Difference between revisions of "Alpha 17"

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(Adding Alpha 17 to the wiki!)
 
m (links)
 
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== Links ==
 +
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You can download this build [http://www.introversion.co.uk/prisonarchitect/builds.html here]. Read the [http://forums.introversion.co.uk/viewtopic.php?f=17&t=47152 forum post] or watch the [http://www.youtube.com/watch?v=bAcnIMWL4zA update video].
 +
 
== Armed Guards ==
 
== Armed Guards ==
  
* You can now hire armed guards to patrol your prison, intimidate your inmates, and put down trouble
+
* You can now hire armed guards to patrol your prison, intimidate your inmates, and put down trouble.
* You must research the Armoury first, and your armoury requires a weapons rack and one locker per armed guard on site
+
* You must research the [[Armoury]] first, and your armoury requires a weapons rack and one locker per armed guard on site.
* Armed guards have a strong "Supression" effect on all prisoners near them, making the prisoners less likely to misbehave
+
* Armed guards have a strong [[Suppression|"Suppression"]] effect on all prisoners near them, making the prisoners less likely to misbehave.
* They can be instructed to follow a patrol from the Deployment screen
+
* They can be instructed to follow a patrol from the [[Deployment]] screen.
* They will only use lethal force if you give them permission - by clicking the "Weapons Free" emergency button
+
* They will only use lethal force if you give them permission - by clicking the "[[Freefire|Weapons Free]]" [[Emergency]] button.
* They will always shout a warning first, unless a Prisoner is attacking a member of staff (guard, armed guard, administrator etc)
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* They will always shout a warning first, unless a Prisoner is attacking a member of staff (guard, armed guard, administrator, etcetera).
* They will also shoot on site any prisoner who is about to escape, without shouting a warning, so long as they have "Weapons Free"
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* They will also shoot on sight any prisoner who is about to escape, without shouting a warning, so long as they have "Weapons Free."
'''Note:''' Armed guards who genuinely fear for their lives may still shoot, even if you have not given them permission via "Weapons Free"
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'''Note:''' Armed guards who genuinely fear for their lives may still shoot, even if you have not given them permission via "Weapons Free."<br>
'''Note:''' The Armoury must be very secure. Your most dangerous prisoners will attempt to raid it during a riot or mass escape event
+
'''Note:''' The Armoury must be very secure. Your most dangerous prisoners will attempt to raid it during a riot or mass escape event.
  
 
== New Forestry Zone ==
 
== New Forestry Zone ==
  
* Automates the process of growing trees for the purposes of felling them and using the wood
+
* Automates the process of growing [[Tree]]s for the purposes of felling them and using the wood.
* Saplings will be planted automatically by Gardeners
+
* Saplings will be planted automatically by [[Gardener]]s.
* Fully grown trees will be felled, and the logs taken to Storage or your Workshop if you have one
+
* Fully grown trees will be felled, and the logs taken to [[Storage]] or your [[Workshop]] if you have one.
* Trees now take much longer to grow to full size : 5 game-days on average
+
* Trees now take much longer to grow to full size: 5 game-days on average.
* Trees no longer scale up as they grow. Instead there are three discreet sizes : Sapling, Young, and Old.
+
* Trees no longer scale up as they grow. Instead there are three discreet sizes: Sapling, Young, and Old.
 
* You can no longer remove tree stumps. These will vanish over time after a tree has been felled.
 
* You can no longer remove tree stumps. These will vanish over time after a tree has been felled.
'''Note:''' The forestry will spend your money by ordering tree saplings automatically. Be sure you have enough
+
'''Note:''' The [[forestry]] will spend your money by ordering tree saplings automatically. Be sure you have enough.
  
