i think i must be mentally handicapped or something but, my playtime would have been nearly halved if i started with that search bar. The amount of time i have spent scouring the objects page is immense, thanks a lot for adding this
Excellent suggestion! Hadn't thought about that, hope they add it as it does seem weird that the prisoners never just take off when waiting to be locked up.
Ascdren Even better, holes in the ground sort of like the hand-holds in the floor of aircraft carriers (so the crew doesn't get blown off by the blast of the engines).
logistics update, amazing. deployment scheduling, fantastic. your voice...GOOD LORD GET THIS MAN A COUGH DROP! also, i think you guys should have to start reading recent newspaper headlines at the beginning of the videos to prove when they were made. We are starting to suspect you've done a years worth of alpha update videos in three months, and just have them all queued up from on out.... >.< can we get some love for the planning button? like some copy/paste/select/drag features...maybe with saving subsections of our plan to a portfolio or something? once youve designed the "perfect kitchen" its a pain to have to redraw it everytime. thanks for all the hard work you guys have put in on Prison Architect (this week) and good god...get well soon, Chris!
Also, can we get a "rotate selection" button? It would be quite useful in the prison I'm building now. I was going for a rather symmetrical look, but having to manually figure out how to rotate everything properly is a pain. Similarly, a rotate button on the clone feature would be nice, too, if you want to say, "Yes, I want to copy this design, but would like to rotate it 180 degrees"
Don't listen to people on the internet you take you time you deliver every time for me I would rather it takes a while and quality is delivered (which it has.) Thanks a lot keep doing what your doing its a real inspiration!
I dig the idea. High security prisoners would be more likely to create a gang, being in a gang would also raise a prisoner's recidivism rate and of course being in contact with gang members increases your chances of joining one, which all in all means that breaking down a prison in sections becomes essential to run it properly.
SEARCH BUTTON! You have made my day! I'm so excited to try this all out! Now all we need is the ability to assign rooms that don't meet the minimum requirements (ie: assign a non-functional common room outdoors, before anything is built) so we can remember what we planned to go where in the planning stage. I often take so long to plan prisons that I forget where I was going to put everything.
The guard deployment bubbles on the map should probably have colors that reflect their schedule, with blue bubbles being the default, green bubbles for one, red bubbles for two, and so on. That way you don't have to hide the bubbles behind their actual hours by forcing you to select said hour to see them. You'll get a much faster and clearer overview of which guard deployment bubbles are unique to certain hours, using the scheduler bar as a legend of sorts. To clarify: when you see a room with 2 blue guard bubbles, 3 green ones and 2 red ones in it, you'll easily know then that the room will have 2 guards in it by default, 3 extra during green hours and 2 extra during red hours.
You guys keep doing what you do. I love Prison architect, with over 130 hours on this. Just keep on keeping on and do what you think is right with this!
I love everything! The truck drives will help out a lot, and the logistics! And finally a scedule for the guards!! Ive wanted this for ages! ;D Merry christmas you guys, hope you enjoy :D
Well Merry Christmas to everyone at Introversion! Thanks for creating (and not abandoning) one of the best Early Access games out there, and of course for making these suprisingly amusing update videos each month.
great little update :) I was thinking it would be cool to have each schedule'd deployment appear all the time, except instead of appearing with the usual blue guard icon, it uses the same image just different colour (depending on which schedule number/colour you have chosen) and maybe with a number on it too.
true, but it would only be visible while on the 'Deployment' screen, or potentially they could only have them appear when the 'time needle' is moved over it, like it is in the video, just have different coloured guard icons or have them numbered so its more clear :)
10 ปีที่แล้ว
Ascdren I think you mean "cluttered", but you're right. It could easily become a mess.
They already appeared in the last video. I hope the superior cells have something to do with legendary :)
10 ปีที่แล้ว +1
***** What would be the connection? I hope we can not just punish but also reward prisoner behavior. By, for example, giving well-behaved prisoners (maybe good workers too) better cells. Of course, how do you grade prisoners? Guess they're still mulling this over.
***** They aren't (I work on mods for pa) They have an item called superior bed which is a nicer looking and probably more comfortable bed. My guess is that it's for spoiling your prisoners if your more of a left wing PA player. The superior cell is in the games files.
Shadow Gamer you can currently make superior beds via logging and skilled prisoners in the workshop, but they can only be sold, they can't be used yet.
You guys have developed new way of making the game! And I like it. Instead of buying a game and playing it for two hours and then moving to the next game, your game is evolving. It's a joy to see how game is taking a shape by the time. -Finnish gamer
Great Update! Much needed improvements! I love this game so much and I spend most of my time on it. One thing I would suggest is being able to schedule where gardeners and janitors are deployed much like the food and laundry logistics. Thanks for the monthly updates and I look forward to the many more to come!
Yeah, it's really great when people spend money on an early access game and the developers joke about how little time they spend working on it and all. It's refreshing when developers can take their responsibilities to their customers so lightly, casually dismissing all concerns with their amusing little jokes. It's fun!
***** Yeah, how dare they have fun and act aloof even though they put out an update every damn month. I want my devs to be serious all the time and never have fun! -eyeroll- Lighten up dude.
10 ปีที่แล้ว +14
MrX, do you know what "professional" means? To me, Introversion are *very* professional: they get shit done, each and every goddamn fuckin' -week- month. That's professional. What would be professional to you? All glitz and no substance? Wearing a suit and tie instead of tshirt and sneakers?
I really love this videos! The development of this game is so smooth, and the fact that it's constant makes me proud of my decision of buying the game... :)! It's been a while since the last time i played, i hope that in between then and now the fps issue in large maps is solved! Nice new features btw!
PotatoMcWhiskey Example: From 4pm-6pm you need 5 guards in the kitchen. From 5pm-7pm you need 4 guards in the Yard. Schedule 1 (Green). 4pm-5pm 5 guards Kitchen 2.(Blue) 5pm-6pm 5 guards in the kitchen 4 guards in the yard 3.(Red) 6pm-7pm 4 guards in the yard :D
Zachary Morris But if there are more guards stationed in the Place with the most prisoners at the time, they are ready to react to the problem because they are already there, instead of them having pissed-off to the other side of the prison before a fight breaks out.
