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= Financial system improvements - Cashflow is now visible from the very start, without needing an Accountant to unlock it - Cashflow is now paid hourly, instead of at midnight as before - The starting bank balance has been increased from $10,000 to $30,000 - The daily federal grant has been increased from $1,500 to $2,000 - You now receive more daily money for the max security prisoners = Cash Bonus : Days without Incident You now receive a bonus to your cashflow based on the number of days without incident. The bonus accumulates at a rate of $1,000 per day without incident So after 1 day you get a $1,000 bonus, but after 2 days you get a $2,000 bonus The maximum daily bonus is $10,000 for 10 days straight without incident The amount received resets immediately to zero after a death, serious injury, or escape = Corporation Taxes You must now pay tax - 30% of all profits, directly out of your daily cashflow. Once you have a profitable prison you can use your accountant to reduce this to 15% You can also unlock an offshore tax haven for a whopping $50,000, that reduces your Corporation Taxes to 1%. (This is only recommended for prisons with massive daily profits) = Bank Loans You can now borrow lump sums of money from the bank, and pay interest on the amount borrowed. Interest payments are made hourly, and each successful payment increases your credit rating. As your credit rating increases, so does the amount you can borrow, up to a max of $100,000 = Prison Share Scheme You can choose to sell shares in your prison to private investors and venture capitalists. They will pay you 10% of the current prison value, in exchange for 10% ownership of your prison. You can sell up to 50% of your prison this way, and you can buy back at any time (although the price may have gone up) However if you've sold 30% of your prison to investors, you will only receive 70% of the price when you come to sell the entire prison = Game rebalancing - The prison 'temperature' now increases quite a bit slower, taking much longer to reach dangerous levels - The temperature falls much quicker once the causes of frustration have been resolved - A prisoner's "time served" now counts up much more slowly, meaning they will spend longer in your jail before release Previously one year sentence = 36 game hours (1.5 days) Now one year sentence = 120 game hours (5 days) - The Workshop Safety Induction can now be taught to 10 prisoners at once (up from 5 previously), and prisoners can use a workshop saw OR a workshop press whilst learning- New room/zone : Exports Finished items are taken from the workshop to the new exports zone. Workmen will do the hauling. If the exports zone is 'secure' then your prisoners will also do the hauling. Items in the Exports zone will be loaded onto passing delivery trucks and taken away. You will be paid as they leave the prison site NOTE: Logs will be auto-sold if there are no workshop Saws on site NOTE: Wood will be auto-sold if there are no carpenters tables, or no qualified carpenters on site- SDL 2.0 The game is now using SDL 2.0 for windowing, mouse/keyboard input, and sound. (Previously SDL 1.2) This should help with hardware compatibility and reliability Also provides better support for high dpi displays, joypads, tablets etc - High DPI mode is now supported on certain displays - eg the Macbook Pro Retina display. Enable it from the Graphics menu. This will make the game look significantly sharper on high DPI displays. (Eg Retina Mac previously ran the game at 1280x800 - now runs at 2560x1600 on a 13" screen!)- Greatly improved the display of Jobs in the deployment screen- You must now keep your Administrators employed if you wish to continue using the facilities they have unlocked- Prisoners with 'Qualifications' gained from reform programs will now strongly prefer to work in jobs that use those qualifications This fixes a problem where all your qualified workshop prisoners went off to do the cleaning- Tazers are no longer flagged as 'Metal', so wont set off metal detectors- Trees will no longer leave a stump if they are felled indoors, eg after building new foundations over forest- The Emergency Services toolbar now shows tooltips for each service type, including the cost of callout- The Rooms toolbar now highlights rooms you are likely to want to build, due to grants/objectives- The Bureaucracy screen has been laid out in a new arrangement to make room for all the new unlocks- The Lawyer has been removed from the game, as he currently serves no purpose. He may return at a later date.- New graphics for the Teacher- Fixed : The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot. This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once. NOTE: You may need to manually click "Reschedule" if your prison has this problem after loading- Fixed : Prisoners working as janitors would stand around in the cleaning cupboard doing nothing, unless you had at least one janitor hired (or if you had very few janitors in a large jail)- Fixed : Cutting down a tree near a wall square will no longer demolish that wall square- Fixed : Experience will no longer tick up on dead prisoners- Fixed : You can no longer place rooms over lakes- Fixed : Stolen contraband would still be counted if the prisoner responsible had left the jail. This counted towards the overall 'Supply' level, but could never be found by searching.
= Prisoner Grading All prisoners have a new 'Grading' tab in their rap sheet, in which they are scored on four key metrics: - PUNISHMENT To what extent has this prisoner been punished? Long jail terms and solitary increase this. - REFORM How successful have your reform attempts been? Passing reform programs and working increases this - SECURITY Was the prisoner kept safely locked away? Fights and escapes detract from this, armed lockdown counts towards it - HEALTH A measure of the welfare of your prisoner. Keeping them well fed and exercised will increase this. These factors are combined, together with their age, number of prior convictions etc, to produce an estimate of their Re-offending chance. There is a new overall grading 'score' screen, available from the build toolbar The gradings for all your released prisoners are combined together and shown This screen shows what type of prison you have produced, and how successful you have been= Failure conditions (!!! TURNED OFF FOR PRE-EXISTING PRISONS !!!) It is now possible to fail when building your prison, in certain circumstances. This constitutes a game over event. All failure conditions come with a verbal warning from the CEO, giving you chance to avert the failure. There are currently four failure conditions: - RIOT If you let a riot run for too long, the government will be forced to step in and take over your prison. In this event you will be sacked, and the National Guard will be deployed to retake your prison by force. - BANKRUPTCY If you have a negative bank balance and a negative cashflow, you are bankrupt. You will have 24 hours to put in place a financial rescue package before being sacked. - DEATHS Too many deaths in a single day will trigger a warning. If more deaths occur the next day you will be sacked. You will then be convicted of Criminal Negligence, and will spend time within your own jail as a prisoner. - ESCAPES Too many escapes in a single day is a PR disaster waiting to happen. If more escapes occur the next day you will be sacked. - NOTE : Failure conditions are OFF for all pre-existing prisons. They will apply when you create a new prison. You can manually turn them on by adding this line to your save file at the top: FailureConditions true - On screen counters will popup to notify you of deaths and escapes that occurred today- It is now much easier to find foreign language translations in the Steam Workshop. Go to the main menu / Extras / Mods / Find more translations Fixed: Many steam mods were incorrectly tagged as language translations- Finance continued - The "Days without incident" bonus now scales based on how many prisoners you have. You now need 200 prisoners on site to achieve the maximum bonus increase of $1,000 per day. This scales up each day you achieve it, up to a maximum of $10,000 per day, requiring 200 prisoners without incident for 10 or more days. Good luck! - You can no longer trade in shares, or sell your prison, if there have been any deaths or escapes in the past 24 hours. This should put a stop to unconsionable players who helped prisoners escape or commit murder in order to profit from share trading! - Yesterday's exports are now reflected in your cashflow as income- New graphics added for body armour upgrades (guards, armed guards and dog handlers)- Fixed : Exports zone would not work correctly if placed above the Deliveries zone, or placed vertically aligned with the Deliveries or garbage zones- Fixed : Having negative cash reserves stopped hourly cashflow from happening- Fixed : Prisoner sentences counted down faster on larger maps, due to the time warp factor used- Fixed : In the "New prison" window, the "Fog of war" and "Continuous intake" tick boxes didn't work properly- Fixed : Particles and sun shadows are now correctly obscured by fog of war
= Cell GradingAll prison cells are now graded on quality/luxury, on a scale 0 - 10Factors that can affect the cell grading:- Room Size- Outside facing window- Desk & Chair- Tv & Radio- Bookshelf- Shower- EntitlementPrisoners are entitled to better quality cells (if they exist) as they build up time for 'good behaviour'.You can see a prisoner's good behaviour time in their tooltip.One day good behaviour is worth one point of cell qualityAs soon as they misbehave, they will lose their nicer cell and go back to quality 0.Your guards will automatically swap prisoner room assignments from time to time, to try to match everyone to the right cellNew incoming prisoners are entitled to an 'Average' cell when they arriveNew view : Logistics -> Room QualityShows the current grading of all cells in your prison. The colour coding gives a rough guide - green means excellent quality, red means por qualityShows two numbers over each cell, in the form X / Y- Y is the current grading of the cell- X is the grade that the current occupant is entitled to- Behavioural changesPrisoner's chance to misbehave is now affected by the quality of their cell AS COMPARED TO AVERAGEEg a prisoner in a below-average cell is now more likely to misbehave than beforePrisoners staying in above-average cells are less likely to misbehave, because they want to keep their room= Misbehaviour / Temperature changes- Prisoner 'boiling point' now factors in punishment/reform/health/securityThis means prisoners become less likely to misbehave over time, if you successfully punish/reform them, and take care of their health and security- Prisoner tooltip now shows time since last misconduct (good behaviour time)- Prisoners with long sentences ahead of them are now more likely to cause trouble than before- A prisoners re-offending chance is now recorded when they first visit the prison.This value is visible in their Rap Sheet, under 'Grading', in the tooltip for Re-offending rate.= New room : Mail RoomAllows your prison to receive mail from the outside world - ie letters from inmates familiesBags of unsorted mail will arrive every day at 6am, and be taken to the mail roomPrisoners work within the mail room to sort the mail into satchels, ready for deliveryPrisoners or Guards then take those satchels around the prison and deliver the mail.Prisoners experience gains in Family, Recreation and Comfort when reading mailThe incoming unsorted mail is a new source of smuggled contraband- New item : RadioAn additional luxury item you can place in a cell to improve itPrisoners can listen to a radio for recreation (very similar to the way Tv works)- Deliveries, Garbage, and Exports must now be at least 1x3 (previously would have been ignored if less than 3 high)- Fire (continued)- Fire now destroys utilities like pipes and electrical cables- Fire trucks will now leave dead and unconcious firemen behind- Firemen now take 75% less damage from fire than other entities- Entities now react better to fire - avoiding it where possible- Fire-engine siren sound now shuts off correctly= Bug Fixes - Fixed: Sometimes loading a prisoner based on a Name-in-the-game resulted in corrupted body and head sprites - Fixed: Movement commands from the player didn't show up unless the entity was itself on screen - Fixed: Typing '%' into input fields causes the game to crash.
= GangsSome prisoners will now have gang allegiences upon entering your prison.This can make those prisoners much harder to deal with, as they will work to defend each other during trouble.This is an optional feature, enabled by ticking the new "Gangs" tickbox in the New Map screen.(Nb. You can also hack gangs into an existing prison by adding 'EnabledGangs true' to the top of the .prison file)More dangerous / higher security prisoners are more likely to be gang members.- Gang members can be identified visually by their full body tattoos - Gang members will always come to the aid of their fellow gang member when fights break out.This includes coming to the aid of a fellow gang member involved in a fight with guards.- Gang members more likely to try to steal weapons, and more likely to carry them rather than stash them- Gang members will not participate in any voluntary reform programs- Gang members will not work for the prison- New view : Intelligence => Gangs. Highlights all known gang members and shows the total number of members of each gang.Nb. This is part 1 of a larger feature. = New room: Shop- Requires shelves and a shop front. The shop front should go on a wall such that prisoners can acces the shop front from a corridoor.- Shop goods will be brought into the prison in the usual way, and taken to the shop.- Prisoners can work in the shop, and will unpack the boxes of goods onto the shelves.- Prisoners can buy items from the shop to help with their needs:- Soap, shampoo etc for Hygene- Towels, blankets etc for Comfort- Magazines for entertainment- Snacks for Hunger- All prisoners are now paid a fixed wage of 50 cents per hour when working for the prison- Items in the shop cost $5 each- Prisoner wages and shop takings are now shown in the daily cashflow report (updated at midnight)- Prisoners are more inclined to participate in voluntary training programs, and will concentrate harder,when there is a shop on site. (They want to earn that wage to buy things for themselves).- The shop is a potential source of smuggled contraband = Asian language supportThe game now supports asian character sets, paving the way for translations into JapaneseChineseKoreanetc- Mail room (continued)- Fixed: Mail satchels would be endlessly delivered in certain circumstances- You can now dump mail satchels if you end up with too many- Escape tunnels (continued):- Each member of a dig team now brings diminishing returns to the overall speed of digging.This represents the fact that (say) 10 prisoners just couldn't dig all at once in one square.Previously 4 prisoners would dig four times faster than just 1 prisoner.it will now take 4 prisoners to dig twice as fast as just 1 prisonerIt will take 11 prisoners to dig three times as fast as just 1 prisoner- Searching a toilet manually will now reveal any escape tunnels. Nb this requires you specifically search the toilet itself, and does not apply if the toilet is searched as part of a "search cell" or "search cell block" order- Conventional fences no longer slow diggers down- The research screen now flashes a warning if you are attempting to research an item,but are missing the neccesary Administrator, or he does not have an office- Emergency services personel no longer need to rest in a staff room- More prisoner faces added to the sprite bank, for greater variety= BUG FIXES- 0003270: [Control & User Interface] Flashing Yellow area in deployment screen not explained - 0004990: [Gameplay] Basic Detention Center fails to recognize completed rooms if other rooms are incomplete- 0003318: [AI & Behaviour] Delivery Trucks fail to stop and unload (when delivery zone at bottom of the map) - 0006493: [AI & Behaviour] prisoners use the same seat/phone/shower etc - 0007248: [Mod System] Special Characters prevent mods from work - 0008666: [AI & Behaviour] Prisoners reading books will stop following regime and freeze up unable to fulfill needs.- 0008916: [AI & Behaviour] Mail Room keeps ordering more Mail Satchels- 0007670: [Control & User Interface] Spelling of bureaucratic in Chapel Description- 0003271: [Gameplay] Clone Tool + Water- 0007630: [AI & Behaviour] Gardeners and other AI vibrate when in 3x speed mode- 0006067: [Gameplay] Prisoners are tunneling too fast (through perimeter wall)- 0001166: [Gameplay] Guards wont take prisoners to Solitary Confinement, prisoner stuck in limbo - 0008714: [AI & Behaviour] Some dump jobs are never done - 0008766: [AI & Behaviour] Empty Parole Program slots not being filled despite long queue of eligible prisoners- 0005953: [Graphics] Uniform's are sometimes under the bed- 0006142: [Graphics] Render issues when stacking drains with other items- 0008750: [AI & Behaviour] Prisoners do not leave Transport Bus if reception is full of laundry- 0005453: [Gameplay] Power Switch + Cctv Monitor = UNLIMITED VISIBIlITY! - 0008996: [AI & Behaviour] Prisoner released during shower leaves naked - 0000665: [Gameplay] pausing stops the limit-check for daily spending- 0008034: [AI & Behaviour] Chefs Don't Cook - 0008129: [Graphics] Death Row font too dark - 0006952: [AI & Behaviour] In large prisons suboptimal transport job causes death of overdosing prisoners during transportation to infirmary - 0005830: [Gameplay] Bureaucracy research never finishes if started during pause after firing warden- 0002935: [Gameplay] Guard dogs kill prisoners- 0007920: [AI & Behaviour] Unconscious dog and dead handler- 0006228: [AI & Behaviour] Dog handlers can't get tazers anymore, but research says they can- 0009032: [AI & Behaviour] Dead guards in hearse still have flashlight on - 0003311: [AI & Behaviour] Guards escorting prisoners to from their cell to the same cell over and over- 0008135: [AI & Behaviour] Dirty trays are being stacked outside canteen (in a remote solitary cell, for example)- 0007151: [Gameplay] Truck drivers can be sacked - 0006966: [AI & Behaviour] 0 demand for meals in the second hour of Eat- 0003132: [Gameplay] Sometimes contraband is listed as "None"- 0007437: [AI & Behaviour] Cooks Not Cooking- 0007933: [Other] cooks wont cook (Cellblock assigned to non-canteen in logistics)- 0008904: [AI & Behaviour] Laundry without door breaks near-by rooms- 0008624: [AI & Behaviour] Riot Police get tired - 0007675: [Graphics] Altar not displaying properly against a wall- 0008988: [Save & Load] Last Game Save causes a Crash to Steam Client - 0008946: [Gameplay] Library Books keep comingUser avatarChrisIntroversion StaffIntroversion Staff Posts: 1158Joined: Sat Nov 25, 2000 7:28 pmLocation: Cambridge, UK