Build 35

Дата выхода
30 июля 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (99)
= Gangs (continued)

- Gang Leaders
Sometimes a Legendary prisoner who arrives through Intake will also be a gang leader.
They will immediately assume control of their gang, and will establish a leadership hierarchy.
Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
Can recruit non gang members into the gang. (Must visit the prisoner first)

Gang members are fiercly loyal to their leaders:
- They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
- If a gang leader is killed, the entire gang will immediately try to start a riot

- Gang Territory Capture
Gangs will attempt to take control of key areas of your prison.
The attempt is called a 'Play', and is led by a Lieutenant.
He will gather a group of gang members together and give them instructions.
The soldiers will then proceed to the zone in question, and assert their authority over that zone.
If they are unchallenged, the territory will turn their colour and they will have ownership of it.
The player cannot build or change room setups within gang territory

- Captured Territory
Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
Rival gang members are not permitted into the territory
Non gang members can enter the territory and use the facilities (eg Phones), but must pay Protection Money to the gang
Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.

- Contested Territories
Sometimes a gang will be strong enough to take a territory from a rival gang.
They will only attempt this if they have sufficient numerical advantage.
A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.

- Eviction
Once a gang has claimed a territory, they must be Evicted to remove their influence.
Click on the EVICT button in the gang view to begin this process.
Any gang members within the territory will immediately turn hostile.
Nearby gang lietenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.

- Securing a territory
With enough guards, you can protect a territory against any gang control.
Nb this can only be done with an unclaimed territory - any gangs must be evicted first.

- Security Rooms
Security rooms also count as territory, and are automatically guard controlled.
Guards can project their power from security rooms to any neighbouring territory.
Eg a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc.
Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.


= Contraband trading
All prisoners can now trade their stolen contraband with other prisoners for money.
Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
The price of any item is based on the supply and demand of that item within the prison.
The approximate trade prices of all items can now be seen in the Intelligence / Dangers view.


- Ranged Weapon accuracy
All ranged weapons have had their accuracy nerfed (previously 100% for anyone).
Tazers: 60% accuracy
Tazers used by Armed guards: 70% accuracy
All other ranged weapons: 70% accuracy
All other ranged weapons used by Armed guards: 90%

- The following rooms now all require Prison Labour to be unlocked:
Shop
Library
Mail Room

- Additional Contraband can now be stolen from the following rooms:
- Forestry : Saw / Axe / Spade

- Guard deployment screen now uses same layout engine as Jobs


= BUG FIXES
- 0008467: [Graphics] Horizontal lines in graphics (John) - resolved.
- 0009547: [Control & User Interface] Mails can be cloned (Icepick) - resolved.
- 0003138: [Graphics] Visitor appears with invisible body (Icepick) - resolved.
- 0009058: [AI & Behaviour] Prisoners are escorted to parole rooms zoned for other security levels. (Icepick) - resolved.
- 0009281: [AI & Behaviour] 500 prisoner grant wont complete (Icepick) - resolved.
- 0009282: [AI & Behaviour] Mailroom - Sorted Mail stacks sit on desks. (Icepick) - resolved.
- 0009236: [AI & Behaviour] Prisoners are not purchasing from Shop and Shop Front on Northern walls are not being manned. (Icepick) - resolved.
- 0005689: [AI & Behaviour] Prisoners should use showers in their cells during shower regime if their cells have it (Icepick) - resolved.
- 0002791: [Gameplay] Foundation-expansions don't complete with doors on the corner (lim_ak) - resolved.
- 0009143: [AI & Behaviour] Guards not escorting, prisonners in handcuffs die (Icepick) - resolved.
- 0006686: [Graphics] Dog Crates don't have proper textures (lim_ak) - resolved.
- 0009171: [Graphics] Road Gate Pillar render layering (lim_ak) - resolved.
- 0002497: [Graphics] Improper layering (lim_ak) - resolved.
- 0002847: [AI & Behaviour] Dog patrols generate door open jobs when patrolling cell blocks. (stargazy) - resolved.
- 0007708: [Platform Specific Issues] Case sensitive filesystem issue (crash) (John) - resolved.
- 0007285: [Control & User Interface] Mouse pointer position is not aligned with the actual click position! (John) - resolved.
- 0007342: [Performance] Game stuttering/freezing every 3-5 seconds for around the same amount of time. This happens constantly. (Icepick) - resolved.
- 0003080: [AI & Behaviour] Dog leashes stretch (stargazy) - resolved.
- 0009256: [AI & Behaviour] Shop works to ineffectiv. (Icepick) - resolved.
- 0009254: [Graphics] Shop fronts placed in the corners of a building freak out. (Icepick) - resolved.
- 0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.
- 0009230: [Graphics] Shop Front has missing/incorrect Toolbar Sprite (Icepick) - resolved.
- 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.

