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The Introversion Blog
The only place you'll ever hear the truth

Prison Architect Update 3
Posted by Chris on 27th January 2016
 
Prison Architect Update 3 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register

Here is our video demonstrating the new features:



Guard Towers + Snipers
You can now build guard towers around your prison for an extra level of security, intimidation, and force.

- New entity type : Snipers
Hired from the staff menu.
These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one.
They will then take turns manning the guard towers you have built.

- Snipers will project 'Suppression' to all prisoners within their line of sight.

- Rules of engagement
When snipers see trouble occuring, they will fire warning shots.
If three warning shots are ignored, they will shoot to kill.
If you have enabled "Freefire" they will always shoot to kill, without warning.
They will also shoot to kill if they see an escaping prisoner already outside the prison secure zone.


Secure Visitation Booths
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.

- No contraband can be imported through a totally secure visitation room
- However the inmates family needs will not be satisfied nearly as well
- Nb. There must be a complete seperation of visitors and inmates for a room to be considered secure.


Female Names-in-the-game
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 http://www.prison-architect.com/register to do this.


Mod API updates
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.


- Dormitories of 40 or more squares will now get their own sector for the purposes of guard deployment and security zoning


New Translations
Japanese


Bug Fixes
- Fixed: 2x3 Dormitories with a bunkbed will now correctly accept 2 prisoners

- 0010359: [AI & Behaviour] Doctors not treating during Virus Outbreak Event
- 0010445: [AI & Behaviour] Overdosed prisoners put in solitary instead of infirmary
- 0010477: [Gameplay] Intake System brings in wrong amounts of certain levels of prisoners
- 0010333: [Gameplay] Fill to capacity improvement
- 0010438: [Control & User Interface] CI window shows two % signs rather than one
- 0010352: [AI & Behaviour] Nasty change in the priority of the job assignment
- 0010461: [Gameplay] Contraband scan cooldown causing problems
- 0010459: [Control & User Interface] Suspicion percentage is displayed twice
- 0006604: [Control & User Interface] Double billing of reform programs
- 0010437: [AI & Behaviour] Multiple mailrooms do not work
- 0010480: [Gameplay] Intake not calculated properly
- 0008937: [Control & User Interface] Carpentry Apprenticeship
- 0010452: [Gameplay] Dormitories and adjacent rooms counts as one room
- 0010322: [Gameplay] Prisoners not being taken to Dormitories
- 0010298: [Gameplay] 2x3 dorms dont get extra prisoner space
- 0010472: [AI & Behaviour] Opened mail thrown throughout Holding Cell
- 0010453: [AI & Behaviour] Laundry taken from Dormitorys
- 0006883: [Mod System] Allow mods to augment the selected object popup
- 0010367: [AI & Behaviour] Prisoners get ReadBook status and freeze in place
- 0010417: [Control & User Interface] Policy screen in female prisons says "HIM"
- 0010471: [AI & Behaviour] Laundry Room uniforms in odd piles
- 0010095: [Performance] One specific prison that has updated across mutiple alphas is experincing 1sec freezing every 10sec
- 0010468: [AI & Behaviour] Shower Drainage Behaviour Issues
- 0010370: [Performance] Extreme low FPS with many idle prisoners.
- 0010348: [Other] Open mails spawning from my inmates


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Prison Architect Xbox One, PS4, Xbox 360 Announcement
Posted by Mark on 20th January 2016
 
For those who don’t know, Introversion has had it’s ups and downs over the years. We were founded in 2001 and launched Uplink from the IV website. Sales were good enough for us to think that there was a future in it, but not really enough to even pay the founders a living wage. We worked to try to open up a new revenue stream by getting the game into the shops in the UK followed by the US.

We were partially successful, but ran out of money during our quest to make our second game - Darwinia. Similarly, our on-line sales from Darwinia weren’t brilliant and our (now global) retail partners didn’t add much to the slow drip of cash that trickled into the bank account each month.

Now Chris had always been responsible for making the games and I felt that my role was to take his work and commercialise it so that we could survive to make the next game. I felt that the creation of the original game concept was the hard part and taking it to new platforms would be an easy port - how wrong I was!

We’d originally scheduled 6 months to port Darwinia to the XBox 360, but it ended up taking 5 years. The reasons for this have already been heavily documented, but fundamentally it centered around our experience. The technical port was much harder than expected, but I was also very naive when it came to dealing with Microsoft and fully admit that there was a lot I should have done to push back against certain demands.

