Fixed: Cutting down a tree near a wall square will no longer demolish that wall square.Fixed: Prisoners working as janitors would stand around in the cleaning cupboard doing nothing, unless you had at least one janitor hired, or if you had very few janitors in a large jail.This fixes a bug with the foreman being expected to teach multiple workshop induction classes at once. Fixed: The reform program 'Scheduler' now ensures there will be a teacher available when picking a time slot.The mid game is now much more directed and focussed and really changes the way PA is played. We've introduced more grants, bank loans and the selling of shares in your prison to raise more funds. Right from Alpha 1 the finance system has been broken - there's never enough money to do what you want to do, when you want to do it. Fixed: In the "New prison" window, the "Fog of war" and "Continuous intake" tick boxes didn't work properly.īalance sheets, Cash-flow, P&L, Shares.Fixed: Prisoner sentences counted down faster on larger maps, due to the time warp factor used.Fixed: Having negative cash reserves stopped hourly cash flow from happening.Fixed: Exports zone would not work correctly if placed above the Deliveries zone, or placed vertically aligned with the Deliveries or garbage zones.The Punishment Inspector shall be pleased. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over. Sitting there, building your prisons, not caring about deaths or insolvency. Names In The Game: Report Offensive Entry Button.We've taken the same approach with scheduling reform classes - the AI'll have a bash at putting the right classes, in the right rooms at the right times - but you can open the scheduler and schedule to your heart's content.įinally we've added a "flag bio" button - if you find one of the bios grossly offensive, you can hit the button and we'll get notified about your concern. From now on PA will map prisoners and kitchens onto specific Canteens, but when the AI gets it wrong you can make changes. Quantum tunneling and food delivery do not play well together - that's what we have learnt from your feedback last month, so we've been busting our balls to fix our food system and we've finally fixed it (we hope). With the available reputations being as follows: Dynamic Reputations: When prisoners perform certain actions/behavior or spend time in certain areas, they will gain a rising % chance to earn or lose a Reputation trait.From ferries to helicopters, you will be able to maximize efficiency by linking them to specific deliveries – but be careful, as this also means more access points to sneak in contraband into your prison! You will have to bring your logistics game to a whole new level with these prisons, as you need to use a variety of new tools to make sure they run as intended. This expansion will allow you to create Island Compounds with no access road.
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