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  1. Update.7
  2. ---------------
  3. = Temperature System
  4. The entire Temperature / Weather / Seasons / Hot water system is now optional on starting a new prison.
  5. = BUGS FIXED =
  6. 0010826: [Other] Logic still broken since after Alpha 25b (Icepick) - resolved.
  7. 0010847: [AI & Behaviour] Tree delivery trucks carry one pallet per truck instead of eight, causing traffic jam and food shortage (Icepick) - resolved.
  8. 0010808: [AI & Behaviour] Prisoners flock to shop with chocolate in stock (John) - resolved.
  9. 0010719: [Gameplay] Fill to Capacity - prisoner buses keep on coming even after prison is overflowing. (Icepick) - resolved.
  10. 0010816: [AI & Behaviour] cells not included in a cell block aren't provided uniforms (Icepick) - resolved.
  11. 0010817: [Gameplay] Room Quality Calculated Wrong (Icepick) - resolved.
  12. 0009415: [AI & Behaviour] Random deliveries to the shop cause shortage of popular item types, eventually freezing the shop altogether (John) - resolved.
  13. 0010815: [Gameplay] Jobs with program education required are never assigned (Icepick) - resolved.
  14. 0010792: [AI & Behaviour] When snipers stop a large group of tunnel escapees, guards do not process all escapees (Icepick) - resolved.
  15. 0010834: [Control & User Interface] Showers that are hooked up with hot water pipes do not show the need for normal water pipes. (Icepick) - resolved.
  16. 0005216: [AI & Behaviour] Prisoners wont sleep befor 10 pm (John) - resolved.
  17. 0010507: [AI & Behaviour] Mailroom does not work (Icepick) - resolved.
  18. 0010827: [AI & Behaviour] New Death Row Prisoners wont go to death row cell, just as protective custody prisoners. (Icepick) - resolved.
  19. 0008893: [AI & Behaviour] Guards, especially armed guards, can get stuck on walls near incidents (Icepick) - resolved.
  20. 0010802: [Graphics] Snow obscures zoning (Icepick) - resolved.
  21. 0009583: [Gameplay] Can't add any object in a cell where a gang member lives, incl. pipes&wires (Icepick) - resolved.
  22. 0010806: [Graphics] Snow Indoors (Icepick) - resolved.
  23. 0005061: [AI & Behaviour] Utilities cannot be built below crossing walls (Icepick) - resolved.
  24. 0007963: [AI & Behaviour] Doctors not healing prisoners with laundry baskets (Icepick) - resolved.
  25. 0009803: [Save & Load] "Autosave Timer" does not get saved (Icepick) - resolved.
  26.  
  27.  
  28. Update.6
  29. ---------------
  30. = Seasons and Weather
  31. The game will now move through the seasons, with the outdoor temperature varying based on the time of year.
  32. Various weather patterns can occur during the game, varying based on the current season.
  33. Overcast
  34. Rain
  35. Torrential rain (Special event, rare)
  36. Snow and frost
  37. Heatwave (special event, rare)
  38. Prisoners needs will be affected by the weather when they are outdoors. Getting rained on will spike their comfort, clothing and warmth needs.
  39. Prisoners left outside in extremely cold conditions (for example in an outdoor solitary confinement cage) can now die of exposure.
  40. Weather is DISABLED by default in all prisons, and can be enabled when creating a new map. Alternatively, use the new "Map Settings" screen in the Extras menu.
  41. = Map Settings
  42. You can now adjust the settings of your prison from a new screen called "Map Settings", found in the Extras menu. This screen lets you enable certain options that may not have been enabled (or even available) when you first created the map.
  43. Nb. You can enable these options, but you cannot disable them once enabled.
  44.  
  45. Available options:
  46.  
  47. Enable Gangs
  48. Enable Events
  49. Enable Weather
  50. = Job Prioritisation
  51. You can now mark any job as a high priority. Simple hold control and either left click or left drag a selection to mark jobs. Available workers (who aren't already on a high priority job) will stop what they are doing and be assigned to the high priority job.
