Prison Architect Alpha 22

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Chris
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Prison Architect Alpha 22

Postby Chris » Fri Jun 27, 2014 11:20 am

Alpha 22 has been released! Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register

Here is our video demonstrating the new features:


No more shall all your laundry baskets gradually migrate to a single laundry room, leaving all the others empty!

No more will you be able to install Garbage!

No more will your dead prisoners slide off morgue slabs and hearses, and lay there in the road forever!

No more will your entities get stuck (FOREVER) on walls, corners, doors, and just about everything else in their way!

We decided to do things differently this month. This month was a Bug Bash.

Generally speaking the monthly release schedule is an incredibly healthy process for us - it motivates us to work hard and finish things to deadline, and gives us a monthly routine to work to. However the process is not without its faults. We’ve become increasingly aware of the number of bugs that have been creeping into the game with each new release, and with just four weeks between alpha launches there is almost no time to address them. The result is a bug tracker filled up with literally thousands of bug reports. We had to do something about this.

So for the month of June, all the programmers on the team worked exclusively on fixing bugs. (That’s Chris, Johnny, Leander, Gary and Andrew, for those who keep track). Five programmers working for an entire month, just clearing bugs. For those who didn’t notice our messages in the main menu, we also released regular test builds via steam so that the community could test out our fixes and report back to us. Many thousands of PA fans got new builds every few days rather than once a month.

It’s been a fantastic experience, and many serious bugs have been tackled. We could have ticked off hundreds of trivial fixes, but we instead attacked the list starting with the biggest and most terrifying AI fixes. In total, 73 major bugs were fixed. This may not sound like many - it represents about one bug resolved per man-day, which in the Software Engineering world is a fairly respectable rate. But it puts it into perspective just how long bug fixing can take, and makes it clear to us that we shouldn’t be ‘saving up’ the bug fixing for some mythical end date just before the v1.0 launch.

Our community really rose to the challenge this month and gave us invaluable assistance. Our bug database is full of duplicate bug reports (most people don’t search first when reporting their bugs), and we’ve just never tackled that. Several community members organised into a group and closed well over 1,000 bugs during June, all duplicates. They also helped us to confirm our fixes worked and to test against regressions. Thanks guys! We wanted to give special shout outs to these community members who went above and beyond:

Reef : Thanks so much! You were a huge help to us this month. We are gifting you a free ‘Face in the Game’ upgrade as a token of our thanks.

mazetar, RGeezy911, _alphaBeta_, koshensky, Phydaux, Guvnor, Mhoram : You guys were incredibly helpful, thank you. We are gifting each of you a free ‘Name in the Game’ upgrade.

Normal service will resume next month, and we’ll have a set of lovely new features for alpha 23. But in the mean time, enjoy the new version.

Full change list

- New construction material : "Clear Indoor Area"
This removes any walls and floor materials and returns them to concrete floor.
It only works indoors, and does not remove the external walls of the building.
It also removes any objects in the area.

- Added more informative failure messages to the Reform screen, for when scheduling fails.
These are common failures that were wrongly reported as "NO ROOMS FOUND", leading to many bug reports

ALL ROOMS STAFF ONLY : The room must be available to the prisoners, Staff Only therefore doesn't count
NO REGIME TIMESLOT : There must be a slot in the regime of X hours of Work time, sufficient to fit the full session in
NO TEACHERS : You don't have any of the required teacher type

- Guards no longer hang out in the Holding Cell when they have nothing to do

- You can now clear a regime for Max or Min sec prisoners and return to the default Normal sec regime,
with a new X button in the regime window

- Narcotics continued
- The Methadone program is no longer 'graded' in the same way as the other academic/practical programs
Success chance is now based simply on attendance. Concentration and Understanding no longer play a part

