Prison Architect Update 8 (v2.0 preview)

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Chris
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Prison Architect Update 8 (v2.0 preview)

Postby Chris » Wed Jul 27, 2016 11:05 am

Prison Architect Update 8 has been released. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

STEAM USERS: This update is on a steam branch, meaning it will not automatically download. You must manually switch to that branch to see this new version.
- Right click on Prison Architect in your games list
- Click 'Properties'
- Click 'Betas'
- Select 'v2preview' from the list. (Restart steam if it doesn't show up)
- The update will then download.

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



This is a preview build of the v2.0 features that we are properly launching next month. There may be a couple of bugs and glitches in this bad boy so only dl if you are proper brave.....


New improved User Interface
Many user interfaces have been redesigned to be clearer, more consistent, and better looking.

- Improved Build toolbar
New look build toolbar for with much cleaner icons and graphics
Toolbar now filters out locked items by default, leading to simpler menus in early game (Click + to reveal all)
The Room toolbar now highlights room types when you mouse over them
Help tooltips have been added to many of the toolbar menus

- Tooltip sizes made more consistent and screen friendly across the board

- New Context Menu
Click on any object or entity to bring up the context menu
Allows for quick context sensitive actions
Prisoner Rap sheet now auto-follows prisoners

- UNDO
All construction work is now covered by a global UNDO button at the bottom right of the screen
Click UNDO to gradually reverse any decisions you have made, and receive a full refund
Nb. UNDO button is only shown when using the toolbar for foundations, materials, objects, utilities etc.

- Research/bureaucracy screen improved to look better
- Patrols interface improved for clarity
- Pipe and water rendering improved for clarity
- Informants window improved by moving the list to the right of the screen and making it smaller
- Logistics views now more consistent, showing only objects and entities relevant to each view.
Eg Food logistics now shows everything relevent to food: Ingredients, meals, chefs, prisoners working in the kitchen

- Nb. All of the new GUI features can be disabled through Main Menu -> Options -> Game -> Version 2.0 GUI tickbox

- Zoom to mouse
Nb. Can be disabled through Main Menu -> Options -> Game -> Zoom to mouse.


Modding System (continued)

- 'Infinite' mod loading
The game now supports many more simultanious graphical mods than before
It achieves this by gradually increasing the size of the graphics tileset, until your graphics card itself hits its limit
In general users should find they can now activate a great deal more mods before any problems occur
In addition, when the limit is reached you will now receive a warning/error message. (Previously it just started misbehaving)

- Mods with spritesheets larger than 1024x1024 are now supported

- Lua World Scripts
Each mod can now have a data/world.lua script file, which should contain both Init() and Update( timePassed ) functions.
This script is initialised on World initialisation (for both new maps and loaded save games) and Updated on each World update.
Variables set in the "this" or "World" tables will be cast to strings and persist in the save game.
Variables are loaded after Init and before the first call to Update.

- Mods can now have their own sounds.txt file, containing only new/modified sounds.
These will override base data in the same way as other mod files.

- Added Update button to Prison Sharing menu.
Allows any published prison to be updated with the prison that you are currently playing.

- Fixed a bug in the lua scripting system that would try to cast boolean strings (in lua) to a bool (in c++).


New game content
- New events
Contraband surge
Tree fire
Food poisoning
Agitating radio
CI list leak
Mass tunnelling
Preacher

- TVs now broadcast over an area (3x3, shown as a green box).
Prisoners sitting within the viewing area can watch TV and thereby have their recreation needs taken care of.
Nb. Prisoners can be doing other things at the same time, eg eating in the canteen.

- New item: Large TV.
Has a larger viewing area and can easily provide Recreation to an entire room.
Be sure to provide lots of seating spaces.

- Radios now passively broadcast to the entire room.
Any prisoners in a room with a radio are slightly less bored, so get a small reduction to their Recreation needs.