 
== Objects Tool-bar Filtering ==
 
== Objects Tool-bar Filtering ==
  
* The objects list was becoming too long to manage, and no longer fitted on a single screen
+
* The [[Object]]s list was becoming too long to manage and could no longer fit on a single screen.
* A new filtering method hides any "room specific" objects unless you are looking at that type of room
+
* A new filtering method hides any "room specific" objects unless you are looking at that type of room.
* Eg the Cooker, Fridge and Sink will only appear in the list if you are looking at a Kitchen
+
* For example, the [[Cooker]], [[Fridge]] and [[Sink]] will only appear in the list if you are looking at a [[Kitchen]].
'''Note:''' You can press the + button to show the full objects list at any time
+
'''Note:''' You can press the + button to show the full objects list at any time.
  
 
== Modding Continued ==
 
== Modding Continued ==
  
* materials.txt is now additively loaded
+
* <code>[[materials.txt]]</code> is now additively loaded.
* The mod loading screen now looks better and displays the mod name, author, screenshot and description during load
+
* The mod loading screen now looks better and displays the mod name, author, screenshot and description during load.
* Added a "Find more mods (Steam Workshop)" button that opens the steam workshop
+
* Added a "Find more mods (Steam Workshop)" button that opens the steam workshop.
* Renamed "Steam Workshop" to "Prison Sharing", and made it list prisons only (not mods)
+
* Renamed "Steam Workshop" to "Prison Sharing", and made it list prisons only (not mods).
* Made Prison Sharing sort prisons by subscribed time (newest subscribed prisons at the top of the list)
+
* Made Prison Sharing sort prisons by subscribed time (newest subscribed prisons at the top of the list).
* Fixed manifest.txt files from being corrupted due to newline breaks in Steam file description. May require people to re-download the mod.
+
* Fixed <code>manifest.txt</code> files from being corrupted due to newline breaks in the Steam file description. May require people to re-download the mod.
  
 
== Miscellaneous Changes ==
 
== Miscellaneous Changes ==
  
* You will now be asked "Are you sure" when purchasing neighbour plots of land (to prevent expensive mis-clicks)
+
* You will now be asked "Are you sure" when purchasing neighbouring plots of land to prevent expensive mis-clicks.
* The Main Menu screens now scale correctly to high resolution / high DPI screens (For example, Retina Mac at 2560x1600)
+
* The Main Menu screens now scale correctly to high resolution / high DPI screens (For example, Retina Mac at 2560x1600).
* Guards now target the nearest misbehaving prisoner during fights, rather than choosing one randomly from those in range
+
* Guards now target the nearest misbehaving prisoner during fights, rather than choosing one randomly from those in range.
* When prisoners urinate or soil their suits (Bowel/Bladder need maxed out) there is now a corresponding particle effect
+
* When prisoners urinate or soil their suits (from the Bowel/Bladder [[Need]] being maxed out) there is now a corresponding particle effect.
* Fixed : Selling finished license plates or wood manually generated only half the correct sale price
+
* Bacon is no longer served in a pan; it is served in a tray instead.
* Fixed : Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive
+
* When prisoners are suppressed, they seem to hold their head down low.
* Fixed : The scrollbar in the Staff and Prisoner list screens now works correctly
+
* The icon on the danger level meter has been changed.
* Fixed : Prisoners can no longer tunnel under lakes
+
* Fixed: Selling finished license plates or wood manually generated only half the correct sale price.
* Fixed : The contraband window sometimes massively overestimated the supply of contraband
+
* Fixed: Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive.
* Fixed some subtle bugs in the Misconduct System, whereby misconduct attributed to prisoners who had long since left was still recorded
+
* Fixed: The scrollbar in the Staff and Prisoner list screens now works correctly.
* Fixed : Sectorisation of the world could fail if you had a lake covering the top right of the map (All sectors marked as NO ACCESS)
+
* Fixed: Prisoners can no longer tunnel under lakes.
 +
* Fixed: The contraband window sometimes massively overestimated the supply of contraband.
 +
* Fixed: Some subtle bugs in the Misconduct System, whereby misconduct attributed to prisoners who had long since left was still recorded.
 +
* Fixed: Sectorisation of the world could fail if you had a lake covering the top right of the map (All sectors marked as NO ACCESS).
  