Darwinia+ (as it came to be known) ended up being a devastating project for “old” Introversion and along with Subversion stopped us dead in our tracks. And then things changed.

Both Chris and I had been entrenched in our relative positions about what we should / shouldn’t do for Introversion and our dogged arrogance and determination (which had served us well in the early days) had ultimately led to our demise. Somehow we were still pals and both of us were able to quickly move on and build a new strategy for the company. A humble bundle got us back on our feet and created the headspace to create a new video game.

Prison Architect is far and away our most successful game to date. By any metric: number of players, revenue, critical response, PA pretty much out performs everything that we have done before. In part that’s because it was a great concept, but more importantly (to me at least) it reflects “new” introversion where Chris and I have a lot more respect for each other’s roles and are much more considered and collaborative in our approach.

And so we arrive in March 2015. Prison Architect is storming it and I sit down to talk to Chris about a console version. His face drops to his hands and he shakes his head as the mental floodgates to all the pain and suffering endured during our previous console effort burst open spewing forth misery and heart-ache. But he listens.

I explain that abandoning a massive swathe of gamers because we cocked up last time was wrong. We needed to look at the root cause for our failure and try again. He looked me dead in the eye and said “I’m not doing it”. “Nor should you”, I replied - you need to get PA ready for launch. So I went out and found someone who could. Chris listed all the risks to the project and I asked a few developers to pitch their responses. Ultimately we found a developer from the north of the UK - Double 11 and got them under contract.

Within a week they had the first version of the build up and running and their head designer had mapped out the entire interface scheme and the changes required for a decent 10 foot experience and controller mapping. We had our first development meeting and on leaving Chris turned to me and said they’d done a better job on the interface then he could ever have achieved.

Both the D11 team and myself were over the moon with Chris’ response and work continued throughout 2015 with no drop in quality or performance. I felt that I had busted a ghost that had haunted Introversion for many years - the belief that it was not possible for Introversion games to successfully produce a fantastic port to the consoles.

Today marks the public announcement of Prison Architect for Xbox 360, Xbox One and PS4. The build is absolutely stunning, I’m so proud that we have afforded the opportunity for so many new gamers to play PA and I can’t wait to see what they think. In the haze of publicity and excitement that will follow over the next few months they’ll be a quiet little part of me bursting with pride that bygones were allowed to be bygones, hatchets were buried, wrongs were righted and Chris and I figured out how to work together again.



 

Prison Architect Update 2
Posted by Chris on 18th December 2015
 
Prison Architect Update 2 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register

Here is our video demonstrating the new features:



Women's Prisons
You can now choose the gender of your prisoners in the "New Prison" screen.
Female prisoners have different needs and behave differently than male prisoners.

- Children : Some female prisoners are mothers of young babies (less than two years old)
and are entitled to look after their baby during their stay in your prison.
This requires some new facilities - often called "MBUs (Mother and Baby Units)"

- Family Cell : A new type of cell for mothers with babies only.
Similar to a normal cell, but also requires a Cot and an integrated Shower.
Nb these cells will never be assigned to female prisoners without babies.

- Nursery : A shared room for all mothers to live in, typically isolated from the rest of the prison.
Mothers will spend much of their time in this room with their babies.
Requires cots and play mats for the babies.

- Mothers will eat their meals in this room, so it also requires a serving table, benches etc.
Your kitchens will be assigned to cook meals for the nurseries as if they were canteens.


Modding API (continued)
- Added world and world cell data variables to the scripting API.
This includes getting the size of the world, time index, etc.
Setting these variables, however, is currently unsupported.

- A new interface scripting API has been included as well.
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.

- Modding in escape mode has also been improved by allowing player interaction on scripted objects.
A callback to the script is given when the player is close to an object and interacts with it.


- General performance enhancements, especially to laundry system.

New Translations
Danish, Dutch, Hungarian, Thai


Bug Fixes
- Needs.txt not loaded in correct order when using mods
- 0010162: [Gameplay] Surrendering in escape mode causes insane amounts of rep points / surrendering doesn't work
- 0010309: [Control & User Interface] [Prison Architect] Crash when opening confidential informant window


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Prison Architect Update 1
Posted by Chris on 13rd November 2015
 
And we are back! Update 1 has been released. Steam users will be automatically updated. Non-steam users can download the latest version from the builds page here:
http://www.prison-architect.com/builds.html

You need an active forum account to access the builds from our website. If you haven’t already done so, please register your game here to gain access to the builds, the private forums, the bug database and the wiki.
http://www.prison-architect.com/register

Here is our video demonstrating the new features:


= Shared Cells
- 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


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