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New room type: Dormitory
New furniture: Bunk Beds
A Dormitory can house any number of prisoners, based on the number of beds installed. Dormitories can be small eg 2x3, replacing the normal Cell, allowing for two or more inmates to share a cell together Or Dormitories can be large, with shared showers, toilets, phones, tvs, recreational facilities etc. Better facilities will result in a higher room grading, which will have a positive effect on your inmates
= Prisoner Intake (continued)
There are now several different modes of Intake that can be set for your prison
Choose your mode from the Intake report
CLOSED
No inmates will be brought to your prison
FILL CAPACITY
Inmates will be brought into your prison when available, until your available capacity is full
TOTAL PRISONERS
You set the total number of prisoners desired, and the Intake system works to fill that number
NUM PER DAY
You choose the number of prisoners to bring in each day (The old method)
ALL
All available prisoners will be brought in every day
= Escape mode (continued)
Escape mode was deemed too easy and unbalanced, and several features have been nerfed.
Damage done to a prison and its staff is now repaired automatically, once the player surrenders or is knocked out.
All staff killed are replaced with new hires
All fires are extinguished
Burnt down walls now get construction jobs created to replace them
All ranged weapons now have limited ammo.
Nb you can press G to drop the current weapon.
Shotgun : 6 shots
Pistol : 6 shots
Tazer : 1 shot
Assault rifle : 30 shots
If you steal an item from a room, there is now a three hour timer before that item can be stolen again from that room. This will put a stop to whole teams of escapees stealing knives from the kitchen. Nb these timers end instantly when the player surrenders or is knocked out.
Reputations rebalanced
Skilled fighter: chance to disarm opponent now reduced to 20% per hit, down from 30%
Extremely deadly: chance to kill reduced to 15% per hit, down from 30%
Ranged weapons are no longer made more powerfull by the Strong/Deadly reputations
Ranged weapons no longer disarm opponents when the attacker has the Skilled Fighter rep
Improved game over screen to stack up victims in the same way as the intake report's prisoner preview.
- Gangs rebalanced
Rebalanced the chances of gang members and leaders arriving, to make gangs a more likely occurance.
Doubled the chances of receiving gang members at intake
The chance of an incoming gang member being a leader is now much higher
The probability of receiving a gang leader also increases as the size of the gang increases.
- New translations
Greek, Romanian, Swedish, Turkish, Spanish, Portuguese
= BUG FIXES
no more saving on escape mode gameover screen
Items still loaded on trucks dont get search jobs during shakedown
deployment menu has the correct default selected based on your research
fog of war turns on sooner on GABOS level
error sound only plays once when unable to afford objects
md5sum
f5add6998945ba417543990e0c568dc6 ./xdelta3.exe
111992dbff26dfc37a9ef91979c8d933 ./sounds.vcdiff
fd5adc06c92adfada8b46daf1442cc00 ./main.vcdiff
973cb1cc86f621df6afdd5a3e88f9681 ./SDL.dll
e1a8014f92f56352b66f12587ec55038 ./Prison Architect.exe
sha1sum
fd958990659712c61c2691268d9f44bf0f49baea ./xdelta3.exe
68a528ae208f409878be8e390926cc45f8171e00 ./sounds.vcdiff
c80540191c1b3369bedb484b7f6df7770b850be9 ./main.vcdiff
2ed1e9ba4e2d4c900bc361435437df938f44df52 ./SDL.dll
a9b6410f19db6b660711a857aa0be99e050454dd ./Prison Architect.exe
cksum
663713450 ./xdelta3.exe
285195074 ./sounds.vcdiff
2486681132 ./main.vcdiff
3566884237 ./SDL.dll
4225676110 ./Prison
2 mal bearbeitet, zuletzt 18. Nov. 2015, 15:54 Uhr
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