Description
= Procedural landscape generation
There are new options when generating a new prison:
Forests adds random collections of trees, including new types of tree (Oak, Pine, Orange, Cypress, Palm)
Buildings are usually derilict and can be used or demolished as you wish
Lakes provide additional construction challenges by forcing you to work around them.
Warning: Including lakes can make your map totally unplayable. Experimental!
= Wood industry
You can now cut down trees using "Dismantle" from the objects menu, and each tree will produce wooden Logs
You can sell the logs for an immediate cash boost ("Sell" from the objects menu)
Or if you have a workshop, your prisoners will cut the logs into stacks of wood planks, which sell for more
Gardeners are now required to plant trees, and trees take time to grow from saplings
Stacks of finished wood planks will auto-sell at 1am
= Steam Workshop for mods (Steam versions only)
Mods can now be shared via the Steam Workshop, just like prisons
The mods menu now lets you publish mods, highlights mods you have published, and shows newly downloaded mods
Mods will automatically download when an update is available
Adding FileID "-1" to your mod's manifest.txt will stop the game asking users to publish the mod. Useful for mods shared outside of the Steam Workshop.
= Full segregation support
Extensive AI work means you can now fully segregate your prison by prisoner category
You can create self contained wings (eg for Max Sec only) containing their own cells, yard, canteen, laundry, workshop etc
New zone type : Med Sec, for medium security prisoner ONLY (orange)
Note: The default zone colour (White) is SHARED, meaning all prisoners are permitted to enter
Work/Employment/Industry AI improvements
Kitchens are now significantly more efficient (Chefs waste much less time)
You can now build any combination of kitchens and canteens, and your chefs will figure it out
(Eg one kitchen serving multiple canteens, or each canteen having its own kitchen etc)
Fixed: Multiple chefs would sometimes go to collect a box of ingredients from the deliveries zone, wasting time
Fixed: Chefs often stood around doing nothing in the kitchen when they should be cooking
Laundries and Workshop jobs are now performed more efficiently and intelligently
Laundries will only service zones of the prison that prisoners working in that laundry would be permitted to reach
Janitors will now help out with the prison Laundry service
Prisoner cell re-assignments now happen without requiring shackled guard escort (if possible)
They will be shackled and escorted by a guard if they are not permitted to make the journey themselves
New object : Road Gate
Can be built spanning the entire road
Acts as a secure door, requiring a guard to unlock it whenever a vehicle or person wants to pass through
You can use this to span your prison across the road, or build a totally contained drop off zone
Doors now open at different speeds. A normal wood door is the fastest. The large road gate is the slowest.
The Large jail door opens slower than the normal jail door.
Prisoners will now "make a run for it" if they are near the exit and you leave too many doors unlocked
Be careful when setting zones to "Unlocked" (green), or setting doors to "Locked open"
Note: More dangerous prisoners are more likely to take advantage of lapses in security
New red marker icon for escaping prisoners
Electrical items no longer short out when wet
It is now safe to use Firemen in the kitchen, or to repair laundry machines without having to worry about electrocution
EXCEPT the power station which now explodes most spectacularly when wet
Workshop balance nerf
The workshop has been judged far too ridiculously profitable
Cutting sheet metal and stamping license plates now takes twice as long as before
Sheet metal now costs $10 per sheet, and produces 2 license plates which sell for $10 each, giving $10 profit
(Previously $3 per sheet, producing 3 license plates selling at $10 each, giving $27 profit)
Workshop saws and presses now cost 50% more to build
Prisoners will now make better use of their stolen contraband when misbehaving:
Lighters if they are feeling destructive
Weapons if they get into a fight
Tools if they are escaping
All staff now have a base toughness of 5 (previously 1) so they no longer die from a single punch
Offices must now be indoor
Vehicles will no longer be blocked by entities, objects, trees etc
Fixed : Purchasing neighbour plots of land sometimes caused the game to get the road location wrong.
Vehicles spawned in the wrong place and construction was blocked in a stripe down the middle of the prison
Fixed : Purchasing land west or north of your prison broke all in-progress escape tunnels
Fixed : Prisoners who are digging escape tunnels will now be rumbled if a guard comes to escort them somewhere
(Previously they were able to keep digging despite being taken to a different place!)
Fixed : Some long running prisons had active escape tunnels that were being dug by prisoners who were no longer on site - either dead, escaped or released.
Fixed : Sometimes workmen took a very long time to finish foundations, leaving them unfinished for hours
Fixed : Trees will no longer be generated on the road
Fixed : Workers will no longer get stuck in the first delivery truck trying to do a job
Fixed : Guards no longer need to use their keys to open wood doors
Fixed : Mod system now correctly loads replacement font graphics every time
Fixed : Mods can now override the base grants with their own if the grants share the same name
Fixed : Dead visitors will no longer float home
Fixed : Historical contraband moved when you purchased a neighbour plot of land
Fixed : Released prisoners will no longer get stuck on the toilet or in bed
Fixed (Alpha15b) : Right click to cancel stopped working
Fixed (Alpha15c) : All existing contraband was being lost after level load
There are new options when generating a new prison:
Forests adds random collections of trees, including new types of tree (Oak, Pine, Orange, Cypress, Palm)
Buildings are usually derilict and can be used or demolished as you wish
Lakes provide additional construction challenges by forcing you to work around them.
