Difference between revisions of "Game Updates"

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| <div id="alpha23#d">[[Alpha 23d]]</div>
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| 31. Jul. 2014
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| A hot-fix meant to correct some critical issues that Alpha 23 introduced to the game:
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* Fixed: New inmates will now use the needs system correctly.
  
 
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Revision as of 18:29, 31 July 2014

This is the Prison Architect version history page. A better version can be found on the official website, here


Alpha Builds

Version Date of Addition Additions Summary
31. Jul. 2014 A hot-fix meant to correct some critical issues that Alpha 23 introduced to the game:
  • Fixed: New inmates will now use the needs system correctly.
31. Jul. 2014 When the cravings get too bad, just take a stroll to the outer wall... ...and whistle. Contraband now gets thrown over walls and smuggled in the Chef's ingredients. You're gonna need some more dogs!

We've also massively beefed up the automation - remote controls, time locks and daisy chaining of door servos will free up your time (and your guards) for more pressing matters. Also, Chris went mad and implemented a load of logic gates - WTF!

New Features:

  • Remote Access Systems
  • CCTV Overhaul
  • Logic Circuits
  • Contraband Smuggling Continued
  • Many Various Changes
27. Jun. 2014 Faster, sleeker and less frustrating: All 5 programmers coded there way through 18 days of bug stomping effort and managed to kill 73 major bugs and resolve over 1600 duplicate issues. Ladies and gentlemen, we present to you: A less buggy version of Alpha 21.

New Features:

  • New Construction Material: Clear Indoor Area
  • Narcotics Continued
  • Some Various Changes

Bug Fixes:

  • Too many to list here.

(Details Here)

30. May. 2014 I want to get High, so High. Prison life can be tough so who can blame a fella for seeking out a little chemical relief from the strain of daily life? Well, you probably, when you have to start dealing with medical emergencies and violence as the junkies fight over the final wrap. Drug abuse is a tough issue to get right and this is only our first pass. Even so, maybe you can get those methadone programs working and clean up your jail?

New Features:

  • Narcotics and Addiction
  • Advanced Regime Control
  • Language Selector
  • Surrendering
  • Many Various Changes

Bug Fixes:

  • Fixed: Bank loans no longer count against you in the consideration of bankruptcy. So you can use a bank loan to escape bankruptcy if it is available.
  • Fixed: Army trucks no longer get stuck on locked Road Gates.
29. Apr. 2014 You've all had it too easy for too long. Sitting there, building your prisons, not caring about deaths or insolvency. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over. We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. The Punishment Inspector shall be pleased.

New Features:

  • Prisoner Grading
  • Failure Conditions
  • Steam Workshop
  • Finance Continued
  • Many Various Changes

Bug Fixes:

  • Fixed: Exports zone would not work correctly if placed above the Deliveries zone, or placed vertically aligned with the Deliveries or garbage zones.
  • Fixed: Having negative cash reserves stopped hourly cash flow from happening.
  • Fixed: Prisoner sentences counted down faster on larger maps, due to the time warp factor used.
  • Fixed: In the "New prison" window, the "Fog of war" and "Continuous intake" tick boxes didn't work properly.

And More - (Details Here)

27. Mar. 2014 Balance sheets, Cash-flow, P&L, Shares. This month it's all about the greenback. Right from Alpha 1 the finance system has been broken - there's never enough money to do what you want to do, when you want to do it. Well, no more. We've introduced more grants, bank loans and the selling of shares in your prison to raise more funds. The mid game is now much more directed and focussed and really changes the way PA is played. Please let us know what you think!

New Features:

  • Financial System Improvements
  • Cash Bonus: Days Without Incident
  • Corporation Taxes
  • Bank Loans
  • Prison Share Scheme
  • Game Rebalancing
  • New Room/Zone: Exports
  • SDL 2.0
  • Many Various Changes

Bug Fixes:

  • Fixed: The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot. This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once.
  • Fixed: Prisoners working as janitors would stand around in the cleaning cupboard doing nothing, unless you had at least one janitor hired, or if you had very few janitors in a large jail.
  • Fixed: Cutting down a tree near a wall square will no longer demolish that wall square.
  • Fixed: Experience will no longer tick up on dead prisoners.

