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06-10-2015, 11:47 | #621 |
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Manco 31 pagine sono... Fai cambiare il titolo ai mod...
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06-10-2015, 14:24 | #622 |
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Rettifica il lancio è alle 19.
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06-10-2015, 14:50 | #623 |
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Si acceso PC appositamente, ma non è partito nessun aggiornamento
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Profilo Steam: http://steamcommunity.com/id/bait2841 Ultima modifica di bait28 : 06-10-2015 alle 14:53. |
06-10-2015, 18:11 | #624 |
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Prison Architect V1.0 has launched!
Congratulations everyone, Version 1.0 has been launched! Changes in Version 1.0: Campaign Story The perfect place to start for new players. Chapter 1 : Death Row (The Introduction from the Alpha) Chapter 2 : Palermo Chapter 3 : GABOS Chapter 4 : Conviction Chapter 5 : Bootstraps Escape Mode You can now load any prison, and attempt to escape from it, in this brand new game mode. Steam customers can load any Steam Workshop prison, or even use the 'Random' button to be sent to a random steam workshop prison. (Experimental) There is a 'HELP' button that you can click on, in the bottom right of the screen. Use WASD to move around, and aim with the mouse. - You can steal weapons and tools from all the rooms you'd expect. - Stash your contraband to avoid being caught - Earn Reputation points by starting fights and smashing up furniture. You will receive bonuses for knocking people unconcious, and additional bonuses for kills. Spend those points to upgrade your character with any of these reputations:
- You can also spend rep points to recruit other prisoners to your group. They will follow you around and will assist during fights. - If you have a digging tool you can dig an escape tunnel from the toilet in your cell. - Win the game by escaping with your entire team. Collectables There are two types of collectable item in the game. As you discover them they will be added to the Extras menu. - Polaroids : All story based polaroids. Some are shown during cutscenes. Some only occur in the sandbox and must be found. - Game Bible : The game design notebook has been scanned and can now be found throughout your prison. Keep your eyes out for scraps of paper on the floor within the sandbox. Click on those scraps to unlock another page. Special Wardens You can now select from one of six wardens, when creating a new prison. Each Warden brings a special ability to the game. - The Warden : The default warden, offers no special abilities. - The Lobbyist : Halves likelyhood of Violent/Lethal/Deadly inmates arriving - Rita : Diminishes effect of Stoical / Fearless. Doubles effect of Suppression. - J.W.Periwinkle : Guard dogs have a 50% chance to immediately uncover tunnels - The Pacifier : Permanent 25 point reduction in prison temperature - Saphara Acknova: Corruption! Receives a backhand payment for all contraband found Translations We are working to translate the game into as many languages as possible. More languages will be coming in the first update. We currently have translations for: English, Czech, Finnish, French, German, Italian, Korean, Norwegian, Polish, Brazilian Portuguese, Russian, Simplified Chinese Education grant (continued) The education grant has been rebalanced and made easier. You now need 10 prisoners to pass the foundation course, and 1 prisoner to pass the general education course. Event System (continued) The event system has been rebalanced and is now much less destructive. Specifically, the 'politician demand' event and the 'Virus outbreak' event have been nerfed. Events occur far less frequently. Many other small tweaks to make the event system better. BUG FIXES Hundreds of fixes and improvements were added in the run up to v1.0. In addition, the following Mantis bugs were fixed: - 0002935: [Gameplay] Guard dogs kill prisoners (Icepick) - resolved. - 0009914: [AI & Behaviour] Doctors Wont Heal Sick Prisoners. (Icepick) - resolved. - 0009911: [Gameplay] 'Virus Outbreak' event is near 'unbeatable' (Icepick) - resolved. - 0009970: [Gameplay] Perimeter walls cannot be rebuilt after events (Icepick) - resolved. - 0005691: [Graphics] Unconscious prisoners appear as a black box on screen when in a medical bed. (supersampling fault?) (Icepick) - resolved. - 0009954: [Save & Load] Virus outbreak not saved (Icepick) - resolved. - 0009931: [Control & User Interface] Gang members not displayed in gang view (Icepick) - resolved. - 0008149: [AI & Behaviour] Dead parole lawyer won't be taken away from morgue to hearse (Icepick) - resolved. - 0009891: [AI & Behaviour] Dead prisoners pile up in Infirmary (Icepick) - resolved. - 0009924: [AI & Behaviour] Prisoners developing extra hands during combat when handcuffed - (and killing an impossibly high number of gaurds) (Icepick) - resolved. - 0009826: [Other] Internal Clock error (Icepick) - resolved. - 0006453: [Other] Bankruptcy timer runs out in less than 24 hours (Icepick) - resolved. - 0007397: [AI & Behaviour] Lockdown/Solitary timers run at different rate to game clock (Icepick) - resolved. - 0009912: [Gameplay] Federal witness countdown is lost after reloading game (Icepick) - resolved. - 0009926: [Graphics] Empty tray being fed (Icepick) - resolved. - 0009938: [Graphics] Maximum Safe Capacity unreadable (Icepick) - resolved. - 0009915: [AI & Behaviour] Sick prisoners are completely ignored by doctors and paramedics (Icepick) - resolved. - 0009890: [Gameplay] federal witness in death row (Icepick) - resolved.
