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Double11 / PDX builds
This is the Prison Architect version history page. A better version can be found on the official website, [http://www.introversion.co.uk/prisonarchitect/builds.html here]{{L|Game Updates}}
__TOC__<div style="float: left; margin: 0 2em 1em 0;">{{TOC}}</div> [[File:Prison Architect logo.png|right|x124px]] This is the [[Prison Architect]] version history page for PC version of the game. {{clear}}
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== [[Double Eleven|Double11]] / [[Paradox|PDX]] builds ==
 
{| class="wikitable" width="100%"
! width="120" | Version
! width="90" | Date of Addition
! Additions Summary
|-
| <div id="Island Bound">[[forum:1400047|Island Bound DLC]]</div>
| 23. Jun. 2020
| This expansion will allow you to create [[Island]] Compounds with no access [[road]]. You will have to bring your [[logistics]] game to a whole new level with these [[prison]]s, as you need to use a variety of new tools to make sure they run as intended. From [[Ferry|ferries]] to [[Helicopter|helicopter]]s, you will be able to maximize efficiency by linking them to specific [[deliveries]] – but be careful, as this also means more access points to sneak in [[contraband]] into your prison!
 
Luckily, you will also have new security [[objects]] that will allow you to inspect deliveries and prisoners as they enter the prison, or at key [[Security checkpoint]]s.
* ''[[forum:1400047|See full changelog here]]''
* ''[[Island Bound|Island Bound on the Wiki]]''
 
{| class="wikitable" width="100%"
| Hotfix - Island Bound 1.04
| 2. Jul. 2020
| Fixed multiple issues related to AI and deployment as well as added more improvements to island generation on maps with [[Island Bound]] DLC.
| [https://forum.paradoxplaza.com/forum/threads/new-hotfix-deployed.1403295/ Full Changelog]
|-
| Hotfix - Island Bound 1.03
| 29. Jun. 2020
| Fixed similar issues that were fixed in 1.02 but addressed just for Mac and Linux versions.
| [https://forum.paradoxplaza.com/forum/threads/new-hotfix-for-mac-and-linux-deployed.1402891/ Link to the post on PDX forums]
|-
| Hotfix - Island Bound 1.02
| 26. Jun. 2020
| Added island generation on expanded map parts, fixed path finding issues and issues causing the game to crash.
| [https://forum.paradoxplaza.com/forum/threads/new-hotfix-for-windows-deployed.1402073 Full Changelog]
|-
| width="200" | Hotfix - Island Bound 1.01
| width="100" | 24. Jun. 2020
| Fixed an issue that was preventing Mac players from launching the game when using a fresh install.
| [https://forum.paradoxplaza.com/forum/threads/a-new-hotfix-is-now-live.1401697/ Link to the post on PDX forums]
|}
 
|-
| <div id="The Rock">[[forum:1400047|The Rock]]</div>
| 23. Jun. 2020
| This expansion will allow you to create [[Island]] Compounds with no access [[road]]. You will have to bring your [[logistics]] game to a whole new level with these [[prison]]s, as you need to use a variety of new tools to make sure they run as intended. From [[Ferry|ferries]] to [[Helicopter|helicopter]]s, you will be able to maximize efficiency by linking them to specific [[deliveries]] – but be careful, as this also means more access points to sneak in [[contraband]] into your prison!
''New features:''
*Landscaping options:
:*Placing [[Water]] over land tiles
:*Placing land [[Floors|tiles]] over water tiles
:*Placing [[utilities]] over water.
:*Visual Water Blend.
:*[[Cliff Edge]]
*[[Dynamic Reputations]]: When [[prisoner]]s perform certain actions/behavior or spend time in certain areas, they will gain a rising % chance to earn or lose a [[Reputations|Reputation]] trait. With the available reputations being as follows:
:*Deadly
:*Fearless
:*Quick
:*Skilled Fighter
:*Stoical
:*Strong
:*Tough
:*Volatile
:*Expert Fighter
:*Extremely Deadly
:*Extremely Quick
:*Extremely Strong
:*Extremely Tough
:*Extremely Volatile
:*Legendary
:*Escape Artist
:*Workaholic
:*Addiction
* ''[[forum:1400047|See full changelog here]]''
|-
| <div id="Cleared For Transfer">[[forum:1389971|Cleared For Transfer DLC]]</div>
| 21. May. 2020
| Free DLC for Prison Architect PC version that introduces new privileges, giving you leverage to reward good behavior and motivate reform.
