Prison Architect Alpha10 launched

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Chris
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Prison Architect Alpha10 launched

Postby Chris » Thu May 30, 2013 6:05 pm

Alpha 10 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 are having trouble please click click here for more information, or email us at support@introversion.co.uk

Here is our alpha10 video demonstrating the new features. This video is a bit longer than usual because we had quite a lot of new content to show, and the prison riot at the end took quite a while to sort out. We think it’s totally worth it though!


We’d like to start by welcoming all you lovely new Linux users to our game. We are now supplying builds for Linux via steam and as a standalone download from our website. (Free to all users of course). The game should be widely compatible across the various Linux distributions, but please let us know if you have problems by logging bugs in our bug tracker. We have targeted Ubuntu 12.04 (32 bit and 64 bit) as a starting point, and we anticipate wider compatibility in later alphas. Please note that we do require glibc 2.15 or later, which unfortunately means Prison Architect does not currently work on Debian Stable.

We are continuously blown away by some of the prisons our community build. Layouts that we’d never considered, or packing an entire jail into 12x12 squares, or nightmarish concrete hellholes. Now you can share your best prisons with the rest of the world via the Steam Workshop. From the main menu in game you can access our workshop integration, and from there you can publish your prison, or play other peoples prisons at the click of a button. To browse the full list of published prisons click on “Open Steam Workshop”, and you’ll see the Steam Overlay popup with thumbnails of each jail. Click on the green plus to subscribe to a prison, and from then on it will show up in your game list as a playable prison. If the original author updates his prison you will get those updates automatically via steam workshop. We’d like to encourage you all to publish your best prisons - we really want to see what you’ve built with our game.

Image

Click here to take a look at the Prison Architect steam workshop, and all of the prisons currently published:
http://steamcommunity.com/workshop/browse/?appid=233450

In the UK milk has to be labelled with “Allergy warning: contains milk”, and in a similar vein we think we are stating the obvious when we say that Steam Workshop integration is only available in the Steam build.

Our most significant change to the game itself comes in the form of an entirely new anger model. We have fundamentally changed the way prisoners get angry and express their anger through violence. Conceptually there is now a prison-wide “Thermometer”, which represents the overall danger level of your prison. It increases over time when you have a lot of angry prisoners (ie their needs are not met). Conversely, when prisoners feel they are well treated they will decrease the overall danger level of the prison. Over time as the anger level rises, more and more prisoners will start to kick off. Other factors affect this danger level as well - punishing a lot of prisoners acts as a deterrent, decreasing the danger level. Riot police on site act as an antagoniser, increasing the danger level. You can see all of this in the status bar at the top of the screen. (Note: Requires the Chief)

Image

All prisoners now have a “boiling point” on the danger level thermometer, which represents the point at which they will kick off and start fighting/smashing/escaping etc. Violent maximum security prisoners with many years to serve will have quite a low boiling point, and hence will kick off earlier in the process. (If they have decades to serve, what do they have to lose?) Your minimum security prisoners in for fraud etc (ie non violent) who will be released very soon have a much higher boiling point, and are therefore much less likely to kick off, even if they have complaints of their own. The boiling point of any particular prisoner can also be affected by their surroundings - lots of guards in the area will hugely increase the boiling point of prisoners in that area, because they know they will be caught and punished if they do anything. If they’ve been locked in solitary confinement for a long time their boiling point will also temporarily rise, meaning they will not cause any trouble for some time.

This new model has a lot of potential for the future as well. In future alpha versions, searching cells will increase the danger level of your prison, and searching everyones cell will result in a huge temporary spike in the danger level due to the anger and distress caused. So you’ll always be balancing the need for security versus the chance you stir up the hornets nest, and trigger a full-scale riot. If you want to create a hard line regime with strict punishments and daily searches, you’ll need a lot of guards to hold it together, but it will be possible to focus on security and effectively ignore the prisoners needs. We will finally have the possibility of right wing (high security / strict discipline / heavy punishments) prisons as well as left wing (welfare / reform / human rights) prisons.