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06-10-2015, 19:49 | #625 |
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Impressioni?
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07-10-2015, 13:00 | #626 | |
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Quote:
La prima campagna/tutorial è rimasta uguale a com'era in alpha, già dalla seconda in poi ho visto un sacco di cose nuove, oltre ovviamente alla traduzione in italiano di tutti i testi (pollice in sù per questo).
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07-10-2015, 20:03 | #627 |
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Iscritto dal: Nov 2013
Città: La Spezia
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Merita l'attesa dei 2 anni. Iniziata campagna missione "Palermo".... Ben fatta e traduzione al top....parolacce comprese
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27-10-2015, 23:20 | #628 |
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The first post-launch update to Prison Architect will be coming Fri Nov 13th - later than usual due to early October been all about launch
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13-11-2015, 19:08 | #629 |
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Prison Architect Update 1
= Shared Cells - New room type: Dormitory - New furniture: Bunk Beds A Dormitory can house any number of prisoners, based on the number of beds installed Dormitories can be small eg 2x3, replacing the normal Cell, allowing for two or more inmates to share a cell together Or Dormitories can be large, with shared showers, toilets, phones, tvs, recreational facilities etc. Better facilities will result in a higher room grading, which will have a positive effect on your inmates = Prisoner Intake (continued) There are now several different modes of Intake that can be set for your prison Choose your mode from the Intake report - CLOSED No inmates will be brought to your prison - FILL CAPACITY Inmates will be brought into your prison when available, until your available capacity is full - TOTAL PRISONERS You set the total number of prisoners desired, and the Intake system works to fill that number - NUM PER DAY You choose the number of prisoners to bring in each day (The old method) - ALL All available prisoners will be brought in every day = Escape mode (continued) Escape mode was deemed too easy and unbalanced, and several features have been nerfed. - Damage done to a prison and its staff is now repaired automatically, once the player surrenders or is knocked out. - All staff killed are replaced with new hires - All fires are extinguished - Burnt down walls now get construction jobs created to replace them - All ranged weapons now have limited ammo. Nb you can press G to drop the current weapon. - Shotgun : 6 shots - Pistol : 6 shots - Tazer : 1 shot - Assault rifle : 30 shots - If you steal an item from a room, there is now a three hour timer before that item can be stolen again from that room. This will put a stop to whole teams of escapees stealing knives from the kitchen. Nb these timers end instantly when the player surrenders or is knocked out. - Reputations rebalanced - Skilled fighter: chance to disarm opponent now reduced to 20% per hit, down from 30% - Extremely deadly: chance to kill reduced to 15% per hit, down from 30% - Ranged weapons are no longer made more powerfull by the Strong/Deadly reputations - Ranged weapons no longer disarm opponents when the attacker has the Skilled Fighter rep - Improved game over screen to stack up victims in the same way as the intake report's prisoner preview. - Gangs rebalanced Rebalanced the chances of gang members and leaders arriving, to make gangs a more likely occurance. - Doubled the chances of receiving gang members at intake - The chance of an incoming gang member being a leader is now much higher - The probability of receiving a gang leader also increases as the size of the gang increases. - New translations Greek, Romanian, Swedish, Turkish, Spanish, Portuguese = BUG FIXES - no more saving on escape mode gameover screen - Items still loaded on trucks dont get search jobs during shakedown - deployment menu has the correct default selected based on your research - fog of war turns on sooner on GABOS level - error sound only plays once when unable to afford objects http://forums.introversion.co.uk/vie...p?f=17&t=55775
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13-11-2015, 20:12 | #630 |
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Continuare a lavoraci sù anche dopo la release gli fa onore
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16-11-2015, 12:23 | #631 |
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"SHARED CELLS"
Oddio finalmente... non ci speravo più
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19-11-2015, 17:36 | #632 |
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A chi lo dici.
