Difference between revisions of "Escape Mode"

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(Outdated: In version 1.0, you will be able to start this mode from the menu, obtain contraband, gain reputations, gather a crew, etc.)
(As the Escape Mode can be started from the menu in v1, removed the complicated instructions for modifying save games (and extended the description of the mode according to what can be seen in the launch demo))
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{{Stub|8 July 2014}}
 
{{Stub|8 July 2014}}
{{Outdated|September 2015}}
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{{NeedsUpdate|September 2015}}
  
It is possible for a prison to [[Winning and Failure Conditions|fail]] and for the game to enter different failure modes. One of these modes, triggered by allowing too many deaths in a short period of time, allows the player to control a prisoner.
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Besides from building and managing prisons, there is another game mode in Prison Architect: The Escape Mode, where you are a prisoner yourself and have to try to escape from the prison.
  
==Becoming a prisoner==
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The Escape Mode will automatically start if you met the [[Winning and Failure Conditions|failure condition]] of allowing too many deaths in a short period of time. You will then be convicted of Criminal Negligence, and will spend time within your own prison as a prisoner. The Escape Mode can also be started from the menu directly, where you can load any save game to start playing there as a prisoner.
There are two ways in which a player may take control of a prisoner:  allowing too many deaths to occur in a short period of time or by editing a [[.prison|save file]].
 
  
===Failing===
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== Being a prisoner ==
If 20 deaths occur in the prison on two consecutive days the game will go into the "player-as-prisoner" failure mode. Note that the deaths do not have to be inflicted by the [[staff]] and that any death counts towards failure. This is described in greater detail under the heading [[Winning and Failure Conditions]].
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As a prisoner, you are able to walk around in the prison, obtain [[contraband]] items and dig [[Escape Tunnel|tunnels]] from your cell. By causing trouble (e.g. fighting guards), you will build up reputation points, with which you can gather [[Prisoner#Reputation|reputations]] (like "strong", "tough", etc.) or improve existing ones (e.g. to be "extremly tough"). You can use the reputation points to recruit other prisoners to follow you around, and to gather reputations for them. Prisoners in your crew can help you to dig your tunnel and causing trouble. If your own character is knocked unconscious, you can play on with other prisoners in your crew.
  
===Editing a Save File===
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{{vn}}
It is possible to edit a save file in order to force the game into the "player-as-prisoner" failure mode.
 
  
* Navigate to the directory containing your [[.prison]] files.
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== Known Issues ==
* Use a text editor (such as Notepad for Windows, TextEdit for Mac) to open the file.
 
* Find the entry for the prisoner that you want to control.  This can be done by searching for the prisoner by name, or more generically by searching on the term "Prisoner" until a prisoner entry is found.  You should find a block of code that looks something like this:
 
<code>
 
BEGIN "[i 110]"   
 
        Id.i                110 
 
        Id.u                657617 
 
        Type                Prisoner 
 
        SubType              0 
 
        Pos.x                64.6715 
 
        Pos.y                50.4506 
 
        Or.x                -0.0770595 
 
        Or.y                0.997027 
 
        Vel.x                -0.0264429 
 
        Vel.y                0.342129 
 
        Dest.x              62.5000 
 
        Dest.y              54.5000 
 
        Energy              41.0000 
 
        Cell.i              4 
 
        Cell.u              325366 
 
        Category            MaxSec 
 
        BoilingPoint        52.3358 
 
        Gang.id              1 
 
        Gang.timer          1.68260 
 
        BEGIN Bio       
 
            Forname              John 
 
            Surname              Daymond 
 
            Age                  22.0000 
 
            BodyScale            1.21405 
 
            HeadType            Head1 
 
            Traits              Violent 
 
            Traits              RisksLife 
 
            Traits              Lethal 
 
            Traits              Clever 
 
            Sentence            22 
 
            Served              4.00039 
 
            Parole              18 
 
            SkinColour          0x9e6329ff 
 
            BEGIN Convictions
 
                Size                2 
 
                BEGIN "[i 0]"      Crime AttemptedMurder  Sentence 19  Plea true  Guilty true  END
 
                BEGIN "[i 1]"      Crime Perjury  Sentence 3  Plea true  Guilty true  END
 
            END
 
            BEGIN Family   
 
                Size                3 
 
                BEGIN "[i 0]"      Type Wife  Age 22.5894  BodyType FemaleBody  HeadType FaceWife  BodyScale 0.836556  SkinColour 0xffddb7ff  ClothingColour 0x8747adff  END
 
                BEGIN "[i 1]"      Type Mother  Age 46.0000  BodyType FemaleBody2  HeadType FaceOldWoman3  BodyScale 1.08675  SkinColour 0x9e6b3aff  ClothingColour 0x77200fff  END
 
                BEGIN "[i 2]"      Type Father  Age 43.0000  BodyType Prisoner3  HeadType FaceOldMan5  BodyScale 0.983970  SkinColour 0x9e6731ff  ClothingColour 0x613d16ff  END
 
