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Prison Architect by Introversion

If it's a video game it goes here.

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Re: Prison Architect by Introversion

Post by Rip » Thu Jul 02, 2015 5:52 pm

baelthazar wrote:I am so terrible at this game. Any tips for how to lay out the initial buildings so you have what you need but don't lose all your money? Do you guys hire a ton more workers to get this done before the prisoners arrive? I guess I need a "getting started" page, despite having played this since the beginning!
I turn off prisoner intake and don't hire guards/cooks until I have the "basic detention center" built.

Then you turn it on hire two guards and two cooks, bam collect from the grant. By that time I have already collected the "basic administration center" grant. That should give you more than enough money to construct a 16-32 man cell block collecting that grant.

Also you can now adjust intake to your liking, so you can just trickle a couple new inmates a day as you near capacity.

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Re: Prison Architect by Introversion

Post by baelthazar » Thu Jul 02, 2015 8:19 pm

Wait... all this time I could turn off and alter prisoner intake...

:grund: :grund: :grund: :grund:

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Re: Prison Architect by Introversion

Post by Rip » Thu Jul 02, 2015 8:37 pm

baelthazar wrote:Wait... all this time I could turn off and alter prisoner intake...

:grund: :grund: :grund: :grund:
You have always been able to turn it off and on as well as choose which level of prisoners to accept. The fine controls have been recently added. You can now get exactly how many you want from each of the categories.

Want 2 min security and 5 normal security. No problem.

It has really become one heck of a game.

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Re: Prison Architect by Introversion

Post by Sepiche » Sat Aug 01, 2015 11:47 pm

New alpha is awesome so far. Love the new gang mechanics.
- 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

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Re: Prison Architect by Introversion

Post by jztemple2 » Sun Aug 02, 2015 12:00 am

And in other news, from the Alpha 35 video, they are planning to release in October. Also the next alpha update video will be done live on stage somewhere, I'm not sure what venue they were talking about.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: Prison Architect by Introversion

Post by tgb » Sun Aug 02, 2015 10:52 am

I've barely touched it since getting it on sale several months back. I'm looking forward to seeing the final product, and a wait of a couple of months isn't going to kill me.
I spent 90% of the money I made on women, booze, and drugs. The other 10% I just pissed away.

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Re: Prison Architect by Introversion

Post by naednek » Mon Aug 03, 2015 6:25 pm

So I'm not sure how and why but it finally clicked and I'm doing pretty well on managing needs. Now having money is another thing.

So I have two Cell Blocks with each having their own Kitchen, Canteen and cells. The original Kitchen and Canteen work fine, but as soon as I built my 2nd set the Canteen says there are no prisoners assigned to it. I have unlocked micromanagement and I'm able to see which kitchen serves what and which canteen serves to which cells. Even though I have prisoners in cell block b, I can't get it to serve them. What am I doing wrong?
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Re: Prison Architect by Introversion

Post by Rip » Mon Aug 03, 2015 6:49 pm

naednek wrote:So I'm not sure how and why but it finally clicked and I'm doing pretty well on managing needs. Now having money is another thing.

So I have two Cell Blocks with each having their own Kitchen, Canteen and cells. The original Kitchen and Canteen work fine, but as soon as I built my 2nd set the Canteen says there are no prisoners assigned to it. I have unlocked micromanagement and I'm able to see which kitchen serves what and which canteen serves to which cells. Even though I have prisoners in cell block b, I can't get it to serve them. What am I doing wrong?
What kitchens cell blocks are assigned to gets assigned automatically but you can override. You need to assign one of the cell blocks to the canteen you want and make sure it is getting supplied by the second kitchen. Auto is often not optimal.