Speaking of full-scale riots, these now occur when the danger level of your prison rises too high. Rioting prisoners will capture their cell block (it turns red currently), and will attack any guards or riot police in the area and steal their keys and weapons. They will then smash down all the internal doors and free all the prisoners locked up in the area, before extending the riot into neighbouring cell blocks. Your guards and staff will not go near captured cell blocks, and you will gradually lose control of your whole prison if you don’t put it down quickly.

In order to deal with this new threat, we have introduced two new emergency units into the game - riot police, and paramedics. Both are called from the emergencies menu, just like the existing fire department. Riot police are much tougher than normal guards and will happily march into captured sectors to recapture them. We’ve had these units in our internal version of the game for some time, but it’s taken us a long time to get them ready for public release.

Image

Our audio guy Alistair Lindsay has added a ton of new audio elements to the game for alpha 10, to underscore the new anger model and rioting. You can now get lots of warning when trouble is brewing by listening to the sounds of your crowds of prisoners. If you can hear booing and hissing then the crowd is angry, but not yet violent. If you hear metal cups clanging against walls then this means trouble is imminent, and you should get some guards in there asap. If things do escalate into a full-scale riot, you’ll hear a whole new dynamic musical score - the music changes as the riot progresses. Alistair has really outdone himself here, and the prisons of alpha10 can sound like very dangerous places indeed when things are out of control.

Finally we’ve noticed from watching a lot of youtube videos of people playing Prison Architect that they often don’t notice when a fight breaks out slightly off screen. Many times we’ve seen commentators suddenly find some dead bodies and shackled prisoners, and exclaim that they have no idea what happened. So we’ve introduced some new incident markers - these blue circles will popup on the edge of your screen and direct you to trouble whenever a guard sees it happening. You can click on them to move immediately to the trouble. This should help players keep an eye on trouble when it does break out.

That’s all for alpha 10, we hope you enjoy the new features, and we will be back with alpha 11 in one months time.



Full change list

Code: Select all

= Steam Workshop
    You can now share your prisons online via the Steam Workshop, accessible from the main menu (Steam version only)
    You can publish your current prison by giving it a name and clicking on Publish
    Alternatively you can browse the Prison Architect workshop and subscribe to other people's prisons
    Subscribed prisons will show up in the workshop window and can be played at any time by clicking Play
    Use the Steam Workshop itself to set descriptions, metadata, and to manage your published prisons

= Linux
    Prison Architect is now available for Linux, via Steam and as a standalone download
    We have targetted Ubuntu 12.04 and later (32 or 64 bit) for now, with wider compatability coming in future alphas
    The game should work fine on other distros, but please let us know if you have problems
        Note: Prison Architect is not currently compatible with Debian (Stable), because we require glibc 2.15 or greater

= New anger model
    The system for determining when prisoners become angry and misbehave has been totally overhalled
    There is now a Thermometer which represents the "danger level" of your prison. A high "temperature" will lead to fights.
    All prisoners have a "boiling point", which represents the temperature at which they will kick off
    Max sec prisoners will tend to have a lower boiling point, meaning they will kick off earlier
    This thermometer is visually represented in the top toolbar, showing the current temperature and rate of change.
       Factors affecting the danger level of your prison:
        - (increase) prisoners angry that their needs are not being met
        - (increase) prisoners locked up for no reason
        - (increase) riot police on site
        - (increase) fight / riot occurring nearby
        - (increase) recent death
        - (decrease) prisoners who feel they are well treated (all needs met)
        - (decrease) guards stationed in the area
        - (decrease) recent punishments (deterent)

= Rioting
    If the "temperature" of your prison rises too high, prisoners will begin to riot.
    This raises the temperature further, resulting in a feedback loop which can push the entire prison into riot
    Prisoners who are rioting will capture their cell block, and will defend it against your guards and riot police
    Rioting prisoners will smash down internal doors, freeing their cellmates and spreading the riot to neighbouring cell blocks
    Your guards and staff will not willingly enter a captured sector - too dangerous

= New Emergency services: Riot police, Paramedics
    To deal with riots, you can now call in Riot Police. These guys are heavily armoured and will retake the captured sectors
    You can control them using the Emergency Callouts unit list on the right of the screen, or by drag-selecting
    Paramedics will heal anyone injured nearby
    You can dismiss emergency callout units by clicking on the red X next to their unit icon