  52. If no workers are available, high priority jobs will take precedence when the workers become available. A small icon in the lower right of a visible job shows if it is marked as a high priority job.
  53. You can remove the high priority marking on jobs by holding control and either right clicking or dragging a selection.
  54. Hovering over an in progress job will now highlight the entity working on it, showing a red line leading to the worker responsible for the job.
  55. Pressing F while highlighting an in progress job will cause the camera to follow the working entity and keep the highlight active.
  56. = Performance Work (continued)
  57. Further performance gains were made this month through several different approaches to optimisation.
  58.  
  59. More systems moved to overlap with Render().
  60. Optimisations to the visible object list builder.
  61. Singly linked lists mostly replaced with arrays (FastList).
  62. Avoid copying of containers where possible.
  63. NeedSystem optimised.
  64. = Bug Fixes
  65. Temperature and lightmap system corruption bug fixed.
  66.  
  67. 0010618: [Gameplay] Temperature next to fire is in the negatives
  68. 0010625: [Gameplay] Temperature drops instantly even in areas that should be producing heat
  69.  
  70.  
  71. Update.5
  72. ---------------
  73.  
  74. = Performance optimisations
  75. We focussed on performance this month, and achieved a speed boost of at least 50%. This work is ongoing.
  76.  
  77. Now defaulting to the VS2015 build, with the old VS2008 build still available for Safe mode (Prison Architect Safe Mode.exe). This gives a good speed improvement over the VS2008 version.
  78. Asynchronous job search system. Instead of synchronously looking for a job, workers, guards, prisoners, doctors now place a request for a new job in a queue. This queue is processed during render phase of the game loop so shouldn't take up any time during the main game loop.
  79. Speed up rendering of the Feed Prisoners Objective. This was particularly slow when there were a lot of hungry prisoners.
  80. Rebuild the indoor/outdoor shadow mask only when a cell changes its material or indoor/outdoor status.
  81. = Thermodynamics (continued)
  82. New pipe type in the utilities view: Hot water pipes These operate on a seperate layer to the existing pipes, and can be overlaid without conflict.
  83. New utility: Hot water boiler Requires a large pipe connection of cold water, and a direct electrical connection You can run hot water pipes from this boiler in any direction. Nb. Water will lose heat the further it gets from the boiler.
  84. All radiators now require a hot water connection to function
  85. Showers can take cold water or hot water. When supplied with hot water, showers will also reduce a prisoner's Warmth need When supplied only with cold water will apply a Frigid effect, which acts as a kind of short-term surpression while also spiking their Warmth and comfort needs.
  86. - 3d mode has been discovered.
  87. This update we have improved 3d mode with new shapes, new shaders operating on all objects, and better wall geometry. 3d mode remains very experimental.
  88.  
  89. Known bug: The mouse position is wrong when using graphics/Supersampling.
  90. Known bug: Long pauses caused by geometry changing, eg wall construction/demolition
  91.  
  92. = BUG FIXES
  93. Thermodynamic map to use 16 bit number type to represent the temperature instead of 8 bit. This fixes a bug with fire showing negative temperatures.
  94. 0010610: [Graphics] entire screen is black and white boxes
  95.  
  96.  
  97. Update.4
  98. ---------------
  99. = Thermodynamics
  100. The game now models the ambient temperature of the world, and it's effect on your prisoners.
  101. The outdoor temperature will vary during the day, and turn cold at night
  102. The temperature of your indoor areas will be affected by this. Indoor areas near doors and windows will lose heat fast.
  103. Certain existing objects generate lots of heat : Cookers (when in use), power stations, water pumps.
  104. New toolbar button under Logistics : Temperature. Visualises the temperature of all areas of your prison
  105. Prisoners now have a Warmth need. This need increases when they are cold.
  106. They will protest if cold for too long, and eventually cause trouble.
  107. If prisoners are too hot for too long (for example working in a hot kitchen) they will develop a status effect "Overheating".