Instructions for what you are doing is after the 4:30 mark.

https://www.youtube.com/watch?v=2zi6_-tneEo

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Re: Prison Architect by Introversion

Post by naednek » Mon Aug 03, 2015 6:56 pm

Ok I think I see what I'm doing wrong. Will have to try later to confirm.
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Re: Prison Architect by Introversion

Post by naednek » Mon Aug 03, 2015 11:06 pm

Figured it out. While I had 2 separate cell blocks it wasn't divided by building. Basically a hallway separated it, but it the computer's understanding, it thought it was one big block. Once I put a jail door between the two areas and treated it separately.
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Re: Prison Architect by Introversion

Post by Rip » Mon Aug 03, 2015 11:20 pm

naednek wrote:Figured it out. While I had 2 separate cell blocks it wasn't divided by building. Basically a hallway separated it, but it the computer's understanding, it thought it was one big block. Once I put a jail door between the two areas and treated it separately.
Yea that can be a pain in the butt. I couldn't do open shower rooms because of that. I just used regular doors since I didn't want access to the shower restricted.

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Re: Prison Architect by Introversion

Post by jztemple2 » Tue Aug 04, 2015 9:33 pm

Wonder if we'll see this in the next alpha? Fight erupts after drone drops narcotics into prison yard
A drone dropped a bundle of narcotics and tobacco into the Mansfield Correctional Institution, located southwest of Cleveland, Ohio. The incident left nine people in solitary confinement for fighting over control of the contraband.

The delivery included more than five ounces of tobacco, over two ounces of marijuana, and about one-quarter ounce of heroin, according to the Ohio Department of Rehabilitation and Correction. The package was dropped on the north recreation yard, and was thrown into the south recreation yard as inmates fought.

All inmates in both the north recreation and south recreation yards underwent mandatory strip searches and clinic checks.

"They don't fly themselves. You'd have to be pretty savvy and know a lot about the scenario to pull something like that off," said Kyle Belman, who sells drones from Cyclone Hobbies in Columbus, Ohio, in a statement to PIX 11.

Drugs have an extremely high value inside US correctional institutions, where they typically are sold and bartered by organized prison gangs.
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Re: Prison Architect by Introversion

Post by Rip » Tue Oct 06, 2015 9:42 pm

Release day!!!!


If you don't have it, get it!

I've had a lot of fun and I am looking forward to the release version.

I haven't played an alpha in a couple months just to make sure I have lots of surprises.

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Re: Prison Architect by Introversion

Post by Rip » Wed Oct 07, 2015 2:48 am

Wow, I played through most of the Campaign/Tutorial tonight and it was fun. They really came through on this project and I don't think they are finished yet.

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Re: Prison Architect by Introversion

Post by jztemple2 » Fri Mar 04, 2016 11:23 am

Wow, this thread hasn't been updated in a while. So it might be a surprise that the game now has it's fourth post-release update:
New features for this month:

= Thermodynamics
The game now models the ambient temperature of the world, and it's effect on your prisoners.
The outdoor temperature will vary during the day, and turn cold at night
The temperature of your indoor areas will be affected by this. Indoor areas near doors and windows will lose heat fast.
Certain existing objects generate lots of heat : Cookers (when in use), power stations, water pumps

- New toolbar button under Logistics : Temperature. Visualises the temperature of all areas of your prison
- Prisoners now have a Warmth need. This need increases when they are cold.
- They will protest if cold for too long, and eventually cause trouble.

- If prisoners are too hot for too long (for example working in a hot kitchen) they will develop a status effect "Overheating"
This makes them more likely to cause trouble

- New item : Radiator. Build these around your prison to warm up the indoors when required.


= Quick Build menu
The old "Clone" toolbar item has been replaced with a new "Quick Build" menu, with more options.
You can now pick from a set of template rooms, and stamp them dowm in your prison.
All neccesary foundations will be built (if required), and the area will be cleared of walls and objects.
Then your workmen will build all the walls and objects required.
The room type will be automatically assigned.
You can rotate a quick build room using R or middle mouse click.

Available quick build rooms:
- Basic Cell
- Solitary Cell
- Luxury Cell
- Shared Cell
- Office

Nb. Clone is now available in the Quick Build menu and no longer needs to be researched.


= New prison sharing options

- A new option in the Extras menu 'Most Popular Prisons' lets you view the most popular Steam Workshop prisons
You can choose to view the most popular over the last week/month/year/all time
Play the prison instantly by clicking Play

- We are now bundling 10 of the best community made prisons with all versions of the game.
These are designed for times when you have no internet connection, or are not running the Steam build (so no workshop access)


- You can now attach a Phone Tap to the Secure vistation booths added in Update 3.
This will give you more intelligence on contraband, escapes etc.