  
 
{{Builds}}
 
{{Builds}}

Latest revision as of 10:24, 17 September 2015

Links[edit]

You can download this build here. Read the forum post or watch the update video.

Armed Guards[edit]

  • You can now hire armed guards to patrol your prison, intimidate your inmates, and put down trouble.
  • You must research the Armoury first, and your armoury requires a weapons rack and one locker per armed guard on site.
  • Armed guards have a strong "Suppression" effect on all prisoners near them, making the prisoners less likely to misbehave.
  • They can be instructed to follow a patrol from the Deployment screen.
  • They will only use lethal force if you give them permission - by clicking the "Weapons Free" Emergency button.
  • They will always shout a warning first, unless a Prisoner is attacking a member of staff (guard, armed guard, administrator, etcetera).
  • They will also shoot on sight any prisoner who is about to escape, without shouting a warning, so long as they have "Weapons Free."

Note: Armed guards who genuinely fear for their lives may still shoot, even if you have not given them permission via "Weapons Free."
Note: The Armoury must be very secure. Your most dangerous prisoners will attempt to raid it during a riot or mass escape event.

New Forestry Zone[edit]

  • Automates the process of growing Trees for the purposes of felling them and using the wood.
  • Saplings will be planted automatically by Gardeners.
  • Fully grown trees will be felled, and the logs taken to Storage or your Workshop if you have one.
  • Trees now take much longer to grow to full size: 5 game-days on average.
  • Trees no longer scale up as they grow. Instead there are three discreet sizes: Sapling, Young, and Old.
  • You can no longer remove tree stumps. These will vanish over time after a tree has been felled.

Note: The forestry will spend your money by ordering tree saplings automatically. Be sure you have enough.

Objects Tool-bar Filtering[edit]

  • The Objects list was becoming too long to manage and could no longer fit on a single screen.
  • A new filtering method hides any "room specific" objects unless you are looking at that type of room.
  • For example, the Cooker, Fridge and Sink will only appear in the list if you are looking at a Kitchen.

Note: You can press the + button to show the full objects list at any time.

Modding Continued[edit]

  • materials.txt is now additively loaded.
  • The mod loading screen now looks better and displays the mod name, author, screenshot and description during load.
  • Added a "Find more mods (Steam Workshop)" button that opens the steam workshop.
  • Renamed "Steam Workshop" to "Prison Sharing", and made it list prisons only (not mods).
  • Made Prison Sharing sort prisons by subscribed time (newest subscribed prisons at the top of the list).
  • Fixed manifest.txt files from being corrupted due to newline breaks in the Steam file description. May require people to re-download the mod.

Miscellaneous Changes[edit]

  • You will now be asked "Are you sure" when purchasing neighbouring plots of land to prevent expensive mis-clicks.
  • The Main Menu screens now scale correctly to high resolution / high DPI screens (For example, Retina Mac at 2560x1600).
  • Guards now target the nearest misbehaving prisoner during fights, rather than choosing one randomly from those in range.
  • When prisoners urinate or soil their suits (from the Bowel/Bladder Need being maxed out) there is now a corresponding particle effect.
  • Bacon is no longer served in a pan; it is served in a tray instead.
  • When prisoners are suppressed, they seem to hold their head down low.
  • The icon on the danger level meter has been changed.
  • Fixed: Selling finished license plates or wood manually generated only half the correct sale price.
  • Fixed: Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive.
  • Fixed: The scrollbar in the Staff and Prisoner list screens now works correctly.
  • Fixed: Prisoners can no longer tunnel under lakes.
  • Fixed: The contraband window sometimes massively overestimated the supply of contraband.
  • Fixed: Some subtle bugs in the Misconduct System, whereby misconduct attributed to prisoners who had long since left was still recorded.
  • Fixed: Sectorisation of the world could fail if you had a lake covering the top right of the map (All sectors marked as NO ACCESS).