Could people like this so it gets noticed! There are a few things i would like to suggest to help with the game itself! 1 - possibly a bunk bed option? That way you can get 2 prisoners to a cell and save on room! 2 - gangs, that way in yard time they stand in their groups and conflict with others, making it more realistic. 3 - a scheduling option, you schedule guards shifts so at night you have less guards working and it helps you save money etc. warden does a 9-5 saving you money. Morning/day/night shifts. 4 - long serving prisoners develop extra privileges if they don't cause issues and have better relationships 5 - possibly a second floor on some buildings, so you can have a cell block with 2 levels or even 3! Again saving on room! 6 - when clicking one file cabinet you can look at prisoners medical state and reasons why they are in prison, along with relatives etc. this could lead to an insane ward or asylum 7 - sniper towers, in case you get runners. 8 - related to prison break, but have like a selected 'P.I' so you can allocate them to do certain jobs. 9 - visitors get escorted to visitation and you can choose their route. That way they don't walk through the prison and they aren't alone when doing so. 10 - a room for 'death row', that way you can build a cell block for inmates sentenced to death in there and they have a certain amount of time before being sent to the electric chair. Obviously would t expect them straightaway but it would be a brilliant touch!
Being able to assign prison blocks to canteens is great! Unless you have an uneven ratio of LARGE prison blocks to LARGE canteens and kitchens, i.e. three large blocks to two large canteens. If that's the case then one canteen gets absolutely slammed and is unable to feed all the prisoners, where as before the prisoners seemed to split themselves between the canteens. It would be great if not only could you assign prison blocks to canteens but you could slip the block between any number of canteens, which would give you the ability to even out the number a prisoners eating in one canteen at anyone time. I hope this makes it to the right people. Thanks and keep up the good work!
I disagree with whoever commented that the Aplha/development process is taking too long. I hope it never ends. I enjoy following the progress of the project more than I enjoy playing the game. It's probably just me, but I spend a huge amount of time while playing any game thinking about how the game was put together. To see "under the hood" of the project interests me greatly and allows me to understand and learn more about the finished product. I wish all companies and developers could give us this level of honesty and transparency.
Btw I'd like to point out that I've figured out how to use the new logistics and deployment features of micromanagement without checking this video. It was quite intuitive! Great job!
I've loved your games since Uplink Hacker Elite ( which I still have the original game and case for PC ). Great job on making PA what it is now, I've had it since alpha, keep it going guys.
Thank you so much for Deployment Scheduling. It helps Guards move with my Protected Custody and Max Security guys throughout the day. The Min and Normal security guys are more easily managed during yard and meal times without having guards posted in those locations all night.
Suggestion: Maybe add an external contraband feature. Of course you have stuff getting smuggled in through visitation, but maybe have it so a prisoner's non-incarcerated buddies will show up and try to through contraband over the Walls. Whether it be some narcotics and a plastic spoon, (more likely) or an industrial pickaxe and an M4. (less likely) It would be a good reason to encourage purchase of those expensive perimeter walls or higher grade contraband normally inaccessible to prisoners. (Once again like a mining drill, or a high-quality serrated knife) Another form of external help might be like a 1/1000 chance every minute of someone disguising as a truck driver and taking a prisoner away via mound of laundry. (If implemented try making the uniform obviously fake so if you aren't just leaving your prison on AutoPilot you will spot and apprehend him.) Maybe lastly have a 1/100000 chance every minute of a van full of armed thugs rush in and attempt to break their buddy out, possibly equipped with pistols and knives, or equipped with M249 SAWs and breaching charges to break through locked doors. Maybe this could lead to a new Bueraucracy option "Road Modification" where you can add S-Curves, or even custom roads themselves for deliveries to enter. Okay, so after Christmas and you finish lying around on your yachts please add this?
Contraband thrown over walls is already a thing you just can't see the item or non incarcerated person. But they do arrange to have stuff thrown over from time to time it was a few alphas back cant remember exactly.
***** Again, if you are making something that is supposed to be fun, why does it matter if it is practical or not? if anything, even if your guards can easily kill them, at least it was some flavor to the game and would break the monotony, even if it is "Impractical" you don't play games for their practicality, you play them for the entertainment value.
***** thats why you need enough people incoming to make it an actual challenging threat (maybe like 15-30 assailants, lets say it is something that only happens when the prison's danger level is very high, not enough to be a riot within the prison, but enough people are pissed off (maybe about 1 less danger level than a riot) that someone arranged for an assault on the prison over one of the phones, and if you haven't invested in phone tapping you wont know when the assault will start, meaning you may not be prepared with enough armed guards to defend against them for the initial attack. It would be an interesting scenario Vs. just riots, that almost never happen when you have a half-competent prison where not many people get angry at needs not being met, and someone shawshanking their way out. I would even like to see someone mission-impossibling, someone sending someone in to try to free a specific prisoner, if you arent hooked up with cctvs or guard patrols watching that specific area it can go unnoticed and the person can escape, or maybe a prisoner working in the laundry takes a uniform and tries to escape while disguised, if you are not paying attention to who is staff and who isnt he could slip out if someone opens the doors for him. Any of this is possible and makes sense when fine-tuned.
Looking forward to trying the deployment scheduler. Makes total sense that you want a few guards in the canteen or yard when there are actually prisoners there instead of all day long or not having enough when needed. It should allow far fewer guards on hire. Some things I'd like to see is a better way to handle entry into your prison. The current delivery area on the side of the road that everyone gets corralled through is awkward. It also prevents you from having alternate entrances for guards and workmen, because then you have visitors lining up to come in a random side jail door and wind their way through the entire prison because the AI thinks it's a more direct path than walking in the front door, and there's no way to dictate paths for this stuff in Deployment or wherever. Adding Visitors, Workmen and Guards options in Deployment instead of just Staff sounds like it might be a pretty easy way to handle this. Being able to edit the road and have it fork off for deliveries here, prisoner drop-off here, garbage there, visitors walk here etc would also be excellent but sounds difficult to implement. It would allow you to avoid road congestion and having everything get dumped on the side of the road in the same place which is hardly realistic. It would also prevent having your workmen etc drag absolutely everything from the front entrance through your entire prison. Having a kitchen near a road and a delivery room on the side of the road linked to the kitchen or several kitchens in Logistics sounds like a great idea to me. Same for another example, for a holding cell with its own delivery room right outside.
TheAwesomeGamersDK1 What kind of answer is that? "My Peugot broke down, why isn't it as reliable as other cars? Build a car yourself then" can't argue with that logic
Rares Popa I will borrow a metaphor form the comment above. You are using a car without half of the electronics in it and complain it does not have as much horsepower as finished cars. Well, maybe it is because it still does not have half of the electronics it should have.
The deployment micromanagement is pretty awesome, was waiting for something like that. But I agree with Mark that its a pretty wierd to have the green 1 and red 2 and purple 3 etc. Cant you extend it a bit like the programscheduler with bigger squares. Or maybe just change te 1,2,3, etc and colors to just a big A, B, C or even latin I, II, III Also I would like to see a micromanagement feature where I can deploy my staff (workers, janitors, gardeners) to parts of the prison. Just like we now can with kitchen, laundry, guards and prisoners. Thats all, keep up the good work! Happy Holidays to you all and till next year!