- Doubled the penalty to 'Health' grading for drug and alcohol addictions (now -4 points per addiction)
- Doubled the effect on re-offending chance of drug and alcohol addictions
- The Methadone program has been renamed to 'Pharmacological Treatment of Drug Addiction'
- The Alcoholics Anonymous program has been renamed to 'Alcoholics Group Therapy'

- Food ingredients will only be delivered if you have a Kitchen
- Food trays will only be delivered if you have a canteen


= FIXED
- 0002217: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (Icepick) - resolved.
- 0001684: [Gameplay] Jobs: Operate *X (elDiablo) - resolved.
- 0000590: [Gameplay] Cancelling foundation doesn't refund money (Icepick) - resolved.
- 0003279: [Gameplay] CCTV not revealing prisoners in Common Room and showers (lim_ak) - resolved.
- 0003304: [Gameplay] CCTV Cameras get stuck (lim_ak) - resolved.
- 0003448: [AI & Behaviour] Max Security Prisoners are put into Med Security Holding Cells. (elDiablo) - resolved.
- 0004900: [AI & Behaviour] Delivered maxsec prisoners not taken to shared holding cell (elDiablo) - resolved.
- 0004905: [AI & Behaviour] When Constant Intake is on, guards do not escort prisoners to holding cell (elDiablo) - resolved.
- 0002282: [Control & User Interface] Store *X in *Y (elDiablo) - resolved.
- 0004380: [Gameplay] Programs not working (lim_ak) - resolved.
- 0004496: [Control & User Interface] Pressing space in menu resumes game time (lim_ak) - resolved.
- 0000151: [Graphics] Non-utility-related objects visible in utilities view (lim_ak) - resolved.
- 0004808: [Graphics] Two-layer objects appear incorrectly on deployment/utilites screen (lim_ak) - resolved.
- 0004701: [Graphics] Guard Tazers appear in Utilities view (lim_ak) - resolved.
- 0003590: [AI & Behaviour] can't run education programs because "all rooms booked" (Chris) - resolved.
- 0002866: [Gameplay] Expanding land drops ALL patrols (lim_ak) - resolved.
- 0004172: [AI & Behaviour] When you have 2 laudries all the baskets end up in one of them eventually (it gets crowded with laudry baskets) (Icepick) - resolved.
- 0000379: [Save & Load] Failed to save any prison or load second scene in introduction [Cyrillic symbols] (John) - resolved.
- 0004417: [AI & Behaviour] Isn't the doctor supposed to treat overdose? (elDiablo) - resolved.
- 0000028: [Other] Bureaucracy for free (lim_ak) - resolved.
- 0000808: [AI & Behaviour] Install Garbage (Icepick) - resolved.
- 0004823: [Gameplay] [motherbug] Crash in generating PNG *after* writing save on 64bit linux/windows/mac (John) - resolved.
- 0002205: [Save & Load] Game hangs when / after saving (John) - resolved.
- 0000864: [Gameplay] Unfinished foundations won't complete after loading (Icepick) - resolved.
- 0002226: [Gameplay] I would like to see the foundation tool have an option for concrete walls instead of brick. (Icepick) - resolved.
- 0003237: [AI & Behaviour] Existing Prisoners will not be reassigned "shared" security cells. (Chris) - resolved.
- 0003996: [Performance] Prisoner release, leaves map, On bio tab select crash (Icepick) - resolved.
- 0001469: [AI & Behaviour] Solitary door won't close (Icepick) - resolved.
- 0000081: [AI & Behaviour] Injured Guards don't seek medical treatment on their own (Icepick) - resolved.
- 0003649: [AI & Behaviour] Utility placed as object and interrupts further utility placement (elDiablo) - resolved.
- 0000100: [Graphics] Shadows not visible for off screen objects (lim_ak) - resolved.
- 0000039: [Control & User Interface] Camera controls active when focus is in menus (lim_ak) - resolved.
- 0000278: [Gameplay] Regime is changed on load (Chris) - resolved.
- 0004264: [Gameplay] Speed up games with hotkeys (lim_ak) - resolved.
- 0000037: [Control & User Interface] "Read the CEO's letter" in the Todo list comes back (Icepick) - resolved.
