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Prison Architect Update 3

Posted: Wed Jan 27, 2016 1:47 pm
by Chris
Prison Architect Update 3 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:



Guard Towers + Snipers
You can now build guard towers around your prison for an extra level of security, intimidation, and force.

- New entity type : Snipers
Hired from the staff menu.
These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one.
They will then take turns manning the guard towers you have built.

- Snipers will project 'Suppression' to all prisoners within their line of sight.

- Rules of engagement
When snipers see trouble occuring, they will fire warning shots.
If three warning shots are ignored, they will shoot to kill.
If you have enabled "Freefire" they will always shoot to kill, without warning.
They will also shoot to kill if they see an escaping prisoner already outside the prison secure zone.


Secure Visitation Booths
You can now build secure visitation booths in your visitation room if you choose, instead of the usual tables.
A secure visitation booth has a glass panel that seperates the inmate from the family member, and they use a phone to talk.

- No contraband can be imported through a totally secure visitation room
- However the inmates family needs will not be satisfied nearly as well
- Nb. There must be a complete seperation of visitors and inmates for a room to be considered secure.


Female Names-in-the-game
If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish.
Go to http://www.prison-architect.com/register to do this.


Mod API updates
Scripted interface buttons now correctly pass click callbacks to the script that created them.
This allows scripts to add interactions to other objects in the game world.


- Dormitories of 40 or more squares will now get their own sector for the purposes of guard deployment and security zoning


New Translations
Japanese


Bug Fixes
- Fixed: 2x3 Dormitories with a bunkbed will now correctly accept 2 prisoners

- 0010359: [AI & Behaviour] Doctors not treating during Virus Outbreak Event
- 0010445: [AI & Behaviour] Overdosed prisoners put in solitary instead of infirmary
- 0010477: [Gameplay] Intake System brings in wrong amounts of certain levels of prisoners
- 0010333: [Gameplay] Fill to capacity improvement
- 0010438: [Control & User Interface] CI window shows two % signs rather than one
- 0010352: [AI & Behaviour] Nasty change in the priority of the job assignment
- 0010461: [Gameplay] Contraband scan cooldown causing problems
- 0010459: [Control & User Interface] Suspicion percentage is displayed twice
- 0006604: [Control & User Interface] Double billing of reform programs
- 0010437: [AI & Behaviour] Multiple mailrooms do not work
- 0010480: [Gameplay] Intake not calculated properly
- 0008937: [Control & User Interface] Carpentry Apprenticeship
- 0010452: [Gameplay] Dormitories and adjacent rooms counts as one room
- 0010322: [Gameplay] Prisoners not being taken to Dormitories
- 0010298: [Gameplay] 2x3 dorms dont get extra prisoner space
- 0010472: [AI & Behaviour] Opened mail thrown throughout Holding Cell
- 0010453: [AI & Behaviour] Laundry taken from Dormitorys
- 0006883: [Mod System] Allow mods to augment the selected object popup
- 0010367: [AI & Behaviour] Prisoners get ReadBook status and freeze in place
- 0010417: [Control & User Interface] Policy screen in female prisons says "HIM"
- 0010471: [AI & Behaviour] Laundry Room uniforms in odd piles
- 0010095: [Performance] One specific prison that has updated across mutiple alphas is experincing 1sec freezing every 10sec
- 0010468: [AI & Behaviour] Shower Drainage Behaviour Issues
- 0010370: [Performance] Extreme low FPS with many idle prisoners.
- 0010348: [Other] Open mails spawning from my inmates


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Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 2:16 pm
by JASPer.Gamer.9.0
First update 3 post!

Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 2:39 pm
by MaXMC
Haven't seen the entire video yet... BUUT, will the PC-version also have the new interfaces?

Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 3:21 pm
by VoiD88
Well I guess a new interface for the PC version would be ok, but only as an optional thing please. Because I rather like it the way it is :P

What interests me much more is: Will the PC version get the performance upgrade that the console version seems to have gotten? You loaded up a large map with 238 inmates and it ran at unbelievable 60fps on the pc build of the console version :shock: I didn't even think that would be possible for at least 5 years of technological advancement in hardware processing power...

So far I've always told people complaining on these forums that optimization of code would be incredibly hard and that the A* algorithm just wouldn't allow for much improvement of fps once you have a certain number of entities, but now I've seen what the console version can do.
How the hell did the guys from D11 even do that?

Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 3:26 pm
by MaXMC
VoiD88 wrote:Well I guess a new interface for the PC version would be ok, but only as an optional thing please. Because I rather like it the way it is :P

What interests me much more is: Will the PC version get the performance upgrade that the console version seems to have gotten? You loaded up a large map with 238 inmates and it ran at unbelievable 60fps on the pc build of the console version :shock: I didn't even think that would be possible for at least 5 years of technological advancement in hardware processing power...

So far I've always told people complaining on these forums that optimization of code would be incredibly hard and that the A* algorithm just wouldn't allow for much improvement of fps once you have a certain number of entities, but now I've seen what the console version can do.
How the hell did the guys from D11 even do that?


I don't generally want the Console GUI for the PC but a new interface for the PC is a must, look at the ROOMS button on PC, it's a mess. They needed to add a search button just to find stuff...

Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 4:08 pm
by rstd2
This update looks great, can't wait to try it out!

Re: Prison Architect Update 3

Posted: Wed Jan 27, 2016 5:15 pm
by Jamessuperfun
Yeah... After seeing this I've realised this game is in dire need of a UI upgrade. It looks like a whole new game, in a good way - much more user friendly. Perhaps this has improved since I last played though, which was shortly before 1.0 (planning to install and play again now).

I'm sure it wont be easy, but I think it would drastically improve the game.

About the performance - Agreed. Usually I pick this up, play for a while, get to a massive prison, get fed up of 10fps on my very powerful system and quit again :/ Would be nice to see some higher framerates.

Re: Prison Architect Update 3

Posted: Wed Feb 03, 2016 4:57 pm
by knoest26
I agree on the UI point, it is getting more and more difficult to find the rooms you needs. I dont think a search option would fix, maybe just reorganise it.

Re: Prison Architect Update 3

Posted: Sun Feb 28, 2016 2:54 am
by rstd2
I ope we're getting Update 4 soon...

Re: Prison Architect Update 3

Posted: Mon Feb 29, 2016 6:30 pm
by DangerousAndroid
rstd2 wrote:I ope we're getting Update 4 soon...


It will be released the 4th Mars.

https://twitter.com/IVSoftware/status/7 ... 77?lang=no