Build 34

Дата выхода
30 июня 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (117)
= Gangs
Some prisoners will now have gang allegiences upon entering your prison.
This can make those prisoners much harder to deal with, as they will work to defend each other during trouble.

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

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

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

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

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

Nb. This is part 1 of a larger feature.


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

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

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

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

- The shop is a potential source of smuggled contraband


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

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


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

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

- Conventional fences no longer slow diggers down


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

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

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

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

Build 33

Дата выхода
28 мая 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
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= Cell Grading
All prison cells are now graded on quality/luxury, on a scale 0 - 10
Factors that can affect the cell grading:
- Room Size
- Outside facing window
- Desk & Chair
- Tv & Radio
- Bookshelf
- Shower

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

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

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

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


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

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

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

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


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


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


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


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


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

Build 32

Дата выхода
30 апреля 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (145)
Death Row continued:
- A new item in the TODO list shows you the current status of your Death Row prisoners (chance of clemency)
- New game over event : Criminal Miscarriage of Justice. Occurs if you execute an inmate who is later exonerated of the crime (Nb. Will not happen if you have reduced his chance of clemency below the legal threshold)

- The lawyer can now provide a last line of legal defense.
If you are on warning (Eg too many deaths in one day), and you fear you will not be able to meet the requirements to avoid being fired, you can use your Lawyer to avert the Game Over event.
Nb. Can only be used once.


