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Game News Prison Architect: Update #16

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,360
Tags: Introversion; Prison Architect

Prison Architect #16 has been released and it's a doozy. Along with the massive performance improvements from the previous update, now allowing larger prisons, #16 brings:

AI Updates and Prison Segregation

We’ve made extensive improvements to the AI across the entire range of the game. For the first time ever it is now possible to fully segregate your prison based on prisoner category. You can (for example) create an entirely self contained ‘wing’ within your prison for maximum security prisoners, with its own cells, its own canteen, its own yard, even its own laundry service (staffed by maximum security prisoners of course). These AI improvements also cover the ‘industry’ side of the game, meaning kitchens/canteens/workshops/laundries are all much more efficient, and prisoners staffing them work much more intelligently.​

Lakes and Timber Harvesting

We’ve added new options to procedurally generate your starting landscape so it looks a bit less empty. Lakes, forests, sand and even derelict buildings can now be found within your zone. Lakes block all construction and movement, forcing you to be creative in your layouts. The forests have to be cleared but the lumber is itself a resource that can now be harvested - order your workmen to cut the trees down and then sell the logs for a quick cash injection.

Later on when you have a functioning Workshop you can process logs into planks of wood on a bench Saw, and sell the resulting stacks for greater profit.​

... and finally a way to build across the road

Anybody who has tried to build a prison that spans the road will have found it pretty much impossible, because you cannot build on the road and therefore cannot create a secure zone between the east and west sides of your prison. We’ve introduced a new Road Gate which can be built to span the road, allowing you to run a secure deliveries zone. These road gates act just as all other door types, requiring a guard to unlock them when vehicles want to pass through.​



You can watch all the goodness in the update video, while I go back and start another new prison...
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
I almost pitched in for the deluxe deluxe deluxe +++++++ edition just so I could add a Cleve M. Blakemore prisoner to the game... Sent to 20 years in the cubes for public indecency.
 
Joined
Mar 10, 2011
Messages
1,160
I almost pitched in for the deluxe deluxe deluxe +++++++ edition just so I could add a Cleve M. Blakemore prisoner to the game... Sent to 20 years in the cubes for public indecency.
Better now than ever, "name in the game" is -33% now (23,44 euro), you can customize your prisoner too (to extent, details in alpha 16 vid I believe).
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
No money so no can do. Besides, I was gifted Prison Architect!

A true patriot of KKKodexia can do it in my stead. Or... S. Villainous age 99 - Never finishing anything on the Codex. Sentence: 99 years in the cubes
 

Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
That AI improvement sounds like a game changer. Retarded prisoners in the workshop most of all. I never had that pressing need to build across the road, but them road gates sound pretty nice since now prisoners working in the kitchen won't try to escape all the time when they go to fetch potatoes from the delivery area.

With all the stuff that's been added since last time I played, better contraband, guard dogs etc and now this, might be time to fire this up again.
 

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