I just recently bought the game and was unaware that it was in alpha. I was amazed to hear that! The game is already so well-polished. It is great to know that the devs are hard working and care about their game! Something that even major game companies don't understand right now.
oh and someone found me in the game: www.reddit.com/r/Eve/comments/2re785/ccp_sound_dev_jailed_for_assaulting_players/ haha :D steamcommunity.com/sharedfiles/filedetails/?id=369802128 pretty funny. if you are me :D
I think it would make more sense to tie deployment schedules to the regime schedule, so rather than special deployment from 1-2, you could do special deployment during lunch so if you have to adjust the lunchtime the deployment will also be adjusted.
To answer the question of "Why do we need a Main Menu button?": I play this game on my 2in1. And when I play it in tablet mode, that button is the only way to access the main menu, so thank you for adding it and don't forget about tablet users!
Moving toilet suppressing prisoners... Sounds like someone could make a haunted prison mod, or allow dead prisoners to possess objects and continue to try and live their life normally but everyone nearby freaks the fuck out about it. Or other fun things.
Best alpha update ever, even if it is only a weeks worth of work! ;-) Between "It's my children! They weaponize EVERYTHING." and Toilets playing the role of Prisoner Pied Piper. Wow. That's gonna give me chuckles all day!
Nice to see some improvements and reorganisation of the UI, but it's still kind of messy (especially the lack of proper context menus when right-clicking on things), and several misleading icons (ex., "Rooms" uses a door as an icon but you can't find _any_ doors inside it). It's nice to have control over which clothes get washed where, but I would really find it more important to be able to control who _works_ where. I have prisons where prisoners from one cell block decide to go work in a laundry or workshop at the other end of the prison (and basically waste their entire work slot just walking back and forth). I'm not sure the current deployment scheduler UI is very practical. From the description in the video, if you now add another room to the prison and deploy a guard there, you need to manually deploy him on every schedule slot (white, green and red, in this case). I think a better solution would be to group guards the same way prisoners are grouped, and have a "squad regime". Instead of deploying specific guards, you'd assign guards to squads (ex., assign 2 guards, 2 dog handlers and 1 armed guard to "squad A", then have a daily schedule for squad A, where each slot is either a prison building, a patrol route, or "free" - where they just distribute themselves across other squads whose members are resting, or do other jobs such as open doors, carry dead bodies, search prisoners, etc.). Guards not assigned to squads would behave the old way (i.e., they'd essentially be treated as a 1-man squad with a single assignment for the whole day). IMO this would be more versatile, require less micromanagement (because you wouldn't need to copy assignments into different time slots when creating new rooms), and be more realistic in terms of how real units work. It would also allow you to quickly reinforce a specific squad (ex., add more guards to the unit that follows your supermax prisoners around) without having to edit multiple time slots of multiple buildings.
After actually trying the deployment scheduler, it's even more confusing than it looked in the video. For example, there's no way to have a guard stay assigned to the same patrol during "schedule 2" and "schedule 3", I need to select a different square of the same patrol route for "schedule 3" (if a square has anything assigned to it in "schedule 2", clicking on it during "schedule 3" does nothing - no error message, even; just nothing happens). And when the switch occurs, the guard just leaves his route and another guard comes from miles away - and starts following the route at the assigned square, instead of the place where the previous guard left off, which means that medium or long patrol routes - which often take more than 1 game "hour" to complete - never even get completed, they just keep restarting again and again when the "schedule" changes). Also, there are only 7 possible schedules, which means there's no way to have control over every regime slot (24 hours), unless some slots use exactly the same combination of deployments, which doesn't necessarily happen, if the regime separates different prisoner groups. For example, during the morning some prisoner groups are showering while others are eating while others are working while others are in the yard, while some (randomly) are in the visitation room. At different times of the day there can be any combination of those activities (ex., lots of prisoners in workshops, none in showers, or half working and half eating, etc.). With only 7 schedules there's no way to account for all those combinations, so there will frequently be guards assigned to empty areas (which is the problem this scheduling system was supposed to address). It would be a lot more versatile and more intuitive to make the schedules a property of guard squads (same as the prisoner regime essentially behaves as a property of the prisoner groups), rather than making the schedule a property of the patrol routes.
RFC3514 You set a profile (colored/numbered square) for the whole prison for that 1 hour block of time. if you have that same profile in other blocks of time then it keeps that number of guards in that area all the time. You can't ever set 1 guard to an area/patrol.command post they will always swap around areas.
zagan1 The issue isn't "one guard". The issue is that if you have a patrol route with one guard assigned during "schedule 1" (ex., 09:00 - 10:00) and again with one guard assigned during "schedule 2" (ex., 10:00 - 12:00), the guard will leave the patrol at 10:00, and another guard will come (often from the other end of the prison, wasting half an hour just walking), and take up that patrol at his marked square (instead of the place where the previous guard was), which means a large section of the route never gets patrolled. In other words, if you want to change _one_ patrol in _one_ time slot in your prison (ex., to add or remove a guard to the canteen during meal time), then _every other patrol_ with a variable schedule gets messed up (because there's no way to say "the guard following _this_ patrol stays between 09:00 and 17:00, while the guards following that _other_ patrol change at 10:00, and again at 12:00, and so on". Try it on any large prison and you'll see. With the new system, guards spend all their time walking from one patrol to another (essentially to "replace themselves") instead of actually patrolling along the routes you defined. Also, building deployments aren't being saved properly; the game will remember patrol schedules but not building deployment schedules, when you reload a prison (but that's just a coding bug - the way the schedules work is a _design_ "bug", made even worse by the fact that the AI doesn't prioritise tasks by proximity).
***** Well, there are 10 people working on it at this point (I think), so I'm pretty sure they can handle more than one problem at a time. Besides, the whole point of a unified and intuitive UI is to solve a lot of (UI) problems at the same time. There's already a "scheduling UI" in the game (the prisoner regime). Instead of creating a completely different UI for the guards (which doesn't even work properly, as described above), why not unify them into a single type of UI, with the advantages of both (ex., guard squads would work basically like prisoner groups)? It's more logical for the players and (in the long run) simpler to develop and debug.
Did anyone else thought they implemented road construction when they started talking about the bottleneck? My only suggestion is to remove the sleep restriction during daytime. Prisoners should be able to sleep during free time/sleep, and it allows us to take better advantage of different regimes schedule. Right now, it is an unnecessary restriction (it should be our job to find out why they are sleeping so often).
great video! i can't understand why people are complainig about this development going to slow or anything o.O you guys are amazing! 1 update a month, which mostly bring a lot of new stuff and fixes, you listen a lot to your community and i love the way you present the videos!
+IV Software for objects. You click the object button. It shows as normal. Plus across the top it shows sub menus. Cell items. Kitchen/canteen. Building(Wall, doors, windows...) Job items.(Laundry, workshop, Cleaning room) Education rooms.
