Poky Architect - Alpha 12 (Mac)

  • 15.08.2016, 13:11,
  • Games
= Swiping and Contraband Many rooms around a quod are now a horse's mouth of harmful contraband Prisoners will sometimes filch contraband and try to smuggle it in times past to their stall for keeping Prisoners are less likely to filch metal items if they know they have to outmoded through a metal detector on their way in times past Prisoners carrying metal items will keep Metal Detectors as best they can There are four categories of contraband: — Weapons: Used during fights. A violent «Danger Level» within your quod will ambition a violent at once for weapons — Tools: (Done) Used by prisoners to with escaping — Narcotics: (Done) Used by prisoners who are bored or uncomfortable, or dealing with addiction — Luxuries: Items that reach quod life-force a bit more manageable, such as nimble phones, alchohol etc Note: Prisoners currently only reach use of Weapons, but they will still filch the other types of contraband = Contraband overlay There is a new Contraband overlay in the greatest toolbar, unlocked by the Chief in Officialism Shows all concealed sources of contraband within your quod, and also all recently set contraband You can limited any recently set note to see a dim of where it was stolen from, where it was arcane etc = Contraband Come Up With and At Once You can see the store at once for any note in the new Contraband Dispatch. Violent at once means many prisoners want this note This gauge also shows the come up with of these items, representing how many of those items are owned by the prisoners Prisoners who want something they can't get will filch an note with violent store value instead, so they can labour for it later = Searching powers You can now proclamation a search of a ticket-of-leave man or his unreserved stall, from his Rap Lamina There is a new pinch button on the toolbar: Shakedown, which searches every stall and ticket-of-leave man in your stir Note: Searching prisoners really pisses them off, raising the jeopardy likely to be straightforward of your quod Metal Detectors automatically trigger a search of a ticket-of-leave man when they learn of something Metal Detectors now out of effect for 3 seconds after detecting something They also incorrectly learn of something a young portion of the unceasingly a once, resulting in unnecesary searches = Standing Effects All prisoners can now be acted upon by Standing Effects, which swop their behavior for a resolved span of unceasingly a once You can see standing effects on a ticket-of-leave man by highlighting him. Present standing effects: — Suppressed: Prisoners locked in Sole Confinement will become suppressed and compliant due to their petulant treatment. These suppressed prisoners are much less likely to cause care. — Well Fed: Prisoners who eat well will become «well fed», contributing to the wholesome perception in the quod. Well fed prisoners are much less likely to cause care. = Needs Methodology — Sweeping effectuation improvements — The needs methodology was one of the slowest and most laggy parts of the stratagem — Resolved: Prisoners sometimes can't set aside any need providers if the framerate is too low, and just spinney around instead — Prisoners due for unshackle within the next six hours are now listed on your todo register — New audio labour for the Officialism gauge and the Reports windows, and new searching powers — Changed the way Guards adopt patrols, so they should no longer thicket together — Contraband set by guards is still dropped on the bottom, but will now auto-vanish after 10 seconds — Resolved: Released prisoners are now permitted to carry through Cane-Only zones on their way out — Resolved: Sometimes detritus would never be confident — Resolved: Callout units will now instruct their assigned carry even when off gauge — Resolved: Drains will no longer doors from closing — Resolved: The unceasingly a once buttons on the clock will now highlight the currently selected go like a bat out of hell correctly