programs
  • Three new Advisor Sprites Types (Janitor, Foreman and Gardener) - Offering dialogue from more staff within the prison and an improved onboarding

The Tower (Free Update)
  • Extended Visitation - Visitation sessions will last much longer
  • New Foliage - Five new pieces of foliage to add to the grounds of your prison
  • New Floor Types - Three new floor types to add to your grounds
  • New Door Types - Coloured staff doors
  • New Windows - Wooden and stained glass windows
  • Additional Furniture - Sofa, Luxury Desk, Wooden and Swivel Chairs
  • New Search Dogs - Two new search dogs rated as 'very good dogs'
  • New Mutator - Doggie Doo! - Search dogs will contribute to the poor hygiene of the prison
  • Misc Improvements & Community Requests
    • Radiators added to Utilities
    • Non-Lethal Sniper Policy - Snipers fire rubber bullets that can knock inmates unconscious, but don't kill

Other fixes & improvements
Misc improvements:
  • Tweaks to the fire spreading systems - fires spread at a more regulated rate and in more consistent paths
  • Improvements to the pathfinding system and worker AI around construction to help the issues where workers stop building and Materials will have the status "Path between Material and Job is blocked" or “No route”
  • Added search bar and filter to quick rooms
Second Chances:
  • Fixed an issue where staff would not use dinner booths or dining chairs
  • Fixed an issue where plates on the dining table turn invisible when the customer faces the camera
  • Fixed an issue where food waste which is a product of expired harvest, is not collected in the Recycling Bin or the Compost Bin
  • Fixed an issue where civilian customers are overlapping with Dining Chairs
  • The bakery room will no longer get overloaded with unstacked Flour bags
  • Civilian Customers will no longer have mismatched head assets
  • Fixed an issue where the same teacher arrives for parallel sessions of Conflict Resolution & Reformed Prisoner Consultation
  • Fixed an issue where the CEO calls with the instructions about the Second Chances DLC, even if the DLC is not active
  • Oven lights will no longer overlap prisoners.
  • Fixed an issue where prisoners did not prepare meals in the Restaurant in advance
  • Fixed the issue where the reform program is shown as unscheduled when it first starts
  • Fixed an issue where there are no sounds while the prisoner interacts with a dog during Animal Therapy
  • Fixed an issue where there is no oven baking and cake/bread mixers sounds in the bakery
  • Fixed: Grant "Prisoner Reoffending Rate" can be completed at the very beginning of the game
  • The dough mixer is showing an error sign when placed against the wall at most bottom of the bakery
  • Fixed an issue where external teachers sometimes get stuck on the edge of the map
  • Fixed an issue with a reform program showing an error of no teacher even if it's already assigned a teacher
  • Fridges rotation in Bakery Quick Build is now correct
Other:
  • Dog handlers will no longer return to the Kennel with "Stationed" status
  • Fixed an issue where it was possible to get stuck ON Screenshot mode
  • Fixed an issue where dead bodies in the Export zone were not removed
  • Fixed an issue where dead bodies were not removed from the island
  • Rubble can now be recycled, and Recycling Bags are created when bulldozing
  • Fixed an issue with the intake number does not match with the limitations set
  • It’s now possible to place a wind turbine and solar/wind hybrid on water tiles
  • Characters no longer walk under the Grass Road Bridge
  • Deliveries should no longer get stuck or delayed because of seeds being delivered one bag per truck
  • Fixed an issue where Medics don’t leave after being dismissed
  • Fixed an issue where water pipes could not be sold
  • Fixed an issue with some staff struggles to fulfil their needs
  • Objects no longer fall off the back of a boat before reaching the dock
  • Fixed an issue where players were unable to place a cloned room over a wall or fence if there are some objects on the wall
  • Fixed an issue where the character is not able to open the Staff Fence Gate with Staff Keys
  • Fixed an issue where the "Total" value in Finance tab moves up as the scrollbar goes down
  • Swapped Dogs' skins on Green Power Plant and The Work Fields maps
  • Fixed an issue with lockdown/solitary meals being delivered to the top-left corner due to secure doors
  • Prisoner Uniform will no longer be placed the wrong way on the vertically positioned beds
  • Fixed an issue where every plant was called a Crop until it was planted. Crops and Fruit trees now have their specific crop names in the job queue pop up
  • Orderlies Staff Summary is now showing after clicking on 'Assign Orderlies'
  • Fixed an issue with missing weapon sprites for the guards, riot police, elite ops, sniper, and armed guard
  • Fixed an issue with Mismatched icons in the Jobs tab
  • Fixed an issue where a Criminally Insane Prisoner would not be sent to a padded solitary cell under certain circumstances
Multiplayer:
  • Fixed an issue where planning made by clients no longer disappears when reloading the game.*
  • Fixed an issue where there is a game pauses when clients join on a big map*
  • Fixed an issue where changes in prisoners wages are not displayed correctly in multiplayer.
  • Fixed an issue with crop sprinklers not working during an online session from the client's side*
  • Fixed an issue with Fog of War not working correctly from the client's side*
  • Fixed an issue with Multiplayer when prison sizes expand
  • In order to prevent the clients from disconnecting, we recommend the player with the most stable internet connection to be the host
*Host: Player that created the online session
*Client: Players that joined the online session


Escape mode:
  • It is no longer possible to recruit unconscious prisoners
  • Fixed issue with the camera being stuck in the wrong location on starting Escape Mode
  • Fixed issue with fog of war is triggered when the player exits tunnel in Escape Mode
Known Issues:
  • Pest Control workers become unresponsive when the stay indoors order is active
  • Carpentry grant requires 66 beds instead of 10 in description
  • Part of the guards with stationed status causes them not to move at all on occasion
  • FPS issues when there is a land expansion in any given direction
  • Pest Control trucks are being dismissed as soon as they are called
  • Guards deliver invisible food to prisoners on Lockdown/Solitary
  • Second set of fists appear in Inventory in Escape Mode
  • Blinking objects on the map
  • Some objects partially overlap bunkbeds when placed behind them
  • Available Mods list is truncated if at least one mod is active
  • The yard icon is cut off in Escape Mode
  • Impossible to control time modes via keyboard in Escape Mode
  • Accept your first Grant' task is not shown in the to-do list on the Client's side
  • Broken Jail Doors change colour when closing
  • Text overlapping in 'Grading' section of 'Prisoner Info'
Oct 28, 2021
Prison Architect - keksballs
Halloween is just around the corner, which means it's time for trick-or-treating! Tune in for eerie and ghoulish vibes with four new spooktacular decorative items to celebrate a Spooky Halloween!

🎃 Jack-o'-lantern
🕸️ Spider Web
⚰️ Coffin Bed
💀 Decorated Tree (Spooky)



The Steam Halloween Sale kicks off with a bang! ✨Your scary good deals are here! 👻
Prison Architect: Base Game 75% OFF
Prison Architect: Island Bound 40% OFF
Prison Architect: Going Green 30% OFF
Psych Ward: Warden's Edition 35% OFF

🎃 Happy Spooky Halloween, Wardens! 🎃

Prison Architect - Fifnaril


Hello Wardens,

Our next Prison Architect beta test is on, and we need more experienced Wardens just like yourself to test and have your say on the new content!

Thank you for applying to the Prison Architect beta test!
We have reached our maximum number of participants. The registration form is now closed and we won't be accepting any new applicants. Thank you for your interest!


Participation requirements:
  • 18 years of age
  • English speaking
  • Owns the base game on Steam (PC)
  • Have played Prison Architect (at least 35 hours of playtime recommended)
  • Available during the Beta period (Sept 30th - Oct 3rd)
  • Active Discord account (Join the Prison Architect Discord)
Sep 14, 2021
Prison Architect - Fifnaril


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 your prison to be showcased next, tag us on Twitter (@prisonarchitect) and use the hashtag #showandcell! Feel free to send us a DM if you have any questions!

If you want to get the latest news and updates, you can also follow us on Twitter, Discord and Facebook.

Show and Cell is back with a new outstanding prison, and this time we will dive into Snowpine Penitentiary, created by MutedKiwi.



How long did it take to create your Snowpine Penitentiary?
Overall it probably took me about 100-120 hours, with the majority of this time being taken up by planning and research.

What was your goal when you started this prison?
My initial goal was to build an efficient 1,000 capacity prison consisting of MinSec, MedSec and MaxSec prisoners with high-profit margins and a low reoffending rate. Compared to my initial plan, the layout changed substantially over time. For example, I decided to incorporate SuperMax, WitSec, Death Row and the insane asylum and download mods halfway through, such as basketball and computer labs.



How did you come up with the name?
I actually only came up with a name after someone requested I upload it to Steam, which requires you to name the prison. I chose Snowpine because of the map environment and abundance of Snowpine trees and thought it was a fitting name.

Did you plan the layout of the prison before you built it?
Yes, planning is one of my favourite elements of games like this. I tried to plan as much as possible, including optimal pathing and room sizes, individual object and door placements, water/electricity lines and more. I wanted to include a lot of different elements, so I knew planning would be the best way to make sure I didn't forget to include anything. I also like symmetry, so I tried to make it as symmetrical as possible, which required a lot of planning.



Anything else you want to mention about Snowpine Penitentiary?
This prison was my first serious attempt at an efficient high capacity prison, and I'm proud of how it turned out! I may have considered expanding it even more. However, I was limited by my computer's power since the framerate was already starting to drop significantly enough to impact playing when the prison was unpaused. Maybe I'll give it a proper one once I get a better PC.

How long have you been playing Prison Architect?
I first played the game during my summer holiday in 2016. Since then, until I built this prison, I only played a handful of times. However, every time I play, I play A LOT in relatively short timeframes. I built this prison in February 2020, just around the time of online classes and lockdown.



What made you start playing Prison Architect?
When I started, I didn't have access to a proper PC that I could play my usual games on, so I was looking for a game that was pretty easy to run. I found out about Prison Architect, and it seemed very intriguing, and as soon as I tried it, I was hooked!



Any tips for someone new to the game on how to get better at planning and building their prison?
To someone brand new, I'd recommend just playing the game and learning as you go. I was constantly googling while playing, which was extremely helpful. Don't get too hung up on planning as you are still learning because you can always sell your prison and start fresh with your newfound knowledge and experience. There's also a ton of great content on YouTube regarding the matter, which really helped me out.

From my personal experience, I would recommend starting with a big idea and defined aim and refining it until you have every last detail down about what you want to include before you even begin planning in the game. Then figure out efficient placements, room sizes, and connecting everything, plan the entire layout (this took me the longest by far), and finally build and adjust as needed.

Since planning almost never goes 100% as you expect, it's also a great idea to leave room for adjustments. For example, initially, my main prison was only min/med sec. However, I had enough room to adjust the layout of the section that was then transformed into the MaxSec wing. The way I designed it also left tons of room for vertical expansion of the main prison if I chose to do so. Symmetry, as I mentioned before also makes this a lot easier.



Do you want to try this prison? Then you can get it here!
Snowpine Penitentiary


Thank you for this time, and see you for the next Show and Cell!
The Prison Architect Team
Jul 29, 2021
Prison Architect - Fifnaril


Hello wardens,

We have just released a new bugfix update with fixes and improvements reported by the community. We appreciate all the feedback we are getting, and we are still investigating more issues.

Changelog

Second Chances fixes:
  • The Shop Counter in the Quick Build Bakery is in the wrong position.
  • Display Counter's sprites are appearing incorrectly during placement.
  • Prisoners drop ingredients when their shift at the Restaurant ends.
  • Completing the "Three Strikes Program" does not grant prisoners with "Work Experience".
  • Prisoners are petting dogs before "Animal Therapy" starts.
  • A "Required:" text for the Bakery Room is missing.
  • Restaurant and Bakery play customer sounds even if the rooms are empty.
  • "Conflict Resolution" teacher's head is placed incorrectly.
  • Some objects required for Canteen and Kitchen can't be placed outdoor.
  • Display counter is incorrectly rotated.
  • Delinquents are not showing on the "Three Strikes Program" if the Program begins right after the previous one.
  • Prisoners leave the Three Strikes Program after saving and loading the game.
  • Customers are not served and are placed incorrectly after the Diner Booth they are sitting at is moved
  • Shared objects between Kitchen and Restaurant will fulfil room requirements but cause odd behaviour.
  • "Reform" window can be opened an infinite number of times.
  • Intake Arrival time can be set over 24 hours.
  • Therapy Animal Container will get teleported to the Animal Therapist.
  • The prisoner picks up a new dog after Prisoner Search during Animal Therapy.
Other fixes:
  • Bureaucracies are no longer being researched simultaneously by different staff members.
  • Player can access Prisoner Wages page without having an Accountant.
  • Bureaucracy isn't researched in the order it's queued.
  • Reset Criteria button does not reset Adjustment Criteria in Reports menu.
  • Satisfying Recreation need while working in the Flower Garden is not indicated in the Reports > Needs tab.
  • Guard Tower stair overlapped sniper head sprite.
  • Amount of money that Prisoners earn for their work is halved in the "Total Prisoner Wages" description.
  • Riot Police and Paramedics can be commanded to move out from their respective vehicle before the vehicle stopped moving.
  • Psych Ward contraband is available without the DLC enabled.
  • Game freezes after multiple field creation requests.
  • Prisoners facing north direction when using the weight bench will be under the weight bench.
  • Game crashes if execution is scheduled and a Prisoner is in the Reception Room.
  • Reform Program History overlap with prison served timeline if there's more than 6 Reform Program.
  • Prisoners earn money while working in the Flower Garden, even if the Prison Labour option is locked.
  • In the Reform tab, the "Reformed Prisoner Consultation" program is described as an advanced program.
  • Prisoners go to work in farming fields despite being assigned to work in the forestry.
  • Prisoners' heads are separated from their bodies when they sit facing North.
  • Map Settings Uniform Colours not being applied once set.
  • Staff Wage pay raise is not constant for 10%.
  • Lower parts of visitors' heads are cut off.
  • Danger text is coloured in green.
  • "Total" value in Finance tab moves up as scrollbar goes down.
  • Guards operating sorting desks are facing the wrong way.
  • Quick clone allows wall lights to be placed internally.
  • Vegetables are not stored on Pantry Shelves and in the Fridges.
  • Civilian Customers spawn just to beeline for the exit.
  • The head of the sleeping prisoner is shifted on the bed.
  • Camera does not follow selected room in Crop Distribution.
  • Clicking on the polaroid causes a crash, if a "Shakedown" option is active.
  • "Random" in the "Choose Guard Dogs" tab does not work if DLC "Psych Ward" is disabled.
  • In the Reform tab, the "Solar Panel Development" program is described as it was an advanced program.
  • Enlarging the "Valuation" menu causes its text to overflow out of the menu window.
  • Prisoners with active Punishments go to the Flower Garden during a FreeTime schedule.
  • Cook Operating a Sink is overlapped by a Food Tray.
  • Prisoners that are checking their stashed "Booze Bags" cannot move.
  • Books laying on the bed are z-fighting when zooming in and out.
  • Missing information about requirements for unlocking Crop Distribution.
  • A "Crop Sprinkler" can not be placed on the field, if a wall stands in its work area.
  • Practice Solar Panel progression speed remains the same on different game speed ups.
  • Players can instantly complete a Tool Cleanup Grant by saving and loading the game.
