Editing Alpha 25

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 6: Line 6:
  
 
New prisoners sometimes have a reputation, shown when highlighting them or in their rap sheet.
 
New prisoners sometimes have a reputation, shown when highlighting them or in their rap sheet.
 
 
Nb. Existing prisoners (in alpha 24 save games) will not have any reputation - only new arrivals.
 
Nb. Existing prisoners (in alpha 24 save games) will not have any reputation - only new arrivals.
 
 
The reputation specifies unusual abilities or traits they may possess, which affect their behaviour.
 
The reputation specifies unusual abilities or traits they may possess, which affect their behaviour.
  
Line 25: Line 23:
 
** INSTIGATOR sows seeds of discontent in all those nearby. When he causes trouble, nearby prisoners will feel compelled to do the same
 
** INSTIGATOR sows seeds of discontent in all those nearby. When he causes trouble, nearby prisoners will feel compelled to do the same
  
* In some cases, the prisoner will have a high degree of a reputation, e.g. "Extremely Strong" or "Extremely Volatile".
+
* In some cases, the prisoner will have a high degree of a reputation, eg "Extremely Strong" or "Extremely Volatile".
 +
 
 
* In a very small number of cases, you will receive a LEGENDARY PRISONER. These guys have a potent mix of the above list that makes them very dangerous.
 
* In a very small number of cases, you will receive a LEGENDARY PRISONER. These guys have a potent mix of the above list that makes them very dangerous.
  
Line 36: Line 35:
 
=== Protective Custody ===
 
=== Protective Custody ===
  
Useful for hiding your snitches, ex law enforcement etc. in a safe zone where they cannot be attacked.
+
Useful for hiding your snitches, ex law enforcement etc in a safe zone where they cannot be attacked.
  
 
Nb. Informants sent to protective custody lose coverage quickly (out of the loop)
 
Nb. Informants sent to protective custody lose coverage quickly (out of the loop)
Line 50: Line 49:
 
== Escape Tunnels Overhaul ==
 
== Escape Tunnels Overhaul ==
  
[[Escape Tunnel]]s have been rebalanced, and are now viable once again.
+
Escape Tunnels have been rebalanced, and are now viable once again.
 
 
 
* Prisoners in neighbouring cells will team up to try to dig a combined escape tunnel.
 
* Prisoners in neighbouring cells will team up to try to dig a combined escape tunnel.
 
* They can share any tools they have during the operation.
 
* They can share any tools they have during the operation.
* Many weapons can now also be used as digging tools, e.g. Knives, Forks etc.
+
* Many weapons can now also be used as digging tools, eg Knifes, Forks etc
 
* Guard dogs are now more reliable at discovering tunnels, and will mark the suspected spot with a small flag.
 
* Guard dogs are now more reliable at discovering tunnels, and will mark the suspected spot with a small flag.
 
* Searching a cell now has only a low chance to discover an escape tunnel, UNLESS the prisoner is digging it when the guard enters!
 
* Searching a cell now has only a low chance to discover an escape tunnel, UNLESS the prisoner is digging it when the guard enters!
Line 61: Line 59:
 
== Confidential Informants Continued ==
 
== Confidential Informants Continued ==
  
* Any single [[Confidential Informant|informant]] now has a maximum coverage of 50% at the time he is hired.
+
* Any single informant now has a maximum coverage of 50% at the time he is hired.
* An informant's coverage will slowly increase over time (beyond 50%), so long as his suspicion is low and he is not 'active'.
+
* An informants coverage will slowly increase over time (beyond 50%), so long as his suspicion is low and he is not 'active'.
 
* The Informants overlay now shows the highest level of suspicion ever reached by an informant, as a black line.
 
* The Informants overlay now shows the highest level of suspicion ever reached by an informant, as a black line.
* You can now highlight and select prisoners and staff etc. in the Informants window.
+
* You can now highlight and select prisoners and staff etc in the Informants window.
* Informants now reveal Assassination Targets - i.e. prisoners who will be attacked if left alone for too long. This is shown as a red crosshair over the prisoner. (Known informants / Snitches, ex law enforcement etc.)
+
* Informants now reveal Assassination Targets - ie prisoners who will be attacked if left alone for too long. This is shown as a red crosshair over the prisoner. (Known informants / Snitches, ex law enforcement etc)
  
 
== Game Balance Changes ==
 
== Game Balance Changes ==
Line 71: Line 69:
 
* Prisoners responsible for a serious injury will have their category automatically increased (min-sec to medium, medium to max-sec)
 
* Prisoners responsible for a serious injury will have their category automatically increased (min-sec to medium, medium to max-sec)
 
* Prisoners responsible for a murder will be charged and given an additional 25 year sentence, and will automatically reclassify as Maximum Security (if they weren't already)
 
* Prisoners responsible for a murder will be charged and given an additional 25 year sentence, and will automatically reclassify as Maximum Security (if they weren't already)
* The 'temperature' of your prison must now be at least 33% before a [[riot]] can start
+
* The 'temperature' of your prison must now be at least 33% before a riot can start
 
* 10 Prisoners must be rioting before a prison-wide RIOT status can occur.
 
