<< WIN Prison architect Alpha 25 (25 Sept 2014)
Prison architect Alpha 25 (25 Sept 2014)
Category Games
PlatformWindows
FormatRetail
GenreStrategy
GenreSimulation
Date 1 decade, 1 month
Size 115.06 MB
 
Website http://www.introversion.co.uk/prisonarchitect/
 
Sender eVinx (TXUGzw)
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Post Description

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,
eg "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
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 corrisponding new Zone in the Deployment
screen, and a new Regime column.

- Protective Custody
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

- SuperMax
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 Overhall
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, eg Knifes, 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)
- Any single 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'
- 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 - 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)


= 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 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
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.

- 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
- 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:
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
A new 'official' test mod that adds a Panic Button to the game, using
the new script commands. Injured staff members will run to it and
press it, and guards will be summoned to the area.


- 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 =
- 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 premanently their fists after a
fight
- 0003486: [Gameplay] Prison Guards do not recieve 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] Laundy 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 off

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