Remand Home Architect - Alpha 12 (Linux)

  • 16.08.2016, 03:02,
  • Games
= Snitching and Contraband Many rooms around a che = «community home with education on the premises» are now a author of rickety contraband Prisoners will sometimes hijack contraband and try to smuggle it in arrears to their chamber for secure keeping Prisoners are less likely to hijack metal items if they know they have to obsolete through a metal detector on their way in arrears Prisoners carrying metal items will elude Metal Detectors as best they can There are four categories of contraband: — Weapons: Used during fights. A capital «Danger Level» within your che = «community home with education on the premises» will send a capital need for weapons — Tools: (In Due Course) Used by prisoners to aid escaping — Narcotics: (In Due Course) Used by prisoners who are bored or uncomfortable, or dealing with addiction — Luxuries: Items that gauge che = «community home with education on the premises» human being a bit more manageable, such as animated phones, alchohol etc Note: Prisoners currently only gauge use of Weapons, but they will still hijack the other types of contraband = Contraband overlay There is a new Contraband overlay in the might toolbar, unlocked by the Chief in Red Tape Shows all latent sources of contraband within your che = «community home with education on the premises», and also all recently ground contraband You can privileged any recently ground filler to see a drop behind of where it was stolen from, where it was secret etc = Contraband Cache and Need You can see the furnish need for any filler in the new Contraband Communiqu. Capital need means many prisoners want this filler This interview also shows the cache of these items, representing how many of those items are owned by the prisoners Prisoners who want something they can't get will hijack an filler with capital furnish value instead, so they can business for it later = Searching powers You can now pattern a search of a lifer or his thorough chamber, from his Rap Cover There is a new crisis button on the toolbar: Shakedown, which searches every chamber and lifer in your penitentiary Note: Searching prisoners really pisses them off, raising the liable to be consistent of your che = «community home with education on the premises» Metal Detectors automatically trigger a search of a lifer when they smell something Metal Detectors now break apart out of functioning for 3 seconds after detecting something They also incorrectly smell something a mundane interest of the outmoded, resulting in unnecesary searches = Standing Effects All prisoners can now be touched by Standing Effects, which swap their behavior for a rooted while of outmoded You can see standing effects on a lifer by highlighting him. Widespread standing effects: — Suppressed: Prisoners locked in Friendless Confinement will become suppressed and compliant due to their brutish treatment. These suppressed prisoners are much less likely to cause care. — Well Fed: Prisoners who eat well will become «well fed», contributing to the solid inkling in the che = «community home with education on the premises». Well fed prisoners are much less likely to cause care. = Needs Methodology — Spacious carrying out improvements — The needs methodology was one of the slowest and most laggy parts of the event — Rooted: Prisoners sometimes can't perceive any need providers if the framerate is too low, and just handle around instead — Prisoners due for manumit within the next six hours are now listed on your todo laundry list — New audio drudgery for the Red Tape interview and the Reports windows, and new searching powers — Changed the way Guards go along with patrols, so they should no longer heap together — Contraband ground by guards is still dropped on the defeat, but will now auto-vanish after 10 seconds — Rooted: Released prisoners are now permitted to path through Stake-Only zones on their way out — Rooted: Sometimes detritus would never be at ease — Rooted: Callout units will now posture their assigned path even when off interview — Rooted: Drains will no longer shut off doors from closing — Rooted: The outmoded buttons on the clock will now highlight the currently selected assist correctly