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18-12-2015, 11:59 | #633 |
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Prison Architect Update 2
https://www.youtube.com/watch?v=PsTOSHhy-_Y Women's Prisons You can now choose the gender of your prisoners in the "New Prison" screen. Female prisoners have different needs and behave differently than male prisoners. - Children : Some female prisoners are mothers of young babies (less than two years old) and are entitled to look after their baby during their stay in your prison. This requires some new facilities - often called "MBUs (Mother and Baby Units)" - Family Cell : A new type of cell for mothers with babies only. Similar to a normal cell, but also requires a Cot and an integrated Shower. Nb these cells will never be assigned to female prisoners without babies. - Nursery : A shared room for all mothers to live in, typically isolated from the rest of the prison. Mothers will spend much of their time in this room with their babies. Requires cots and play mats for the babies. - Mothers will eat their meals in this room, so it also requires a serving table, benches etc. Your kitchens will be assigned to cook meals for the nurseries as if they were canteens. Modding API (continued) - Added world and world cell data variables to the scripting API. This includes getting the size of the world, time index, etc. Setting these variables, however, is currently unsupported. - A new interface scripting API has been included as well. Mods can now add, remove, and change buttons in the BiographyWindow (shown when you select a non-prisoner object in the world), with callbacks to it's script. - Modding in escape mode has also been improved by allowing player interaction on scripted objects. A callback to the script is given when the player is close to an object and interacts with it. - General performance enhancements, especially to laundry system. New Translations Danish, Dutch, Hungarian, Thai Bug Fixes - Needs.txt not loaded in correct order when using mods - 0010162: [Gameplay] Surrendering in escape mode causes insane amounts of rep points / surrendering doesn't work - 0010309: [Control & User Interface] [Prison Architect] Crash when opening confidential informant window
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
27-01-2016, 14:26 | #634 |
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Iscritto dal: Oct 2006
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Update 3: Cecchini!
Guard Towers + Snipers You can now build guard towers around your prison for an extra level of security, intimidation, and force. - New entity type : Snipers Hired from the staff menu. These guys will equip themselves with a scoped sniper rifle from the armoury, if you have one. They will then take turns manning the guard towers you have built. - Snipers will project 'Suppression' to all prisoners within their line of sight. - Rules of engagement When snipers see trouble occuring, they will fire warning shots. If three warning shots are ignored, they will shoot to kill. If you have enabled "Freefire" they will always shoot to kill, without warning. They will also shoot to kill if they see an escaping prisoner already outside the prison secure zone. Secure Visitation Booths You can now build secure visitation booths in your visitation room if you choose, instead of the usual tables. A secure visitation booth has a glass panel that seperates the inmate from the family member, and they use a phone to talk. - No contraband can be imported through a totally secure visitation room - However the inmates family needs will not be satisfied nearly as well - Nb. There must be a complete seperation of visitors and inmates for a room to be considered secure. Female Names-in-the-game If you are a Name in the Game customer, you can now update your bio and create a female prisoner if you wish. Go to http://www.prison-architect.com/register to do this. Mod API updates Scripted interface buttons now correctly pass click callbacks to the script that created them. This allows scripts to add interactions to other objects in the game world. - Dormitories of 40 or more squares will now get their own sector for the purposes of guard deployment and security zoning New Translations Japanese Bug Fixes - Fixed: 2x3 Dormitories with a bunkbed will now correctly accept 2 prisoners - 0010359: [AI & Behaviour] Doctors not treating during Virus Outbreak Event - 0010445: [AI & Behaviour] Overdosed prisoners put in solitary instead of infirmary - 0010477: [Gameplay] Intake System brings