= BUG FIXES
- 0008706: [Save & Load] Autosave text is hard to see (achurch) - resolved.
- 0008675: [Save & Load] Text Inputs don't work - Save Game Menu broken (achurch) - resolved.
- 0008712: [Control & User Interface] [Regression] Dismantle utility one by one (FCExB) - resolved.
- 0003059: [Other] two of the same kind building arent supported very well (Icepick) - resolved.
- 0005122: [Gameplay] Wood is not sold if carpenter tables are in the prison (solution suggested!) (FCExB) - resolved.
- 0007271: [AI & Behaviour] Kitchen staff won't properly dispose of food trays, which accumulates and creates a major blockade (Icepick) - resolved.
- 0004101: [Control & User Interface] Programs starting or ending at noon show as 12am instead of 12pm (lim_ak) - resolved.
- 0003780: [AI & Behaviour] Logs get sent to Exports on load (FCExB) - resolved.
- 0006323: [Graphics] Superior Beds are un-crated when moved from exports to trucks (lim_ak) - resolved.
- 0001846: [Sound] Master Volume 0 is at Max volume (lim_ak) - resolved.
- 0008347: [Gameplay] Execution Detail won't leave prisoner's cell when execution area full of lights (lim_ak) - resolved.
- 0008456: [Control & User Interface] Cancelling utility cancels foundation first (lim_ak) - resolved.
- 0002217: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (Icepick) - resolved.
- 0003967: [Gameplay] trays and pots with 1 cooked ingredient don't get used (Icepick) - resolved.
- 0003326: [AI & Behaviour] Prisoner Uniforms stay in (staff only?) delivery area (Icepick) - resolved.
- 0008647: [Control & User Interface] Cctv, phone and door control wires problem. (achurch) - resolved.
- 0001834: [AI & Behaviour] Cooks have bad priorities for getting food (Icepick) - resolved.
- 0008598: [Control & User Interface] clone tool behaving weird when on copy mode (achurch) - resolved.
- 0008455: [Control & User Interface] Completing tutorial (ESC?!?!) (achurch) - resolved.
- 0001863: [AI & Behaviour] Chefs will start a new batch of food before another one fills up, filling cooker slots unnecessarily (Icepick) - resolved.
- 0007734: [Gameplay] Cooks not preparing food in all kitchens (Icepick) - resolved.
- 0008545: [Gameplay] Utilites screen (achurch) - resolved.
- 0008438: [Performance] Planning Tool Crashes (achurch) - resolved.
- 0007961: [AI & Behaviour] Food Distribution network not identifying Demand for staggered second midnight meal sitting. (Icepick) - resolved.
- 0008196: [Gameplay] Person can be put back on death row after clemancy. (lim_ak) - resolved.
- 0007164: [AI & Behaviour] Cooks taking trays to kitchens around the prison (Icepick) - resolved.
- 0003964: [AI & Behaviour] Cooks work although there is no kitchen defined (Icepick) - resolved.
- 0008138: [AI & Behaviour] You can execute already executed prisoners (Icepick) - resolved.
- 0008137: [AI & Behaviour] Reading prisoners will not follow lock down during execution (Icepick) - resolved.
- 0002559: [Control & User Interface] "Remove tunnels" material can be placed multiple times (FCExB) - resolved.
- 0008437: [Control & User Interface] [TABLET] Controls on the Intake screen non-responsive, intake cannot be changed (achurch) - resolved.
- 0007148: [AI & Behaviour] Janitors will not deliver laundry to cell blocks if there is a different security designation in the way (Icepick) - resolved.
- 0007072: [AI & Behaviour] Staggered Eat sessions don't run smoothly (Icepick) - resolved.
- 0005435: [Gameplay] Ingredients (Cooking) are getting move to Storage (Icepick) - resolved.
- 0007829: [AI & Behaviour] Cooks do not prepare enough food due to food in storage (Icepick) - resolved.
- 0008591: [Control & User Interface] Bureaucracy menu doesn't scale correctly (achurch) - resolved.
- 0008501: [Control & User Interface] Cannot see prisoner count (achurch) - resolved.
- 0001347: [Other] Multiple copies of a prisoner's family arrive at the same time (Icepick) - resolved.
- 0002070: [Control & User Interface] UI Indicators for Research Requirements (Icepick) - resolved.
- 0004223: [Gameplay] Single hire staff members can be hired more than once when the game is paused (FCExB) - resolved.
- 0008191: [Gameplay] Prisoners with indefinate solitary/lockdown cannot be released (FCExB) - resolved.
- 0008600: [Graphics] Utilities mode when launching tutorial (lim_ak) - resolved.
- 0004572: [AI & Behaviour] Cooks take food to the staffroom (Icepick) - resolved.
- 0008538: [Sound] Audio does not work after an Alarm from the Clock app (achurch) - resolved.
- 0008334: [Control & User Interface] Permanent Punishment is difficult to revoke (Icepick) - resolved.
