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Contraband

488 bytes removed, 4 years ago
Removed references to the "current" status and the "future" - if something important does change in any upcoming version, it will be changed here, but until then let's not speculate what could be; also remove history comments from the text itself
While prisoners will behave better when guards are nearby, neither guards nor any other staff prevent prisoners from stealing contraband or get alarmed when they catch prisoners doing so. Only [[guard dog]]s (and [[metal detector]]s) may sense prisoners carrying contraband. Anyway, prisoners will usually try not to carry contraband with them until they need it, but to hide it in their [[cell]]s instead. Guards will have to search prisoners or their hiding places explicitly to find contraband.
Currently, there There are four types of contraband that can be found: Weapons, Tools, Narcotics, and Luxuries. Each explained in their sections below.
== Weapons ==
:''For more information on Attack Power, see [[Toughness]].''
Weapons are currently the most dangerous forms of contraband your prison can hold. Weapons are mainly used when prisoners fear for their lives and defend themselves against other prisoners. However, weapons can also be used against staff members for rioting prisoners trying to escape. Most weapons are made out of metal and therefore easy to detect by a metal detector. Keep in mind that prisoners can still put up a fight with their fists if they have nothing else to defend themselves with. Fists are categorized as weapons and have an attack power of 0.75 HP, and a recharge time of 1.5 mins. As of now, it is the weakest weapon in the game, so try to keep prisoners happy and the demand for stronger weapons won't be so high.
In [[Alpha 14]], [[Guard Dog]]s were introduced to the game and were given also have the ability to bite any prisoner who started a fight or attempted to escape. Dog bites have an attack power of 0.75 HP, and a recharge time of 1 min.
'''Note:''' Recharge times are based on in-game time, not real time.
:''For more information on Attack Power, see [[Toughness]].''
Tools are currently the most troublesome forms of contraband your prison can hold. As of [[Alpha 13]], tools Tools can be used by your prisoners to dig [[Escape Tunnel]]s whenever the [[Danger]] level of the prison is too high. Again, non-violent prisoners who fear for their lives will almost always try to dig an escape tunnel to freedom. Jail Keys can also be used by prisoners during a riot as a quick escape attempt. This can be prevented by manually locking entrance doors to foot traffic. Most tools are made out of metal and therefore easy to detect by a metal detector. Keep in mind that some tools can be used as weapons, so try to keep prisoners happy and the demand for tools won't be so high.
'''Note:''' Recharge times are based on in-game time, not real time.
== Narcotics ==
Narcotics are a menace that can be smuggled into your prison, and prisoners can steal narcotics from rooms that contain them. Narcotics have adverse effects on prisoners, making them more violent and can potentially cause them to [[overdose]]. Narcotics can develop into an [[Need#Addictions|Addiction]] that will cause prisoners to seek out drugs more often if left untreated. Narcotics were known for breaking functional prisons when [[Alpha 21]] was introduced, and addiction took hold of prisons made in previous alphas. Most narcotics are categorized as smelly substances and therefore easy to detect by a guard dog. Employing the use of cell searching will also catch this type of contraband.
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== Luxuries ==
Luxuries currently Except for the booze, which reliefs the Alcohol need, luxuries don't serve a purpose, but can still be smuggled into your prison. Prisoners can also steal luxuries from rooms containing them. In the future, it is assumed that luxuries will have positive effects on prisoners [[Need]]s and will make them more happy. However, it is also assumed that when a guard removes luxurious contraband, prisoners will become even more irritated than if it were another type of contraband. Some luxuries are categorized as smelly substances and therefore easy to detect by a guard dog. Employing the use of cell searching will also catch this type of contraband.
{| class="wikitable" width="100%" cellspacing="2" cellpadding="2" style="float: left; clear: left; color:black;"
== Uncategorized ==
The following pieces of contraband exist in the game, but they don't have any category associated with them and have little to no properties that make them function. Additionally, there is no possible way a prisoner can obtain these items unless they knockout or kill staff members that carry these items. In the future, it is assumed that some of these may be used as weapons and others will be used as luxuries. These are mostly non-metallic nor smelly substances which means they cannot be detected by metal detectors or guard dogs. Employing the use of cell searching will catch these pieces of contraband. '''Note:''' The Piano Wire can still be smuggled into the prison from the outside.
<gallery widths="50" heights="50">
File:Contraband_cleaningbrush.png|'''Cleaning Brush'''
File:Contraband_clipboard.png|'''Clipboard''' <!-- The Clipboard can be taken by all members of the Administration when Dead or Unconscious as of Alpha 13. -->
File:Contraband_pianowire.png|'''Piano Wire'''<!-- Can it be imported? The text said "The Piano Wire can still be smuggled into the prison from the outside.", but materials.txt says NoImport since at least Alpha 15 -->
File:Contraband_iron.png|'''Iron'''
File:Contraband_moneybag.png|'''Money Bag'''
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, along with their supply and demand, can be seen in the [[Intelligence]] / Dangers view.
 
