Prison Architect Alpha 35

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Chris
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Prison Architect Alpha 35

Postby Chris » Thu Jul 30, 2015 11:28 am

Alpha 35 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:


= Gangs (continued)

- Gang Leaders
Sometimes a Legendary prisoner who arrives through Intake will also be a gang leader.
They will immediately assume control of their gang, and will establish a leadership hierarchy.
Can promote gang members into Lieutenants, up to a maximum of 1 lieutenant per 10 soldiers.
Can recruit non gang members into the gang. (Must visit the prisoner first)

Gang members are fiercly loyal to their leaders:
- They will become angry (temperature increase) if their leader is being punished in Solitary or Lockdown
- If a gang leader is killed, the entire gang will immediately try to start a riot

- Gang Territory Capture
Gangs will attempt to take control of key areas of your prison.
The attempt is called a 'Play', and is led by a Lieutenant.
He will gather a group of gang members together and give them instructions.
The soldiers will then proceed to the zone in question, and assert their authority over that zone.
If they are unchallenged, the territory will turn their colour and they will have ownership of it.
The player cannot build or change room setups within gang territory

- Captured Territory
Once captured, territory shows up in the Gangs view as the colour of the gang who has claimed it
Rival gang members are not permitted into the territory
Non gang members can enter the territory and use the facilities (eg Phones), but must pay Protection Money to the gang
Gangs accumulate money from non gang members this way, and will use the money to buy equipment such as stolen weapons
From time to time a lieutenant will arrange a 'Play' to revisit the territory with a group of soldiers, as a show of force.

- Contested Territories
Sometimes a gang will be strong enough to take a territory from a rival gang.
They will only attempt this if they have sufficient numerical advantage.
A lieutenant will arrange a Play and will send enough soldiers to take the territory by force.

- Eviction
Once a gang has claimed a territory, they must be Evicted to remove their influence.
Click on the EVICT button in the gang view to begin this process.
Any gang members within the territory will immediately turn hostile.
Nearby gang lietenants will arrange new 'Plays' in an attempt to re-capture their territory from your guards.
Once you have defended the territory for 24 hours, the ownership reverts to 'Unclaimed'.

- Securing a territory
With enough guards, you can protect a territory against any gang control.
Nb this can only be done with an unclaimed territory - any gangs must be evicted first.

- Security Rooms
Security rooms also count as territory, and are automatically guard controlled.
Guards can project their power from security rooms to any neighbouring territory.
Eg a security room with 10 guards inside will 'project' 10 guards onto all neighbouring yards, common rooms etc.
Nb. 'Neighbouring' means there must be a door between the security room and the yard/common room.


= Contraband trading
All prisoners can now trade their stolen contraband with other prisoners for money.
Prisoners will sell items they don't particularly want, and use that money at the shop or to buy other items from other prisoners.
The price of any item is based on the supply and demand of that item within the prison.
The approximate trade prices of all items can now be seen in the Intelligence / Dangers view.


- Ranged Weapon accuracy
All ranged weapons have had their accuracy nerfed (previously 100% for anyone).
Tazers: 60% accuracy
Tazers used by Armed guards: 70% accuracy
All other ranged weapons: 70% accuracy
All other ranged weapons used by Armed guards: 90%

- The following rooms now all require Prison Labour to be unlocked:
Shop
Library
Mail Room

- Additional Contraband can now be stolen from the following rooms:
- Forestry : Saw / Axe / Spade