* ''[[Cleared for Transfer|Cleared For Transfer on the Wiki]]''
* ''[[forum:1389971|See full changelog here]]''
|-
| <div id="The Bucket">[[forum:1389971|The Bucket]]</div>
| 21. May. 2020
| The Bucket free update compliments the Cleared for Transfer free DLC, alongside more of the community requests, new features such as [[Gymnasium]] room, improvements, fixes and more.
''New features:''
* More [[signs]]
* Gymnasium room
* New [[objects]]
* New [[floors]]
* New [[walls]] (Fences with grass!)
* Sector Grading system
* Custom Sectors
''Improvements:''
* Footbridge improvements (can be built over the walls)
* Room [[grading]] for more [[rooms]] (Not only [[Cell|cells]] have grading system now)
* Prioritization for [[Janitor|janitors]] and [[gardener|gardeners]]
* [[Deployment]] for [[Cook]]s and [[Doctor]]s
* and more!
* ''[[forum:1389971|See full changelog here]]''
|-
| <div id="Psych Ward">[[forum:1284811|Psych Ward: Warden's Edition DLC]]</div>
| 21. Nov. 2019
| New expansion for Prison Architect that introduces the first type of original and unpredictable inmates, new prisoner behavior, and enhanced management features.
* ''[[forum:1284811|See full changelog here]]''
* ''[[Psych Ward: Warden's Edition|Psych Ward: Warden's Edition on the Wiki]]''
|-
| <div id="The Sneezer">[[forum:1284797|The Sneezer]]</div>
| 21. Nov. 2019
| New Bridges, Cloning and Planning improvements. Now you can turn your plans into actual construction jobs!
* ''[[forum:1284797|See full changelog here]]''
''New features:''
* Planning overhaul
* New walls
* Signs
* New objects
* More dog types
* Bridges
* Prisoner Transfer
''changed:''
* Windows
* Clone tool overhaul
* Rebalanced daily payments
* Allowing placement of the flooring on the edges of the map
''Bug fixes:''
* Taser legacy crash fixed
* Mail Satchels building up issue fixed
 
{| class="wikitable" width="100%"
| Patch - The Sneezer 1.02
| 23. Jan. 2020
| [https://steamcommunity.com/games/233450/announcements/detail/1684844420595567505 Full Changelog]
|-
| width="200" | Hotfix - The Sneezer 1.01
| width="100" | 27. Nov. 2019
| [https://steamcommunity.com/games/233450/announcements/detail/1690468757521891891 Full Changelog]
|}
 
|-
| <div id="The Slammer">[[forum:1246200|The Slammer]]</div>
| 17. Sep. 2019
| Deployment overhaul. New items, floors, and walls. Bug fixes and improvements!
* ''[[forum:1246200|See full changelog here]]''
''New features:''
* Deployment overhaul
* New items, floors and walls
* Added filters and sort options in the menus
* New hotkeys
* New "double click to move" feature
* Yellow star icons added for new content
''changed:''
* Added rotation support for more objects
* Clone tool region increased in size
* Mutators menu can be accessed mid-game
 
{| class="wikitable" width="100%"
| width="200" | Hotfix - The Slammer 1.03
| width="100" | 10. Oct. 2019
| [https://steamcommunity.com/games/233450/announcements/detail/3310634471596513192 Full Changelog]
|-
| Hotfix The Slammer - 1.02
| 24. Sep. 2019
| [https://steamcommunity.com/games/233450/announcements/detail/1577872509717759058 Full Changelog]
|-
| Hotfix The Slammer - 1.01
| 18. Sep. 2019
| [https://steamcommunity.com/games/233450/announcements/detail/1577872509695884713 Full Changelog]
|}
 
|-
| <div id="The Clink">[https://steamcommunity.com/games/233450/announcements/detail/1591375610549275222 The Clink]</div>
| 27. Jun. 2019
| First update from Paradox Interactive and Double Eleven. More floor and wall types, bug fixes and improvements!