== Trivia ==
* There's several contraband items that are not in the game, but are in the sprite bank. These items may have been removed for any reason or had been intended for future implementation: Cue ball, Shovel (Two handed), Fire extinguisher, Sledgehammer, Microphone, Uzi, Golf bag, AK-47, Riot shield, Cup, Cleaning belt, Welding mask, Megaphone, Another sledgehammer, Pneumatic drill, Pool cue.
== Update History ==
* In [[Alpha 12]], a new contraband overlay was introduced that allowed players to see contraband that was discovered by a guard, and where that contraband came from. It will also tell players the prisoner that was caught carrying said contraband. The overlay, seen in the image on the right, continues to serve as a useful tool that allows players to better control contraband, and to better determine the risk level of prisoners who continue to steal contraband.
* In [[Alpha 14]], [[Guard Dog]]s were introduced to the game
* In [[Alpha 15]], the contraband window now indicates the danger of areas where contraband can be stolen from. There is also an option to show where all contraband has been found within the last 24 hours, 7 days, or all time. Additionally, the pop-up notifications are now color coded to indicate the type of contraband that is found: Weapons are red, Tools are blue, Narcotics are green, and Luxuries are black.
* In [[Alpha 21]], narcotics were now used by prisoners for recreational purposes. Addiction and [[overdose]]s were now possible, and could only be treated by sending the addicted prisoners to reform programs, or through extensive stays in [[Solitary]] confinement. A new pop-up notification colored in green will now alert the player of a prisoner overdosing. Players who do not react quickly enough will result in the death of the prisoner.
* Narcotics were known for breaking functional prisons when [[Alpha 21]] was introduced, and addiction took hold of prisons made in previous alphas.
* In [[Alpha 23]], all forms of contraband can now be tossed over the [[Perimeter Wall]]s / [[Fence]] of any prison. In order for this to happen, a prisoner must meet with their family during [[Visitation]] hours, or the prisoner can call them on a [[Phone]]. Once done, the prisoner will approach the perimeter and pickup the tossed piece of contraband. However, the contraband can only be tossed up to a maximum of 10 blocks, and the prisoner will abort the operation if there is a [[Guard]], [[Armed Guard]], or [[Dog Handler]] present at the pickup location. Additionally, contraband will now arrive in the supplies delivered to the prison via [[Supply Truck]].
* In [[Alpha 24]], contraband thrown over walls is now less likely but the minimum distance between throws was increased from 10 to 15.
* In [[Alpha 35]], Contraband Trading was introduced.
==Secret contraband items==
 
This is a list of contraband which are not in the game but are in the sprite bank. These items may have been removed for any reason or are for a future version of PA. Do note that there will be no images so there will be no preview of them.
 
From left to right and top to bottom, here is the list:
 
Cue ball, Shovel (Two handed), Fire extinguisher, Sledgehammer, Microphone, Uzi, Golf bag, AK-47, Riot shield, Cup, Cleaning belt, Welding mask, Megaphone, Another sledgehammer, Pneumatic drill, Pool cue.
[[Category: Gameplay]]
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