- Guard deployment screen now uses same layout engine as Jobs


= BUG FIXES
- 0008467: [Graphics] Horizontal lines in graphics (John) - resolved.
- 0009547: [Control & User Interface] Mails can be cloned (Icepick) - resolved.
- 0003138: [Graphics] Visitor appears with invisible body (Icepick) - resolved.
- 0009058: [AI & Behaviour] Prisoners are escorted to parole rooms zoned for other security levels. (Icepick) - resolved.
- 0009281: [AI & Behaviour] 500 prisoner grant wont complete (Icepick) - resolved.
- 0009282: [AI & Behaviour] Mailroom - Sorted Mail stacks sit on desks. (Icepick) - resolved.
- 0009236: [AI & Behaviour] Prisoners are not purchasing from Shop and Shop Front on Northern walls are not being manned. (Icepick) - resolved.
- 0005689: [AI & Behaviour] Prisoners should use showers in their cells during shower regime if their cells have it (Icepick) - resolved.
- 0002791: [Gameplay] Foundation-expansions don't complete with doors on the corner (lim_ak) - resolved.
- 0009143: [AI & Behaviour] Guards not escorting, prisonners in handcuffs die (Icepick) - resolved.
- 0006686: [Graphics] Dog Crates don't have proper textures (lim_ak) - resolved.
- 0009171: [Graphics] Road Gate Pillar render layering (lim_ak) - resolved.
- 0002497: [Graphics] Improper layering (lim_ak) - resolved.
- 0002847: [AI & Behaviour] Dog patrols generate door open jobs when patrolling cell blocks. (stargazy) - resolved.
- 0007708: [Platform Specific Issues] Case sensitive filesystem issue (crash) (John) - resolved.
- 0007285: [Control & User Interface] Mouse pointer position is not aligned with the actual click position! (John) - resolved.
- 0007342: [Performance] Game stuttering/freezing every 3-5 seconds for around the same amount of time. This happens constantly. (Icepick) - resolved.
- 0003080: [AI & Behaviour] Dog leashes stretch (stargazy) - resolved.
- 0009256: [AI & Behaviour] Shop works to ineffectiv. (Icepick) - resolved.
- 0009254: [Graphics] Shop fronts placed in the corners of a building freak out. (Icepick) - resolved.
- 0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.
- 0009230: [Graphics] Shop Front has missing/incorrect Toolbar Sprite (Icepick) - resolved.
- 0007338: [Control & User Interface] GUI unusable with 4k UHD display when using windows dpi scaling set to 150% (John) - resolved.
owieczkacs
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Re: Prison Architect Alpha 35

Postby owieczkacs » Thu Jul 30, 2015 2:00 pm

SILENT UPDATE ( no info in patch notes ) regime change - if you have lockdown in regime during night your prisoners will have serious complains and your heat level will rise up, you will need to set up regime to sleep ( prisoners will dig tunnels on sleep regime ), sneaky, sneaky :-D
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Re: Prison Architect Alpha 35

Postby Apostremo » Thu Jul 30, 2015 3:53 pm

So gang leaders can't just be put in solitary, that's good. But what if i put every leader in a "Super Max Island" ? They can't convert anyone there and have no contact to their soldiers. Will the lieutenants, if existent, still work independently? Would be a cheap loophole, if i just could exclude the gang from the leader, before he even can make lieutentants. A solution could be, that the soldiers get angry over time, when they're seperated from their leader.
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Re: Prison Architect Alpha 35

Postby rsdworker » Thu Jul 30, 2015 4:07 pm

0001569: [Gameplay] Build a foundation without lights (Icepick) - resolved.


this is new feature but its should be mentioned in main patch notes not in bugfixes
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Re: Prison Architect Alpha 35

Postby Deceiven » Thu Jul 30, 2015 5:12 pm

Easily my favourite alpha to date, nice work as always!

However one concern I have is how gang leaders seem a little stale. I know they're meant to be away from the action, but they just don't seem threatening in the way they should, I want to fear my gang leader and be worried for his every move. Other prisoners should cower in his presence, groups of allied gang members should follow his every move like bodyguards, just something to prove his name. Right now all he does is just run from cell to cell having a nice little chat with his fellow inmates all day every day trying to recruit them, he does nothing particularly interesting.

Perhaps make some more plays with involve a gang leader;
- Maybe an assassination attempt on a rival gang leader where he easily takes down 3 or 4 guys before going down.
- Or perhaps an organised fight-to-the-death between two rival gang leaders in a dark corner of the prison where a crowd of prisoners form to watch. (Not help!)
- A mass breakout attempt? With the main priority to get the gang leader freed and a lieutenant is then upgraded to take his spot as gang leader.
Deville
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Re: Prison Architect Alpha 35

Postby Deville » Thu Jul 30, 2015 5:20 pm

Interesting update.

Now that we basically have "levelling" for prisoners, the same would be neat for staff. :)
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Re: Prison Architect Alpha 35

Postby DoofusMagnus » Thu Jul 30, 2015 8:06 pm

I love it, but I think there should be three gangs per security level. The three-faction dynamic is ruined if one gang is isolated from the others, as seen in the video.