in wrong amounts of certain levels of prisoners - 0010333: [Gameplay] Fill to capacity improvement - 0010438: [Control & User Interface] CI window shows two % signs rather than one - 0010352: [AI & Behaviour] Nasty change in the priority of the job assignment - 0010461: [Gameplay] Contraband scan cooldown causing problems - 0010459: [Control & User Interface] Suspicion percentage is displayed twice - 0006604: [Control & User Interface] Double billing of reform programs - 0010437: [AI & Behaviour] Multiple mailrooms do not work - 0010480: [Gameplay] Intake not calculated properly - 0008937: [Control & User Interface] Carpentry Apprenticeship - 0010452: [Gameplay] Dormitories and adjacent rooms counts as one room - 0010322: [Gameplay] Prisoners not being taken to Dormitories - 0010298: [Gameplay] 2x3 dorms dont get extra prisoner space - 0010472: [AI & Behaviour] Opened mail thrown throughout Holding Cell - 0010453: [AI & Behaviour] Laundry taken from Dormitorys - 0006883: [Mod System] Allow mods to augment the selected object popup - 0010367: [AI & Behaviour] Prisoners get ReadBook status and freeze in place - 0010417: [Control & User Interface] Policy screen in female prisons says "HIM" - 0010471: [AI & Behaviour] Laundry Room uniforms in odd piles - 0010095: [Performance] One specific prison that has updated across mutiple alphas is experincing 1sec freezing every 10sec - 0010468: [AI & Behaviour] Shower Drainage Behaviour Issues - 0010370: [Performance] Extreme low FPS with many idle prisoners. - 0010348: [Other] Open mails spawning from my inmates
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
04-03-2016, 18:19 | #635 |
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Update 4 released
New features for this month: = Thermodynamics
- New toolbar button under Logistics : Temperature. Visualises the temperature of all areas of your prison - Prisoners now have a Warmth need. This need increases when they are cold. - They will protest if cold for too long, and eventually cause trouble. - If prisoners are too hot for too long (for example working in a hot kitchen) they will develop a status effect "Overheating" This makes them more likely to cause trouble - New item : Radiator. Build these around your prison to warm up the indoors when required. = Quick Build menu The old "Clone" toolbar item has been replaced with a new "Quick Build" menu, with more options. You can now pick from a set of template rooms, and stamp them dowm in your prison. All neccesary foundations will be built (if required), and the area will be cleared of walls and objects. Then your workmen will build all the walls and objects required. The room type will be automatically assigned. You can rotate a quick build room using R or middle mouse click. Available quick build rooms: - Basic Cell - Solitary Cell - Luxury Cell - Shared Cell - Office Nb. Clone is now available in the Quick Build menu and no longer needs to be researched. = New prison sharing options - A new option in the Extras menu 'Most Popular Prisons' lets you view the most popular Steam Workshop prisons You can choose to view the most popular over the last week/month/year/all time Play the prison instantly by clicking Play - We are now bundling 10 of the best community made prisons with all versions of the game. These are designed for times when you have no internet connection, or are not running the Steam build (so no workshop access) - You can now attach a Phone Tap to the Secure vistation booths added in Update 3. This will give you more intelligence on contraband, escapes etc. - New Translations: Ukranian, Bulgarian, Traditional Chinese = BUG FIXES - 0010454: [Gameplay] Escape mode: Revive prisoners - 0010333: [Gameplay] Fill to capacity improvement - 0010588: [AI & Behaviour] Prisoners can work and get paid even when job room is invalid - 0009100: [AI & Behaviour] Mail delivered to solitary cell after inmate has left - 0010566: [AI & Behaviour] Prisoners do not use weight-benches - 0010500: [Performance] Snipers in Guard Towers cause major lag. - 0010567: [AI & Behaviour] Doctors get stuck while attempting to heal - 0010539: [Gameplay] Saved game, crashes at same spot - 0010519: [AI & Behaviour] Wrong delivered mail.
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
04-03-2016, 23:51 | #636 |
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Iscritto dal: Sep 2006
Messaggi: 309
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Mi fa davvero molto piacere vedere che lo sviluppo continua dopo la release ufficiale con la solita cadenza mensile.
