This frosty December, we give you guard needs: no longer can you treat your hard working prison officers as robot gaolers. They're going to need their own toilet and canteen and your staff room is about to get a whole lot busier....
Failure to look after their needs will result in a whole gamut of industrial accident that's going to have a very bad effect on the welfare of your prison.
16 Jan 2017: Hotfix Update 11f released (See changelog).
Your security staff now have needs, in much the same way as prisoners.
This is optional, and can be enabled when creating a new prison, or enabled from Extras -> Map Settings.
You must take care of your staff needs, or else your staff will begin to perform their duties badly.
The staff members affected in this update are:
These staff will have a semi random mixture of the following needs. Each need is similar to
its prisoner counterpart, but also slightly different:
Staff will only make use of toilets in staff designated zones or staff rooms
Staff will eat in the Staff Room if you add a Serving Table.
Or you can designate a canteen as "Staff Only" and they will eat there instead.
Staff meals are more expensive than prisoner meals and are automatically delivered.
Staff hate to feel they are in danger. You can help with this need by equipping your
staff with Tazers, body armour etc, as well as ensuring strength in numbers.
Staff get bored too. They can now make use of any entertainment so long as it exists
within a staff room. Eg Pool tables, radios, TVs, etc.
Put some sofas in the staff room for this.
Same as prisoners, this is entirely based on the cleanliness of the surroundings.
This replaces the "tiredness" mechanic. Be sure to give your staff enough down time.
If staff are happy, this contributes in a positive way towards the temperature of your prison.
Likewise if they are unhappy, this will make the prison "hotter" and lead to more trouble later.
If you do not take care of your staff they will become "pissed off", and begin to perform their jobs badly:
Sauntering around slowly when doing jobs
Less effective at searching for contraband
Less likely to actively look for trouble, more likely to turn a blind eye
Unwilling to put themselves in danger eg confronting gang members
In extreme cases, staff will take bribes in order to look the other way when searching for contraband
= Staff break times
You can now specify how much break time to grant your staff. Go to Reports -> Policy.
You can choose how long each break is, and how many breaks per day are taken.
Staff on break will immediately begin attending to their needs.
Nb. Staff will always finish their current job before starting their break.
= Other changes
Arcade Cabinets have had their sound turned down
Larger clone size with Tools and Cheats enabled.
Main menu: 'Terms and Conditions' moved to Options menu.
Main menu: Added 'Other Introversion Games' link.
Tooltip added to Analytics in Options menu.
= BUG Fixes
Fixed: Dog Handlers would be completely paralised if injured, and there was no Medical Ward
Crash when loading with mods which define a custom room.
Family Rooms no longer erroneously display the cell quality too high warning.
= Update 11f HotFix
Guards whose needs are not being met were beating up the prisoners. This can still happen, but it should happen much more rarely now.
Extras | Map Settings dialog will now allow Staff Needs to be enabled if you already have enabled everything else.
Sectors may now be marked as 'Access Only' in the Deployment screen. Use this to discourage staff and prisoners from using the marked areas as a short cut.
Clicking on a prisoner now brings up the rapsheet directly. This behaviour can be changed in the Game Options menu.
Dormitories now require Phonebooths instead of Radios to meet their Quality requirements.
We are now collecting anonymised game statistics so that we can make further improvements to the game.
You can disable this collection by checking the Disable Analytics option in the Game Options menu.
Larger Clone tool size when running with Tools and Cheats enabled.
= BUG FIXES
0011223: [AI & Behaviour] Laundry steals washed clothing/baskets/uniforms from other Laundries (Icepick) - resolved.
0011260: [AI & Behaviour] Common Rooms not being marked as gang potential territories (Icepick) - resolved.
0010922: [AI & Behaviour] Dogs try to take a different path to their handler; infinite loop (Icepick) - resolved.
0010919: [AI & Behaviour] When shop removed, good are not placed back to the storage instead just lay there. (Icepick) - resolved.
0011250: [Control & User Interface] Add a way to click on obstructed items/units when they are layered on top of each other (Icepick) - resolved.
Developer tools and cheats, seen in some of the alpha videos, are now available to everyone.
A new option is shown when creating a new map, "Enable Cheats". This is prison specific and cannot be disabled later.
All construction occurs immediately
A new 'Spawn' toolbar button permits instant creation of any game object for zero cost
Water can be placed like any other material
Research in the bureaucracy screen can be sped up by holding down the right mouse button on the item
The Function keys now perform debug services:
Edit world properties (Very easy to crash/ruin the game)
Sprite Bank Editor for Needs icons
Sprite Bank Editor for User Interface icons
Sprite Bank Editor for Game Sprites
Debug rendering options
Enlarge Map in All Directions
Cheat prisons do not allow achievement unlocks
Cheat prisons cannot be sold for profit.