= Incident markers
    When guards spot an incident, they will now "radio in" to alert you of this trouble
    Markers will popup around the edge of the screen, directing you to the incident
    Click on the Marker to quickly move to the incident
   
= Laundry continued:
    - Prisoner uniforms now come out of the laundry machines crumpled, and must be ironed before use (requires Ironing Board)   
    - Prisoners will now change into their clean uniforms whenever their Clothing need is high
    - When showering, Prisoners will now get undressed only when close to the shower
    - Fixed: Multiple laundry baskets were being sent to a single sector at the same time
    - Fixed: Not enough prisoner uniforms are delivered to the prison
    - Fixed: Laundry baskets would sometimes render a vertical stripe of random sprites above their position

= New audio work
    A ton of new audio elements have been added to the game, especially for angry crowds
    You will now get lots of audio warning before trouble breaks out. The prison now sounds a lot more dangerous
    A brand new dynamic music score will play during and after a Riot
    All objects are now made of a certain material (Wood/Metal etc) and have appropriate damage sounds


- There have been significant improvements to direct unit control, ie drag selection, movement commands etc

- You can no longer build on the very edges of the map, or anywhere on the road

- Guards and staff can no longer see through walls (ie do not reveal fog of war)

- The Regime report now shows the current time as a horizontal line

- Prisoners will now sleep when in their cells at any time between 10pm and 8am, if they need to
   
- All consumables are now delivered in batches, once per hour (ingredients/foodtrays/uniforms/metal/bleach)
   
- Workmen can now unload anything from delivery trucks. This fixes bugs where items were left blocking the road

- Prisoners can now receive up to 3 visitors in a single group

- Fixed: Laundry/Workshop/Kitchen objects could not be dismantled because the job was wrongly assigned to prisoners

- Fixed: New construction jobs are often wrongly tagged as "Failed: No materials" for a few seconds

- Fixed: Visitation does not end during a bangup

- Fixed: Graphical bug that resulted in the bottom of some sprites being clipped
   
- Fixed: Prisoners assigned to work in the Kitchen would sometimes try to bring ingredients in from outside,
    resulting in an immediate escape attempt as soon as they were out the front door

- Fixed: The navigation system would fail when trying to plot routes to the very edges of the map   
    (Note: Although entities can navigate to the very edge, they aren't allowed to build on it)


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Alex_D20
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Postby Alex_D20 » Thu May 30, 2013 6:11 pm

!!! :D
DHKold
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Postby DHKold » Thu May 30, 2013 6:39 pm

Awesome, great new features, critical bug fixes, many improvements.
You're doing a wonderfull job!
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Postby Mayonayz » Thu May 30, 2013 7:05 pm

I was just thinking about a new build for Prison Architect. It's almost like you read my mind!
Collic001
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Postby Collic001 » Thu May 30, 2013 7:12 pm

Great update. Thanks for the hard work. I can't wait to try it out :D

The new anger model sounds excellent, and will solve the problem the game used to have of prisoners continually fighting if something major went wrong (much like a dwarf fortress tantrum spiral that never ends).
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bluestrike15
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Postby bluestrike15 » Thu May 30, 2013 8:14 pm

I suggest that utillity's are able to be made under the road. This is such a small request so i didn't bother to make a legit suggestion thread for it.
=P
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111none
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Postby 111none » Thu May 30, 2013 8:27 pm

I wonder about escape tunnel :P but i can finally get the badge police Brutality :D
"The wisest men make there own choices"
With the sincerest regards,
111none
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Postby Lawyar » Thu May 30, 2013 8:28 pm

No solution for dead people? Still Laundry-Problems? :?
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bluestrike15
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Postby bluestrike15 » Thu May 30, 2013 8:41 pm

@ Lawyar
I guess you didn't read the change log.

Fixed: Multiple laundry baskets were being sent to a single sector at the same time
Fixed: Not enough prisoner uniforms are delivered to the prison
Fixed: Laundry baskets would sometimes render a vertical stripe of random sprites above their position

Don't know if these are the problems you wanted to be fixed but they have improved laundry a bit.