Warning: Including lakes can make your map totally unplayable. Experimental!
= Wood industry
You can now cut down trees using "Dismantle" from the objects menu, and each tree will produce wooden Logs
You can sell the logs for an immediate cash boost ("Sell" from the objects menu)
Or if you have a workshop, your prisoners will cut the logs into stacks of wood planks, which sell for more
Gardeners are now required to plant trees, and trees take time to grow from saplings
Stacks of finished wood planks will auto-sell at 1am
= Steam Workshop for mods (Steam versions only)
Mods can now be shared via the Steam Workshop, just like prisons
The mods menu now lets you publish mods, highlights mods you have published, and shows newly downloaded mods
Mods will automatically download when an update is available
Adding FileID "-1" to your mod's manifest.txt will stop the game asking users to publish the mod. Useful for mods shared outside of the Steam Workshop.
= Full segregation support
Extensive AI work means you can now fully segregate your prison by prisoner category
You can create self contained wings (eg for Max Sec only) containing their own cells, yard, canteen, laundry, workshop etc
New zone type : Med Sec, for medium security prisoner ONLY (orange)
Note: The default zone colour (White) is SHARED, meaning all prisoners are permitted to enter
Work/Employment/Industry AI improvements
Kitchens are now significantly more efficient (Chefs waste much less time)
You can now build any combination of kitchens and canteens, and your chefs will figure it out
(Eg one kitchen serving multiple canteens, or each canteen having its own kitchen etc)
Fixed: Multiple chefs would sometimes go to collect a box of ingredients from the deliveries zone, wasting time
Fixed: Chefs often stood around doing nothing in the kitchen when they should be cooking
Laundries and Workshop jobs are now performed more efficiently and intelligently
Laundries will only service zones of the prison that prisoners working in that laundry would be permitted to reach
Janitors will now help out with the prison Laundry service
Prisoner cell re-assignments now happen without requiring shackled guard escort (if possible)
They will be shackled and escorted by a guard if they are not permitted to make the journey themselves
New object : Road Gate
Can be built spanning the entire road
Acts as a secure door, requiring a guard to unlock it whenever a vehicle or person wants to pass through
You can use this to span your prison across the road, or build a totally contained drop off zone
Doors now open at different speeds. A normal wood door is the fastest. The large road gate is the slowest.
The Large jail door opens slower than the normal jail door.
Prisoners will now "make a run for it" if they are near the exit and you leave too many doors unlocked
Be careful when setting zones to "Unlocked" (green), or setting doors to "Locked open"
Note: More dangerous prisoners are more likely to take advantage of lapses in security
New red marker icon for escaping prisoners
Electrical items no longer short out when wet
It is now safe to use Firemen in the kitchen, or to repair laundry machines without having to worry about electrocution
EXCEPT the power station which now explodes most spectacularly when wet
Workshop balance nerf
The workshop has been judged far too ridiculously profitable
Cutting sheet metal and stamping license plates now takes twice as long as before
Sheet metal now costs $10 per sheet, and produces 2 license plates which sell for $10 each, giving $10 profit
(Previously $3 per sheet, producing 3 license plates selling at $10 each, giving $27 profit)
Workshop saws and presses now cost 50% more to build
Prisoners will now make better use of their stolen contraband when misbehaving:
Lighters if they are feeling destructive
Weapons if they get into a fight
Tools if they are escaping
All staff now have a base toughness of 5 (previously 1) so they no longer die from a single punch
Offices must now be indoor
Vehicles will no longer be blocked by entities, objects, trees etc
Fixed : Purchasing neighbour plots of land sometimes caused the game to get the road location wrong.
Vehicles spawned in the wrong place and construction was blocked in a stripe down the middle of the prison
Fixed : Purchasing land west or north of your prison broke all in-progress escape tunnels
Fixed : Prisoners who are digging escape tunnels will now be rumbled if a guard comes to escort them somewhere
(Previously they were able to keep digging despite being taken to a different place!)
Fixed : Some long running prisons had active escape tunnels that were being dug by prisoners who were no longer on site - either dead, escaped or released.
Fixed : Sometimes workmen took a very long time to finish foundations, leaving them unfinished for hours
Fixed : Trees will no longer be generated on the road
Fixed : Workers will no longer get stuck in the first delivery truck trying to do a job
Fixed : Guards no longer need to use their keys to open wood doors
Fixed : Mod system now correctly loads replacement font graphics every time
Fixed : Mods can now override the base grants with their own if the grants share the same name
Fixed : Dead visitors will no longer float home
Fixed : Historical contraband moved when you purchased a neighbour plot of land
Fixed : Released prisoners will no longer get stuck on the toilet or in bed
Fixed (Alpha15b) : Right click to cancel stopped working
Fixed (Alpha15c) : All existing contraband was being lost after level load
Minimum System Requirements
Windows XP or better
Intel Core 2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
4 GB RAM
Nvidia 8600 / Radeon equivalent (2009 era)
100 MB hard drive space
For a faster download please use Internet Download Manager [IDM] to download the game it will save you a ton of time. Download it HERE