- Policy Window (continued)
You can now set which misbehaviours warrant an increase or decrease in prisoner security.
For example, murder can be set to immediately make a prisoner Max-Sec.
You can now disable the cell quality checks that determine which cells a prisoner can be assigned to.
When enabled, prisoners who misbehave will not be assigned to a nice cell, even if that nice cell is the only one available.
When disabled, prisoners will always be assigned to free cells if that is all that is available.
- Modding System (continued)
- Added World.NumPrisoners and World.Capacity. These return tables containing the current number of prisoners
and the total number of cells in each security rating respectively.
- Added ability to use markers in object tooltip strings (via objectTable.Tooltip). See lua_function_list.txt
All languages updated
= BUG FIXES
Jobs to construct walls are now visible while designating rooms.
Fix for reliability of + button in Build Toolbar
Delivery Truck drivers no longer counted in Staff Reports
Utilities Room in Quick Build no longer uses the default sprite
Objects that can't be rotated are no longer rotated if part of a Quick Build
Staff inside gang controlled areas can now be sacked
0010930: [AI & Behaviour] Death row prisoners show up as max security (Icepick) - resolved.
0011077: [Other] Name in Game Tier issue (John) - resolved.
0011091: [Control & User Interface] Clicking where the taskbar is located shows the taskbar in windows 10 anniversary update (lim_ak) - resolved.
0011119: [Gameplay] The issue with taking Death row prisoners. (Icepick) - resolved.
0010968: [Performance] Random crash.Especially during the riot or taser fighting (John) - resolved.
0011017: [Control & User Interface] [v2preview] crash when viewing "stolen from" (John) - resolved.
Many user interfaces have been redesigned to be clearer, more consistent, and better looking.
Improved Build toolbar:
New look build toolbar for with much cleaner icons and graphics
Toolbar now filters out locked items by default, leading to simpler menus in early game (Click + to reveal all)
The Room toolbar now highlights room types when you mouse over them
Help tooltips have been added to many of the toolbar menus
Tooltip sizes made more consistent and screen friendly across the board
New Context Menu:
Click on any object or entity to bring up the context menu
Allows for quick context sensitive actions
Prisoner Rap sheet now auto-follows prisoners
All construction work is now covered by a global UNDO button at the bottom right of the screen
Nb. UNDO button is only shown when using the toolbar for foundations, materials, objects, utilities etc
Click UNDO to gradually reverse any decisions you have made, and receive a full refund
Research/bureaucracy screen improved to look better
Patrols interface improved for clarity
Pipe and water rendering improved for clarity
Informants window improved by moving the list to the right of the screen and making it smaller
Logistics views now more consistent, showing only objects and entities relevant to each view.
Eg Food logistics now shows everything relevent to food: Ingredients, meals, chefs, prisoners working in the kitchen
Nb. All of the new GUI features can be disabled through Main Menu -> Options -> Game -> Version 2.0 GUI tickbox
Zoom to mouse.
Nb. Can be disabled through Main Menu -> Options -> Game -> Zoom to mouse.
= Modding System (continued)
'Infinite' mod loading
The game now supports many more simultanious graphical mods than before
It achieves this by gradually increasing the size of the graphics tileset, until your graphics card itself hits its limit
In general users should find they can now activate a great deal more mods before any problems occur
In addition, when the limit is reached you will now receive a warning/error message. (Previously it just started misbehaving)
Mods with spritesheets larger than 1024x1024 are now supported
Lua World Scripts:
Each mod can now have a data/world.lua script file, which should contain both Init() and Update( timePassed ) functions.
This script is initialised on World initialisation (for both new maps and loaded save games) and Updated on each World update.
Variables set in the "this" or "World" tables will be cast to strings and persist in the save game.
Variables are loaded after Init and before the first call to Update.
Mods can now have their own sounds.txt file, containing only new/modified sounds.
These will override base data in the same way as other mod files.
Added Update button to Prison Sharing menu.
Allows any published prison to be updated with the prison that you are currently playing.
Fixed a bug in the lua scripting system that would try to cast boolean strings (in lua) to a bool (in c++).
= New game content
CI list leak
TVs now broadcast over an area (3x3, shown as a green box).
Prisoners sitting within the viewing area can watch TV and thereby have their recreation needs taken care of.
Nb. Prisoners can be doing other things at the same time, eg eating in the canteen.
New item: Large TV.
Has a larger viewing area and can easily provide Recreation to an entire room.
Be sure to provide lots of seating spaces.
Radios now passively broadcast to the entire room.
Any prisoners in a room with a radio are slightly less bored, so get a small reduction to their Recreation needs.
New item: Arcade Cabinet
Two inmates can play games on an arcade cabinet at the same time
New Contraband menu option: 'Stolen From'
Shows the location each item of contraband was stolen from, rather than where it was ultimately recovered
Shows 7 days of contraband history.