As for not getting rid of dead body i agree with your :?
=P
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111none
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Postby 111none » Thu May 30, 2013 8:53 pm

bluestrike15 wrote: As for not getting rid of dead body i agree with your :?

+1
"The wisest men make there own choices"
With the sincerest regards,
111none
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Postby Lizarb » Thu May 30, 2013 8:57 pm

Looks like a great update, there goes that weekend. ;)
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Postby Gamecub » Thu May 30, 2013 9:13 pm

My Alpha 10 doesn't seem to work. It crashes on start up. I've tried multiple times to install fresh, no old save files, tried switching over to Steam to download from there, deleted preferences, Campaign, basically everything under the moon, but it still automatically crashes when attempting to start Prison Architect.

alpha-10 pc steam compiled 14:49:44, May 28 2013
Loading Preferences from C:\Users\User\AppData\Local/Introversion/Prison Architect/preferences.txt
BEGIN DataRegistry DUMP:
Screen
ScreenW [int] 0
ScreenH [int] 0
ScreenWindowed [bool] 0
ScreenMultiSampled [bool] 0
ScreenSuperSampled [bool] 0
Sound
SoundMixFrequency [int] 22050
SoundVolume [int] 255
SoundSwapStereo [bool] 0
SoundEnableDsp [bool] 1
RenderRooms [bool] 1
RecentMap [string]
FirstTime [bool] 1
AutoSaveTimer [int] 10
HardwareCompat [int] 0
LastKnownVersion [string] alpha-10-pc-vanilla
END DataRegistry DUMP:
Suggested resolution : 1920 x 1080



And the preferences


ScreenW 0
ScreenH 0
ScreenWindowed false
ScreenMultiSampled false
ScreenSuperSampled false
SoundMixFrequency 22050
SoundVolume 255
SoundSwapStereo false
SoundEnableDsp true
RenderRooms true
RecentMap (empty)
FirstTime true
AutoSaveTimer 10
HardwareCompat 0
LastKnownVersion alpha-9-pc-vanilla



Any helpÉ
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Dosedmonkey
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Postby Dosedmonkey » Thu May 30, 2013 9:33 pm

"Please post all bugs in our Mantis bug tracker, NOT here."

Use link above, to thread about Mantis bug tracker, please post your bugs there, so they can keep track of them. Very hard to keep track of them on the forums.

Alpha 10 video..

Code: Select all

http://www.youtube.com/watch?v=2AvyvTYhB-E


Very awesome riots. Can't wait to have one. I like the prisoner who says at the end of the riot "I need clean clothes", haha, yep covered in blood chap.

On a serious note, I think the debug thermometer should be incorperated in to the Reports section some how, gamers want access to more information always, things like graphs too. Only you need to look at the great success Cities XL was, for adding more features and data then the Sim Cities franchise ever did. Maybe a list of the 5 most vunerable prisoners once you have the psychiatrist?

A scenario builder mode would be good, so you don't need to use money cheats, and a category seperation in Steam workshop, between descent scenarios and just published prisons would be good. Maybe send scenarios through an approval system?

Anyway time to go play. :lol:
Collic001
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Postby Collic001 » Thu May 30, 2013 10:30 pm

111none wrote:
bluestrike15 wrote: As for not getting rid of dead body i agree with your :?

+1


For now there is a dirty workaround. You can resurrect people with an edit to the save file. It's not ideal, but it can help if you're in a bind. If you search the forums you should be able to find the relevant thread. It's an alpha, so there are going to be issues we have to work around.
Great Magical Hat
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Postby Great Magical Hat » Fri May 31, 2013 1:11 am

Collic001 wrote:For now there is a dirty workaround. You can resurrect people with an edit to the save file. It's not ideal, but it can help if you're in a bind. If you search the forums you should be able to find the relevant thread. It's an alpha, so there are going to be issues we have to work around.


Has anyone ever tried removing the dead from the save file rather than reviving them? My gut feeling says it should be rather easy (though it's more likely to have side effects) and perhaps feels "more right".

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