And More - (Details Here)

28. Feb. 2014 Until recently you'd be forgiven for thinking that Prison Architect was brought to you by the video games department of the republican party. It's all been about locking them up and keeping them down. BUT NO MORE. We've always wanted PA to be balanced and we've made the first tentative steps into allowing you to reform your prisoners.

We've implemented a job-lot of new reform / rehabilitation programs - send them to the doc for some much needed head-shrinking or pop them into a foundation education class and teach them to read. Send them off to the kitchen for a crash course in bun baking or give them the skills to produce beautifully crafted wooden beds. Ahh, the sweet sound of the pitter patter of fresh reformed prisoners......

New Features:

  • Reform and Training Programs
  • Classroom, School Desks, and Teachers
  • Carpenters Table
  • Prisoner Experience
  • Armoury Upgrades
  • User Interface Scaling
  • Many Various Changes

Bug Fixes:

  • Fixed: Sometimes very small Laundries / Cleaning Cupboards would not show up in the Deployment/Jobs screen, meaning you could not assign prisoners to them even though they were perfectly valid rooms.
  • Fixed: Armed guards now (sometimes) shout warnings at inmates before firing, unless those inmates are attacking staff or about to escape.
  • Fixed: Face-in-the-game entries are now sorted to the top of the community biographies list.
  • Fixed: Sun shadows on trees were sometimes rendered much too large.

And More - (Details Here)

31. Jan. 2014 Hoo-Rar. This time we've got bad ass mo-fos with boom sticks. You've asked for them and we have answered the call and delivered shot-gun toting armed guards. These guys are excellent for suppressing your prisoners more raucous behaviors. Stick a couple of these dudes in the canteen or the yard and things'll calm right down. Useful they just wander around looking tough, but hit that weapons free button and things'll get messy - you'll lose so many prisoners that it'll be a game-over event, but don't let that stop you blowing off some steam.

New Features:

  • Armed Guards
  • Forestry Zone
  • Objects Tool-bar Filtering
  • Modding changes

Bug Fixes:

  • Fixed: Selling finished license plates or wood manually generated only half the correct sale price.
  • Fixed: Subscribing and unsubscribing to your own mod in Steam Workshop will no longer delete your mod from your hard drive.
  • Fixed: The scrollbar in the Staff and Prisoner list screens now works correctly.
  • Fixed: Prisoners can no longer tunnel under lakes.

And More - (Details Here)

27. Dec. 2013 T'was the night after Christmas and all through the house not a creature was stirring, except for the four riot guards coming in standard 2x2 cover formation through the rear. This update brings you the ability to share the mods through steamworks, segregate whole sections of your prison to be min / max sec and customize the sprite to go with your name in the game entry!

New Features:

  • Procedural Landscape Generation
  • Wood Industry
  • Steam Workshop For Mods
  • Full Segregation Support
  • Work / Employment / Industry AI Improvements

Bug Fixes:

  • Fixed: Purchasing neighbour plots of land sometimes caused the game to get the road location wrong. Vehicles spawned in the wrong place and construction was blocked in a stripe down the middle of the prison.
  • Fixed: Purchasing land west or north of your prison broke all in-progress escape tunnels.
  • Fixed: Prisoners who are digging escape tunnels will now be rumbled if a guard comes to escort them somewhere. (Previously they were able to keep digging despite being taken to a different place!)
  • Fixed: Some long running prisons had active escape tunnels that were being dug by prisoners who were no longer on site - either dead, escaped or released.

And More - (Details Here)

2. Dec. 2013 A hotfix released to address a bug that was introduced into the game from Alpha 15:
  • Fixed: Contraband was not being generated.
29. Nov. 2013 A hotfix that was immediately released to address a bug that was introduced into the game from Alpha 15:
  • Fixed: Players were unable to cancel any new jobs they created using right click.
29. Nov. 2013 Introversion Software proudly presents... someone else's work! We've crafted a fully functioning modding system to make it much easier to use the mods that have been created from some of the exceptionally talented people in the community. We've also coded a staff fatigue model that means you'll need to install some common rooms so your guards can recharge their batteries, and our resident guru Johnny, has done some awesome performance enhancements that'll massively improve the size of the prisons that your rig can cope with.