- 0008486: [Control & User Interface] Screen sensitivity too high (achurch) - resolved.
- 0008518: [Control & User Interface] Reports button also interacting with placing objects or materials (achurch) - resolved.
- 0008458: [Platform Specific Issues] CEO's letter crash (achurch) - resolved.
- 0008185: [Gameplay] Properly conducted execution gives penalty in Valuation tab (FCExB) - resolved.
- 0003320: [Performance] Prison Architect Crashes upon launch (lim_ak) - resolved.
- 0004466: [Save & Load] Game crash when opening the language tab in the menu (lim_ak) - resolved.
- 0008503: [Control & User Interface] You can't reopen the keyboard in the "Names in game tab" (achurch) - resolved.
- 0008548: [Graphics] Bureaucracy menu blue progress bars [Tablet] (achurch) - resolved.
- 0008495: [Control & User Interface] Bureaucracy, research information persists onscreen after exiting menu (achurch) - resolved.
- 0008494: [Control & User Interface] Clear Rooms selection creating its own room (achurch) - resolved.
- 0008419: [Control & User Interface] Unable to buy items after opening bureaucracy (achurch) - resolved.
- 0008462: [Control & User Interface] IPad version Home menu button still shows the (Esc) shortcut (achurch) - resolved.
- 0008549: [Control & User Interface] Player prompted to go to press 'H' (achurch) - resolved.
- 0008474: [Gameplay] Game crashes or lags IPAD Version (achurch) - resolved.
- 0008416: [Control & User Interface] Death notification does not locate the death (achurch) - resolved.
- 0008465: [Control & User Interface] Close / X button sizes different (achurch) - resolved.
- 0008413: [Control & User Interface] Options menu, "Time Lapse" appears but does nothing (achurch) - resolved.
- 0005458: [Gameplay] Prison Uniform (Dirty) not getting cleaned (Icepick) - resolved.
- 0008573: [Other] Survey link in news feed doesn't work (achurch) - resolved.
- 0007263: [AI & Behaviour] The janitors are avoiding cleaning cells that are under lockup. (FCExB) - resolved.
- 0005822: [AI & Behaviour] Lockup for one security level affects shared as well (FCExB) - resolved.
- 0008487: [Graphics] Windowed Mode Graphics Option (achurch) - resolved.
- 0008434: [Control & User Interface] Overwrite save game dialog is too small (half the size) (achurch) - resolved.
- 0001603: [Gameplay] Prisoners throw dirty clothing into walls (Icepick) - resolved.
- 0001400: [AI & Behaviour] Prisoners walk out of prison (Icepick) - resolved.
- 0002003: [AI & Behaviour] Prisoners escape, when unloading food from truck. (Icepick) - resolved.
- 0002344: [AI & Behaviour] Prisoners who work in the kitchen escape (Icepick) - resolved.
- 0008454: [Save & Load] Loading non-existing save file "freezes" game (achurch) - resolved.
- 0004694: [Save & Load] Crash when i click on the saved game to load it. (lim_ak) - resolved.
- 0007769: [AI & Behaviour] Prisoners not released if their sentence is served before they are taken to their cell (FCExB) - resolved.
- 0005066: [AI & Behaviour] Workers not hauling from trucks. (when delivery area needs cleaning) (FCExB) - resolved.
- 0006987: [Graphics] Phone Tap light not correctly placed after rotation (lim_ak) - resolved.
- 0005005: [AI & Behaviour] no job to transport to lockdown for holding cell prisoners (FCExB) - resolved.
- 0001716: [AI & Behaviour] Prisioners will not go to sleep (Icepick) - resolved.
- 0002403: [AI & Behaviour] Cooks fill up Fridges outside Kitchen (Icepick) - resolved.
- 0000249: [AI & Behaviour] Time Warp Factor doesn't work in bureaucracy (Icepick) - resolved.
- 0000213: [Gameplay] Room size requirement only checked on tile bounding box. (Icepick) - resolved.
- 0007681: [Control & User Interface] ToDo list says I have 10 visitors in 40 groups (FCExB) - resolved.
- 0000925: [Gameplay] Unassigning room tiles does not trigger requirement revalidation (Icepick) - resolved.
- 0000214: [Gameplay] Rooms can be made up of disconnected tiles (Icepick) - resolved.
- 0000372: [Gameplay] Placing walls does not subdivide existing rooms (Icepick) - resolved.
- 0008387: [AI & Behaviour] [exploit?] cookers/fridges not needed to feed 1200 all-solitary prisoners (Icepick) - resolved.
- 0004517: [Control & User Interface] Can not (directly) dump Laundry Baskets (FCExB) - resolved.
- 0001679: [Gameplay] Wall and door on the same tile (door blocked by wall) (FCExB) - resolved.
- 0006207: [AI & Behaviour] Janitors will not do laundry if there is "staff only" access to the laundry room despite them being staff. (lim_ak) - resolved.
