You can pre-order Prison Architect and get immediate access to the alpha at www.prison-architect.com!
We have made the first of many update videos which explains and demonstrates the new features. Our future plan is to release a video with each of our Alpha updates, and the format of the videos will generally be a recorded conversation between myself and Mark in which we demo the new features and explain them to you. We hope you approve! Subscribe to our Youtube channel to keep up.
We ran a poll on our Alpha forums asking the community what feature they’d like to see first, and Guard Deployment came out clearly on top (beating the Fire Department callout and Escape Tunnels). So the first major feature of this new build is the Deployment screen. This shows you a security schematic of your prison and allows you to assign guards to each of your sectors, and to set patrols for them to walk along. This makes locking down your prison a lot easier!
We’ve also fixed a bunch of bugs and introduced an option when creating a new prison which lets you restrict the incoming rate of prisoners so they don’t overwhelm you. Rather than receiving a random number every day you will only receive prisoners when you have space. This is optional but gives a more laid back sandboxy feel. This was another very strongly requested feature.
We hope you enjoy the new update. We’ll be running a new Poll on the alpha forum soon asking you what features you’d like to see next. We’ve been totally blown away by the incredibly positive response to Prison Architect, and it warms our hearts that our Alpha forum is so bursting with great ideas people have posted, our Wiki is filling up with content, and the Prison Architect modding scene has already started up.
Here is the full change list:
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= Deployment mode
New screen in the toolbar, unlocked in the usual way by the Security Chief
You can assign Guards to the sectors of your jail
You can draw Patrol routes within the sectors, and your guards will follow them
- Intake options: When creating a new map there is an option called Continuous Intake
- "Enabled" behaves like Alpha1, ie a semi-random number of prisoners arrive every day
- "Disabled" means prisoners only arrive when you have capacity to fit them in
- Max 24 prisoners per day either way
- Newly created sandboxes have a Time Warp Factor, which govers the speed of the game clock.
Large maps now "slow down" the game clock by 50% to give entities longer to get around.
Medium maps slow down the game clock to 75%. Small maps run at 100%.
- The game now saves thumbnail PNGs when you save a level.
These are displayed in the Loading / Saving screen when available
- Large Pipes can now be built under existing walls
- Fixed: Game now runs on MacOSX 10.6 or greater (issue with libcurl)
- Experimental Fix: Game should now run properly on Retina Mac screens
It will default to fullscreen at the lower (non retina) resolution
You can force Retina resolution (2x higher) in preferences.txt with screenW and screenH
- Fixed: Some needs should not be displayed to the user (Eg need for Weapon)
- Fixed: Prisoners will no longer sit on chairs or use any equipment in any Office
- Fixed: An issue where goods and Prisoners in a supply truck could be left behind on the road
- Fixed: Prisoners would sometimes become stationary zombies after being escorted from the deliveries zone
(AiTargetSet flag not cleared)
- Fixed: Room type was often forgotten after a Save & Load. Room type would show up after load as "None".
Note: Save games with this bug will still be broken on Load. The game will assign these rooms type "Cell" as a guess.
- Fixed: An issue that caused Save Games to load very very slowly (appearing to crash) if you had created a single very large room
- Mealtimes [Secret]
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