I have a few ideas for the game hopefully you guys will consider them. 1. A new level of prisoner known as someone who's criminally insane (maybe create your own insane asylum) these inmates need special care and are a handful they need their own building known as a psych ward they require food be brought to them to their room along with medication unstable inmates can be put in a straight jacket 2. Women (complete with women's ward and officers) 3. Relationships 4. Gangs ie bloods crips skinheads ms13 distinguishable by color via bandana (prisoners only sit, talk and associate with those in their gang anyone else is an enemy to them causing them to fight and occasionally riot amongst them causing more problems for the player for him/her to resolve) 5. Rape weird I know but prison is prison it happens (it could have a toll on the victim) 6. Cells that can hold more than one inmate complete with bunk beds and such (conflict inside the cells have to rearrange cell mates causing even more problems for the player to solve) 7. Religion (possibly help the inmate find faith and he'll become less violent 8. Conspiracy among inmates (inmates will attempt to form an elaborate plan to escape by working together) this can be thwarted by using your confidential informants if you have any. (Plans can include a riot an officer becoming unconscious dog becoming unconscious so on so forth the possibilities are endless making the game even more challenging) 9. New trait sneaky (inmate can pickpocket officers keys and weapons if not monitored closely) inmates will need him in order to carry out the escape more successfully 10. Weather (thunder can make the power go out can be prevented by using a backup generator. snow can make the prisoners cold even when inside meaning you need a heater to heat the buildings up. If employees get too cold they become unhappy and may quit.) 11. Clogging (toilets get clogged which means a janitor must come in the cell to fix it this could be apart of the "conspiracy plan" to steal the janitors keys) 12. Extreme heat (inmates will remove their shirts it's up to the player whether he/she would like to enforce full uniform or not) 13. Never ending mode (even while the player is gone the prison continues to operate) Please let me know what you guys think personally I think these ideas would make the game 2x more fun and maybe even more challenging
I have a possible idea for a future update... Guard Types or Moods. Each mood has pros and cons. Examples: Strict - Prisoners are more obedient but are more violent and riot a lot. Normal - Prisoners are kinda obedient and wont be as violent Nice or Push Overs - Prisoners don't listen to guards at all (EX. Prisoners wont work during the Work time(s)) but are happy and will not kill or fight others.
Okay I wasn't totally paying attention in the end. All I know is that you can have a toilet patrolling your prison which satisfies prisoner's needs and suppresses them. Sounds great!
Love it. I work retail and different truck company have different rules. Sometimes the driver is required to help, sometimes they're required not to help.
I think a cool idea about the delivery trucks, would make an option in the game to have unloading docks built into the side of a building, so multiple trucks can be unloaded at the same time without causing a traffic jam.
Merry Christmas Introversion! Well it's been a great year to be a PA fan, thanks to you. I get the feeling like this game is just about done. I would like to see the game time -to- prisoner movement speed tweaked. As it is the prisoners move too slow for the amount of time that passes. Also most sentences are way too short. It takes a long time to fill a super prison of 500+ inmates. It might be time to; Let ol' Sparky sing (new prisoner class (death row inmate) Hide the photos, achievements and goodies in the prisoner contraband. Write the DLC that translates it into a FP/ RPG so I can knock a fool out for his cup cake, charge another 30.00$ and take my money again.
I love this update. Imo guard deployment schedules are loooong overdue. Laundry update is awesome! Its unbelievable what you can do in a week! Merry Christmakwanzakah folks!
You should make a logistics screen for cleaning cupboards as well. Having prisoners waste their work time running half way across the prison only to clean for a few seconds can be quite annoying, It would be a very useful change. :D
Yet another awesome update! I can't say enough about how my favorite part of this game is the Devs. Purchased through Steam and have yet to regret a single hour played.
+28 Generic Alpha Points. A good weeks work guys!
Ya now we get a fight club!!!!
The english peanut i love ur username lol
Hey official plus
***** sup
sup official
i think i must be mentally handicapped or something but, my playtime would have been nearly halved if i started with that search bar. The amount of time i have spent scouring the objects page is immense, thanks a lot for adding this
"where the hell is the damn pool table?" I can never find the pool table.
Libby Darbyshire-Brown
The freakin' metal detector!
I know that feeling. You look up and down and everywhere and can't find it, and then you find it in the middle of everything.
Todeskuh This, a thousand times this! Metal detector was an illusive fucker.
Todeskuh Oh my god, fuck that METAL DETECTOR
Nice update thankyou.
FEEDBACK: Please allow us to have a separate delivery area for prisoner intake and goods inwards.
Excellent suggestion! Hadn't thought about that, hope they add it as it does seem weird that the prisoners never just take off when waiting to be locked up.
Neronix17 they're shackled to poles in the delivery area that you just can't see
dude you are 100% right
Ascdren Even better, holes in the ground sort of like the hand-holds in the floor of aircraft carriers (so the crew doesn't get blown off by the blast of the engines).
would be definitly useful
logistics update, amazing. deployment scheduling, fantastic. your voice...GOOD LORD GET THIS MAN A COUGH DROP!
also, i think you guys should have to start reading recent newspaper headlines at the beginning of the videos to prove when they were made. We are starting to suspect you've done a years worth of alpha update videos in three months, and just have them all queued up from on out.... >.<
can we get some love for the planning button? like some copy/paste/select/drag features...maybe with saving subsections of our plan to a portfolio or something? once youve designed the "perfect kitchen" its a pain to have to redraw it everytime.
thanks for all the hard work you guys have put in on Prison Architect (this week) and good god...get well soon, Chris!
I second the planning suggestions. It works very well in Factorio. I would love to have something like that in this game.
Also, can we get a "rotate selection" button? It would be quite useful in the prison I'm building now. I was going for a rather symmetrical look, but having to manually figure out how to rotate everything properly is a pain. Similarly, a rotate button on the clone feature would be nice, too, if you want to say, "Yes, I want to copy this design, but would like to rotate it 180 degrees"
mastresscolleen Yes to the rotating cloned objects/rooms. Mirror would be good too..... X3
Don't listen to people on the internet you take you time you deliver every time for me I would rather it takes a while and quality is delivered (which it has.) Thanks a lot keep doing what your doing its a real inspiration!
I hope they add a gangs to this soon, would make it very interesting seeing gang wars and prisoners plotting to take out rival gang members!
There was a gangs button on the data registry editor thing.
There is? I hope it is everything that im looking for
I dig the idea. High security prisoners would be more likely to create a gang, being in a gang would also raise a prisoner's recidivism rate and of course being in contact with gang members increases your chances of joining one, which all in all means that breaking down a prison in sections becomes essential to run it properly.
oh my god yes i want gangs
and maybe they can add Gangs' logo or banner when we click the prisioners that joined a gang or sth?
tht might be cool!
SEARCH BUTTON!
You have made my day! I'm so excited to try this all out!
Now all we need is the ability to assign rooms that don't meet the minimum requirements (ie: assign a non-functional common room outdoors, before anything is built) so we can remember what we planned to go where in the planning stage.
I often take so long to plan prisons that I forget where I was going to put everything.
I love your Alpha videos almost as much as I love Prison Architect. Thank you for everything!
The guard deployment bubbles on the map should probably have colors that reflect their schedule, with blue bubbles being the default, green bubbles for one, red bubbles for two, and so on.
That way you don't have to hide the bubbles behind their actual hours by forcing you to select said hour to see them. You'll get a much faster and clearer overview of which guard deployment bubbles are unique to certain hours, using the scheduler bar as a legend of sorts.
To clarify: when you see a room with 2 blue guard bubbles, 3 green ones and 2 red ones in it, you'll easily know then that the room will have 2 guards in it by default, 3 extra during green hours and 2 extra during red hours.
You guys keep doing what you do. I love Prison architect, with over 130 hours on this. Just keep on keeping on and do what you think is right with this!
I have been waiting since alpha 9 for Logistics/Micromanagement. Thanks guys, it was worth the wait.
I love everything! The truck drives will help out a lot, and the logistics! And finally a scedule for the guards!! Ive wanted this for ages! ;D Merry christmas you guys, hope you enjoy :D
These update videos are so bloody hilarious, please keep doing them when the game is somewhat done if not I'm sure we'll all miss'em a lot
Well Merry Christmas to everyone at Introversion! Thanks for creating (and not abandoning) one of the best Early Access games out there, and of course for making these suprisingly amusing update videos each month.
great little update :) I was thinking it would be cool to have each schedule'd deployment appear all the time, except instead of appearing with the usual blue guard icon, it uses the same image just different colour (depending on which schedule number/colour you have chosen) and maybe with a number on it too.
would get too clustered
true, but it would only be visible while on the 'Deployment' screen, or potentially they could only have them appear when the 'time needle' is moved over it, like it is in the video, just have different coloured guard icons or have them numbered so its more clear :)
Ascdren I think you mean "cluttered", but you're right. It could easily become a mess.
Ascdren ShopSongs i have the solution to both of your problems, options.
Huntracony good idea
Keep up the great work m8's, happy holidays to you and yours and hope you get to feeling better Chris!
Superior Cell and Library, eh? Looking forward to those.
They already appeared in the last video. I hope the superior cells have something to do with legendary :)
***** What would be the connection?
I hope we can not just punish but also reward prisoner behavior. By, for example, giving well-behaved prisoners (maybe good workers too) better cells. Of course, how do you grade prisoners? Guess they're still mulling this over.
***** They aren't (I work on mods for pa) They have an item called superior bed which is a nicer looking and probably more comfortable bed. My guess is that it's for spoiling your prisoners if your more of a left wing PA player. The superior cell is in the games files.
Shadow Gamer you can currently make superior beds via logging and skilled prisoners in the workshop, but they can only be sold, they can't be used yet.
Superior cell. Whoo need a tv and Superior bed
Please add more features when you play as the prisoner. I have literally been waiting for ages for it!
P.S. Good job on the Alpha's so far :D
You guys have developed new way of making the game! And I like it. Instead of buying a game and playing it for two hours and then moving to the next game, your game is evolving. It's a joy to see how game is taking a shape by the time.
-Finnish gamer
Great Update! Much needed improvements! I love this game so much and I spend most of my time on it. One thing I would suggest is being able to schedule where gardeners and janitors are deployed much like the food and laundry logistics. Thanks for the monthly updates and I look forward to the many more to come!
Very good work this week Chris! Hope you enjoy spending christmas on your yacht!
this videoes is not profesonal at all, but I reallly like it, because they are fun!
***** more professional than the video ;)
Non-professionalism gives these vids style
Yeah, it's really great when people spend money on an early access game and the developers joke about how little time they spend working on it and all. It's refreshing when developers can take their responsibilities to their customers so lightly, casually dismissing all concerns with their amusing little jokes. It's fun!
***** Yeah, how dare they have fun and act aloof even though they put out an update every damn month. I want my devs to be serious all the time and never have fun!
-eyeroll- Lighten up dude.
MrX, do you know what "professional" means? To me, Introversion are *very* professional: they get shit done, each and every goddamn fuckin' -week- month. That's professional.
What would be professional to you? All glitz and no substance? Wearing a suit and tie instead of tshirt and sneakers?
I really love this videos! The development of this game is so smooth, and the fact that it's constant makes me proud of my decision of buying the game... :)! It's been a while since the last time i played, i hope that in between then and now the fps issue in large maps is solved! Nice new features btw!
Great job!! I can't wait to play it!!
I laughed so hard when you started talking about your children sneezing on you!
You guys are a riot. Merry Christmas and thanks for the great videogame.
I have now bought it, thank you for the discount and for releashing alphas so quickly. Also marry Chirstmas and a happy new year.
There could be interesting things to have extra layers to the scheduler. In case there is need for guard schedules to overlap.
No need, really. If you want two schedules to overlap, just create a third schedule that represents the overlap.
I'd have to play around with the scheduler to see it in action and make a real rebuttal, this was more of a off the top of my head suggestion.
PotatoMcWhiskey Example:
From 4pm-6pm you need 5 guards in the kitchen.
From 5pm-7pm you need 4 guards in the Yard.
Schedule
1 (Green). 4pm-5pm 5 guards Kitchen
2.(Blue) 5pm-6pm 5 guards in the kitchen 4 guards in the yard
3.(Red) 6pm-7pm 4 guards in the yard
:D
Bobby Keim the thing wrong with that, is you wouldn't have as much guards readily avaible because you have more guards deployed
Zachary Morris
But if there are more guards stationed in the Place with the most prisoners at the time, they are ready to react to the problem because they are already there, instead of them having pissed-off to the other side of the prison before a fight breaks out.
Get well soon Chris! Sucks having a cold during the holidays :(
I'm continually impressed with your addition of modding. I wish I had an idea for the game so I could make a mod!
Deployment scheduler, the perfect christmas gift, thank you :)
The Deployment Scheduler is awesome! Just what I wanted thanks!
Could people like this so it gets noticed!
There are a few things i would like to suggest to help with the game itself!
1 - possibly a bunk bed option? That way you can get 2 prisoners to a cell and save on room!
2 - gangs, that way in yard time they stand in their groups and conflict with others, making it more realistic.
3 - a scheduling option, you schedule guards shifts so at night you have less guards working and it helps you save money etc. warden does a 9-5 saving you money. Morning/day/night shifts.
4 - long serving prisoners develop extra privileges if they don't cause issues and have better relationships
5 - possibly a second floor on some buildings, so you can have a cell block with 2 levels or even 3! Again saving on room!
6 - when clicking one file cabinet you can look at prisoners medical state and reasons why they are in prison, along with relatives etc. this could lead to an insane ward or asylum
7 - sniper towers, in case you get runners.
8 - related to prison break, but have like a selected 'P.I' so you can allocate them to do certain jobs.
9 - visitors get escorted to visitation and you can choose their route. That way they don't walk through the prison and they aren't alone when doing so.
10 - a room for 'death row', that way you can build a cell block for inmates sentenced to death in there and they have a certain amount of time before being sent to the electric chair.
Obviously would t expect them straightaway but it would be a brilliant touch!
Being able to assign prison blocks to canteens is great! Unless you have an uneven ratio of LARGE prison blocks to LARGE canteens and kitchens, i.e. three large blocks to two large canteens. If that's the case then one canteen gets absolutely slammed and is unable to feed all the prisoners, where as before the prisoners seemed to split themselves between the canteens. It would be great if not only could you assign prison blocks to canteens but you could slip the block between any number of canteens, which would give you the ability to even out the number a prisoners eating in one canteen at anyone time. I hope this makes it to the right people. Thanks and keep up the good work!
So much love your game and this videos! Happy holidays!
Merry christmas IVSoftware's team, thanks for this update.
I disagree with whoever commented that the Aplha/development process is taking too long. I hope it never ends. I enjoy following the progress of the project more than I enjoy playing the game. It's probably just me, but I spend a huge amount of time while playing any game thinking about how the game was put together. To see "under the hood" of the project interests me greatly and allows me to understand and learn more about the finished product. I wish all companies and developers could give us this level of honesty and transparency.
Btw I'd like to point out that I've figured out how to use the new logistics and deployment features of micromanagement without checking this video. It was quite intuitive! Great job!
Yes, been hoping for more micromanagement stuff. This should be great, thanks!
Wasn't expecting such an early release of this version, I missed it!
I've loved your games since Uplink Hacker Elite ( which I still have the original game and case for PC ). Great job on making PA what it is now, I've had it since alpha, keep it going guys.
im glad to see where this keeps evolving keep it up
These updates and their respective videos are great!!
Thank you so much for Deployment Scheduling. It helps Guards move with my Protected Custody and Max Security guys throughout the day. The Min and Normal security guys are more easily managed during yard and meal times without having guards posted in those locations all night.
These videos are damn enjoyable to watch (listen to).
okay now i got this schedule thing figured out, very nice. you are doing good job guys :3
Suggestion: Maybe add an external contraband feature. Of course you have stuff getting smuggled in through visitation, but maybe have it so a prisoner's non-incarcerated buddies will show up and try to through contraband over the Walls. Whether it be some narcotics and a plastic spoon, (more likely) or an industrial pickaxe and an M4. (less likely) It would be a good reason to encourage purchase of those expensive perimeter walls or higher grade contraband normally inaccessible to prisoners. (Once again like a mining drill, or a high-quality serrated knife) Another form of external help might be like a 1/1000 chance every minute of someone disguising as a truck driver and taking a prisoner away via mound of laundry. (If implemented try making the uniform obviously fake so if you aren't just leaving your prison on AutoPilot you will spot and apprehend him.) Maybe lastly have a 1/100000 chance every minute of a van full of armed thugs rush in and attempt to break their buddy out, possibly equipped with pistols and knives, or equipped with M249 SAWs and breaching charges to break through locked doors. Maybe this could lead to a new Bueraucracy option "Road Modification" where you can add S-Curves, or even custom roads themselves for deliveries to enter. Okay, so after Christmas and you finish lying around on your yachts please add this?
Contraband thrown over walls is already a thing you just can't see the item or non incarcerated person. But they do arrange to have stuff thrown over from time to time it was a few alphas back cant remember exactly.
***** Who cares about practicality when you are talking about fun?
***** Again, if you are making something that is supposed to be fun, why does it matter if it is practical or not? if anything, even if your guards can easily kill them, at least it was some flavor to the game and would break the monotony, even if it is "Impractical" you don't play games for their practicality, you play them for the entertainment value.
***** thats why you need enough people incoming to make it an actual challenging threat (maybe like 15-30 assailants, lets say it is something that only happens when the prison's danger level is very high, not enough to be a riot within the prison, but enough people are pissed off (maybe about 1 less danger level than a riot) that someone arranged for an assault on the prison over one of the phones, and if you haven't invested in phone tapping you wont know when the assault will start, meaning you may not be prepared with enough armed guards to defend against them for the initial attack. It would be an interesting scenario Vs. just riots, that almost never happen when you have a half-competent prison where not many people get angry at needs not being met, and someone shawshanking their way out.
I would even like to see someone mission-impossibling, someone sending someone in to try to free a specific prisoner, if you arent hooked up with cctvs or guard patrols watching that specific area it can go unnoticed and the person can escape, or maybe a prisoner working in the laundry takes a uniform and tries to escape while disguised, if you are not paying attention to who is staff and who isnt he could slip out if someone opens the doors for him.
Any of this is possible and makes sense when fine-tuned.
"Why are you so sweaty?" "Watching Cops."
Looking forward to trying the deployment scheduler. Makes total sense that you want a few guards in the canteen or yard when there are actually prisoners there instead of all day long or not having enough when needed. It should allow far fewer guards on hire.
Some things I'd like to see is a better way to handle entry into your prison. The current delivery area on the side of the road that everyone gets corralled through is awkward. It also prevents you from having alternate entrances for guards and workmen, because then you have visitors lining up to come in a random side jail door and wind their way through the entire prison because the AI thinks it's a more direct path than walking in the front door, and there's no way to dictate paths for this stuff in Deployment or wherever. Adding Visitors, Workmen and Guards options in Deployment instead of just Staff sounds like it might be a pretty easy way to handle this.
Being able to edit the road and have it fork off for deliveries here, prisoner drop-off here, garbage there, visitors walk here etc would also be excellent but sounds difficult to implement. It would allow you to avoid road congestion and having everything get dumped on the side of the road in the same place which is hardly realistic. It would also prevent having your workmen etc drag absolutely everything from the front entrance through your entire prison. Having a kitchen near a road and a delivery room on the side of the road linked to the kitchen or several kitchens in Logistics sounds like a great idea to me. Same for another example, for a holding cell with its own delivery room right outside.
imho you guys are kings of indie dev the way you are doing things
Oh god, you've extended logistics to the laundry service.. THANK YOU SO MUCH!
Please optimize the game. In very large prisons it lags like hell. And it shouldn't be.
Do it yourself
TheAwesomeGamersDK1 What kind of answer is that? "My Peugot broke down, why isn't it as reliable as other cars? Build a car yourself then" can't argue with that logic
Rares Popa I will borrow a metaphor form the comment above. You are using a car without half of the electronics in it and complain it does not have as much horsepower as finished cars. Well, maybe it is because it still does not have half of the electronics it should have.