- 0003204: [AI & Behaviour] Dead prisoners moved to Infirmary not Morgue (Icepick) - resolved.
- 0001529: [AI & Behaviour] Dead visitors slide off morgue slabs. (Icepick) - resolved.
- 0002487: [AI & Behaviour] Dead visitor's not taken away by hearse. (Icepick) - resolved.
- 0002457: [AI & Behaviour] Corners pathfinding flawed (elDiablo) - resolved.
- 0003275: [AI & Behaviour] If job inside inaccessible room, build doors/demolish wall/buldoze ignored (elDiablo) - resolved.
- 0002850: [Platform Specific Issues] Assertion failed, mutex_win32.cpp, line 43 (John) - resolved.
- 0004406: [AI & Behaviour] Teacher never goes home (and classroom seems bugged) (Icepick) - resolved.
- 0004090: [Gameplay] Make it Capacitors don't need to turn on (Icepick) - resolved.
- 0001425: [Control & User Interface] Several menus do not halt game (lim_ak) - resolved.
- 0000003: [AI & Behaviour] AI fails to properly path-find around non-everyone doors (elDiablo) - resolved.
- 0001984: [Gameplay] Laundry Baskets can not be dismanteled or removed once placed. (Icepick) - resolved.
- 0000046: [Control & User Interface] Can click on some menus "behind" Bureaucracy screen (lim_ak) - resolved.
- 0001383: [Graphics] Workshop saw and press deployed incorrectly if rotated. (Icepick) - resolved.
- 0000045: [Graphics] Shower drains not aligning to grid properly (Icepick) - resolved.
- 0004368: [Other] Startup crash in __GLeeGetExtensions (John) - resolved.
- 0004237: [AI & Behaviour] Injured Guards don't seek medical treatment on their own - closed.
- 0004398: [AI & Behaviour] Workmen do not demolish wall to no-access areas. (Chris) - closed.
- 0004234: [Gameplay] Cancelling foundation doesn't refund money - closed.
- 0004236: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (John) - closed.
- 0002217: [AI & Behaviour] 2 kitchens cause cooks to run between the two unproductively. (Icepick) - resolved.
- 0001684: [Gameplay] Jobs: Operate *X (elDiablo) - resolved.
- 0004900: [AI & Behaviour] Delivered maxsec prisoners not taken to shared holding cell (elDiablo) - resolved.
- 0004905: [AI & Behaviour] When Constant Intake is on, guards do not escort prisoners to holding cell (elDiablo) - resolved.
- 0003448: [AI & Behaviour] Max Security Prisoners are put into Med Security Holding Cells. (elDiablo) - resolved.
- 0002282: [Control & User Interface] Store *X in *Y (elDiablo) - resolved.
- 0001859: [Graphics] CCTV can not see the bleach in cleaning cupboard (Reef) - resolved.
- 0004380: [Gameplay] Programs not working (lim_ak) - resolved.
- 0004938: [Gameplay] Cloning of Laundry Baskets (Reef) - resolved.
- 0000151: [Graphics] Non-utility-related objects visible in utilities view (lim_ak) - resolved.
- 0004808: [Graphics] Two-layer objects appear incorrectly on deployment/utilites screen (lim_ak) - resolved.
- 0004687: [AI & Behaviour] No route to install small pipe (elDiablo) - resolved.
- 0001006: [AI & Behaviour] CCTV cameras are being blocked by doors in the walls. (lim_ak) - resolved.
- 0005000: [Other] persona name resolution (John) - resolved.
- 0003590: [AI & Behaviour] can't run education programs because "all rooms booked" (Chris) - resolved.
- 0000478: [Other] suddenly crashed (Reef) - resolved.
- 0004439: [AI & Behaviour] Guards cannot be healed while escorting a prisoner (Icepick) - resolved.
- 0004417: [AI & Behaviour] Isn't the doctor supposed to treat overdose? (elDiablo) - resolved.
- 0003286: [Graphics] CCTV not working in showers & visitor rooms (Reef) - resolved.
- 0000914: [AI & Behaviour] Guards not opening nearest doors (_alphaBeta_) - resolved.
- 0002260: [AI & Behaviour] Prisoners are not shown by CCTV (Reef) - resolved.
- 0004823: [Gameplay] [motherbug] Crash in generating PNG *after* writing save on 64bit linux/windows/mac (John) - resolved.
- 0003649: [AI & Behaviour] Utility placed as object and interrupts further utility placement (elDiablo) - resolved.