''New features:''
* 4 new floors and 4 new wall types
* Tunnel search option added
* Guard response option added
''Changed:''
* Increased the number of foremen that can be hired
* Added rotation support for more objects
 
* Mod support:
:* tileset.png file increased in size
:* New game materials (walls and flooring) is being added to a new file
 
* ''[https://steamcommunity.com/games/233450/announcements/detail/1591375610549275222 See full changelog here]''
|}
== Final Releases ==
 
{| class="wikitable" width="100%"
! width="75" | Version
! Additions Summary
|-
| <div id="2.7">[[Version 2.7]]</div>| 19. Dec. 2018| All sandbox features now unlocked for multiplayer. |-| <div id="2.6">[[Version 2.6]]</div>| 4. Sept. 2018| It's Prison Architect, with your mates! Get our buddies together into one big mass, co-op prison building love-in. Beware, it's in alpha again, so you may hit some snags....... |-| <div id="2.5">[[Version 2.5]]</div>| 3. Aug. 2018| More escape plan behaviours. Watch out where you allow trees to grow because prisoners can now climb them to hop over walls and fences. Keep your prisoners away from the road because the bold can now 'jack the supply trucks. Road barriers and barbed wire might help, but have the medics on standby just in case...|-| <div id="2.4">[[Version 2.4]]</div>| 22. Jun. 2018| Prisoners now steal uniforms from the laundry and stitch them together to make rope. Now what's a prisoner going to do with rope.... You also get graphs, updated mod support, thousands of bug fixes and roll call, but sadly no doughnuts or moustaches (yet). |-| <div id="2.3">[[Version 2.3]]</div>| 19. Dec. 2017| Feeling brave? Switch to Warden mode, turn on perma-death and architect your prison from the ground. Stroll through the exercise yards and canteens, clipboard in hand, marking up modifications and future plans. Experience your prison from a prisoner's perspective and develop a whole new appreciation of your hell hole - oh and you may want to enlist a guard or two to offer you some protection - not all of those jail birds hold you in high esteem...|-| <div id="2.2">[[Version 2.2]]</div>
| 22. Jun. 2017
| Fingerless gloves, barrels of fire, placards and picket lines - all signs of a jolly good protest. Democracy is a wonderful thing, unless of course the protest is by your staff who are sick of the  tyrannical regime and demand fair pay for a hard days work.
We've beefed up the guards need system to include all staff - work them too hard, pay them too little, or expose them to too much danger and their morale will start to drop.  Eventually they'll give up on you and walk out. And I wouldn't want to be the boss of a maxsec prison when all the staff walk out...
|-
| <div id="2.1">[[Version 2.1]]</div>
| 20. Dec. 2016
| This frosty December, we give you guard needs: no longer can you treat your hard working prison officers as robot gaolers. They're going to need their own toilet and canteen and your staff room is about to get a whole lot busier....
Failure to look after their needs will result in a whole gamut of industrial accident that's going to have a very bad effect on the welfare of your prison.
|-
| <div id="2.0.1">[[Version 2.0.1]]</div>
| 03. Oct. 2016
|
|-
| <div id="2.0">[[Version 2]]</div>
| 26. Aug. 2016
| After six years of development including over 40 monthly updates, this is the final content update for Prison Architect and the final video. We will of course continue fixing bugs and providing support. We are going to take a break for a little while, but we will be back soon with our next game.
* ''[[Version 2|See full changelog here]]''
|-
| <div id="1.8">[[Version 1.8]]</div>
| 27. Jul. 2016
| All good things most come to an end, and next month we wave bye bye to Prison Architect. We're working on the tablet (iPad and Android) version and we'll keep supporting the console version. We'll also carry on fixing bugs and ensuring future hardware compatibility, but it's time to stop actively updating it with new content and move on to new things.
|-
| <div id="1.7">[[Version 1.7]]</div>
| 27. May. 2016
| The entire Temperature / Weather / Seasons / Hot water system is now optional on starting a new prison.
|-
| <div id="1.6">[[Version 1.6]]</div>
| 29. Apr. 2016
| Enjoy a new method to prioritise jobs and get to grips with thunderstorms and flooding!
|-
| <div id="1.5">[[Version 1.5]]</div>
| 24. Mar. 2016
| You spoke, we listened. After a month of tweaking, tuning, tightening and teasing we have managed to stuff even more frames into every unforgiving second. We've made significant performance gains so everyone should enjoy a smoother experience, but bear with us - we've got another month of speed updates to keep us busy over Easter.