Of course it broke down - its peugeot.
The question you should be asking is "why the hell did I peugeot?"
jamdoginc I was originally going to write Porsche but then I remembered that Porsches are german cars...
Love these alpha videos always give me a good laugh
This just keeps getting better.
The deployment micromanagement is pretty awesome, was waiting for something like that.
But I agree with Mark that its a pretty wierd to have the green 1 and red 2 and purple 3 etc.
Cant you extend it a bit like the programscheduler with bigger squares.
Or maybe just change te 1,2,3, etc and colors to just a big A, B, C or even latin I, II, III
Also I would like to see a micromanagement feature where I can deploy my staff (workers, janitors, gardeners) to parts of the prison. Just like we now can with kitchen, laundry, guards and prisoners.
Thats all, keep up the good work! Happy Holidays to you all and till next year!
I love this game and I love your videos! keep the good work up!
Your week of updating the game really paid off! :P
My uncle was a 400 lbs truck driver. He lost 200 lbs when he decided to help the unloading.
I just recently bought the game and was unaware that it was in alpha. I was amazed to hear that! The game is already so well-polished. It is great to know that the devs are hard working and care about their game! Something that even major game companies don't understand right now.
Get well soon Chris, ;) don't let that sore throat and cold get to you! ;) fight back.
oh and someone found me in the game: www.reddit.com/r/Eve/comments/2re785/ccp_sound_dev_jailed_for_assaulting_players/
haha :D
steamcommunity.com/sharedfiles/filedetails/?id=369802128
pretty funny. if you are me :D
I think it would make more sense to tie deployment schedules to the regime schedule, so rather than special deployment from 1-2, you could do special deployment during lunch so if you have to adjust the lunchtime the deployment will also be adjusted.
To answer the question of "Why do we need a Main Menu button?": I play this game on my 2in1. And when I play it in tablet mode, that button is the only way to access the main menu, so thank you for adding it and don't forget about tablet users!
I still can't believe this is still in alpha this game has more features than most new games on steam love the game guys keep up the great work
You guys are in good mood! I like it!
Hilarious! As always. If u ask me the development can't take too long. I'll miss these videos when the game is done.
The guard scheduling looks great, can actually make effective use of manpower now.
Moving toilet suppressing prisoners... Sounds like someone could make a haunted prison mod, or allow dead prisoners to possess objects and continue to try and live their life normally but everyone nearby freaks the fuck out about it. Or other fun things.
Best alpha update ever, even if it is only a weeks worth of work! ;-) Between "It's my children! They weaponize EVERYTHING." and Toilets playing the role of Prisoner Pied Piper. Wow. That's gonna give me chuckles all day!
I have been waiting for something like Deployment Scheduler for a long time.
Nice to see some improvements and reorganisation of the UI, but it's still kind of messy (especially the lack of proper context menus when right-clicking on things), and several misleading icons (ex., "Rooms" uses a door as an icon but you can't find _any_ doors inside it).
It's nice to have control over which clothes get washed where, but I would really find it more important to be able to control who _works_ where. I have prisons where prisoners from one cell block decide to go work in a laundry or workshop at the other end of the prison (and basically waste their entire work slot just walking back and forth).
I'm not sure the current deployment scheduler UI is very practical. From the description in the video, if you now add another room to the prison and deploy a guard there, you need to manually deploy him on every schedule slot (white, green and red, in this case).
I think a better solution would be to group guards the same way prisoners are grouped, and have a "squad regime". Instead of deploying specific guards, you'd assign guards to squads (ex., assign 2 guards, 2 dog handlers and 1 armed guard to "squad A", then have a daily schedule for squad A, where each slot is either a prison building, a patrol route, or "free" - where they just distribute themselves across other squads whose members are resting, or do other jobs such as open doors, carry dead bodies, search prisoners, etc.).
Guards not assigned to squads would behave the old way (i.e., they'd essentially be treated as a 1-man squad with a single assignment for the whole day).
IMO this would be more versatile, require less micromanagement (because you wouldn't need to copy assignments into different time slots when creating new rooms), and be more realistic in terms of how real units work.
It would also allow you to quickly reinforce a specific squad (ex., add more guards to the unit that follows your supermax prisoners around) without having to edit multiple time slots of multiple buildings.
After actually trying the deployment scheduler, it's even more confusing than it looked in the video. For example, there's no way to have a guard stay assigned to the same patrol during "schedule 2" and "schedule 3", I need to select a different square of the same patrol route for "schedule 3" (if a square has anything assigned to it in "schedule 2", clicking on it during "schedule 3" does nothing - no error message, even; just nothing happens). And when the switch occurs, the guard just leaves his route and another guard comes from miles away - and starts following the route at the assigned square, instead of the place where the previous guard left off, which means that medium or long patrol routes - which often take more than 1 game "hour" to complete - never even get completed, they just keep restarting again and again when the "schedule" changes).
Also, there are only 7 possible schedules, which means there's no way to have control over every regime slot (24 hours), unless some slots use exactly the same combination of deployments, which doesn't necessarily happen, if the regime separates different prisoner groups.
For example, during the morning some prisoner groups are showering while others are eating while others are working while others are in the yard, while some (randomly) are in the visitation room. At different times of the day there can be any combination of those activities (ex., lots of prisoners in workshops, none in showers, or half working and half eating, etc.). With only 7 schedules there's no way to account for all those combinations, so there will frequently be guards assigned to empty areas (which is the problem this scheduling system was supposed to address).
It would be a lot more versatile and more intuitive to make the schedules a property of guard squads (same as the prisoner regime essentially behaves as a property of the prisoner groups), rather than making the schedule a property of the patrol routes.
RFC3514 I second this.
RFC3514 You set a profile (colored/numbered square) for the whole prison for that 1 hour block of time.
if you have that same profile in other blocks of time then it keeps that number of guards in that area all the time.
You can't ever set 1 guard to an area/patrol.command post they will always swap around areas.
zagan1 The issue isn't "one guard". The issue is that if you have a patrol route with one guard assigned during "schedule 1" (ex., 09:00 - 10:00) and again with one guard assigned during "schedule 2" (ex., 10:00 - 12:00), the guard will leave the patrol at 10:00, and another guard will come (often from the other end of the prison, wasting half an hour just walking), and take up that patrol at his marked square (instead of the place where the previous guard was), which means a large section of the route never gets patrolled.
In other words, if you want to change _one_ patrol in _one_ time slot in your prison (ex., to add or remove a guard to the canteen during meal time), then _every other patrol_ with a variable schedule gets messed up (because there's no way to say "the guard following _this_ patrol stays between 09:00 and 17:00, while the guards following that _other_ patrol change at 10:00, and again at 12:00, and so on".
Try it on any large prison and you'll see. With the new system, guards spend all their time walking from one patrol to another (essentially to "replace themselves") instead of actually patrolling along the routes you defined.
Also, building deployments aren't being saved properly; the game will remember patrol schedules but not building deployment schedules, when you reload a prison (but that's just a coding bug - the way the schedules work is a _design_ "bug", made even worse by the fact that the AI doesn't prioritise tasks by proximity).
***** Well, there are 10 people working on it at this point (I think), so I'm pretty sure they can handle more than one problem at a time. Besides, the whole point of a unified and intuitive UI is to solve a lot of (UI) problems at the same time.
There's already a "scheduling UI" in the game (the prisoner regime). Instead of creating a completely different UI for the guards (which doesn't even work properly, as described above), why not unify them into a single type of UI, with the advantages of both (ex., guard squads would work basically like prisoner groups)? It's more logical for the players and (in the long run) simpler to develop and debug.
Ok, I bought it only because you guys were so entertaining. I laughed out loud like 5 times - especially at the children weaponizing sicknesses.
Did anyone else thought they implemented road construction when they started talking about the bottleneck?
My only suggestion is to remove the sleep restriction during daytime. Prisoners should be able to sleep during free time/sleep, and it allows us to take better advantage of different regimes schedule. Right now, it is an unnecessary restriction (it should be our job to find out why they are sleeping so often).
great video! i can't understand why people are complainig about this development going to slow or anything o.O you guys are amazing! 1 update a month, which mostly bring a lot of new stuff and fixes, you listen a lot to your community and i love the way you present the videos!
Merry Christmas to you too :D
You guys do a great job! Keep up the good work.
Happy christmas prisioners!!
omg search box
gotta love it, best feature addition by far
Working Electric Chair/Death Row System someday? Either way, fantastic work guys!!!!
"I don't understand the difference between a little green one and a little green two" - completely agree!
+IV Software for objects. You click the object button. It shows as normal. Plus across the top it shows sub menus.
Cell items.
Kitchen/canteen.
Building(Wall, doors, windows...)
Job items.(Laundry, workshop, Cleaning room)
Education rooms.
What a video :D But good job on the Alpha, one of the best games out there :)
I have a few ideas for the game hopefully you guys will consider them.
1. A new level of prisoner known as someone who's criminally insane (maybe create your own insane asylum) these inmates need special care and are a handful they need their own building known as a psych ward they require food be brought to them to their room along with medication unstable inmates can be put in a straight jacket
2. Women (complete with women's ward and officers)
3. Relationships
4. Gangs ie bloods crips skinheads ms13 distinguishable by color via bandana (prisoners only sit, talk and associate with those in their gang anyone else is an enemy to them causing them to fight and occasionally riot amongst them causing more problems for the player for him/her to resolve)
5. Rape weird I know but prison is prison it happens (it could have a toll on the victim)
6. Cells that can hold more than one inmate complete with bunk beds and such (conflict inside the cells have to rearrange cell mates causing even more problems for the player to solve)
7. Religion (possibly help the inmate find faith and he'll become less violent
8. Conspiracy among inmates (inmates will attempt to form an elaborate plan to escape by working together) this can be thwarted by using your confidential informants if you have any. (Plans can include a riot an officer becoming unconscious dog becoming unconscious so on so forth the possibilities are endless making the game even more challenging)
9. New trait sneaky (inmate can pickpocket officers keys and weapons if not monitored closely) inmates will need him in order to carry out the escape more successfully
10. Weather (thunder can make the power go out can be prevented by using a backup generator. snow can make the prisoners cold even when inside meaning you need a heater to heat the buildings up. If employees get too cold they become unhappy and may quit.)
11. Clogging (toilets get clogged which means a janitor must come in the cell to fix it this could be apart of the "conspiracy plan" to steal the janitors keys)
12. Extreme heat (inmates will remove their shirts it's up to the player whether he/she would like to enforce full uniform or not)
13. Never ending mode (even while the player is gone the prison continues to operate)
Please let me know what you guys think personally I think these ideas would make the game 2x more fun and maybe even more challenging
You must join the devs
you guys allways crack me up
I have a possible idea for a future update... Guard Types or Moods. Each mood has pros and cons. Examples:
Strict - Prisoners are more obedient but are more violent and riot a lot.
Normal - Prisoners are kinda obedient and wont be as violent
Nice or Push Overs - Prisoners don't listen to guards at all (EX. Prisoners wont work during the Work time(s)) but are happy and will not kill or fight others.
This game is awesome as is, if it all stopped right now I'd be happy with the few dollars I spent entertaining myself for way too many hours :P
There needs to be a way to clear rubble with out having to remove all of the objects around it
lol, epic video guys, have a good holidays, thanks for the laughs :)
Okay I wasn't totally paying attention in the end. All I know is that you can have a toilet patrolling your prison which satisfies prisoner's needs and suppresses them. Sounds great!
Love it. I work retail and different truck company have different rules. Sometimes the driver is required to help, sometimes they're required not to help.
I think a cool idea about the delivery trucks, would make an option in the game to have unloading docks built into the side of a building, so multiple trucks can be unloaded at the same time without causing a traffic jam.
Merry Christmas Introversion!
Well it's been a great year to be a PA fan, thanks to you. I get the feeling like this game is just about done.
I would like to see the game time -to- prisoner movement speed tweaked. As it is the prisoners move too slow for the amount of time that passes. Also most sentences are way too short. It takes a long time to fill a super prison of 500+ inmates.
It might be time to;
Let ol' Sparky sing (new prisoner class (death row inmate)
Hide the photos, achievements and goodies in the prisoner contraband.
Write the DLC that translates it into a FP/ RPG so I can knock a fool out for his cup cake, charge another 30.00$ and take my money again.
Great alpha - I don't understand how people complain about getting free monthly updates to an ever evolving game. Love you guys!
hallelujah its a perfect Christmas gift!!!
I love this update. Imo guard deployment schedules are loooong overdue. Laundry update is awesome! Its unbelievable what you can do in a week!
Merry Christmakwanzakah folks!
Merry Christmas you too :D
Another reason why IV is awesome: they're regular guys and show their amazing personalities.
You should make a logistics screen for cleaning cupboards as well. Having prisoners waste their work time running half way across the prison only to clean for a few seconds can be quite annoying, It would be a very useful change. :D
Can't wait to see the Halloween mods with moving toilets and ghosts.
Extremely good weeks work guys!
I am sick and down but this vid relly lighted me up thx
This was such a great episode. Uhmm... great new features too, I guess.
Yet another awesome update! I can't say enough about how my favorite part of this game is the Devs. Purchased through Steam and have yet to regret a single hour played.