New Features:

  • Official Mod Support
  • Major Performance Optimizations
  • Staff Exhaustion
  • Faster Clock Speed
  • Edge-of-Screen Mouse Scrolling
  • Staff Rooms

Bug Fixes:

  • Fixed: Many types of irrelevant equipment will no longer be smuggled into your prison. Eg. Mop, Rake, Hose, Leash, etcetera.
  • Fixed: Power lines were rendered without colour once you'd built more than four power stations.
  • Fixed: Not all of the Complaints thought bubbles were displaying correctly.
  • Fixed: Some invalid jobs would appear at the top left of the map as a price.
28. Oct. 2013 An interim update meant to correct some issues that Alpha 14 introduced to the game.

Optimizations were continued and several bugs were fixed. The next update is said to be Alpha 15, which is expected towards the end of November.

2. Oct. 2013 Do ya like Dawgs? This time around it's all about those furry little sniffing machines - man's best friend. UNLESS you are a dirty prisoner six feet beneath the ground trying to shawshank your way to freedom. Dogs sniff out contraband and tunnels, and should one of your prisoners make a break for it, the handlers will send up a loud cry of "release the hounds" and the dogs will chase down and jump on anyone who shouldn't really be sprinting toward the front gate. They come at a price though - you need a kennel and handlers and they run out of energy pretty quickly so you need to make sure you have enough to do the job. We've also included some pretty punchy performance enhancements in A14. Enjoy it, Chris' wife is birthing another nipper so it's all you're going to get until December!

New features:

  • Guard Dogs
  • Kennels
  • Prison Selling
  • Major Performance Optimizations
  • Escape Tunnels, Delivery & Garbage zones, Load & Save screens, Body Types, and Planning Mode all saw updates.

Bug Fixes:

  • Fixed: Workers will no longer load and unload garbage in an endless loop.
  • Fixed: The tool-tip regarding guard patrols was being displayed in all kinds of wrong places.
  • Fixed: All entities would drop whatever they were carrying after loading a saved game.
2. Sep. 2013 "HOTFIX", for some critical path finding bugs that were introduced with Alpha 13.

Download location is the usual builds page, although there is no extra paragraph. Just click on the download for alpha 13, even though the listed date there is still 29th of August. (at least as of today, Sept 4th)

29. Aug. 2013 Dig Dig Dig! This one's all about tunneling. Given a spoon or any other tool-esque item and they'll start from their toilets and keep on digging until they're outside the perimeter. You can find them by searching the prisoner or cell, but it may be worth moving those max sec blocks a little further from the edge of your prisons.....We've also produced a punishment policy table where you can decide the appropriate reaction to an infraction. 2 weeks in the slammer for moaning about the chow? Tough, but don't let us stop you…

New features:

  • Prisoners can dig escape tunnels
  • New Policy report to set punishments
  • Changes to Patrol System (details here)
  • New Searching options and other changes (details here)

Bug fixes:

  • Fixed: The starting Deliveries and Garbage zones were being defined wrongly (each square added several times to the room)
31. July. 2013 Drugs. Booze. Weapons. This alpha is all about contraband. Steal weapons and tools from the workshop, drugs from sick bay or Whiskey and Smokes from the Warden's office. Search a prisoner, a cell, or order a whole prison shakedown and find out who's got what and from whence it came. Careful though, too many unwarranted searches will result in a riot...

New features:

  • Theft and Contraband
  • Contraband overlay
  • Contraband Supply and Demand
  • Searching powers
  • Status Effects
  • Some minor features (details here)

Bug fixes:

  • Fixed: Released prisoners are now permitted to route through Staff-Only zones on their way out
  • Fixed: Sometimes garbage would never be collected
  • Fixed: Callout units will now show their assigned route even when off screen
  • Fixed: Drains will no longer block doors from closing
  • Fixed: The time buttons on the clock will now highlight the currently selected speed correctly
28. June 2013 BRING OUT YOUR DEAD! Alpha 11 brings a host of new features, bug fixes and improvements, not least of which is hearses to take away the unfortunately deceased. Purchase of neighboring plots of land is now possible. We've also added a Time-lapse video capture system so that you can film the construction of your prisons. Get recording, we can't wait to see your videos!

New features:

  • Performance improvements & memory leaks
  • Land expansion
  • Time Lapse recording
  • Intelligent tool-bar highlights
  • Prisoner release
  • Some minor features (details here)

Bug fixes:

  • clone tool available again
  • sound loop fixes
  • Infirmary available without Doctor
30. May 2013 LINUX BUILD NOW AVAILABLE! Steam customers can now publish or subscribe to the to the best prisons from the Architect community. A new danger model improves the realty of riots occurring, and when they do you can brutally oppress the inmates using riot cops with massive batons!