|-
| <div id="1.4">[[Version 1.4]]</div>
| 4. Mar. 2016
| Update 4 brings you the quick build menu as well as in-game filtering of the most popular steam prisons.
|-
| <div id="1.3">[[Version 1.3]]</div>
| 27. Jan. 2016
|You can now build guard towers around your prison for an extra level of security, intimidation, and force, hired from the staff menu. These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one.
|-
| <div id="1.2">[[Version 1.2]]</div>
| 18. Dec. 2015
| For the last update of 2015 we've introduced women into prison. Their needs are subtlly different, but the biggest issue you'll face is what to do if a mother turns up with a babe in arms........
|-
| <div id="1.1">[[Version 1.1]]</div>
| 13. Nov. 2015
| And we are back! Update 1 has been released.
|-
| <div id="1.0">[[Version 1]]</div>
| 6. Oct. 2015
| After five years of development and three years in early access, Introversion Software in conjunction with every single gamer who joined in the alpha is proud to present '''Prison Architect V1.0'''
|-
| <div id="Alpha36">[[Alpha 36]]</div>
| 28. Aug. 2015
| Following our announcement that we are launching Prison Architect in October, [https://www.youtube.com/watch?v=h-DOViwa-q4 this is your last ever Alpha update video].
|-
| <div id="Alpha35">[[Alpha 35]]</div>
| 30. Jul. 2015
| Bored of a lifestyle of plentiful holidays and late night boozing sessions with Mark, Chris has decided to put everyone under pressure and commit to a launch in October of this year.
|-
| <div id="Alpha34">[[Alpha 34]]</div>
| 30. Jun. 2015
| Extra! Extra! Bloody Brawl ends in death as gang members fight over Japanese pornography in prison commissary!
|-
| <div id="Alpha33">[[Alpha 33]]</div>
| 28. May. 2015
| Turn away from the dark side.... In last month's video we discovered a prison that was so horrible that it gave Chris nightmares. Feeling sorry for the little orange-clothed yardbirds, he invented a whole new system of privileges. Bigger cells, tellys, radios etc. all make prisoners happier and less likely to kick off. Go on - go easy on them for a bit.
|-
| <div id="Alpha32">[[Alpha 32]]</div>
| 30. Apr. 2015
| We've spent the last month spitting and polishing and have broken our previous bugbash record with over 130 issues fixed. On the plus side the game is less buggy and plays better, but the downside is that I've got nothing to write about here so I though't I'd firm up the launch date for ya!
|-
| <div id="Alpha31">[[Alpha 31]]</div>
| 27. Mar. 2015
| Deathrow has finally been implemented. Be careful to follow due process to avoid heavy fines! Also, cut down on contraband with the new reception room.
|-
| <div id="Alpha30">[[Alpha 30]]</div>
| 27. Feb. 2015
| Introversion Software Proudly Presents: Prison Utility Tangled Wire Simulator. We've mostly been focussed on the tablet version of Prison Architect (stand by for another mail calling for testers soon), but we haven't neglected our desktop players.
|-
| <div id="Alpha29">[[Alpha 29]]</div>
| 30. Jan. 2015
| We're closing in on the end game now and we've conquered one of the big last hurdles - Parole. Build a parole room, set a schedule and let the Warden, Chief and Lawyer battle over a prisoner's future. Get it right, get a little bonus; get it wrong and be slammed with a fiscal penalty for your lefty liberal softly-softly touchy-feely weak on crime, weak on the causes of crime attitude. We've also brought in Libraries and Places of Worship - Enjoy!
|-
| <div id="Alpha28">[[Alpha 28]]</div>
| 18. Dec. 2014
| Merry Christmas Everyone! It's a shorter month before we all head off to sit around trees and open presents in front of roaring fires, but we've still got one last great update for 2014.
|-
| <div id="Alpha27">[[Alpha 27]]</div>
| 28. Nov. 2014
| Quantum tunneling and food delivery do not play well together - that's what we have learnt from your feedback last month, so we've been busting our balls to fix our food system and we've finally fixed it (we hope). From now on PA will map prisoners and kitchens onto specific Canteens, but when the AI gets it wrong you can make changes.