- New Translations:
Ukranian, Bulgarian, Traditional Chinese


= BUG FIXES
- 0010454: [Gameplay] Escape mode: Revive prisoners
- 0010333: [Gameplay] Fill to capacity improvement
- 0010588: [AI & Behaviour] Prisoners can work and get paid even when job room is invalid
- 0009100: [AI & Behaviour] Mail delivered to solitary cell after inmate has left
- 0010566: [AI & Behaviour] Prisoners do not use weight-benches
- 0010500: [Performance] Snipers in Guard Towers cause major lag.
- 0010567: [AI & Behaviour] Doctors get stuck while attempting to heal
- 0010539: [Gameplay] Saved game, crashes at same spot
- 0010519: [AI & Behaviour] Wrong delivered mail.
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Re: Prison Architect by Introversion

Post by naednek » Wed Mar 09, 2016 5:04 pm

Play Prison Architect in 3D

No joke

It's been in the game since V1, but as an easter egg. Took 5 months to discover.

http://www.pcgamer.com/prison-architect ... er_pcgamer
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Re: Prison Architect by Introversion

Post by Sepiche » Thu Mar 10, 2016 12:40 pm

I hopped in last night briefly to try the 3D mode. It looks really cool, but after only a few minutes you can see why it was never announced... lots of little bugs and lots of weird rendering. Things like lots of objects not having 3d versions, notification popups not following their source properly if you move the screen around. Just lots of general issues that would need to get fixed for it to be viable.

Still it's awfully cool to be able to zoom in and kind of walk around the halls of a prison you built.

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Re: Prison Architect by Introversion

Post by KDH » Thu May 25, 2017 9:52 am

.
:liar: ... Prison Architect on Tablet

Enlarge Image
Spoiler:
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Escape from reality but not from your custom-made jail! Prison Architect: Mobile challenges you to build and manage a maximum security prison, from laying out cell blocks and inmate facilities, to managing staff pay and prisoner morale. From layout to execution (literally, in some cases), you are the architect, the warden, and the enforcer.

Prison designs will include basic necessities like cells, canteens, guard rooms, and infrastructure, but players can also include features like solitary confinement, workout areas, and even an execution chamber.
The tablet version comes with enough to get started, with additional story-driven campaign chapters and more features available as premium content.
Prison Architect: Mobile includes:

Build and manage a prison to house a variety of different prisoners
Juggle inmate needs with security concerns, infrastructure, and the ever-looming budget
Follow the story in Campaign Mode to learn new prison-building techniques and get to know life behind bars through a series of cutscenes and objectives
Unlock more Campaign chapters with one-time purchases
Violent Offenders: Manage different types of criminals and keep control through floods, fires, fights, and full-blown riots

Introversion Software, developers of critically acclaimed games, bring you a new mobile version of their award-winning PC hit. Together with the master strategists at Paradox Interactive, Introversions Prison Architect: Mobile will provide you with enough challenging fun to last an entire life sentence!
.
Ain't nobody got time for that
.

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Re: Prison Architect by Introversion

Post by Cylus Maxii » Wed Jun 07, 2017 5:27 pm

For those who haven't given into OOFE: this is currently 75% off on GOG summer sale. So pick it up for 7.49
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Re: Prison Architect by Introversion

Post by jztemple2 » Tue Dec 19, 2017 4:49 pm

Good gosh, it's been a while, right? Well, good news, Update 13 released!. It's still in beta for Steam users, but you can get it now or just wait for the regular release.

And of course that means another great YouTube video from Mark and Chris.
STEAM USERS: This update is on the steam branch 'beta', meaning it will not automatically download. You must manually switch to that branch to see this new version.
- Right click on Prison Architect in your games list
- Click 'Properties'
- Click 'Betas'
- Select 'beta' from the list. (Restart steam if it doesn't show up)
- The update will then download.