This is very handy for finding which of your rooms is lacking security
Also easily reveals where contraband is being thrown into your prison.
New Regime options
Added a 'Work/Lockup' regime type. Treats prisoners who aren't working as being on a Lockup regime instead of free time.
The standard Work regime has been renamed to 'Work/Freetime'
Dead entities now have their cause of death displayed in their tooltip
Prisoners without jail cells now show the reason why in their tooltip
Family cells that are in their own block, separate from other prisoner housing, will form a single sector
The 'Names in the Game' database can now be manually updated from the Extras | Name in Game menu.
Updates to all translations to bring all languages up to v2.0.
= BUG FIXES
Fixed: A gang would never receive a new leader, if its previous leader was killed and left the map.
0010443: [AI & Behaviour] Family cells do not form a continuous cell block
The game will now move through the seasons, with the outdoor temperature varying based on the time of year.
Various weather patterns can occur during the game, varying based on the current season.
Torrential rain (Special event, rare)
Snow and frost
Heatwave (special event, rare)
Prisoners needs will be affected by the weather when they are outdoors. Getting rained on will spike their comfort, clothing and warmth needs.
Prisoners left outside in extremely cold conditions (for example in an outdoor solitary confinement cage) can now die of exposure.
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.
= Map Settings
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.
Nb. You can enable these options, but you cannot disable them once enabled.
= Job Prioritisation
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.
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
You can remove the high priority marking on jobs by holding control and either right clicking or dragging a selection.
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.
Pressing F while highlighting an in progress job will cause the camera to follow the working entity and keep the highlight active.
= Performance Work (continued)
Further performance gains were made this month through several different approaches to optimisation.
More systems moved to overlap with Render().
Optimisations to the visible object list builder.
Singly linked lists mostly replaced with arrays (FastList).
Avoid copying of containers where possible.
= Bug Fixes
Temperature and lightmap system corruption bug fixed.
0010618: [Gameplay] Temperature next to fire is in the negatives
0010625: [Gameplay] Temperature drops instantly even in areas that should be producing heat
Update 5 (24 Mar 2016)
You spoke, we listened. After a month of tweaking, tuning, tightening and teasing we have managed to stuff even more frames into every unforgiving second. We've made significant performance gains so everyone should enjoy a smoother experience, but bear
with us - we've got another month of speed updates to keep us busy over Easter.
Following our temperature work last month, Gary has updated the utilities mode to have a new hot water system and if you watch the vid we reveal all about Secret 3D Mode...
We focussed on performance this month, and achieved a speed boost of at least 50%. This work is ongoing.
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.
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.
Speed up rendering of the Feed Prisoners Objective. This was particularly slow when there were a lot of hungry prisoners.
Rebuild the indoor/outdoor shadow mask only when a cell changes its material or indoor/outdoor status.
= Thermodynamics (continued)
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.
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.
All radiators now require a hot water connection to function
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.
- 3d mode has been discovered.
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.
Known bug: The mouse position is wrong when using graphics/Supersampling.
Known bug: Long pauses caused by geometry changing, eg wall construction/demolition
= BUG FIXES
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.
0010610: [Graphics] entire screen is black and white boxes
Update 4 (4 Mar 2016)
This month we've returned to our boffin-like roots and implemented a thermodynamic model. When the sun sets over the outer fence and the shadow of the sniper grows longer over the exercise yard, the temperature will begin to drop. Heat sources like the
kitchen and radiators will keep things warm for a while, but the cold will start creeping through those thin cell walls.
Next comes Quick Build. Stolen straight from the console build comes the ability to stamp down whole cells and offices, This should make things a whole lot quicker and a bit less "grindy".
We've also packaged up some of the coolest prisons we could find so if you don't use steam, or your connection drops you still have something to play with. Along the same lines you can now filter
the most popular steam prisons in game and tinker with the most popular penetentiaries on the workshop.
The game now models the ambient temperature of the world, and it's effect on your prisoners.
The outdoor temperature will vary during the day, and turn cold at night
The temperature of your indoor areas will be affected by this. Indoor areas near doors and windows will lose heat fast.
Certain existing objects generate lots of heat : Cookers (when in use), power stations, water pumps.
New toolbar button under Logistics : Temperature. Visualises the temperature of all areas of your prison
Prisoners now have a Warmth need. This need increases when they are cold.
They will protest if cold for too long, and eventually cause trouble.
If prisoners are too hot for too long (for example working in a hot kitchen) they will develop a status effect "Overheating".
This makes them more likely to cause trouble
New item : Radiator. Build these around your prison to warm up the indoors when required.
= Quick Build menu
The old "Clone" toolbar item has been replaced with a new "Quick Build" menu, with more options.
You can now pick from a set of template rooms, and stamp them dowm in your prison.
