Oubliette Architect - Alpha 6 (Mac)

  • 15.08.2016, 19:56,
  • Games
Alpha 6 introduces convict jeopardize categories with coloured uniforms to demonstrate this. Prisoners now have a wrong retelling and are classified according to perceived jeopardize, however this is an APPRAISE and may not be unerring — you«ll still need to keep a musty eye on the little darlings! We»ve also adjusted the convict intake settings to allow even more customisation of the regatta. = Convict Categories All prisoners are now classified based on their jeopardize plain — Min, Run-Of-The-Mill, or Max. Convict uniforms are coloured to demonstrate this: Drab, Orange and Red respectively. Note: The Grade of a convict is an APPRAISE of their jeopardize plain, based on their convictions. However their unswerving jeopardize is unwavering by their TRAITS = Convict Traits, «Rap Sheet» & Wrong Retelling All prisoners now have Bios that item by item their wrong retelling, measurement of convenience life in quod etc Click on any convict to assess his Rap Gazette. Prisoners have (internal) traits which govern if they are crazed, unfavourable etc These traits govern the Prisoner's likely feedback to their needs not being met = New Sector Categories You can now set sectors to be used for MinSec or MaxSec prisoners in the deployment evaluate. Note: This only affects prisoners cubicle commission. They currently part all other rooms. MaxSec or MinSec prisoners without cubicle stretch will overflow into the shared (Cadaverous) sectors. A Holding Cubicle is required as ephemeral protection to assist cubicle changes = Intake Manage You can now manage the intake of new inmates from the «Prisoners Report» evaluate. You can judge which categories you are generous to, or off receiving any new prisoners. Note: Unavailable if «Continuous Intake» is enabled; You will clear a indefinitely medley = The chase for Stuck Prisoners Several artful bugs have been rigid which resulted in prisoners becoming stuck, shackled, pushed into the be ruined, forgotten, or trapped in asylum beds. (Guards sometimes as well) Prisoners who are trapped will now be escorted rough to their cells by a bashibazouk. Note: All entities need to be healed before they will be let out the medical off, and Prisoners need to have a cubicle to be taken rough to. — There is now some deviation from the norm in the specialist weight of prisoners. Higher Jeopardize prisoners disposed to be larger — Doctors will now cure injured people around them more reliably (within line up 10 sq) — The cassette adapt dragging sounds will no longer tease unless you are laying out construction orders — Construction frameworks now look more 3d and dash shadows when under construction — Links have been added to the Outstanding Menu to access the latest portrayal, sound terms & conditions and buy messenger — Rigid a bug which allowed prisoners to glitch through doors when they were trying to leakage, making it quite a bit easier for them to take over from make good — Rigid: The regatta would collapse on loading or selecting a saved guardhouse, if that guardhouse had a cursory notion of diameter or top > 2048 pixels. (Happens if you are on-going at higher res, eg Retina) — Rigid: You can no longer callout inexhaustible numbers of firemen — Rigid: A insensate or knocked out firemen will no longer drop/spawn his firehose continuously