I imagine this would require either more colors used or randomly generated gang names to avoid confusion between security levels.
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Re: Prison Architect Alpha 35

Postby paulthekiller123 » Thu Jul 30, 2015 10:21 pm

I have a few ideas for future updates, I have many ideas but I'll list what I want and other may also want.
So firstly I really want the deployment to have more advancement, so just say that you would want to only deploy maximum and medium in one zone but not protective, minimum or death row in a canteen together, then in deployment you click on maximum and medium and put them in to one zone. By showing this, you guys. I want this because i want protective custody and minimum to be together because minimum are less likely to assassinate snitches (this could be shown in the deployment as half yellow and half grey in a canteen).

My second suggestion is that requirement for certain things such as filing cabinet, computers, phones and drink machine should have mechanics applied to them such as filing cabinets have plans of the prison (which makes it easier for them to escape) and prisoner can sneakily get a mobile phone and take a photo of the plans/map of the prison and go back to their room at night and start digging underground. Also drinking machine should be a no no for prisoner because there is caffeine/alcohol and caffeine overdose can lead to lack of sleep which makes your prisoners unhappy but if there is no drinks for them they will be still be unhappy so ye average drinks a day.

Also I suggest ideas such as new types reputation; hackers are clever deadly prisoners that can hack into your prisoner system and shut down electrical stuff such as the power generator and which in results makes riot more imminent, but to do this they must be provided with computers/laptops/office desk, but if it is a prisoner that don’t have this reputation, computers could be used as browsing which could increase their chance of passing the general education program/ foundation education(also could be used as recreation) and escapist are clever prisoners that have escape many prisons more easily than other prisoners through disguising(could be taken from a unconscious/dead officer),tunneling with their advanced knowledge of crafting(also I think you great developers should implanted crafting so it makes it easier for prisoner to escape), and so on). I think that you guys could implement a mechanic that manually restricts an individual prisoners from entering certain areas such as restricting them from offices and so on....(such as that you don't want a hacker to go into offices to hack into computers)

I think books should also have mechanics implanted such as that reading books could be used as a source for education (reading which could increase their chance of passing the general education program/ foundation education), it also could be used as spirituality, literacy and recreation. And also there should be a new need that says that if your prisoners are making friends or not (sorry for bad grammar) and if your prisoners are friendly towards each other (which might result in higher chance of escaping together and quicker). Prisoners that mix with other prisoners (such as maximum mixing with minimum) can lead to fights and unfriendliness, so in this case, splitting different prisoners types into different zones are better.
I would also like electric fences(they cost lot of money and 5 fence equal 1 bar(or whatever) but are very useful in preventing/slowering down tunneling escapists.) and a watchtower where 'Sniper Guards'(I would like this new feature of different types of guards)can try to prevent escapists with their snipers.

Lastly, I would like different types of guns with different amount of bullets each which can be used by armed guards such as Pistols/Revolver (Medium rate of fire, medium damage and can be shot from ALMOST any distance within the range of the firearm and do the same amount of damage.), Snipers (Are slow in rate of fire, high damage, only advantageous when shot from a long distance), Shotgun(slow rate of fire, high damage, many caliber pellets that can damage multiple enemies and are only advantageous when shot from short distance) and lastly Assault Rifle(large amount of bullets in the each clips/magazine, high/medium damage, high rate of fire and can be use from almost any distance within its range. But sadly only can be used by national guard.)

I hope that you guys take this into consideration, keep up the good work.
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WiseWoodrow
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Re: Prison Architect Alpha 35

Postby WiseWoodrow » Fri Jul 31, 2015 2:05 am

What are your plans for nerfing gangs in the future? You talk about how they will absolutely wreck your prisoners, and that they aren't recommended for non-hardcore players, because the way they are now, are quite game-breaking for any non-hardcore player - Considering gangs are a widely requested feature for all players, and I don't think you'd make that many updates for a feature isolated from most players,
I'm assuming gangs will get less "fuck everything up"-ey as they develop? Else, it'd be very very weird to spend such time making a very rare end-game feature that most players won't use for a long time.

Deceiven wrote:Easily my favourite alpha to date, nice work as always!

However one concern I have is how gang leaders seem a little stale. I know they're meant to be away from the action, but they just don't seem threatening in the way they should, I want to fear my gang leader and be worried for his every move. Other prisoners should cower in his presence, groups of allied gang members should follow his every move like bodyguards, just something to prove his name. Right now all he does is just run from cell to cell having a nice little chat with his fellow inmates all day every day trying to recruit them, he does nothing particularly interesting.