All neccesary foundations will be built (if required), and the area will be cleared of walls and objects.
Then your workmen will build all the walls and objects required.
The room type will be automatically assigned.
You can rotate a quick build room using R or middle mouse click.
Available quick build rooms:
Nb. Clone is now available in the Quick Build menu and no longer needs to be researched.
= New prison sharing options
A new option in the Extras menu 'Most Popular Prisons' lets you view the most popular Steam Workshop prisons.
You can choose to view the most popular over the last week/month/year/all time.
Play the prison instantly by clicking Play.
We are now bundling 10 of the best community made prisons with all versions of the game.
These are designed for times when you have no internet connection, or are not running the Steam build (so no workshop access)
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.
There's nothing more likely to stop you in your tracks than the sound of a sniper bullet screaming a few meters from your head. That'll be the warning shot, fired from the sniper in the tower, to stop an escape in it's tracks. Installing guard towers
will certainly increase the security of your prison, but it won't do much for the psychological well-being of your prisoners - how would you feel if a bloke with a gun was watching you all day?
Want more tyranny? You can dehuminise visitation by building glass booths and phones. Prevent the hand-holding and all that business - prevents the drugs being smuggled too. Your prison, your rules.....
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.
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.
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)"
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
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
- 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
Update 1 (13 Nov 2015)
Mark and Chris talk about their feelings, before taking a look at update 1.
Tweaks to escape mode, fine grain control over prisoner intake and most importantly multiple occupancy cells and 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
No inmates will be brought to your prison
Inmates will be brought into your prison when available, until your available capacity is full
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 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.
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.
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
Version 1 (6 Oct 2015)
Thank-you. It's taken us five years of development and three years in early access, but we have made it. Introversion Software in conjunction with every single gamer who joined in our alpha is proud to present Prison Architect V1.0
V1 contains a ton of bug fixes, escape mode, story mode, multiple languages, customisable wardens, achievements and a ton of other stuff to get you back in the warden's chair
You helped made this happen - take a moment to think about that ;)
Chapter 1 : Death Row (The Introduction from the Alpha)
Chapter 2 : Palermo
Chapter 3 : GABOS
Chapter 4 : Conviction
Chapter 5 : Bootstraps
= Escape Mode
You can now load any prison, and attempt to escape from it, in this brand new game mode. Steam customers can load any Steam Workshop prison, or even use the 'Random' button to be sent to a random steam workshop prison. (Experimental) There is a 'HELP'
button that you can click on, in the bottom right of the screen.
Use WASD to move around, and aim with the mouse.
You can steal weapons and tools from all the rooms you'd expect.
Stash your contraband to avoid being caught
Earn Reputation points by starting fights and smashing up furniture.
You will receive bonuses for knocking people unconcious, and additional bonuses for kills.
Spend those points to upgrade your character with any of these reputations:
You hit harder
You can take more hits
You have a chance to kill with one hit
You can run faster (hold SHIFT)
Nearby prisoners will fight when you do
You can disarm opponents
You can also spend rep points to recruit other prisoners to your group. They will follow you around and will assist during fights.
If you have a digging tool you can dig an escape tunnel from the toilet in your cell.
Win the game by escaping with your entire team.
There are two types of collectable item in the game. As you discover them they will be added to the Extras menu.
Polaroids : All story based polaroids. Some are shown during cutscenes. Some only occur in the sandbox and must be found.
Game Bible : The game design notebook has been scanned and can now be found throughout your prison. Keep your eyes out for scraps of paper on the floor within the sandbox. Click on those
scraps to unlock another page.
= Special Wardens
You can now select from one of six wardens, when creating a new prison. Each Warden brings a special ability to the game.
The default warden, offers no special abilities.
Halves likelyhood of Violent/Lethal/Deadly inmates arriving.
Diminishes effect of Stoical / Fearless. Doubles effect of Suppression.
J. W. Periwinkle
Guard dogs have a 50% chance to immediately uncover tunnels
Permanent 25 point reduction in prison temperature
Corruption! Receives a backhand payment for all contraband found
We are working to translate the game into as many languages as possible. More languages will be coming in the first update.
We currently have translations for: English, Czech, Finnish, French, German, Italian, Korean, Norwegian, Polish, Brazilian Portuguese, Russian, Simplified Chinese
- Education grant (continued)
The education grant has been rebalanced and made easier. You now need 10 prisoners to pass the foundation course, and 1 prisoner to pass the general education course.
- Event System (continued)
The event system has been rebalanced and is now much less destructive. Specifically, the 'politician demand' event and the 'Virus outbreak' event have been nerfed. Events occur far less frequently. Many other small tweaks to make the event system better.
= BUG FIXES
Hundreds of fixes and improvements were added in the run up to v1.0. In addition, the following Mantis bugs were fixed: