As of alpha 20, it is possible for a prison to 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. It is also possible to enable this mode and control a specific prisoner by manually editing a save file.
Becoming a prisoner
At the moment there are two ways to control your own prisoner. NOTE: The player should make sure to make a backup save of the prison before trying any of the methods below, as the player will not be able to gain control over the prison again.
As explained in the Alpha 20 video from the developers it requires at least 20 deaths two days in a row. The deaths does not have to be inflicted by the staff, as any death counts towards failure. A riot forcing guards to shoot the prisoners may however be the only way to reach the 20 deaths per day.
When the player first get 20 deaths on a single day, he will receive a call from the CEO at midnight. The CEO tells you: "Yesterday was a very dark chapter in the history of this prison. Far too many people lost their lives here." - "Make sure nobody else dies today, or you will face prosecution for criminal negligence." After the call, a timer will pop op on the screen, stating that the player is about to lose and that he have to avoid 20 deaths in the next 12 hours and 5 minutes.
If the player does not meet this requirement from the CEO and another 20 prisoner dies, the player will receive another call from the CEO saying: "Don't say we didn't warn you. You have been found guilty of criminal negligence because of recent events here." - "You will now spend the next ten years in jail as punishment for your crime. Your own jail. Good luck." At this point the players camera will be focused on the players character as he arrives with the prisoners truck. The player is escorted to his own cell and gains full control of the prisoner.
Editing the save file
If the player do not want to struggle with the failure conditions he may edit the save game file. To do this:
- Navigate to the directory containing your .prison files. This can be done within the game by clicking on the "Open Save Folder" button in the main menu.
- 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:
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
- Insert the line
somewhere near the top of that block.
- Save the file and load it in Prison Architect.
- When a player-controlled prisoner "bumps into" a locked door, a guard will come over and open it, just like you normally see with prisoners who need to get through locked doors. However, this happens even if the door leads somewhere prisoners are not allowed, including outside of the prison, where the prisoner will then be marked as "escaping".
- When a player-controlled prisoner is marked as "escaping" (such as through the method described above) this flag will not go away even after the prisoner is carried to his cell. Because of this, if guards are equipped with tasers, the player will be tased by any nearby guards immediately upon regaining consciousness. This appears to repeat indefinitely.