


Sitting there, building your prisons, not caring about deaths or insolvency. Well NO MORE! We've introduced failure conditions and now, if you f**K up it's game over. We've also graded all prisoners on four scales: Punishment, Reform, Security and Health. You can check these out in the rap sheet and when summed over the whole prison you end up with a score. Lefty-liberal reformist paradise or super-right super-max super bad ass punishment amplifier - you go ahead and max those stats. 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. 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. We've introduced more grants, bank loans and the selling of shares in your prison to raise more funds. 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. Fixed: Experience will no longer tick up on dead prisoners.Fixed: Cutting down a tree near a wall square will no longer demolish that wall square.įixed: 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. Until recently you'd be forgiven for thinking that Prison Architect was brought to you by the video games department of the republican party.
