Difference between revisions of "Alpha 25"

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(Adding Alpha 25 to the wiki!)
 
m (links, layout, spelling)
 
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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=50279 forum post] or watch the [http://www.youtube.com/watch?v=8Z2W05vvIKU update video].
 +
 
== Reputation ==
 
== Reputation ==
  
 
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.
  
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** 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, eg "Extremely Strong" or "Extremely Volatile".
+
* In some cases, the prisoner will have a high degree of a reputation, e.g. "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.
  
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=== 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)
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== Escape Tunnels Overhaul ==
 
== Escape Tunnels Overhaul ==
  
Escape Tunnels have been rebalanced, and are now viable once again.
+
[[Escape Tunnel]]s 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, eg Knifes, Forks etc
+
* Many weapons can now also be used as digging tools, e.g. Knives, 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 55: Line 61:
 
== Confidential Informants Continued ==
 
== Confidential Informants Continued ==
  
* Any single informant now has a maximum coverage of 50% at the time he is hired.
+
* Any single [[Confidential Informant|informant]] now has a maximum coverage of 50% at the time he is hired.
* An informants coverage will slowly increase over time (beyond 50%), so long as his suspicion is low and he is not 'active'.
+
* An informant's 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 - 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)
+
* 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.)
  
 
== Game Balance Changes ==
 
== Game Balance Changes ==
  
 
* 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,
+
* 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)
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.
  
 
=== 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 88: Line 93:
 
== 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 107: Line 112:
  
 
* 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.
  
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* 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 premanently their fists after a fight
+
* 0005166: [Graphics] some Guards show permanently their fists after a fight
* 0003486: [Gameplay] Prison Guards do not recieve weapons back
+
* 0003486: [Gameplay] Prison Guards do not receive 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 133: 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] Laundy machines work without water
+
* 0004275: [Other] Laundry 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 unfinnished foundation jobs move upwards towards the new land
+
* 0004755: [Gameplay] When buying a plot of land above your land, your unfinished 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

Latest revision as of 14:24, 17 September 2015

Links[edit]

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

Reputation[edit]

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.

The reputation specifies unusual abilities or traits they may possess, which affect their behaviour.

  • 50% of reputations are known when the prisoner arrives. The other 50% can be revealed through your informants.
  • All prisoners have a new "Character" tab in their rapsheet, which gives details on their reputation.
    • STRONG hits harder with each punch during fights
    • TOUGH can withstand a lot more punishment in a fight. He can also sometimes withstand being hit by a Tazer
    • VOLATILE liable to kick off without warning and for no reason
    • STOICAL will not become suppressed when locked in Solitary
    • SNITCH a known informant, and as such his life may be in danger. Don't leave him alone with other prisoners for too long
    • DEADLY a master in lethal combat moves, and can sometimes kill with a single hit
    • EX LAW was once a Police Officer, or some other law enforcement profession. His life may be in danger
    • COP KILLER guilty of murdering a Police Officer. Your prison guards may be unable to restrain themselves when subduing him
    • FEARLESS not intimidated by the sight of Armed Guards, and is less likely to surrender during a fight
    • QUICK an unusually fast runner
    • 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 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.

New Prisoner Categories[edit]

To help deal with the new troublesome prisoners, two new categories of prisoner have been created. Prisoners must be manually assigned to these categories.

These new categories have a corresponding new Zone in the Deployment screen, and a new Regime column.

Protective Custody[edit]

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. During riot conditions, some of your most dangerous prisoners may attempt to attack the protective custody wing

Super-Max[edit]

If you simply cannot control a particular prisoner, move him to supermax.

Allows you to segregate them away and instigate strong lockdown and security measures

Escape Tunnels Overhaul[edit]

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.
  • 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.
  • 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!
  • To discover a tunnel for certain, dismantle the toilets in the cells you suspect.

Confidential Informants Continued[edit]

  • 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'.
  • 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.
  • 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.)

Game Balance Changes[edit]

  • 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)
  • 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.
  • To stop the riot, you must reduce the number of rioting prisoners to 3 or less.

Tazer Training Program[edit]

  • 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.
  • 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. Dog Handlers can no longer carry Tazers.

Contraband[edit]

  • Prisoners can now pick up weapons from their current room during fights, escapes, riots etc. (Based on what is available as contraband)
  • The Morgue is now a source of Knifes and Scissors.
  • Prisoners can now improvise a Shank in the Workshop.
  • Prisoners can now improvise a Baton in the Cleaning Cupboard. (by snapping mops)
  • Prisoners can now improvise a wooden pickaxe in the Workshop. (for digging tunnels)

Mod System Continued[edit]

  • 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
  • Can now auto-order raw materials

New Script Commands[edit]

  • GetNearbyObjects - Get a list of all nearby objects of a certain type
  • NavigateTo - Instruct an entity to go somewhere
  • ClearRouting - Clear an entity's destination

Panic Button Mod[edit]

Miscellaneous Changes[edit]

  • 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.
  • Prisoners will now be assigned to Rehab programs more reliably, when addicted/alcoholic/withdrawn.

Bug Fixes[edit]

  • 0004559: [Gameplay] Prisoners don't starve to death
  • 0000353: [Graphics] Door is diagonal
  • 0004957: [Gameplay] Cooker works fine without electricity
  • 0003352: [AI & Behaviour] TVs satisfy Recreation Need without Power
  • 0001382: [Gameplay] Workshop saw and press don't require electricity.
  • 0004684: [Gameplay] Objects requiring power/water remain functional when power grid overloaded
  • 0003186: [Save & Load] Water Valve resets to On when game is Reloaded.
  • 0000106: [Platform Specific Issues] Pipe Valves do not save state.
  • 0005166: [Graphics] some Guards show permanently their fists after a fight
  • 0003486: [Gameplay] Prison Guards do not receive weapons back
  • 0005448: [Graphics] Bleach sprite is sometimes incorrect
  • 0000022: [Control & User Interface] Needs tab does not scale past 200 prisoners.
  • 0001948: [Control & User Interface] Steam shift+tab menu pausing and unpausing the game
  • 0003720: [Graphics] Prisoners in class facing the wrong way
  • 0001351: [AI & Behaviour] Visitors facing the wrong way
  • 0002391: [Graphics] Drains overlap beds/toilets
  • 0003989: [Graphics] Drains appear above washing machines
  • 0002970: [Control & User Interface] Lights over doors prevent door operation
  • 0000066: [AI & Behaviour] Prisoners use showers (and toilets) without water
  • 0004275: [Other] Laundry machines work without water
  • 0005668: [AI & Behaviour] Guard looking away from CCTV monitor
  • 0002777: [AI & Behaviour] Emergency personnel can't open staff/jail doors
  • 0000181: [Graphics] Pool Players Disappear During Their Game
  • 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
  • 0000191: [AI & Behaviour] Hired staff chooses office without any furniture
  • 0003646: [AI & Behaviour] Dog sniff icon won't disappear