= Warden Mode
You can now play as the warden inside the prison you are building!
Enable this from a new option in the New Prison screen.
Most of the user interface is the same, but you can also walk around using the WASD keys (and shift to sprint)
You can press TAB to toggle to Action mode. From here you can control the equipment you are carrying, and recruit body guards.
Try not to get attacked by your unruly prisoners! But if you do, you will be taken care of by your medical staff.

- Fog of war: You cannot see around corners, so be careful.
The one exception is that you CAN see through any CCTV cameras you have installed.

- Arm yourself
- You can pick up objects commonly found in each room to protect yourself. Think a knife from the kitchen or a taser from the armoury.
- You can collect body armour from the armoury for some extra protection.
- You cannot simply attack prisoners without provocation. But if you are attacked you are free to defend yourself.

- Protection Squad
- Recruit guards to your personal protection squad by right clicking on them from the Action interface (tab)
- These guards will follow you around and protect you from any unruly prisoners.
- Bodyguards don't come cheap. They will add a significant cost to your daily upkeep.

- Permadeath
- Play in Permadeath mode and you will have to rely on the security and medical infrastructure of your prison even more.
- If you die in Permadeath mode that's it, Game Over.


= Floor Signage
- New tools are available in the Deployment menu to provide floor signage for Prisoners and everyone else
- Floor Signage provides a way for you to give hints to people as to which way they should travel around your prison. People
tend to follow the directions unless a much easier/shorter route is available.
- Misbehaving prisoners, doctors on the way to heal someone, and all type of Emergency callout units ignore the floor signage.
Everyone will also ignore the directions if there is a riot occuring.
- To paint lines, simply select one of the new tools, and left-click and drag in the direction you want people to go. Right-click
and drag to remove paint.


= New Attract screen
The game now opens with a new attract screen, slowly panning around your recent saved prisons (or the bundled prisons if you have no saves).
Press any key or click the mouse to bring up the Main Menu.
This should be a better first screen than simply being dumped on a new empty plot of land.


- Modding
- Script Debugger Window
- Added: When highlighting a scripted object in the script drop down menu, the camera will now move to that object to help see
which script will be selected.
- Fixed: Script names were hard to make sense of. Names in the drop down menu are now a lot shorter and easier to discern.
- Fixed: The window wouldn't correctly open to the selected scripted object, or to a scripted object that threw an error.
- Allowed more object variables to be used by scripts.


= Balance changes
- Removed the cap of 20 prisoners working in a single large room at a time. The new cap is 100.
- Prisoners have received a boost to their academic skill rating based on their security category.
This means it is slightly easier to have prisoners pass the education programs.
- The Foundation Education and General Education reform programs have had the number of sessions halved from 10 and 20 to 5 and 10 respectively.
- The Library now requires a certain academic skill rating rather than specifically requiring the Foundation Education program.
This makes the Library usable sooner.
- Added a new need, Luxuries, which is satisfied by goods sold in the shop. Prisoners who have satisfied this need are less likely to cause trouble.
- You now gain a commision from goods sold in your shop. At the end of each day, you'll receive a bonus payment based on how many goods were sold in your shop.
- Prisoners who go too long without being assigned to a cell will now have a marker pointing to them for easy identification.
- You can now end all punishments on a prisoner from their rapsheet, not just permanent ones.

= Bug Fixes
- Fixed an issue causing Workmen to regularly move shop goods back and forth between the Shop and Storage.
- Fixed: Dogs of fired handlers would occassionally maul some unsuspecting prisoner to death for no reason. Bad dog!
- Fixed: Number of staff resting with staff needs enabled is now updated correctly
- Fixed: Some objective markers for non-English languages appearing in English, they will now be translated correctly
- Fixed: Sectorisation of mixed regular and family cell blocks will no longer split the regular cells into separate sectors.