* 10 Prisoners must be rioting before a prison-wide RIOT status can occur.
 
* To stop the riot, you must reduce the number of rioting prisoners to 3 or less.
 
* To stop the riot, you must reduce the number of rioting prisoners to 3 or less.
Line 77: Line 75:
 
=== Tazer Training Program ===
 
=== Tazer Training Program ===
  
* All regular guards must now pass the Tazer Certification Program before they are permitted to use a [[tazer]].
+
* All regular guards must now pass the Tazer Certification Program before they are permitted to use a tazer.
 
* This takes place in the classroom and is led by the Chief.
 
* This takes place in the classroom and is led by the Chief.
 
* The staff window now shows which guards have body armour and tazers.
 
* The staff window now shows which guards have body armour and tazers.
: Nb. When loading an alpha 24 save, all Tazers owned by regular Guards and Dog Handlers will be confiscated, and a refund given.
+
Nb. When loading an alpha 24 save, all Tazers owned by regular Guards and Dog Handlers will be confiscated, and a refund given.
: Nb. Dog Handlers can no longer carry Tazers.
+
Nb. Dog Handlers can no longer carry Tazers.
  
 
=== Contraband ===
 
=== Contraband ===
Line 93: Line 91:
 
== Mod System Continued ==
 
== Mod System Continued ==
  
* Now supports multiple active [[mods]] at once, even if those mods all add their own new graphics
+
* Now supports multiple active mods at once, even if those mods all add their own new graphics
 
* New property to set material auto-consumed on job
 
* New property to set material auto-consumed on job
 
* Can now auto-order raw materials
 
* Can now auto-order raw materials
Line 112: Line 110:
  
 
* Fixed: You can no longer place Foundations that you cannot afford
 
* Fixed: You can no longer place Foundations that you cannot afford
* 'Unlimited Funds' option in 'New Prison' screen. Spend as much money as you like while building your prison - a more pure [[sandbox]] mode.
+
 
 +
* 'Unlimited Funds' option in 'New Prison' screen. Spend as much money as you like while building your prison - a more pure sandbox mode.
 +
 
 
* Prisoners will now be assigned to Rehab programs more reliably, when addicted/alcoholic/withdrawn.
 
* Prisoners will now be assigned to Rehab programs more reliably, when addicted/alcoholic/withdrawn.
  
Line 125: Line 125:
 
* 0003186: [Save & Load] Water Valve resets to On when game is Reloaded.
 
* 0003186: [Save & Load] Water Valve resets to On when game is Reloaded.
 
* 0000106: [Platform Specific Issues] Pipe Valves do not save state.
 
* 0000106: [Platform Specific Issues] Pipe Valves do not save state.
* 0005166: [Graphics] some Guards show permanently their fists after a fight
+
* 0005166: [Graphics] some Guards show premanently their fists after a fight
* 0003486: [Gameplay] Prison Guards do not receive weapons back
+
* 0003486: [Gameplay] Prison Guards do not recieve weapons back
 
* 0005448: [Graphics] Bleach sprite is sometimes incorrect
 
* 0005448: [Graphics] Bleach sprite is sometimes incorrect
 
* 0000022: [Control & User Interface] Needs tab does not scale past 200 prisoners.
 
* 0000022: [Control & User Interface] Needs tab does not scale past 200 prisoners.
Line 136: Line 136:
 
* 0002970: [Control & User Interface] Lights over doors prevent door operation
 
* 0002970: [Control & User Interface] Lights over doors prevent door operation
 
* 0000066: [AI & Behaviour] Prisoners use showers (and toilets) without water
 
* 0000066: [AI & Behaviour] Prisoners use showers (and toilets) without water
* 0004275: [Other] Laundry machines work without water
+
* 0004275: [Other] Laundy machines work without water
 
* 0005668: [AI & Behaviour] Guard looking away from CCTV monitor
 
* 0005668: [AI & Behaviour] Guard looking away from CCTV monitor
 
* 0002777: [AI & Behaviour] Emergency personnel can't open staff/jail doors
 
* 0002777: [AI & Behaviour] Emergency personnel can't open staff/jail doors
 
* 0000181: [Graphics] Pool Players Disappear During Their Game
 
* 0000181: [Graphics] Pool Players Disappear During Their Game
 
* 0005262: [Graphics] Drain overlapping toilet
 
* 0005262: [Graphics] Drain overlapping toilet
* 0004755: [Gameplay] When buying a plot of land above your land, your unfinished foundation jobs move upwards towards the new land
+
* 0004755: [Gameplay] When buying a plot of land above your land, your unfinnished foundation jobs move upwards towards the new land
 
* 0000191: [AI & Behaviour] Hired staff chooses office without any furniture
 
* 0000191: [AI & Behaviour] Hired staff chooses office without any furniture
 
* 0003646: [AI & Behaviour] Dog sniff icon won't disappear
 
* 0003646: [AI & Behaviour] Dog sniff icon won't disappear

Please note that all contributions to Prison Architect Wiki are considered to be released under the Attribution-ShareAlike 3.0 (see Prison Architect Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)