            END
 
        END
 
        BEGIN StatusEffects END
 
        BEGIN Needs     
 
            BEGIN Needs     
 
                Size                11 
 
                BEGIN "[i 0]"      id.i 0  id.u 661480  Type Bladder  ActionPoint 57.0000  TimeToAction 600.000  TimeToFailure 720.000  Charge 99.2986  END
 
                BEGIN "[i 1]"      id.i 1  id.u 661481  Type Bowels  ActionPoint 51.0000  TimeToAction 600.000  TimeToFailure 1440.00  Charge 97.1701  END
 
                BEGIN "[i 2]"      id.i 2  id.u 661482  Type Sleep  ActionPoint 42.0000  TimeToAction 1440.00  TimeToFailure 1440.00  Charge 37.1458  END
 
                BEGIN "[i 3]"      id.i 3  id.u 661483  Type Food  ActionPoint 52.0000  TimeToAction 960.000  TimeToFailure 1440.00  Charge 28.2708  END
 
                BEGIN "[i 4]"      id.i 4  id.u 661484  Type Hygiene  ActionPoint 64.0000  TimeToAction 1440.00  TimeToFailure 1440.00  Charge 63.2222  END
 
                BEGIN "[i 5]"      id.i 5  id.u 661485  Type Clothing  ActionPoint 49.0000  TimeToAction 4320.00  TimeToFailure 4320.00  Charge 95.0590  END
 
                BEGIN "[i 6]"      id.i 6  id.u 661486  Type Comfort  ActionPoint 38.0000  TimeToAction 720.000  TimeToFailure 1440.00  Charge 22.2639  END
 
                BEGIN "[i 7]"      id.i 7  id.u 661487  Type Safety  ActionPoint 56.0000  TimeToAction -360.000  TimeToFailure -360.000  Charge 68.3889  END
 
                BEGIN "[i 8]"      id.i 8  id.u 661488  Type Freedom  ActionPoint 58.0000  TimeToAction 1440.00  TimeToFailure 1440.00  Charge 3.65278  END
 
                BEGIN "[i 9]"      id.i 9  id.u 661489  Type Family  ActionPoint 44.0000  TimeToAction 1440.00  TimeToFailure 1440.00  Charge 32.1528  END
 
                BEGIN "[i 10]"    id.i 10  id.u 661490  Type Recreation  ActionPoint 42.0000  TimeToAction 1440.00  TimeToFailure 1440.00  Charge 2.14583  END
 
            END
 
        END
 
        BEGIN Experience
 
            TickTimer            0.766558 
 
            BEGIN Experience TotalTime 3.00000  Freetime 3.00000  MoodNormal 3.00000  NoCondition 3.00000  END
 
            BEGIN Results    END
 
        END
 
    END</code>
 
* Insert the line
 
<code>
 
AvatarControl        true
 
</code>
 
somewhere near the top of that block.
 
* Save the file and load it in Prison Architect.
 
 
 
==Known Issues==
 
 
* The game interprets the player attempting to move into a locked door as a request that the door be unlocked and dispatches a guard to open the door.  This will be done without checking the access permissions on the far side of the door, allowing the player controlled prisoner to enter into staff-only zone or otherwise restricted area. {{cn}}
 
* The game interprets the player attempting to move into a locked door as a request that the door be unlocked and dispatches a guard to open the door.  This will be done without checking the access permissions on the far side of the door, allowing the player controlled prisoner to enter into staff-only zone or otherwise restricted area. {{cn}}
 
* The "Escaping" flag that is triggered when a player controlled prisoner exits the prison is never cleared.  This will put the game into a loop where the player is beaten or tased unconscious and escorted to their cell. {{cn}}
 
* The "Escaping" flag that is triggered when a player controlled prisoner exits the prison is never cleared.  This will put the game into a loop where the player is beaten or tased unconscious and escorted to their cell. {{cn}}

Revision as of 14:57, 27 September 2015


Besides from building and managing prisons, there is another game mode in Prison Architect: The Escape Mode, where you are a prisoner yourself and have to try to escape from the prison.

The Escape Mode will automatically start if you met the failure condition of allowing too many deaths in a short period of time. You will then be convicted of Criminal Negligence, and will spend time within your own prison as a prisoner. The Escape Mode can also be started from the menu directly, where you can load any save game to start playing there as a prisoner.

Being a prisoner

As a prisoner, you are able to walk around in the prison, obtain contraband items and dig tunnels from your cell. By causing trouble (e.g. fighting guards), you will build up reputation points, with which you can gather reputations (like "strong", "tough", etc.) or improve existing ones (e.g. to be "extremly tough"). You can use the reputation points to recruit other prisoners to follow you around, and to gather reputations for them. Prisoners in your crew can help you to dig your tunnel and causing trouble. If your own character is knocked unconscious, you can play on with other prisoners in your crew.

[verification needed]

Known Issues

  • The game interprets the player attempting to move into a locked door as a request that the door be unlocked and dispatches a guard to open the door. This will be done without checking the access permissions on the far side of the door, allowing the player controlled prisoner to enter into staff-only zone or otherwise restricted area. (Citation needed)
  • The "Escaping" flag that is triggered when a player controlled prisoner exits the prison is never cleared. This will put the game into a loop where the player is beaten or tased unconscious and escorted to their cell. (Citation needed)