- 0008390: [AI & Behaviour] Prisoners take Laundry basket from Reception (lim_ak) - resolved.
- 0006925: [Save & Load] You can sell your prison after it has already been sold (lim_ak) - resolved.
- 0003772: [Gameplay] Riot guards get purchased body armour (lim_ak) - resolved.
- 0007697: [Gameplay] Forestry is built inside newly built foundations and trees planted (FCExB) - resolved.
- 0003365: [AI & Behaviour] If there is a tree in delivery area, can't start map (lim_ak) - resolved.
- 0007145: [AI & Behaviour] Items wont unload from truck (when building on the delivery zone) (lim_ak) - resolved.
- 0007055: [Gameplay] Workers won't leave truck if foundation is to be built over delivery area (lim_ak) - resolved.
- 0000422: [Gameplay] Clone tool allows you to copy rooms when you don't have the money for it (FCExB) - resolved.
- 0006625: [Gameplay] Forestry on Road (FCExB) - resolved.
- 0007623: [Graphics] Prayer mat look weird when against a wall (Icepick) - resolved.
- 0007466: [Gameplay] Unlimited money through shares (lim_ak) - resolved.
- 0003845: [Control & User Interface] Selling Shares Bug (lim_ak) - resolved.
- 0008391: [AI & Behaviour] Searched Uniforms in reception get taken to Laundry (lim_ak) - resolved.
- 0008392: [AI & Behaviour] Dead entity doesn't drop job (lim_ak) - resolved.
- 0007294: [Control & User Interface] Every other right mouse click is ignored (Icepick) - resolved.
- 0003462: [Gameplay] Armed Guard limit increased by uninstalled lockers (lim_ak) - resolved.
- 0005757: [AI & Behaviour] Prisoners "exercising" in giant clump in canteen (Icepick) - resolved.
- 0002668: [Control & User Interface] Unable to remove tunnel at edge of map (FCExB) - resolved.
- 0008336: [Other] Crash on starting Introduction (lim_ak) - resolved.
- 0005659: [Control & User Interface] Cannot disconnect CCTV or Remote Door Servo from Utilities Screen (FCExB) - resolved.
- 0008259: [Gameplay] Adding punishment to a permanent lockdown/solitary prisoner results in over 8000 hours of punishment (Icepick) - resolved.
- 0006878: [Control & User Interface] Lack of staff results in misleading error message when trying to use a tool (FCExB) - resolved.
- 0008065: [Gameplay] [Tutorial] Edward's cell occupied by newly arrived prisoner (lim_ak) - resolved.
- 0007703: [Graphics] When loading up a prison and entering bureaucracy, there is a visual bug with unstarted research (FCExB) - resolved.
- 0008139: [AI & Behaviour] Doctors try to heal dead Prisoners an get stucked (Icepick) - resolved.
- 0008213: [Gameplay] You can build drains on walls (FCExB) - resolved.
- 0008094: [AI & Behaviour] AI Paths everyone weirdly round drains (FCExB) - resolved.
- 0003375: [AI & Behaviour] Placement of visitor table and other objects does not clear planning indicator (FCExB) - resolved.
- 0004487: [Control & User Interface] Pathway planning markers won´t disappear (FCExB) - resolved.
- 0000246: [Gameplay] Delivery Trucks that cannot deliver will charge you again each time they retry (FCExB) - resolved.
- 0006950: [Gameplay] Ingredients not being delivered to kitchens that need them (Icepick) - resolved.
- 0008156: [AI & Behaviour] Execution Detail pathing failure (Icepick) - resolved.
- 0008157: [AI & Behaviour] Doctors are stuck in a loop, healing starving prisoners forever. (Icepick) - resolved.
- 0008257: [Control & User Interface] No error message when attempting to start an execution with no execution room (Icepick) - resolved.
- 0008136: [AI & Behaviour] Priest, warden & chief freeze on execution screen (Icepick) - resolved.
- 0007137: [Control & User Interface] Typing W, A, S or D into the Object Search Bar Shouldn't Move the Camera (FCExB) - resolved.
- 0007365: [AI & Behaviour] Prisoners handcuffed for no reason on entering canteen (FCExB) - resolved.
- 0004433: [Gameplay] Security in Diplomacy allows stationing of guards without Deployment researched (Icepick) - resolved.
- 0008232: [Gameplay] Can Assign work to prisoners without prison labour if you have micromanagement (Icepick) - resolved.
- 0008233: [Control & User Interface] Lawyers have an outdated description. (Icepick) - resolved.
- 0004914: [AI & Behaviour] Cannot remove tunnels on the road (FCExB) - resolved.
- 0007626: [Control & User Interface] Prison Labour assigning too fast/sensitive (lim_ak) - resolved.
- 0007942: [Control & User Interface] Crash in Timelapse Options (lim_ak) - resolved.
- 0007926: [AI & Behaviour] Activating bangup makes bus drop prisoners in place (lim_ak) - resolved.
- 0008097: [Control & User Interface] Skip button in cutscenes moves with camera (lim_ak) - resolved.

