Roses are red, I'm ringing the bells, and then will put you, to the holding cells. Yes, this poem sounds horrible but I'm also not Shakespeare.
Anyway! Handcuff, escort and bring arrested suspects to the brand new holding cells yourself... and give us your feedback on all features before the full update launches on April 12th!
Introducing: The Holding Cells Update
If you're a very, very good police officer, you've probably already seen our latest blog post in which we explain in detail what's inside The Holding Cells Update. If you did (of course you did!), just scroll further down for the full patch notes. If you haven't (also fine), here's a quick overview!
New in the precincts: Holding Cells
Since release, these have been some of the most requested features - and yes, we're adding them into the game. With The Holding Cells Update, you are now able to handcuff, escort, and take arrested suspects to the brand new holding cells yourself!
These holding cells have been added to every single already existing precinct in Brighton. We're making them bigger, better, stronger. Taking some inspiration from other games and also real-life, our artists made sure that the holding cells look as realistic as possible and deliver just the right mood. They are shiny, they look awesome and they match the theme of the Brighton Police Department.
Previously, after arresting a suspect, you had to call an arrest transport for backup to a crime or accident scene to have suspects be transported to the station. Now, you can use your own vehicle to take up to two handcuffed individuals to the precinct yourself and transfer them to one of the holding cells. There's also a new callout asking you to arrest handcuffed suspects to the holding cells!
Of course, you are not forced to transport them yourself. You can still call for a police van, should you not be in the mood for a drive or don't have any seats left. Teamwork makes the dream work.
Basic Modding
With this update, we're also introducing some basic modding options. You can now implement custom skins for your police character and police car that you have created outside of the game. Once you are finished, you can also upload this mod to the Steam Workshop and share your skin with other players of Police Simulator: Patrol Officers.
IMPORTANT: Be aware that the Steam Workshop is currently ONLY compatible with the beta version. This will of course not be the case with the full release on April 12.
We want to give you more freedom over your officer and provide a way to apply an individual touch onto them. Therefore, we are also providing you with a way to modify the name of your character. Bob Ross would be proud.
To kickstart your modding career, we have created an extensive guide! You can find it here:
That's why The Holding Cells Update comes with a variety of smaller and bigger improvements, including a bunch of quality-of-life features. Here are just a few:
You can now fine and ticket someone after handcuffing them
You can now check the ID after handcuffing someone
You can now give accident reports to arrested people
Tow Trucks and Arrest Transports now have a lightbar
Ring menus now display the availability of a submenu
A volume slider has been added in the audio options for the ELS
You can now delete savegames in the save menu
The AI spawn behavior has been improved
We've also fixed dozens and dozens of bugs - you can find the full list further below with the patch notes!
How do I enter the Open Beta?
We've made the process as easy as possible to include you, the community, early on during the development of the game. To join the Open Beta, you only need to perform the following steps:
Right-click on Police Simulator: Patrol Officers in your Steam library.
Select 'Properties' in the menu.
Select 'Betas' in the sidebar on the left.
Select 'Beta' in the drop-down menu and confirm your decision to switch to that branch.
An update should now start - you are now officially part of the Open Beta!
To switch back to your stable save game, just repeat these steps again - but instead of selecting 'Beta', you just select 'None'. Easy.
Everyone can test the beta extensively and provide feedback on its features, balancing, and bugs. Feel free to send us your impressions on Discord, in the Steam Beta forums and on our Socials.
Save game to unlock everything in the beta
By visiting this link, you can download a save game for use on the beta branch (and only on the beta branch!). This save game will unlock all features immediately. You also need to know that you must copy the save game into the following folder:
C:\Users\username\AppData\Local\Boston\Saved\SaveGames You can find the folder more easily by typing %localappdata% into the Windows search.
Since the save is named Career_0beta.sav, you have to delete any other save game which might also be called Career_0beta.sav. We recommend doing a backup of the old save game as well should you want to keep it for the future.
Of course, this is completely optional and intended to help those who want to see everything unlocked in the beta from the very start. The old method of unlocking stuff does still work.
Here are the official patch notes for The Holding Cells Update
AHHHH, I'm hyped! Let's dive straight into the patch notes!
