Difference between revisions of "Alpha 35"

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== Gangs ==
 
== Gangs ==
 
=== Gang Leaders ===
 
=== Gang Leaders ===
* Sometimes a Legendary prisoner who arrives through Intake will also be a gang leader.
+
* Sometimes a Legendary prisoner who arrives through Intake will also be a [[Gangs|gang]] leader.
 
* They will immediately assume control of their gang, and will establish a leadership hierarchy.
 
* They will immediately assume control of their gang, and will establish a leadership hierarchy.
 
* Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
 
* Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
Line 7: Line 7:
  
 
=== Gang Members ===
 
=== Gang Members ===
* Are fiercly loyal to their leaders
+
* Are fiercely loyal to their leaders
 
* They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
 
* They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
 
* If a gang leader is killed, the entire gang will immediately try to start a riot
 
* If a gang leader is killed, the entire gang will immediately try to start a riot
 
  
 
== Gang Territory ==
 
== Gang Territory ==
Line 20: Line 19:
 
* If they are unchallenged, the territory will turn their colour and they will have ownership of it.
 
* If they are unchallenged, the territory will turn their colour and they will have ownership of it.
 
* The player cannot build or change room setups within gang territory
 
* The player cannot build or change room setups within gang territory
 
  
 
=== Captured Territory ===
 
=== Captured Territory ===
 
* Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
 
* Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
 
* Rival gang members are not permitted into the territory
 
* Rival gang members are not permitted into the territory
* Non gang members can enter the territory and use the facilities (eg Phones), but must pay Protection Money to the gang
+
* Non gang members can enter the territory and use the facilities (e.g. Phones), but must pay Protection Money to the gang
 
* Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
 
* Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
 
* From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.
 
* From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.
 
  
 
=== Contested Territories ===
 
=== Contested Territories ===
Line 34: Line 31:
 
* They will only attempt this if they have sufficient numerical advantage.
 
* They will only attempt this if they have sufficient numerical advantage.
 
* A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.
 
* A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.
 
  
 
=== Eviction ===
 
=== Eviction ===
Line 40: Line 36:
 
* Click on the EVICT button in the gang view to begin this process.
 
* Click on the EVICT button in the gang view to begin this process.
 
* Any gang members within the territory will immediately turn hostile.
 
* Any gang members within the territory will immediately turn hostile.
* Nearby gang lietenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
+
* Nearby gang lieutenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
 
* Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.
 
* Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.
 
  
 
=== Securing a territory ===
 
=== Securing a territory ===
 
* With enough guards, you can protect a territory against any gang control.
 
* With enough guards, you can protect a territory against any gang control.
 
+
: Nb this can only be done with an unclaimed territory - any gangs must be evicted first.
Nb this can only be done with an unclaimed territory - any gangs must be evicted first.
 
 
 
  
 
=== Security Rooms ===
 
=== Security Rooms ===
* Security rooms also count as territory, and are automatically guard controlled.
+
* [[Security]] rooms also count as territory, and are automatically guard controlled.
 
* Guards can project their power from security rooms to any neighbouring territory.
 
* Guards can project their power from security rooms to any neighbouring territory.
 
+
: E.g. a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc.  
Eg a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc.  
+
: Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.
 
 
Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.
 
 
 
  
 
== Contraband trading ==
 
== Contraband trading ==
* All prisoners can now trade their stolen contraband with other prisoners for money.
+
* All prisoners can now trade their stolen [[contraband]] with other prisoners for money.
 
* Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
 
* Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
 
* The price of any item is based on the supply and demand of that item within the prison.
 
* 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 can now be seen in the Intelligence / Dangers view.
 
* The approximate trade prices of all items can now be seen in the Intelligence / Dangers view.
 
  
 
== Others ==
 
== Others ==
 
=== Ranged Weapon Accuracy ===
 
=== Ranged Weapon Accuracy ===
* All ranged weapons have had their accuracy nerfed (previously 100% for anyone).
+
* All ranged [[weapons]] have had their accuracy nerved (previously 100% for anyone).
 
* Tazers: 60% accuracy
 
* Tazers: 60% accuracy
 
* Tazers used by Armed guards: 70% accuracy
 
* Tazers used by Armed guards: 70% accuracy
 
* All other ranged weapons: 70% accuracy
 
* All other ranged weapons: 70% accuracy
 
* All other ranged weapons used by Armed guards: 90%
 
* All other ranged weapons used by Armed guards: 90%
 
  
 
=== Rooms ===
 
=== Rooms ===
 
The following rooms now all require Prison Labour to be unlocked:
 
The following rooms now all require Prison Labour to be unlocked:
 +
 
* Shop
 
* Shop
 
* Library
 
* Library
 
* Mail Room
 
* Mail Room
 
  
 
=== Contraband ===
 
=== Contraband ===
 
* Additional Contraband can now be stolen from the following rooms:
 
* Additional Contraband can now be stolen from the following rooms:
 
* Forestry : Saw / Axe / Spade
 
* Forestry : Saw / Axe / Spade
 
  
 
=== Deployment ===
 
=== Deployment ===
 
* Guard deployment screen now uses same layout engine as Jobs
 
* Guard deployment screen now uses same layout engine as Jobs
 
  
 
== Bug Fixes ==
 
== Bug Fixes ==
Line 116: Line 102:
 
* 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.
 
* 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.
  
==Dev Video==
 
[https://www.youtube.com/watch?v=n18NBSRegP0 ]
 
  
  
 
{{Builds}}
 
{{Builds}}

Latest revision as of 21:24, 17 September 2015

Gangs[edit]

Gang Leaders[edit]

  • Sometimes a Legendary prisoner who arrives through Intake will also be a gang leader.
  • They will immediately assume control of their gang, and will establish a leadership hierarchy.
  • Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
  • Can recruit non gang members into the gang. (Must visit the prisoner first)

Gang Members[edit]

  • Are fiercely loyal to their leaders
  • They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
  • If a gang leader is killed, the entire gang will immediately try to start a riot

Gang Territory[edit]

Gang Territory Capture[edit]

  • Gangs will attempt to take control of key areas of your prison.
  • The attempt is called a 'Play', and is led by a Lieutenant.
  • He will gather a group of gang members together and give them instructions.
  • The soldiers will then proceed to the zone in question, and assert their authority over that zone.
  • If they are unchallenged, the territory will turn their colour and they will have ownership of it.
  • The player cannot build or change room setups within gang territory

Captured Territory[edit]

  • Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
  • Rival gang members are not permitted into the territory
  • Non gang members can enter the territory and use the facilities (e.g. Phones), but must pay Protection Money to the gang
  • Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
  • From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.

Contested Territories[edit]

  • Sometimes a gang will be strong enough to take a territory from a rival gang.
  • They will only attempt this if they have sufficient numerical advantage.
  • A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.

Eviction[edit]

  • Once a gang has claimed a territory, they must be Evicted to remove their influence.
  • Click on the EVICT button in the gang view to begin this process.
  • Any gang members within the territory will immediately turn hostile.
  • Nearby gang lieutenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
  • Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.

Securing a territory[edit]

  • With enough guards, you can protect a territory against any gang control.
Nb this can only be done with an unclaimed territory - any gangs must be evicted first.

Security Rooms[edit]

  • Security rooms also count as territory, and are automatically guard controlled.
  • Guards can project their power from security rooms to any neighbouring territory.
E.g. a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc.
Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.

Contraband trading[edit]

  • All prisoners can now trade their stolen contraband with other prisoners for money.
  • Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
  • 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 can now be seen in the Intelligence / Dangers view.

Others[edit]

Ranged Weapon Accuracy[edit]

  • All ranged weapons have had their accuracy nerved (previously 100% for anyone).
  • Tazers: 60% accuracy
  • Tazers used by Armed guards: 70% accuracy
  • All other ranged weapons: 70% accuracy
  • All other ranged weapons used by Armed guards: 90%

Rooms[edit]

The following rooms now all require Prison Labour to be unlocked:

  • Shop
  • Library
  • Mail Room

Contraband[edit]

  • Additional Contraband can now be stolen from the following rooms:
  • Forestry : Saw / Axe / Spade

Deployment[edit]

  • Guard deployment screen now uses same layout engine as Jobs

Bug Fixes[edit]

  • 0008467: [Graphics] Horizontal lines in graphics (John) - resolved.
  • 0009547: [Control & User Interface] Mails can be cloned (Icepick) - resolved.
  • 0003138: [Graphics] Visitor appears with invisible body (Icepick) - resolved.
  • 0009058: [AI & Behaviour] Prisoners are escorted to parole rooms zoned for other security levels. (Icepick) - resolved.
  • 0009281: [AI & Behaviour] 500 prisoner grant wont complete (Icepick) - resolved.
  • 0009282: [AI & Behaviour] Mailroom - Sorted Mail stacks sit on desks. (Icepick) - resolved.
  • 0009236: [AI & Behaviour] Prisoners are not purchasing from Shop and Shop Front on Northern walls are not being manned. (Icepick) - resolved.
  • 0005689: [AI & Behaviour] Prisoners should use showers in their cells during shower regime if their cells have it (Icepick) - resolved.
  • 0002791: [Gameplay] Foundation-expansions don't complete with doors on the corner (lim_ak) - resolved.
  • 0009143: [AI & Behaviour] Guards not escorting, prisonners in handcuffs die (Icepick) - resolved.
  • 0006686: [Graphics] Dog Crates don't have proper textures (lim_ak) - resolved.
  • 0009171: [Graphics] Road Gate Pillar render layering (lim_ak) - resolved.
  • 0002497: [Graphics] Improper layering (lim_ak) - resolved.
  • 0002847: [AI & Behaviour] Dog patrols generate door open jobs when patrolling cell blocks. (stargazy) - resolved.
  • 0007708: [Platform Specific Issues] Case sensitive filesystem issue (crash) (John) - resolved.
  • 0007285: [Control & User Interface] Mouse pointer position is not aligned with the actual click position! (John) - resolved.
  • 0007342: [Performance] Game stuttering/freezing every 3-5 seconds for around the same amount of time. This happens constantly. (Icepick) - resolved.
  • 0003080: [AI & Behaviour] Dog leashes stretch (stargazy) - resolved.
  • 0009256: [AI & Behaviour] Shop works to ineffectiv. (Icepick) - resolved.
  • 0009254: [Graphics] Shop fronts placed in the corners of a building freak out. (Icepick) - resolved.
  • 0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.
  • 0009230: [Graphics] Shop Front has missing/incorrect Toolbar Sprite (Icepick) - resolved.
  • 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.