Build 31

Дата выхода
27 марта 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (91)
New staff : The Lawyer
Unlocked in the usual way through Bureaucracy, and requires his own office.
The lawyer grants access to a variety of legal loopholes and new facilities for your prison.

- Minimum cell size removal
Prison Cells can be built to any size - they are no longer to obey the legal minimum
of 3x2 metres. Note they must still contain a bed and a toilet.

- Indeterminate sentences
Prisoners can now be assigned lockup or solitary confinement that remains in place
until you say otherwise. This is a massive breach of their human rights, but the Lawyer
will allow you to skirt the issue and do it anyway.

- Death Row
Opens up the opportunity and responsibility of executing prisoners sentenced to death.


Death row
To receive Death Row prisoners, you must:
- Unlock Death Row through the lawyer
- Build an execution facility - a room with an Electric chair, and chairs for the witnesses
- Build cells nearby and flag then as "Death Row Only" in the security deployment screen

Death Row prisoners will then begin show in your Intake screen - although they are quite rare.
They must stay in a Death Row designated cell, and they do not follow the regime.

- They are effectively locked down 24 hours a day, with two exceptions:
1. They can receive family visitors in Visitation
2. They can attend their Appeals process to try to have their sentences commuted.

- New program : Death row appeals process
Every Death Row prisoner has a chance to try to clear his name, or have his sentence commuted.
He will attend the appeals process, and each time has a chance to be released, or downgraded to max-sec.

- All Death Row prisoners have an estimated chance of clemency, visible in their Rap Sheet.
This represents your staff's best estimate at his chances at clemency.
Each time he fails the appeals process, his estimated chance of clemency is HALVED.
The more appeals you allow for a prisoner, the more certain you can be of his guilt.


Executions
Once you are satisfied a Prisoner has had sufficient chance to appeal, you may schedule an Execution.
This can be done from his Rap Sheet, and once begun it will take over your view until over.

A process must be followed for each execution:
- Prison lockdown : All prisoners return to their cells
- The chair is electrically tested, putting your prison under high electrical load.
In addition, the prisoner must be able to walk to the facility.
- Witnesses are escorted to the facility and will sit in seats provided, if available
- The Warden, the Chief, and the prisoners chosen Spiritual Leader will gather in the condemned man's Cell
- The prisoner will be escorted to the execution room, along with the Warden/Chief/Priest
- Execution
- The staff and witnesses are dismissed and may leave

Once completed, you will be given a report on the success or failure of your execution.
If justice was done, you will receive a $10,000 bonus for your work.

- WARNING: If you push ahead with an execution before sufficient appeals have occurred,
you will be held personally responsible if evidence comes to light which later exonerates the prisoner.
You will be fined $50,000 instantly.
The intake queue of Death Row prisoners will immediately empty.
In addition, any Death Row inmates within your facility will be immediately transfered away by bus.
If this happens 3 times, you will be fired.

NOTE: The state sanctioned "safe level" for chance of clemency is 5%.
In other words, if you wait until a prisoners clemency chance is below 5%, you will not be held liable
for any miscariages of justice that may later come to light.
Your Lawyer can raise this threshold to 10% if you instruct him to do so.


New room : Reception
An optional room, that gives Prisoners a dedicated arrival point (replacing Deliveries)
Once built, all new prisoner arrivals will go through this room.

- Prisoners must be escorted into the Reception room, then strip-searched. Any contraband will be found.
- They are then given fresh uniforms.
- Guards then escort them (still shackled) to their destination - either a cell or a holding cell.
- The process requires lots of available guards, but is much more secure than arrivals through Deliveries.

NOTE: The Laundry Logistics system will assign one of your laundries to handle the clean uniform requirements.


- Using the Bangup emergency option will no longer rapidly raise the 'temperature' of your prison.
However, having lots of prisoners shackled (in their cells or in solitary) will contribute to the 'temperature'.