- New item: Arcade Cabinet
Two inmates can play games on an arcade cabinet at the same time


- New Contraband menu option: 'Stolen From'
Shows the location each item of contraband was stolen from, rather than where it was ultimately recovered
Shows 7 days of contraband history.
This is very handy for finding which of your rooms is lacking security
Also easily reveals where contraband is being thrown into your prison.


- New Regime options
Added a 'Work/Lockup' regime type. Treats prisoners who aren't working as being on a Lockup regime instead of free time.
The standard Work regime has been renamed to 'Work/Freetime'


- Dead entities now have their cause of death displayed in their tooltip

- Prisoners without jail cells now show the reason why in their tooltip

- Family cells that are in their own block, separate from other prisoner housing, will form a single sector

- The 'Names in the Game' database can now be manually updated from the Extras | Name in Game menu.

- Updates to all translations to bring all languages up to v2.0.

BUG FIXES
- Fixed: A gang would never receive a new leader, if its previous leader was killed and left the map.
- Fix for Intake System to ensure that the correct number of prisoners are taken
- 0010443: [AI & Behaviour] Family cells do not form a continuous cell block
- 0010559: [Mod System] Changing WorldCell "Ind" property always sets to false
- 0009556: [Mod System] Lua: Triggered property sometimes a string, sometimes a number, sometimes boolean
- 0003033: [Save & Load] Steam Workshop Update not possible
- 0009729: [Mod System] Sprites.png: 1024x1024 size not working
- 0010882: [Mod System] Sprite.png size limitations cause compatibility issues with mods
- 0010290: [Mod System] Sprite Limits
- 0009618: [Mod System] sprites.png: current approach necessary but not sufficient


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knoest26
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Re: Prison Architect Update 8 (v2.0 preview)

Postby knoest26 » Wed Jul 27, 2016 12:54 pm

In case you guys forgot, you never actually added a main menu.
rstd2
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Re: Prison Architect Update 8 (v2.0 preview)

Postby rstd2 » Wed Jul 27, 2016 7:17 pm

I would love to see a mod that tones down the UI by softening the gradient, or removing it altogether, whilst still preserving the new features you guys have added to it.
Fogest
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Re: Prison Architect Update 8 (v2.0 preview)

Postby Fogest » Thu Jul 28, 2016 12:02 am

To give some feedback on the new design of the toolbar area.

I like the bar at the bottom and think this is fine, however when I click and open one of the menus for something like the "Objects" for example, this gradient is pretty prominent. The items seem to be floating and can be hard to read on the gradient and harder to focus on the images with the background colour, especially with some objects that kind of blend with the background like the windows, weight benches, metal detectors, etc.

Overall not much of a fan of the gradient and I do prefer how the old one looked in this regard. I thought the old one looked cleaner and was easier to find objects as they stood out more and the names were easier to read. Also this font seems different and doesn't help with the issue of reading the things.

Edit: I'd like to add some positives here too. I actually really love all of the additional content that has been added. The UI issues is pretty minor compared to all of the additions and improvements. I really am liking the new update!
yuk
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Re: Prison Architect Update 8 (v2.0 preview)

Postby yuk » Thu Jul 28, 2016 12:51 pm

Thanks so much for working on this! Super excited to try it out. I hope the room grading bug is fixed, that's a real pita :).
Nomesh
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Re: Prison Architect Update 8 (v2.0 preview)

Postby Nomesh » Fri Jul 29, 2016 6:33 pm

Thanks so much, it looks great.

One request. Please update the clone tool to allow (slightly) bigger area's and (optionally) include utilities. This would make laying out larger cell blocks so much easier!
DanielMC
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Re: Prison Architect Update 8 (v2.0 preview)

Postby DanielMC » Fri Aug 05, 2016 7:01 pm

Hi guys.

I think there's a problem when selecting "Search cell block".

Each time I click it, the guards only perform the search on the prisoners and forget about the cells.

Hope you can fix it.

Thanks.
Markieg
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Re: Prison Architect Update 8 (v2.0 preview)

Postby Markieg » Wed Aug 24, 2016 5:46 pm

I can not even download the update as it keeps telling me to register for the forum. I must have done as I am writing this now

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