0011500: [Other] No French label for "missing access to canteen" (John)
0011498: [Other] French translation error in the first campaign (John)
0007501: [AI & Behaviour] Addictions cannot be removed. (PROVED) (Icepick)
0011494: [AI & Behaviour] Work/Lockdup and Work/Free time FREEDOM problem (Icepick)
0011486: [AI & Behaviour] Staff Not Addressing "Rest" Need on Breaks (Icepick)
0011482: [AI & Behaviour] Staff Need Bug (Icepick)
0011324: [Gameplay] Staff Canteen Does Not Have Trays and Staff Cannot Eat (Icepick)
0011151: [Control & User Interface] The new script debugger is not quite useful (elDiablo)
0010989: [Gameplay] Guard Dogs Kill When Fired (Icepick)
0010469: [Mod System] Command Bar only allows one command before breaking. (elDiablo)
0011480: [Mod System] entity.DeathType, .MurderWeapon and .MurdererType not accessible (elDiablo)
0008737: [Control & User Interface] Unable to end temporary punishments (Icepick)
0011509: [Gameplay] Mothers tunneling out of their prison (Icepick)
0011508: [Gameplay] Prisoners sometimes route outside without misbehaving the prison letting them escape (Icepick)
0011505: [Control & User Interface] Number of resting staff members is not adequatly updated (lim_ak)
0011499: [Other] No French label for "Capacitor" (lim_ak)
0011474: [Graphics] Sprite misalignment in 64 bit version (lim_ak)
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Re: Prison Architect by Introversion

Post by jztemple2 » Fri Jun 22, 2018 3:10 pm

Update 14, via YouTube, as usual, in their own inimitable style.

It's in the beta branch right now, but here are the changes so you'll be ready when it hits the wild:
Wall climbing escape attempts

Rope escapes

A new contraband item has been added to the game, an improvised rope made from prisoner uniforms. Prisoners working in the laundry will sometimes steal 5 uniforms in an attempt to make a rope. As with all contraband items, it can be stashed or traded. Prisoners attempting to escape that have a rope will go grab it and then head to the nearest outside wall. When there, they will throw the rope onto the wall allowing them to pass over it.

More importantly, other prisoners will also use the rope in their escapes attempts. You will have to tell a Workman to dump the rope to remove it from the wall.
Strong prisoners can now escape by climbing over fences.

= Roll Call

You can now request a 'Roll Call' at night. This wakes up all prisoners and forces them to stand in their cell doorway.

Obviously prisoners just looove being forced to do this at 3am in the morning.
Any prisoners who happen to be tunnelling at the time of the roll call will show up late, giving away their plans.
Guards will notice this if nearby, but the vigilant player should keep his own eye out.

= Graphs and stat tracking

You can now view graphs plotting various pieces of data over the life time of your prison
You can compare changes over time by displaying two stats on the same graph

= Mod Support (continued)

Better Entity modding
Modded entities can now have DefaultBehaviour and/or StaffNeed properties.
DefaultBehaviour gives modded entities basic behaviour that all entities in the game have. They can accept jobs from the jobs.txt file, hang out in a certain type of room (if this is set with the HangOutRoom option), go get healed from a doctor if injured, and go to a staff room when tired.
StaffNeeds gives any modded Staff entity (Properties Staff) the same needs system as regular staff, on any map that guards and workmen get.
Modded Staff entities now appear in the Staff reports window under "Other", if any modded staff types exist.
Fixed: Adding an interface element would add it to the currently selected object's window, rather than just the scripted object's window.
Fixed: If a scripted object made more than one custom job (via CreateJob) then we would fail to stop duplicates of that job.
Fixed: Jobs are removed from an object when it is destroyed (Mantis #11595).
Added: Modded jobs will now additively load in worker types. The first loaded job (based on mod order) will still define all properties of the job (JobTime, Tool, Material, etc.), but subsequently loaded jobs with the same name will add in their worker types.
Added: CancelJob function for scripted objects. Used to cancel a custom job created on an object (Mantis #11596).