Bug Fixes
- Fixed: The 'criminal negligence' failure case had become broken in alpha 30 - your avatar was not spawned correctly
- 0007974: [AI & Behaviour] Crash loading game with PhoneBooth redefined to be non-wired by a mod
- 0007967: [AI & Behaviour] Crash with prisoners unloading from prisoner bus
- 0007932: [AI & Behaviour] Guards not taking prisoners to (available) solitary cells

Build 30

Дата выхода
27 февраля 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (73)
Prisoner Intake
You can now control the intake of inmates to your prison, via a new Intake report tab.
Use the controls to set an exact number of inmates you'd like to receive each day.
Any prisoners not accepted will accumulate in a pool, and can be brought in at a later date.
You can use the ratio sliders to alter which categories of prisoner you will receive.

NOTE: The ratio sliders affect which prisoners will be coming next from the pool,
but they ALSO affect which categories of prisoners will be added to your pool each day

- You now receive a one-off payment for each inmate you accept into your prison:
Minimum security : $300
Medium security : $500
Maximum security : $1000

- You now receive a fixed daily grant of $150 per prisoner, regardless of category

- Prisoners now arrive by bus, instead of on the back of a delivery truck


Parole (continued)
- The Warden and Chief are no longer required for Parole hearings.
The Parole program now uses a 'Parole Officer' and a 'Parole Lawyer', both of whom count as external staff
They will arrive on site to hold the parole hearing with a prisoner, and leave when it has completed.
This means you can now run as many parallel parole hearings as required.

- The $10,000 fine incurred if paroled prisoners re-offend has been removed.
The $3,000 bonus is still available, and can be won by paroling a prisoner who does not re-offend.
This can be a significant source of income, if you work to reduce the re-offending chances of your inmates through punishment and reform.

- The failure condition still exists: If 10 of your paroled prisoners re-offend, you will be placed on warning.
If 5 more paroled prisoners re-offend within the next 48 hours, you will be fired.


Wire Tidy Mode
If your wiring diagram is becoming too messy, you can now tidy up the layout using the new tool in Utilities: Tidy Wires.
Click on any Wired object to begin, then you can click on the wires to pin them into fixed positions.
You can click and drag pins around as you wish, and Right click on pins to remove them.


Grant cancellation
You can now cancel any Grant currently in progress, from the Reports/Grants window.
You will have to repay any money advanced as part of the grant, as well as a 10% fine.
The grant can be accepted again at a later date if you wish.
NOTE: Some grants cost you money to acccept, eg the Investment grants.
Cancelling these grants will REFUND the money you invested, but you will still pay a 10% fine.

- Prisoners in solitary confinement or locked-down in their own cells will now have meals brought to them
This should prevent prisoners starving to death in solitary.

- The Logistics/Jobs view now shows the qualification required to work in each room type
Eg the Workshop says "Required: Workshop safety induction"

- The range at which prisoners will surrender when shot at has been reduced from 6 squares to 4
And a maximum of 10 prisoners will now surrender per gun shot
This should stop huge crowds of rioting prisoners being defeated by a single gunshot

- Added new animations for prisoners exercising on a weights bench

- New toolbar icons for Intelligence, Dangers, 7 days/24 hours contraband, and Informants

- Prison Architect now uses significantly less memory, as a result of work done for iPad/Android


BUG FIXES
- Prisoners sent to solitary could sometimes end up stuck there forever
- Extreme performance glitch in the Laundry logistics system, if you had a single extremely large sector with lots (hundreds) of cells

- 0007880: [Control & User Interface] Easier canceling of "dismantle" and "dump"
- 0007864: [AI & Behaviour] guards escort dead prisoners to their cell
- 0006901: [AI & Behaviour] Workmen not installing certain small pipes
- 0004853: [Gameplay] Prisoner 'Home' set to Solitary
- 0006170: [AI & Behaviour] Prisoner keeps getting sent to solitary, can't break out of loop (causing starvation)
- 0007691: [Control & User Interface] "NO TEACHER" glitch when Editing Schedule for Programs

Build 29

Дата выхода
30 января 2015 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (88)
Parole
All prisoners are now granted a parole hearing when they reach 50% of their sentence, and another at 75%.
To facilitate this you must build a Parole Room, and start the Parole Program.