|-
| <div id="Alpha26">[[Alpha 26]] / [[Bugbash 2]]</div>
| 30. Oct. 2014
| It's another bug bash! We've spent the month slogging our way through the bug database and fixing the highest priority issues to being you a slicker, faster, better, less buggy Prison Architect. But that's not all - NOT ONLY have we fixed 39 issues and resolved 550 duplicates, we also present a brand new feature! Tell your mates, put it on Facebook, set twitter on fire, let the world know that Prison Architect now comes with a digital clock.
|-
| <div id="Alpha25">[[Alpha 25]]</div>
| 25. Sep. 2014
| You've had it too easy for too long... We've heard tales of stable prisons that run themselves overnight and we've decided that no self-respecting strategy game should be this easy. We've introduced new prisoner "reputations" that mean they're not just going to sit still because their needs are met. No, these boys are going to mess things up!
|-
| <div id="Alpha24c">[[Alpha 24#c|Alpha 24c]]</div>
| 31. Aug. 2014
| A hot-fix meant to correct a critical issue that Alpha 24 introduced to the game:
|-
| <div id="Alpha24">[[Alpha 24]]</div>
| 29. Aug. 2014
| Shush, you ain't seen me, right? Get me out of this hole and I'll tell you what you want to know..... We've introduced Confidential Informants - Snitches - these guys can help you to root out all the nasties, but be careful, over use them and their fellow prisoners will figure it out and juck 'em.
|-
| <div id="Alpha23d">[[Alpha 23#d|Alpha 23d]]</div>
| 31. Jul. 2014
| A hot-fix meant to correct some critical issues that Alpha 23 introduced to the game:
|-
| <div id="Alpha23">[[Alpha 23]]</div>
| 31. Jul. 2014
| When the cravings get too bad, just take a stroll to the outer wall... ...and whistle. Contraband now gets thrown over walls and smuggled in the Chef's ingredients. You're gonna need some more dogs!
|-
| <div id="Alpha22">[[Alpha 22]] / [[Bugbash 1]]</div>
| 27. Jun. 2014
| Faster, sleeker and less frustrating: All 5 programmers coded there way through 18 days of bug stomping effort and managed to kill 73 major bugs and resolve over 1600 duplicate issues. Ladies and gentlemen, we present to you: A less buggy version of Alpha 21.
|-
| <div id="Alpha21">[[Alpha 21]]</div>
| 30. May. 2014
| I want to get High, so High. Prison life can be tough so who can blame a fella for seeking out a little chemical relief from the strain of daily life? Well, you probably, when you have to start dealing with medical emergencies and violence as the junkies fight over the final wrap. Drug abuse is a tough issue to get right and this is only our first pass. Even so, maybe you can get those methadone programs working and clean up your jail?
|-
| <div id="Alpha20">[[Alpha 20]]</div>
| 29. Apr. 2014
| You've all had it too easy for too long. Sitting there, building your prisons, not caring about deaths or insolvency. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over. We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. The Punishment Inspector shall be pleased.
|-
| <div id="Alpha19">[[Alpha 19]]</div>
| 27. Mar. 2014
| Balance sheets, Cash-flow, P&L, Shares. This month it's all about the greenback. Right from Alpha 1 the finance system has been broken - there's never enough money to do what you want to do, when you want to do it. Well, no more. We've introduced more grants, bank loans and the selling of shares in your prison to raise more funds. The mid game is now much more directed and focussed and really changes the way PA is played. Please let us know what you think!
|-
| <div id="Alpha18">[[Alpha 18]]</div>
| 28. Feb. 2014
| Until recently you'd be forgiven for thinking that Prison Architect was brought to you by the video games department of the republican party. It's all been about locking them up and keeping them down. BUT NO MORE. We've always wanted PA to be balanced and we've made the first tentative steps into allowing you to reform your prisoners.
|-
| <div id="Alpha17">[[Alpha 17]]</div>
| 31. Jan. 2014
| Hoo-Rar. This time we've got bad ass mo-fos with boom sticks. You've asked for them and we have answered the call and delivered shot-gun toting armed guards. These guys are excellent for suppressing your prisoners more raucous behaviors. Stick a couple of these dudes in the canteen or the yard and things'll calm right down. Useful they just wander around looking tough, but hit that weapons free button and things'll get messy - you'll lose so many prisoners that it'll be a game-over event, but don't let that stop you blowing off some steam.