Holding Cells
Added brand new holding cells in every precinct
Added ability to escort handcuffed NPCs yourself
Added ability to put suspects into the holding cells
Added ability to put suspects in the car and get them out again
New interaction for car transport: Place NPC in the backseat
New interaction for car transport: Pick NPC up from backseat
Modding
Added a basic modding system: You can now change the officer uniform texture, patrol car texture and the names of the patrol officers
Callouts
Added new Callout: Arrest and Transport Criminals
Improved the callout to investigate crime scenes so that NPCs won't despawn among other changes
NPCs
Added new sitting animations
Added NPC conversation in drunk states
Added new hairstyles for NPCs which will make the NPCs more diverse
Spawn Density Areas: Players can now control how many NPCs are spawned
NPC Interactions
Players are now able to fine or ticket NPCs after handcuffing them
Players can now give accident reports to arrested people
Players can now give back the ID to handcuffed NPCs
Players can now search & frisk NPCs which are turned around
Police Car & Traffic Cars
Added a Lightbar for Tow Truck and Arrest Transport
World
Added a Sign to the North Point High School
Added No Turn On Red signs to correct intersections
Sound
Added a volume slider for emergency sirens so that players can adjust the sound
Added the miranda warning dialogues (and being able to cancel them after the first part)
Added new dialogue lines for aiming and DUI tests
Added new dialogue lines to detainment for broken lights
Added new dialogue lines to detainments for broken lights
Added new dialogue lines to shifts ending by a neutral accident on simulation mode
Added new dialogue lines to shifts ending with the patrol car receiving too much damage on simulation mode
Added new dialogue lines to shifts ending with the patrol car colliding with another vehicle on simulation mode
Handbook
Added the Open Patrol handbook entry
Added Arrest & Transport handbook entry
UI
You can now delete save games in the save menu
Added the neighborhood names to the Open Patrol shift selection which helps players to get more familiar with the map
Added image to escorting criminals unlock prompt
Added CP Loss intuition feedback during encounters to not be added to the report in the second shift
Added intuition feedback for road flares so that players now gets feedback on how good the road flares are placed
Tutorials
Added new Tutorial: Special Parking Zone for Taxis
Added new Tutorial: How to blip cars
Added new Tutorial: When it is allowed to use the Handgun?
Added new Tutorial: How to end the shift
Added new Tutorial: When can you park in a Cleaning Zone?
Added new Tutorial: How does Ticketing work?
Added new Tutorial: How to Arrest & Transport NPCs
Added new Tutorial: When am I allowed to arrest and transport NPCs?
Balancing
Tweaked balancing for greeting and directions, there's now a lot less after encountering one already
Reduced the wallet theft frequency
Reduced the amount of NPC drinking in public
Bug Fixes GAMEPLAY
Fixed CP loss issue for 'No Parking Zone' ticket
Fixed a CP loss issue when the player is in an attempt to stop a fleeing suspect
Fixed a CP loss issue connected to it being unjustified to arrest NPC for cannabis
Fixed a CP loss issue connected to it being unjustified to handcuff a wallet thief after returning the wallet to the victim
Fixed a CP loss issue connected to it being unjustified to aim the handgun at fleeing criminals
Fixed a CP loss issue connected to it being unjustified to tow truck on a large sidewalk
Fixed a bug when searching wallet thief does not remove wallet after callout timer has ended
Fixed a bug that ends the wanted NPC callout when handcuffing wanted NPC
Fixed the option to detain a driver
Fixed an issue that caused a walking NPC to only get the handcuffing reason for driving and not the usual pedestrian one
MULTIPLAYER
Fixed a bug where clients who joined later can not interact with things at all
NPCs
Fixed a bug causing NPCs to float in the air
Fixed a bug causing NPCs to get stuck on the crosswalk and not move anymore
Fixed a bug causing the Police NPC to stay in front of the police van without moving to the arrested NPC
Fixed a bug where handcuffed NPCs were not despawning
Fixed a bug where injured NPCs were spawning in front of the car at an accident
Fixed a bug causing NPCs to could clip through walls
Fixed height of sitting NPCs at Bus Stops
Fixed NPC position while they sit at a table
Fixed animation to frisk and/or search NPCs when they are drunk
Fixed lightning for NPCs so they don't look sick anymore (bless you!)