  108. This makes them more likely to cause trouble
  109. New item : Radiator. Build these around your prison to warm up the indoors when required.
  110. = Quick Build menu
  111. The old "Clone" toolbar item has been replaced with a new "Quick Build" menu, with more options.
  112. You can now pick from a set of template rooms, and stamp them dowm in your prison.
  113. All neccesary foundations will be built (if required), and the area will be cleared of walls and objects.
  114. Then your workmen will build all the walls and objects required.
  115. The room type will be automatically assigned.
  116. You can rotate a quick build room using R or middle mouse click.
  117. Available quick build rooms:
  118. Basic Cell
  119. Solitary Cell
  120. Luxury Cell
  121. Shared Cell
  122. Office
  123. Nb. Clone is now available in the Quick Build menu and no longer needs to be researched.
  124. = New prison sharing options
  125. A new option in the Extras menu 'Most Popular Prisons' lets you view the most popular Steam Workshop prisons.
  126. You can choose to view the most popular over the last week/month/year/all time.
  127. Play the prison instantly by clicking Play.
  128. We are now bundling 10 of the best community made prisons with all versions of the game.
  129. These are designed for times when you have no internet connection, or are not running the Steam build (so no workshop access)
  130. You can now attach a Phone Tap to the Secure vistation booths added in Update 3. This will give you more intelligence on contraband, escapes etc.
  131. = New Translations
  132. Ukranian, Bulgarian, Traditional Chinese
  133.  
  134. = BUG FIXES
  135. 0010454: [Gameplay] Escape mode: Revive prisoners (lim_ak) - resolved.
  136. 0010333: [Gameplay] Fill to capacity improvement (lim_ak) - resolved.
  137. 0010588: [AI & Behaviour] Prisoners can work and get paid even when job room is invalid (Icepick) - resolved.
  138. 0009100: [AI & Behaviour] Mail delivered to solitary cell after inmate has left (Icepick) - resolved.
  139. 0010566: [AI & Behaviour] Prisoners do not use weight-benches (Icepick) - resolved.
  140. 0010500: [Performance] Snipers in Guard Towers cause major lag. (Icepick) - resolved.
  141. 0010567: [AI & Behaviour] Doctors get stuck while attempting to heal (Icepick) - resolved.
  142. 0010539: [Gameplay] Saved game, crashes at same spot (Icepick) - resolved.
  143. 0010519: [AI & Behaviour] Wrong delivered mail. (Icepick) - resolved.
  144.  
  145.  
  146.  
  147. Update.3
  148. ---------------
  149. = Guard Towers + Snipers
  150. You can now build guard towers around your prison for an extra level of security, intimidation, and force.
  151.  
  152. New entity type : Snipers
  153. Hired from the staff menu.
  154. These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one.
  155. They will then take turns manning the guard towers you have built.
  156. Snipers will project 'Suppression' to all prisoners within their line of sight.
  157. Rules of engagement
  158. When snipers see trouble occuring, they will fire warning shots.
  159. If three warning shots are ignored, they will shoot to kill.
  160. If you have enabled "Freefire" they will always shoot to kill, without warning.
  161. They will also shoot to kill if they see an escaping prisoner already outside the prison secure zone.
  162. = Secure Visitation Booths
  163. You can now build secure visitation booths in your visitation room if you choose, instead of the usual tables. A secure visitation booth has a glass panel that seperates the inmate from the family member, and they use a phone to talk.
  164.  
  165. No contraband can be imported through a totally secure visitation room
  166. However the inmates family needs will not be satisfied nearly as well
  167. Nb. There must be a complete seperation of visitors and inmates for a room to be considered secure.
  168. = Female Names-in-the-game
  169. If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish. Go to www.prison-architect.com/register to do this.
  170.  
  171. - Mod API updates
  172. Scripted interface buttons now correctly pass click callbacks to the script that created them. This allows scripts to add interactions to other objects in the game world.
  173.  
  174. - Dormitories of 40 or more squares will now get their own sector for the purposes of guard deployment and security zoning
  175. - New Translations
  176.  
  177. Japanese
  178.  
  179. - Bug Fixes
  180. Fixed: 2x3 Dormitories with a bunkbed will now correctly accept 2 prisoners
  181. 0010359: [AI & Behaviour] Doctors not treating during Virus Outbreak Event
  182. 0010445: [AI & Behaviour] Overdosed prisoners put in solitary instead of infirmary
  183. 0010477: [Gameplay] Intake System brings in wrong amounts of certain levels of prisoners
  184. 0010333: [Gameplay] Fill to capacity improvement
  185. 0010438: [Control & User Interface] CI window shows two % signs rather than one
  186. 0010352: [AI & Behaviour] Nasty change in the priority of the job assignment
  187. 0010461: [Gameplay] Contraband scan cooldown causing problems
  188. 0010459: [Control & User Interface] Suspicion percentage is displayed twice
  189. 0006604: [Control & User Interface] Double billing of reform programs
  190. 0010437: [AI & Behaviour] Multiple mailrooms do not work
  191. 0010480: [Gameplay] Intake not calculated properly
  192. 0008937: [Control & User Interface] Carpentry Apprenticeship
  193. 0010452: [Gameplay] Dormitories and adjacent rooms counts as one room
  194. 0010322: [Gameplay] Prisoners not being taken to Dormitories
  195. 0010298: [Gameplay] 2x3 dorms dont get extra prisoner space
  196. 0010472: [AI & Behaviour] Opened mail thrown throughout Holding Cell
  197. 0010453: [AI & Behaviour] Laundry taken from Dormitorys
  198. 0006883: [Mod System] Allow mods to augment the selected object popup
  199. 0010367: [AI & Behaviour] Prisoners get ReadBook status and freeze in place
  200. 0010417: [Control & User Interface] Policy screen in female prisons says "HIM"
  201. 0010471: [AI & Behaviour] Laundry Room uniforms in odd piles
  202. 0010095: [Performance] One specific prison that has updated across mutiple alphas is experincing 1sec freezing every 10sec
  203. 0010468: [AI & Behaviour] Shower Drainage Behaviour Issues
  204. 0010370: [Performance] Extreme low FPS with many idle prisoners.
  205. 0010348: [Other] Open mails spawning from my inmates
  206.  
  207.  
  208.  
  209. Update.2
  210. ---------------
  211. Women's Prisons
  212. You can now choose the gender of your prisoners in the "New Prison" screen.
  213. Female prisoners have different needs and behave differently than male prisoners.
  214.  
  215. - Children : Some female prisoners are mothers of young babies (less than two years old)
  216. and are entitled to look after their baby during their stay in your prison.
  217. This requires some new facilities - often called "MBUs (Mother and Baby Units)"
  218.  
  219. - Family Cell : A new type of cell for mothers with babies only.
  220. Similar to a normal cell, but also requires a Cot and an integrated Shower.
  221. Nb these cells will never be assigned to female prisoners without babies.
  222.  
  223. - Nursery : A shared room for all mothers to live in, typically isolated from the rest of the prison.
  224. Mothers will spend much of their time in this room with their babies.
  225. Requires cots and play mats for the babies.
  226.  
  227. - Mothers will eat their meals in this room, so it also requires a serving table, benches etc.
  228. Your kitchens will be assigned to cook meals for the nurseries as if they were canteens.
  229.  
  230.  
  231. Modding API (continued)
  232. - Added world and world cell data variables to the scripting API.
  233. This includes getting the size of the world, time index, etc.
  234. Setting these variables, however, is currently unsupported.
  235.  
  236. - A new interface scripting API has been included as well.
  237. Mods can now add, remove, and change buttons in the BiographyWindow (shown when you select a non-prisoner object in the world), with callbacks to it's script.
  238.  