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Re: Prison Architect Alpha 22

Postby RGeezy911 » Fri Jun 27, 2014 11:29 am

Thanks for the Bugbash guys!
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Re: Prison Architect Alpha 22

Postby jacksonj04 » Fri Jun 27, 2014 11:39 am

Yay for bug squashing!
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Re: Prison Architect Alpha 22

Postby Ishango » Fri Jun 27, 2014 11:50 am

That is quite a good amount of bugs solved! Great work, guys!
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Re: Prison Architect Alpha 22

Postby creamymilkjr » Fri Jun 27, 2014 11:58 am

Gah! Thank you for the bug fixes in this update. To be honest I've been waiting for this for a long time and im SOOO glad that you guys have fixed some major bugs. Thank you thank you thank you! Looking forward to the next update, once again, thank you guys!
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Re: Prison Architect Alpha 22

Postby coruun » Fri Jun 27, 2014 12:14 pm

Bug report: This list of fixed bugs contains duplicates :wink:
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Re: Prison Architect Alpha 22

Postby dafrenk » Fri Jun 27, 2014 12:58 pm

So do I need to opt out for the beta channel on Steam to get this version?
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Re: Prison Architect Alpha 22

Postby brunom12 » Fri Jun 27, 2014 1:09 pm

Anyone knows if they will continue to fix some bugs until alpha 23 ?
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Re: Prison Architect Alpha 22

Postby almo » Fri Jun 27, 2014 1:41 pm

I just showed up during Alpha 21, and I'm really happy to see a bug hunt. Any time you guys feel like doing another bug hunt, you have my support. I much prefer (as a developer) getting things working properly over adding new features. Especially if there are already paying customers playing! :)
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Re: Prison Architect Alpha 22

Postby acegamer08 » Fri Jun 27, 2014 2:51 pm

brunom12 wrote:Anyone knows if they will continue to fix some bugs until alpha 23 ?


bug fixing on their part, is on hold at the moment...near the end of the video, chris said he had something new in store for the next alpha (I think I have an idea of what based on an entry in the main files). he also said things would be back to normal (paraphrasing him)
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Re: Prison Architect Alpha 22

Postby brunom12 » Fri Jun 27, 2014 3:04 pm

can you share with us what you think it will be for alpha 23 ? xD
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Re: Prison Architect Alpha 22

Postby MAdMaN » Fri Jun 27, 2014 3:11 pm

brunom12 wrote:Anyone knows if they will continue to fix some bugs until alpha 23 ?

They've fixed bugs in previous Alphas. It's just that this one was solely focused on bugs instead of new features.
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Re: Prison Architect Alpha 22

Postby Heffernan » Fri Jun 27, 2014 3:23 pm

the BIGGEST bug aka building large prisons/rooms/areas or buying large plots of lands slows the game and creates memory leaks hasnt been fixed :((
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Re: Prison Architect Alpha 22

Postby sunshinekiller » Fri Jun 27, 2014 3:58 pm

amazing bug squashing! Cant wait to try it tonight.
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Re: Prison Architect Alpha 22

Postby 111none » Fri Jun 27, 2014 4:04 pm

But I always wanted to be a mantis mod! I just never got a reply when I asked to help -.-. But ok.

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