  • The laundry baskets are delivered before the Laundry room from the "Quick Build" tab is finished.
  • Canceling building two connected Quick Build Rooms cause the connected wall to be made of Bricks instead of a chosen material.
  • Classrooms and Common Room at "The Work Fields" pre-made map has got Staff Doors as entrances.
  • Stepping Stones always use default sprites instead of what players choose.
  • Prisoners get stuck between Topiary Bushes while they are released or trying to escape.
  • Prisoners heads and clothes overlap on bunk beds.
  • Wind Turbine blades don't move with the rest of the wind turbine when using the Move action.
  • Connecting Transformer to Power Station resets Current Power Output.
  • Options disappearing after resizing UI.
  • The workman icon is displayed in the "Jobs" window for farmers' fertiliser-based jobs.
  • Task of moving crops to a field have incorrect staff icons in the Jobs tab.
  • During Strike/Riot on the Todo list is a note about cancelled Intake.
  • The Phone Taps are not connected with the Phone Booths on the Premade Prison "Green Power Plant: Going Green".
  • A status "Locked" is not showing after highlighting a "Narcotic Search" option.
  • Incorrect disconnection warning for the Scanning Machine if the Scanner Monitor is connected.
Multiplayer:
  • [Multiplayer] Client de-syncs after using cheat spawn.
  • [Multiplayer] Tall fridges and cookers lose their electrical cables on the Client's side when the Host moves them.
  • [Multiplayer] The client information about Qualified Prisoners is not updated immediately in multiplayer.
  • [Multiplayer] The Director's prompt call is only displayed to the host in multiplayer.
  • [Multiplayer] When the Client is building objects on a map amount of delivered objects will be not the same as the number of ordered objects.
  • [Multiplayer] Incorrect age in the character's menu in multiplayer.
  • [Multiplayer] Holding cell doesn't count in Basic Detention Centre Grant at the Client's side.
  • [Multiplayer] Clearing a room causes the Client to still see the name of the Room on the map.
  • [Multiplayer] Changing prisoner arrival time on the Client's side makes the timer go backwards.
  • [Multiplayer] Clients are unable to connect to sessions that are hosted.
  • [Multiplayer] Expanding prison map in multiplayer not working as intended.
  • [Multiplayer] % don't appear (or change) on a Client's screen in multiplayer.
Escape Mode:
  • [Escape Mode] Dogs from DLC GM do not have their graphic in Escape Mode Victims.
  • [Escape Mode] Destroying door servo causes remote doors unable to open and guards cannot enter the cells at all. It also causes constant triggers to guards.
  • [Escape Mode] Guards will not drop keys at all.
  • [Escape Mode] Recruited Prisoners push players if too many of them were recruited.
Localisation fixes:
  • "Staff" text overflows when adjusting its window size.
  • Text Overlappings in staff needs menu.
  • Text too long where it exceeds the prisoner profile menu size.
  • Text in prisoner profile experience overlaps with bars.
  • "Allow transfer" text overlapping on prisoner UI image in Transfers tab.
  • Parole Cutoff Policy "Adjust Cutoff" text being overlapped by adjuster arrows.
  • Parole Cutoff Policy "%" and bracket texts are overlapping on each other.
  • Prisoner Intake's Countdown timer is overlapping with other text in the Todo List in certain languages.
  • All Prisoner Wages text overlapping on the "Decrease" button.
  • X displaying in the line "Criteria above to be met" in certain languages.
  • X displaying hours in Total time played.
  • Other localization fixes, including translations and text overlapping in various menus.
Known Issues:
  • The water landscape does not complete its function when replacing the floor.
  • Gardeners not performing the 'Garden Outdoor Area' action in Yard, Deliveries, Garbage and Flower Garden Room.
  • Drinks count as contraband instead of luxuries.
  • The CEO calls with the instructions about the Second Chances DLC, even if it is not active when using a premade map.
  • The number of guards hired stops at 99 in the Staff menu.
  • Plates on the Dining Table turn invisible.
  • Food waste which is a product of expired harvest is not collected in the Recycling Bin or the Compost Bin.
  • New Contraband is available even if the Second Chances DLC is disabled.
Thank you for your support!
The Prison Architect Team
...