E' stato uno dei pochissimi early access su cui ho puntato ormai quasi 3 anni fa. Il gioco era bello che pronto gia anni fa e ormai mi chiedo fin dove vuole arrivare ad aggiungere content
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07-03-2016, 22:25 | #637 |
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Messaggi: 11068
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
23-03-2016, 12:37 | #638 |
Senior Member
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Guida per le cucine:
https://steamcommunity.com/sharedfil.../?id=541489981 In breve... Per 80 pasti servono: 1 tavolo per servire 4 fornelli 2 frigoriferi 4 cuochi
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
24-03-2016, 12:17 | #639 |
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Update 5 released
You spoke, we listened. After a month of tweaking, tuning, tightening and teasing we have managed to stuff even more frames into every unforgiving second. Performance optimisations We focussed on performance this month, and achieved a speed boost of at least 50%. This work is ongoing. - Now defaulting to the VS2015 build, with the old VS2008 build still available for Safe mode (Prison Architect Safe Mode.exe). This gives a good speed improvement over the VS2008 version. - Asynchronous job search system. Instead of synchronously looking for a job, workers, guards, prisoners, doctors now place a request for a new job in a queue. This queue is processed during render phase of the game loop so shouldn't take up any time during the main game loop. - Speed up rendering of the Feed Prisoners Objective. This was particularly slow when their were a lot of hungry prisoners. - Rebuild the indoor/outdoor shadow mask only when a cell changes its material or indoor/outdoor status. Thermodynamics (continued) - New pipe type in the utilities view: Hot water pipes These operate on a seperate layer to the existing pipes, and can be overlaid without conflict. - New utility: Hot water boiler Requires a large pipe connection of cold water, and a direct electrical connection You can run hot water pipes from this boiler in any direction. Nb. Water will lose heat the further it gets from the boiler. - All radiators now require a hot water connection to function - Showers can take cold water or hot water. When supplied with hot water, showers will also reduce a prisoner's Warmth need When supplied only with cold water will apply a Frigid effect, which acts as a kind of short-term surpression while also spiking their Warmth and comfort needs. 3d mode has been discovered This update we have improved 3d mode with new shapes, new shaders operating on all objects, and better wall geometry. 3d mode remains very experimental. Known bug: The mouse position is wrong when using graphics/Supersampling. Known bug: Long pauses caused by geometry changing, eg wall construction/demolition BUG FIXES - Thermodynamic map to use 16 bit number type to represent the temperature instead of 8 bit. This fixes a bug with fire showing negative temperatures. - 0010610: [Graphics] entire screen is black and white boxes
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
29-04-2016, 12:27 | #640 |
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Update 6 released - and brand new games from us
Prison Architect Update 6 has been released! And we have brand new game prototypes to show you. https://www.youtube.com/watch?v=ZL4NCrgMhYA Mark and Chris show off two new prototypes - Scanner Sombre (Cave Game) and Wrong Wire (Bomb Game) as well as looking at the latest updates for Prison Architect. TWO BRAND NEW GAME PROTOTYPES Introducing 'Scanner Sombre' and 'Wrong Wire' Skip forward to 22 minutes into the video, to see us demonstrate two of our (potentially) upcoming games. These are prototypes we have been developing in secret until now, and will form the basis of whatever comes next after Prison Architect. Please keep in mind that whilst we intend to continue supporting Prison Architect with updates for a very long time, we also intend to make new games, just as we have always done. We are interested in your thoughts on the new games. Please go here to vote on your favourite: http://www.introversion.co.uk/vote PRISON ARCHITECT = Seasons and Weather - The game will now move through the seasons, with the outdoor temperature varying based on the time of year. - Various weather patterns can occur during the game, varying based on the current season. - Overcast - Rain - Torrential rain (Special event, rare) - Snow and frost - Heatwave (special event, rare) - Prisoners needs will be affected by the weather when they are outdoors. Getting rained on will spike their comfort, clothing and warmth needs. - Prisoners left outside in extremely cold conditions (for example in an outdoor solitary confinement cage) can now die of exposure. - Weather is DISABLED by default in all prisons, and can be enabled when creating a new map. Alternatively, use the new "Map Settings" screen in the Extras menu. = Map Settings You can now adjust the settings of your prison from a new screen called "Map Settings", found in the Extras menu. This screen lets you enable certain options that may not have been enabled (or even available) when you first created the map. Nb. You can enable these options, but you cannot disable them once enabled. Available options: - Enable Gangs - Enable Events - Enable Weather = Job Prioritisation - You can now mark any job as a high priority. Simple hold control and either left click or left drag a selection to mark jobs. Available workers (who aren't already on a high priority job) will stop what they are doing and be assigned to the high priority job. - If no workers are available, high priority jobs will take precedence when the workers become available. A small icon in the lower right of a visible job shows if it is marked as a high priority job. - You can remove the high priority marking on jobs by holding control and either right clicking or dragging a selection. - Hovering over an in progress job will now highlight the entity working on it, showing a red line leading to the worker responsible for the job. - Pressing F while highlighting an in progress job will cause the camera to follow the working entity and keep the highlight active. = Performance Work (continued) Further performance gains were made this month through several different approaches to optimisation. - More systems moved to overlap with Render(). - Optimisations to the visible object list builder. - Singly linked lists mostly replaced with arrays (FastList). - Avoid copying of containers where possible. - NeedSystem optimised. = Bug Fixes Temperature and lightmap system corruption bug fixed. - 0010618: [Gameplay] Temperature next to fire is in the negatives - 0010625: [Gameplay] Temperature drops instantly even in areas that should be producing heat
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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