Fixed a bug causing NPCs to be unreachable and players couldn't interact with them anymore
Fixed a bug where the NPC behavior caused the NPC to wait before fleeing
Fixed a bug where the client is interacting with the arrested NPC which leads to the game becoming unplayable
PATROL CAR & TRAFFIC CARS
Fixed a bug causing HUUUUUUGE traffic jams
Fixed an issue related to accidents that lead to accident request vehicles being stuck
Fixed the taillights of certain types of NPVs
Fixed a bug causing car tires to not work anymore
WORLD
Fixed a bug causing graffiti to not appear while the NPC is painting
Fixed a bug causing graffiti decals to be visible on the other side of the wall
Fixed some floating plants
Fixed the floating Deer statue in Sharnwick
Fixed a lighting issue which happened at night
Optimized lots of buildings so that the city looks better
Fixed visual issues throughout the city so that Brighton is now more beautiful
Fixed coloring issues on windows
Fixed a bug that caused the map to have some gaps
Fixed a bug that caused shadows to only render 20-30 meters around the player
Fixed the sign from Natasha's Shop
Fixed some clipping bugs
Fixed a bug causing the player to walk through walls
UI
Fixed a typo in the radar gun handbook entry text
Fixed a bug during Open Patrol that caused the XP Bars to show a wrong amount of XP
Fixed a bug in which the ID got stuck on screen after an NPC starts fleeing frightfully
TUTORIALS
Fixed a bug where the jaywalking tutorial was not triggered
Fixed a bug that made it impossible to skip tutorials
SOUND
Fixed missing footstep sound effects for escorted NPCs
Fixed a dispatch message for wanted suspects
CONTROLS
Fixed an issue that caused the keyboard shortcut 'T' button for 'Open Patrol' to not change the game mode
MISCELLANEOUS
Fixed Officer Danny Lopez haircut
CRASHES
Fixed a crash that appears for the host after the client has left the session
Fixed a client crash after both players simultaneous open the police computer
Fixed a crash that can occur when the vehicle enter/exit area is blocked by landscape
Fixed a crash related to a missing roof
Fixed a crash that appears when the players try to access a blocked area
- card ghosts more appropriately spectral - cursor key pan works again - edge scrolling (again) only works when you're holding a token. - added more flexibility to card placing, again - greedy slots will no longer try to double-grab at the end of their cycle - fixed embarrassingly long-standing but with Dancing for Heart Scars - releasing mouse button after a dragged card has been grabbed should no longer cause weirdness - slightly more robustness when mods are removed (no promises)
We are working on 3 new levels which will be ready before summer. We can't tell you too much at the moment but we can show you some previews:
New game modes
In the latest update, following the users' feedback, we have introduced 3 game modes. For all those who want to have a relaxing experience, it’s now possible to play without the skulls in our new easy mode. While for all those who love challenges they can try the hard mode where the number of skulls is doubled in each level. Obviously is still possible to play CUCCCHI in its original version by selecting the normal mode.
OST updated
Starting from today the new album from Skinless Lizard, who is the man behind the CUCCCHI’s Original Soundtrack, will be available to buy on Steam, Bandcamp & Spotify. His latest work is called “Death Went Smiling” and some of the tracks will be featured in the new levels of the game.
IGF finalists 2022
CUCCCHI has been nominated on the IGF “Nuovo Award” category. We will be in San Francisco for the GDC. Come and visit us at our stand in the IGF Pavilion.
We just updated the game by considering your feedback. Your save-files will work but we suggest you start over. Otherwise, it may cause some unknown issues.
- Economy&Statistics section shows the "Daily Costs". - Building names are now editable. - Zoom-in and zoom-out key-bindings are added to Options-Control. - Save-name character-limit is updated to 24.
As of now, the RSOD playtest is open! Go ahead and try out the current build, but be prepared for bugs and missing content.
Where are we at in terms of release? Ideally, that will be in a year. I think you will see that the content available right now is not enough to call a "game", but now is the time to give feedback.
Today we are going to tell you a little bit more about the upcoming prologue of Outbreak Island: Pendulum. For example, the walkie-talkie in the game will serve not only to communicate with the story characters, but also to keep track of dangers and find interesting places by signal.
A locator walkie-talkie
We decided to make the walkie-talkie not only a means of communication, but also a useful device for searching. So, you will be able to track radio signals by sound and thus find new locations and hidden places.
The Transformed are visible from afar because of the sparks from the experience equipment. Despite this, the Transformed are very unpredictable opponents, which means it is important to track their appearance in advance. A walkie-talkie helps with this as well - when a changeling is nearby, the walkie-talkie emits static.
Outbreak Island Wildlife
We continue to work on artificial intelligence, visuals, and animations of wild animals. And today we want to share the halfway results with you.
Don't forget to follow our social media so that you don't miss the development diaries and your chance to ask Outbreak Island developers your questions directly.
This event is a bonus event for your recharge into the game, since when recharging you get separate points in this event, with which you can try your luck by spinning the reel for x50 points or spin a large scrolling for x500 points.
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.