- A parole hearing requires the Warden, the Chief, the inmate, and in the inmates lawyer.
- At the end of the hearing, the board will make a decision and the inmate may or may not be released early.
- The decision is based on their estimated re-offending chance (viewable in their rap sheet).
- Under the Policy tab there is a new slider that governs how lenient your parole board will be
- Inmates who are denied parole may become angry, and may even attack the parole board staff

- Financial rewards : If a prisoner is paroled early and does not re-offend, you will receive a bonus of $3,000.
If he does re-offend, you will be fined $10,000
This occurs the moment the prisoner leaves the map


- NOTE: Inmates must be able to navigate to the parole room. Eg Staff Only won't work.
- NOTE: Only one parole hearing can happen at a time, because the Warden and Chief must be present.
However you can have multiple parole rooms in different security zones,
and your Warden/Chief will move around as required.

- New failure condition : You will be fired if too many Wardens are killed in your prison
- New failure condition : You will be fired if too many paroled prisoners re-offend after early release


New room : Chapel
About one third of your new prisoners now have a Spirituality need
Build a Chapel (Multi-faith-prayer-room) to give them a place to pray.

- New furniture
Pews
Prayer mat
Altar

- New reform program : Spiritual guidance.
A religious leader from the community will visit your prison, and talk to your prisoners.
This will instill in them a sense of calm, which affects not only them but also those around them.
Prisoners may attend this program as many times as they wish.


New room : Library
Around one third of your new prisoners now have a desire to read books,
for education, curiosity and entertainment.

- New furniture
Library Bookshelves
Librarian's desk

- Boxes of used and donated books will be delivered to your prison once you have a library.
- Employ prisoners in the library to sort these boxes of books and place them on your shelves.
(Prisoners must have the "Foundation Education" qualification before they can perform this job)

- Prisoners can visit the library and borrow books.
- Prisoners will read in their spare time, wherever they are sitting - library/canteen/cell etc.
- Returned books must be re-sorted onto the shelves
- Books wear out and become ruined after a while, and more will be delivered

- Note: Boxes of used/donated books may be used to smuggle contraband into the prison, so plan accordingly


Parallel Deliveries
Trucks will now load and unload in parallel, so long as they are aligned with a Delivery/Exports/Garbage zone when they stop.
Extend your Deliveries zone vertically so you can unload 2 or 3 or even more trucks simultaniously.
Trucks now cope better with multiple Deliveries rooms (and Garbage/Exports rooms)
Trucks now move 50% faster


Mod warning window
Many prisons now use mods to enhance the game, adding furniture, materials, programs etc to the core game.
This causes problems when you attempt to load those prisons without the mods being enabled.
From now on, upon loading such a prison you will be shown a list of all mods that were used to make the prison
If these were Steam mods, you can easily click on each required mod and auto-magically download and activate it
If they were not steam mods, clicking the mod will open a browser to a URL where you can download the mod
Note: This will only work for prisons saved with alpha-29 or later


- World time index now stored in double precision
This only affects prisons that have been running for hundreds of game days
This caused visual bugs such as extremely jerky animation, slow moving particles etc


- Navigation improvements
- Entities will no longer attempt to navigate through "Remote Doors" that don't have a powered Servo attached,
as those doors cannot possibly be opened by anyone.

- Entities will wait at a locked door for 30 seconds. They will then attempt to find an alternative route.
This alternative route may well be longer, but will avoid the door they are stuck on.

- Fixed : Deployment scheduler doesn't always update live deployment (until end of hour)

Build 23

Дата выхода
31 июля 2014 г.
Платформы
Windows, Linux, Mac OS X
Список изменений
Показать (17)
Remote Access systems
- Door Servo
- Door Control System
- Door Timer
- Remote Door


Cctv overhall


Contraband Smuggling continued
- Contraband can now be smuggled in via materials in a Delivery Truck.
- Contraband can now be thrown in over the external walls.
- Intoxication is now a type of Misconduct, and is 'detected' when a Guard searches a prisoner.


[ADVANCED FEATURE] Logic Circuits