The deployment screen now highlights innaccessable areas of your prison in a flashing yellow colour. Nav system changes: There should be a lot less failed routing, and entities should now perform better when cut off from the rest of the world. It now takes 50% longer to serve one year of a prison sentence Popup Markers have been disabled for Alpha 13, because we broke them really bad Patrols can now go through multiple sectors as they are no longer connected. The immediate advantage is that you can specify exactly which patrols are walked, and by how many guards In this new system, you must assign guards to a patrol manually by clicking on an existing patrol square Previously Guards would auto-follow any patrol within their own sector, but wouldn't go outside the sector We are changing the patrol system to work differently and better. Search Cell Block : Searches all prisoners and hiding places within the current cell block Search Cell : Searches the prisoner and his cell Search Prisoner/Object : Simply searches the prisoner/object and nothing else You can now perform several different types of search on any object or prisoner: There will be no more building tons of open cells in a giant indoor area without any walls seperating them. Cells, holding cells and solitary cells must now be "Enclosed", which means surrounded by walls and doors. It charges up when they feel in danger.Īs a result of these changes, all Prisoner Biographies will be re-generated when you load an alpha-12 or earlier save game. The previous "Defense" need is now called Safety. This can only be discharged by them spending time alone in their own cell. Prisoners now have an Environment need, representing the cleanliness of their surroundings. You can also request automatic searching of the prisoner and/or his cell when misconduct occurs.Įg a prisoner caught with a tool may be digging escape tunnels, so you can auto-search his cell This is unlocked from Bureaucracy by the Chief, and gives you a new "Policy" report. You can now control the punishments handed out to prisoners when they fight, escape, destroy things etc. You can remove tunnels you have uncovered by using the new material "Remove Tunnels" ![]() ![]() Note: You cannot build utilies through a perimeter wall, and building one will sever any existing utilities in those squares. It can be tunnelled through, but it will take much longer than a normal wall. Tunnellers will do their best to dig around it. ![]() This is an EXPENSIVE new wall type designed to prevent escape tunnels - a very high and very deep wall. Or if they have a very high Freedom need, meaning they've been locked up in their cell for days Prisoners are motivated to dig escape tunnels if they fear for their lives (dangerous prison AND non-violent inmate), Searching a prisoner or his cell whilst he is tunnelling will reveal the tunnel They require a digging tool stolen from somewhere in the prison, and will stash this in their cell They will tend to dig along water pipes, especially large pipes, because these make the job much quicker They will dig from the toilet in their cell outwards, avoiding buildings and walls as best they can Prisoners can now dig escape tunnels when they are supposed to be sleeping There's also a new punishment system in place. It's time to get tough wardens.Īs you can see from the video above, your prisoners can now burrow their way to freedom, so it's up to you to put safeguards in place to stop them. Prison Architect developer Introversion Software has released the game's 13th alpha update, which sees your pint-sized prisoners tunnelling their way out of the slammer.
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