New features:

  • Steam Workshop for User Projects
  • Linux version
  • New Anger Model
  • Rioting
    • Riot Police
    • Paramedics
  • New item: Ironing Board for Laundry
  • AI fixes
  • Added lots of audio cues

Bug fixes:

  • Fixed AI routing/pathing
  • Starting money fix
  • Workmen stuck building walls
24. Apr 2013 Central to the new version is the concept of Prisoner Employment, and we've been planning this feature for a long time. Prisoners can now perform a variety of jobs around the prison, saving you money on staff and raising money for you by selling goods manufactured by your work force. Prisoners can work in the kitchen, they can clean the prison, and they can work in the laundry and the workshop, both of which are new in Alpha9. They can also take visits from family members in the new visitation rooms.

Added Prisoner Employment:

  • Laundry
  • Workshops (license plate manufacture)
  • Cooking
  • Prison cleaning

Also added/changed:

  • Prisoner visitation
  • Food ingredients now stored on floor if out of space
  • Fences connect to walls better
  • Electrical cable and water pipes now come in reels/stacks
  • Bug fixes
20. Mar 2013 Somehow we've achieved the impossible and convinced Valve to Launch the PA Alpha on Steam! We took this opportunity to make a really solid build and fixed 100s of bugs. You'll always be able to update your build from here, but if you prefer you can activate your copy of PA on Steam and get automatic updates. To get your steam key just follow the link in the email used when you bought the game.
21. Feb 2013 We've fulfilled the name in game and face in game tiers so some prisoners are now personalized. Guards are now the only characters that can open doors. This sounds small, but makes a massive difference to the gameplay. You now have to think a lot more about how many guards to use and where to deploy them. There's also a graphics option menu that should keep a lot of you happy!
  • See full changelog here
  • Custom prisoner names and faces
  • Guards have to open all jail doors
  • New alarm features
  • Game options menu
30. Jan 2013 Alpha 6 introduces prisoner risk categories with coloured uniforms to reflect this. Prisoners now have a criminal history and are classified according to perceived risk, however this is an ESTIMATE and may not be accurate - you'll still need to keep a close eye on the little darlings! We've also adjusted the prisoner intake settings to allow even more customization of the game.
  • See full changelog here
  • Prisoner risk levels
  • Criminal history & prisoner traits
  • new sectors depending on risk levels
  • Improved intake control
14. Dec 2012 This new build has a number of new features ranging from totally new cool stuff to some pretty massive improvements to existing tools. We have new "Staff Only" zones, which Prisoners are not permitted to enter. We have the first emergency service callout - the Fireman - which means you no longer need to watch your prison burn to the ground without being able to do anything about it. And we’ve massively improved the Foundations tool so it's much more intuitive and intelligent to use.
19. Nov 2012 The key change in this version is an overhaul of the Fog Of War system, in response to community feedback. Almost immediately after launching Alpha 3 we began to hear from alpha users that the rooftop style fog-of-war (which blocks out the view of the insides of your prison unless you have Guards watching the area) was annoying because it stopped you from building things - you just couldn't see what you were doing.
1. Nov 2012 For this update we've focused on a new system called Fog Of War, which changes the game in a number of ways. Internally we refer to this as the Visibility system, because you now lose visibility of the indoor areas of your jail gradually over time. Your guards are the only staff members who can "unveil" the hidden areas, and if you lose visibility of an area you have no idea what sort of things are going on there. This ties in very closely to the Alpha 2 update, because you now have to use Deployment and Patrols to create pathways for your guards to walk along to ensure your entire jail remains fully visible at all times.
18. Oct 2012 The first major feature of this new build is the Deployment screen. This shows you a security schematic of your prison and allows you to assign guards to each of your sectors, and to set patrols for them to walk along. This makes locking down your prison a lot easier! We've also fixed a bunch of bugs and introduced an option when creating a new prison which lets you restrict the incoming rate of prisoners so they don't overwhelm you. Rather than receiving a random number every day you will only receive prisoners when you have space.
03. Oct 2012
  • Second attempt to fix MacOSX 10.6 problems (2)
27. Sept 2012
  • Experimental MacOS build
  • Attempt to fix MacOSX 10.6 problems (1)
25. Sept 2012
  • The first public release of Prison Architect.

References