|-
| <div id="Alpha16">[[Alpha 16]]</div>
| 27. Dec. 2013
| T'was the night after Christmas and all through the house not a creature was stirring, except for the four riot guards coming in standard 2x2 cover formation through the rear. This update brings you the ability to share the mods through steamworks, segregate whole sections of your prison to be min / max sec and customize the sprite to go with your name in the game entry!
|-
| <div id="Alpha15c">[[Alpha 15#Alpha 15c|Alpha 15c]]</div>
| 2. Dec. 2013
| A hotfix released to address a bug that was introduced into the game from Alpha 15:
|-
| <div id="Alpha15">[[Alpha 15]]</div>
| 29. Nov. 2013
| Introversion Software proudly presents... someone else's work! We've crafted a fully functioning modding system to make it much easier to use the mods that have been created from some of the exceptionally talented people in the community. We've also coded a staff fatigue model that means you'll need to install some common rooms so your guards can recharge their batteries, and our resident guru Johnny, has done some awesome performance enhancements that'll massively improve the size of the prisons that your rig can cope with.
|-
| <div id="Alpha14h">[[Alpha 14#Alpha 14h|Alpha 14h]]</div>
| 28. Oct. 2013
| An interim update meant to correct some issues that Alpha 14 introduced to the game.
|-
| <div id="Alpha14">[[Alpha 14]]</div>
| 2. Oct. 2013
| Do ya like Dawgs? This time around it's all about those furry little sniffing machines - man's best friend. UNLESS you are a dirty prisoner six feet beneath the ground trying to shawshank your way to freedom. Dogs sniff out contraband and tunnels, and should one of your prisoners make a break for it, the handlers will send up a loud cry of "release the hounds" and the dogs will chase down and jump on anyone who shouldn't really be sprinting toward the front gate. They come at a price though - you need a kennel and handlers and they run out of energy pretty quickly so you need to make sure you have enough to do the job. We've also included some pretty punchy performance enhancements in A14. Enjoy it, Chris' wife is birthing another nipper so it's all you're going to get until December!
|-
| <div id="Alpha13b">[[Alpha 13#b|Alpha 13b]]</div>
| 2. Sep. 2013
| "HOTFIX", for some critical path finding bugs that were introduced with [[Alpha 13]].
|-
| <div id="Alpha13">[[Alpha 13]]</div>
| 29. Aug. 2013
| Dig Dig Dig! This one's all about tunneling. Given a spoon or any other tool-esque item and they'll start from their toilets and keep on digging until they're outside the perimeter. You can find them by searching the prisoner or cell, but it may be worth moving those max sec blocks a little further from the edge of your prisons.....We've also produced a punishment policy table where you can decide the appropriate reaction to an infraction. 2 weeks in the slammer for moaning about the chow? Tough, but don't let us stop you…
|-
| <div id="Alpha12">[[Alpha 12]]</div>
| 31. July. 2013
| Drugs. Booze. Weapons. This alpha is all about contraband. Steal weapons and tools from the workshop, drugs from sick bay or Whiskey and Smokes from the Warden's office. Search a prisoner, a cell, or order a whole prison shakedown and find out who's got what and from whence it came. Careful though, too many unwarranted searches will result in a riot...
|-
| <div id="Alpha11">[[Alpha 11]]</div>
| 28. June 2013
| BRING OUT YOUR DEAD! Alpha 11 brings a host of new features, bug fixes and improvements, not least of which is hearses to take away the unfortunately deceased. Purchase of neighboring plots of land is now possible. We've also added a Time-lapse video capture system so that you can film the construction of your prisons. Get recording, we can't wait to see your videos!
* Infirmary available without Doctor
|-
| <div id="Alpha10">[[Alpha 10]]</div>
| 30. May 2013
| LINUX BUILD NOW AVAILABLE! Steam customers can now publish or subscribe to the to the best prisons from the Architect community. A new danger model improves the realty of riots occurring, and when they do you can brutally oppress the inmates using riot cops with massive batons!
|-
| <div id="Alpha9">[[Alpha 9]]</div>
| 24. Apr 2013
| Central to the new version is the concept of Prisoner Employment, and we've been planning this feature for a long time. Prisoners can now perform a variety of jobs around the prison, saving you money on staff and raising money for you by selling goods manufactured by your work force. Prisoners can work in the kitchen, they can clean the prison, and they can work in the laundry and the workshop, both of which are new in Alpha9. They can also take visits from family members in the new visitation rooms.