= Bug Fixes

0011602: [Control & User Interface] missing tooltip for needs_help_StaffWarmth (John)
0011546: [Mod System] Funky stuff with entity.DeathType (elDiablo)
0007558: [Mod System] GetProperty() on needs doesn't work (elDiablo)
0011595: [Mod System] Created jobs on objects still exist when object gets deleted (elDiablo)
0011596: [Mod System] Please implement Object.CancelJob() to be able to cancel jobs created with Object.CreateJob() (elDiablo)
0011593: [Gameplay] Cannot schedule programs with requirements fulfilled (lim_ak)
0011555: [Mod System] CTD on save button with these mods combined (John)
0011446: [Save & Load] Crash on save with std::bad_alloc exception (lim_ak)
0011589: [Gameplay] When I have a gun in Warden Mode and try to shoot a prisoner who is attacking me, the gun only works at point-blank range. (lim_ak)
0011585: [Save & Load] Crash on save with 64bit Steam version (13j) (John)
0011584: [Save & Load] 64Bit Steam version will crash upon start when trying to load a prison for the Attract screen (John)
0011591: [Mod System] When a script adds custom buttons to an object, those buttons will appear on any object which is currently selected (elDiablo)
0011553: [Control & User Interface] Cannot buy land expansions in warden mode due to it being out of reach (lim_ak)
0011551: [AI & Behaviour] Spots that are "Too Dangerous" remain forever, blocking all jobs from completing in that area. (lim_ak)
0011563: [Control & User Interface] Hovering over death notification causes the camera to judder in Warden Mode (lim_ak)
0011570: [Control & User Interface] If sniper is interrupted during aiming, the laser is stuck on sniper/target (John)
0011556: [AI & Behaviour] When dog is tired, his guard is still saying "Patrolling" (lim_ak)
0011578: [Gameplay] Prisoners don't work in the Kitchen with specific Regime Settings (John)
0010971: [Control & User Interface] Zoom to mouse using keyboard (lim_ak)
0011569: [Control & User Interface] pickpocket rep does not have tooltip/description (lim_ak)
0010948: [AI & Behaviour] Death Row Inmates don't turn up on the intake bus when they are scheduled (lim_ak)
0011300: [Mod System] Default spritebank has incorrect marker coordinates that interfer with mods. (lim_ak)
0011583: [Gameplay] Unable to end punishments (lim_ak)
0011518: [Control & User Interface] Provide option in preferences.txt to prevent the new intro screen (John)
0011574: [AI & Behaviour] On high-dpi screens, execution report spills outside dialog (John)
0011564: [Mod System] Custom sound files in mods will cause CTD (John)
0011526: [Control & User Interface] Samuel Norton achievement from just watching the intro screen. (lim_ak)
0011534: [Save & Load] Game crashes when loading a save that moved from an upper save being deleted (lim_ak)
0011537: [Gameplay] Game crash - Assertion failed : 'shadow[index] != 0' -- ...steamapps/common/Prison Architect/PrisonArchitect: line 59 (John)
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Fitzy
Posts: 2030
Joined: Wed Oct 13, 2004 4:15 pm
Location: Rockville, MD

Re: Prison Architect by Introversion

Post by Fitzy » Sat Jun 23, 2018 10:14 am

Damn this developer supports their game. I thought they were officially done patches ago. I put a lot of time into it, but it’s been a while. Might need to jump back in.

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jztemple2
Posts: 4260
Joined: Fri Feb 13, 2009 7:52 am
Location: Florida, USA

Re: Prison Architect by Introversion

Post by jztemple2 » Tue Jan 08, 2019 2:47 pm

Well, I guess it was them or Microsoft... Paradox Buys Prison Architect
Paradox Interactive, a publisher and developer of games for the general population, today announced the purchase of all rights and assets for the Prison Architect IP, a BAFTA award-winning management simulation game developed by Introversion Software. Paradox will take ownership of Prison Architect on all current and any future platforms, including Windows, MacOS, and Linux PCs, and Switch, Xbox and PlayStation consoles, in addition to their ongoing publishing of Prison Architect: Mobile on iOS and Android tablets. This acquisition also allows Paradox to continue development of Prison Architect going forward, and to explore opportunities with the wider “Architect” IP in the future.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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LordMortis
Posts: 60590
Joined: Tue Oct 12, 2004 11:26 pm

Re: Prison Architect by Introversion

Post by LordMortis » Tue Jan 08, 2019 2:50 pm

Which means we can expect incremental $5 to $10 DLCs two to four times a year. Be that good or bad.

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