..Do you have little experience with legendary prisoners? My friend, a single legendary can destroy a platoon of guards with ease.
Gang leaders don't need a cohort of soldiers to be 'scary'. (They mentioned gang leaders would always be legendary in the video.)


P.S.

This has been said before, but I'm pretty sure we all want an "enable console" option that gives us those godly tools you've made.
They're way too polished looking, in that pretty visual menu, to be just for you. One day!
JoeSieniawski
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Re: Prison Architect Alpha 35

Postby JoeSieniawski » Fri Jul 31, 2015 8:43 am

Is there still going to be a iPad and RT version?
Darkever
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Re: Prison Architect Alpha 35

Postby Darkever » Fri Jul 31, 2015 2:01 pm

Great patch, I'm looking forward to handle the gangs myself! :D

Apostremo wrote:So gang leaders can't just be put in solitary, that's good. But what if i put every leader in a "Super Max Island" ? They can't convert anyone there and have no contact to their soldiers. Will the lieutenants, if existent, still work independently? Would be a cheap loophole, if i just could exclude the gang from the leader, before he even can make lieutentants. A solution could be, that the soldiers get angry over time, when they're seperated from their leader.


I did exactly this. A legendary prisoner belonging to a gang arrived in my prison, and I immediately put him in supermax section. He is not a gang leader (probably because the gang has only 5 members right now), but even if he becomes one... what is he gonna do, since I never allow him to meet any other prisoners?! He tries to escape sometimes of course, but not gonna do it without any external support (though he sometimes kills my armed guards... meanie! :P )

Maybe the security separation should be only considered a "rule" by prisoners, that they can break at their own risk. If they have good reasons, they should be willing to move to another security section... and ofc should be punished by guards if they are caught! Some good reasons could be retrieving an arranged thrown or smuggled item, assassinate a target they really hate (even if they are in a protective custody area), satisfy an impending need, or... go meet their gang leader ;)

Deceiven wrote:A mass breakout attempt? With the main priority to get the gang leader freed and a lieutenant is then upgraded to take his spot as gang leader.


This would be great. Afterall, the main objective of all prisoners is escaping... if they have the means! Conquering zones to gain money to buy weapons and tools should be all aimed to organize a massive escape, either by digging tunnels very quickly or overcoming the guards and walk out. But probably devs already thought of this, right? ;D
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Re: Prison Architect Alpha 35

Postby ironinferno » Fri Jul 31, 2015 9:32 pm

i have one question and ONE QUESTION ONLY?

do the guards even use the drinking machine?
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WiseWoodrow
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Re: Prison Architect Alpha 35

Postby WiseWoodrow » Sat Aug 01, 2015 2:30 am

Darkever wrote:Great patch, I'm looking forward to handle the gangs myself! :D

Apostremo wrote:So gang leaders can't just be put in solitary, that's good. But what if i put every leader in a "Super Max Island" ? They can't convert anyone there and have no contact to their soldiers. Will the lieutenants, if existent, still work independently? Would be a cheap loophole, if i just could exclude the gang from the leader, before he even can make lieutentants. A solution could be, that the soldiers get angry over time, when they're seperated from their leader.


I did exactly this. A legendary prisoner belonging to a gang arrived in my prison, and I immediately put him in supermax section. He is not a gang leader (probably because the gang has only 5 members right now), but even if he becomes one... what is he gonna do, since I never allow him to meet any other prisoners?! He tries to escape sometimes of course, but not gonna do it without any external support (though he sometimes kills my armed guards... meanie! :P )


Remember, gang members get really pissed off if their leader is in solitary too long. Not a valid strategy, since you get gang members in via intake too, you'll have lots of pent up gang members
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Re: Prison Architect Alpha 35

Postby Taxen2 » Sat Aug 01, 2015 3:23 am

ironinferno wrote:i have one question and ONE QUESTION ONLY?

do the guards even use the drinking machine?


No they don't.
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Re: Prison Architect Alpha 35

Postby Fahrenheit » Sat Aug 01, 2015 11:56 am

I see that the release is soon.

So I have only one, but very important suggestion: make prisoners die because of their age, and make age working.
Giving a chance for guy with 236 years to be released (and usually 90% re-offend) is really bad, I have to kill him somehow.


Thank you, Introversion!

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