* Bug fixes
|-
| <div id="Alpha8">[[Alpha 8]]</div>
| 20. Mar 2013
| Somehow we've achieved the impossible and convinced Valve to Launch the <abbr title="Prison Architect">PA</abbr> Alpha on Steam! We took this opportunity to make a really solid build and fixed 100s of bugs. You'll always be able to update your build from here, but if you prefer you can activate your copy of <abbr title="Prison Architect">PA</abbr> on Steam and get automatic updates. To get your steam key just follow the link in the email used when you bought the game.
* Bug fixes
|-
| <div id="Alpha7">[[Alpha 7]]</div>
| 21. Feb 2013
| We've fulfilled the name in game and face in game tiers so some prisoners are now personalized. Guards are now the only characters that can open doors. This sounds small, but makes a massive difference to the gameplay. You now have to think a lot more about how many guards to use and where to deploy them. There's also a graphics option menu that should keep a lot of you happy!
* Game options menu
|-
| <div id="Alpha6">[[Alpha 6]]</div>
| 30. Jan 2013
| Alpha 6 introduces prisoner risk categories with coloured uniforms to reflect this. Prisoners now have a criminal history and are classified according to perceived risk, however this is an ESTIMATE and may not be accurate - you'll still need to keep a close eye on the little darlings! We've also adjusted the prisoner intake settings to allow even more customization of the game.
* Improved intake control
|-
| <div id="Alpha5">[[Alpha 5]]</div>
| 14. Dec 2012
| This new build has a number of new features ranging from totally new cool stuff to some pretty massive improvements to existing tools. We have new "Staff Only" zones, which Prisoners are not permitted to enter. We have the first emergency service callout - the Fireman - which means you no longer need to watch your prison burn to the ground without being able to do anything about it. And we’ve massively improved the Foundations tool so it's much more intuitive and intelligent to use.
* Improved [[Foundations]] tool
|-
| <div id="Alpha4">[[Alpha 4]]</div>
| 19. Nov 2012
| The key change in this version is an overhaul of the Fog Of War system, in response to community feedback. Almost immediately after launching [[Alpha 3]] we began to hear from alpha users that the rooftop style fog-of-war (which blocks out the view of the insides of your prison unless you have Guards watching the area) was annoying because it stopped you from building things - you just couldn't see what you were doing.
* Updated Fog of War
|-
| <div id="Alpha3">[[Alpha 3]]</div>
| 1. Nov 2012
| For this update we've focused on a new system called Fog Of War, which changes the game in a number of ways. Internally we refer to this as the Visibility system, because you now lose visibility of the indoor areas of your jail gradually over time. Your guards are the only staff members who can "unveil" the hidden areas, and if you lose visibility of an area you have no idea what sort of things are going on there. This ties in very closely to the [[Alpha 2]] update, because you now have to use Deployment and Patrols to create pathways for your guards to walk along to ensure your entire jail remains fully visible at all times.
* new gameplay elements (Fog of War, CCTV)
|-
| <div id="Alpha2">[[Alpha 2]]</div>
| 18. Oct 2012
| The first major feature of this new build is the Deployment screen. This shows you a security schematic of your prison and allows you to assign guards to each of your sectors, and to set patrols for them to walk along. This makes locking down your prison a lot easier! We've also fixed a bunch of bugs and introduced an option when creating a new prison which lets you restrict the incoming rate of prisoners so they don't overwhelm you. Rather than receiving a random number every day you will only receive prisoners when you have space.
* Updated room requirements
|-
| <div id="Alpha1c">[[Alpha 1#c|Alpha 1c]]</div>
| 03. Oct 2012
|
* Second attempt to fix MacOSX 10.6 problems
|-
| <div id="Alpha1b">[[Alpha 1#b|Alpha 1b]]</div>
| 27. Sept 2012
|
* Attempt to fix MacOSX 10.6 problems
|-
| <div id="Alpha1">[[Alpha 1]]</div>
| 25. Sept 2012
|
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