  239. - Modding in escape mode has also been improved by allowing player interaction on scripted objects.
  240. A callback to the script is given when the player is close to an object and interacts with it.
  241.  
  242.  
  243. - General performance enhancements, especially to laundry system.
  244.  
  245. New Translations
  246. Danish, Dutch, Hungarian, Thai
  247.  
  248.  
  249. Bug Fixes
  250. - Needs.txt not loaded in correct order when using mods
  251. - 0010162: [Gameplay] Surrendering in escape mode causes insane amounts of rep points / surrendering doesn't work
  252. - 0010309: [Control & User Interface] [Prison Architect] Crash when opening confidential informant window
  253.  
  254.  
  255. Update.1
  256. -----------
  257. = Shared Cells
  258. - New room type: Dormitory
  259. - New furniture: Bunk Beds
  260.  
  261. A Dormitory can house any number of prisoners, based on the number of beds installed
  262. Dormitories can be small eg 2x3, replacing the normal Cell, allowing for two or more inmates to share a cell together
  263. Or Dormitories can be large, with shared showers, toilets, phones, tvs, recreational facilities etc.
  264. Better facilities will result in a higher room grading, which will have a positive effect on your inmates
  265.  
  266.  
  267. = Prisoner Intake (continued)
  268. There are now several different modes of Intake that can be set for your prison
  269. Choose your mode from the Intake report
  270.  
  271. - CLOSED No inmates will be brought to your prison
  272. - FILL CAPACITY Inmates will be brought into your prison when available, until your available capacity is full
  273. - TOTAL PRISONERS You set the total number of prisoners desired, and the Intake system works to fill that number
  274. - NUM PER DAY You choose the number of prisoners to bring in each day (The old method)
  275. - ALL All available prisoners will be brought in every day
  276.  
  277.  
  278. = Escape mode (continued)
  279. Escape mode was deemed too easy and unbalanced, and several features have been nerfed.
  280.  
  281. - Damage done to a prison and its staff is now repaired automatically,
  282. once the player surrenders or is knocked out.
  283.  
  284. - All staff killed are replaced with new hires
  285. - All fires are extinguished
  286. - Burnt down walls now get construction jobs created to replace them
  287.  
  288. - All ranged weapons now have limited ammo.
  289. Nb you can press G to drop the current weapon.
  290. - Shotgun : 6 shots
  291. - Pistol : 6 shots
  292. - Tazer : 1 shot
  293. - Assault rifle : 30 shots
  294.  
  295. - 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.
  296. This will put a stop to whole teams of escapees stealing knives from the kitchen.
  297. Nb these timers end instantly when the player surrenders or is knocked out.
  298.  
  299. - Reputations rebalanced
  300. - Skilled fighter: chance to disarm opponent now reduced to 20% per hit, down from 30%
  301. - Extremely deadly: chance to kill reduced to 15% per hit, down from 30%
  302. - Ranged weapons are no longer made more powerfull by the Strong/Deadly reputations
  303. - Ranged weapons no longer disarm opponents when the attacker has the Skilled Fighter rep
  304.  
  305. - Improved game over screen to stack up victims in the same way as the intake report's prisoner preview.
  306.  
  307.  
  308. - Gangs rebalanced
  309. Rebalanced the chances of gang members and leaders arriving,
  310. to make gangs a more likely occurance.
  311. - Doubled the chances of receiving gang members at intake
  312. - The chance of an incoming gang member being a leader is now much higher
  313. - The probability of receiving a gang leader also increases as the size of the gang increases.
  314.  
  315.  
  316. - New translations
  317. Greek, Romanian, Swedish, Turkish, Spanish, Portuguese
  318.  
  319.  
  320. = BUG FIXES
  321. - no more saving on escape mode gameover screen
  322. - Items still loaded on trucks dont get search jobs during shakedown
  323. - deployment menu has the correct default selected based on your research
  324. - fog of war turns on sooner on GABOS level
  325. - error sound only plays once when unable to afford objects
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