Cleared for Transfer and The Bucket Patch Notes

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Fifnaril

First Lieutenant
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Jan 21, 2020
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To all wardens,

Today we celebrate the release of Cleared for Transfer and The Bucket update, introducing several new exciting mechanics, wall types, objects and much more to your game. Check out the patch notes below!

Cleared for Transfer:
With Cleared for Transfer, we introduce the idea that prisoners can now transfer between security sectors of your prison - you control the criteria or rules for prisoners to transfer. In order to create a ‘motivation’ for prisoners to transfer, you can also link and/or restrict privileges to individual security sectors. You can increase (or decrease) a security sector’s grade (e.g. Min Sec), by attaching privileges (such as Visitation), adding new objects, equipment, and facilities, and making regime changes (such as more Yard time).

Ultimately your aim should be to entice prisoners to want to transfer into a more comfortable or privileged sector, and then encourage them to change their ways in order to meet the criteria for transfer.

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  • Prisoner Transfers system:
    • The Cleared for Transfer mechanics only refers to the following existing prisoner security sectors/levels; Min Sec, Med Sec, Max Sec, and SuperMax.
      • This means that prisoners can only transfer between these levels.
        • A Death Row inmate is always a Death Row inmate, a Protective Custody inmate is always a Protective Custody inmate and the same for Criminally Insane inmates.​
    • Inmates eager to move to a lower security sector with more privileges will only look at the sector that is one below their current one.​

  • Elements that are tied to the Prisoner Transfers system:
    • New tab in the Reports UI: Transfers.​
    • Updated Policy tab to allow for tweaking of privileges, food quality and parole cutoff.​
    • Updated Prisoners tab to see transfer candidates and to approve transfers.​

  • The Prisoner Transfers system can be enabled and disabled in the map settings.

  • Expanded Room Grading system:
    • Cells can now reach a max. Score of 15 (up from 10)​
    • Room Grading now includes the following rooms:
      • Yard​
      • Common Room​
      • Classroom​
      • Canteen​
      • Gym​

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  • Security sector grading:
    • Security sectors now have a grading that can be viewed in the “Logistics” menu.​
    • This will inform you about the attractiveness of a security sector and will feed into the Prisoners Transfer system.​


The Bucket Update:

  • New room: Gym
    • Introduced a new room: The Gymnasium.​
    • We added several new items for this room, such as the Boxing Ring, Punch Bag and Water Cooler.
      • These objects can also be placed elsewhere in a prison.​
    • The Gymnasium will act similarly to a Yard (but indoors) catering to various prisoner Needs (Exercise and Recreation).
      • Being inside the Gym will also negatively increase the prisoner’s “Hygiene” need by a small amount, encouraging a Shower.​
    • Prisoners will treat the Gym similarly to a Yard, meaning that they’ll want to visit the Gym during the “Yard” and “Freetime” regime periods.​
    • With the exception of gang members (mentioned below), all other inmates should still favor the Yard (seemingly as they get to spend some time outside).​

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  • New custom security sectors for Deployment:
    • You can now create a custom security sector in the Deployment menu,
      • e.g. You can set a sector that includes min and med security.​

  • Punishments, Searches, Shakedowns & More per sector:
    • Actions that you trigger via the bottom-right HUD element can now be activated for individual security sectors.​

  • New Staff control:
    • In the “Deployment” menu, you now have 4 new options:
      • Prioritize Area (Janitor)​
      • Prioritize Area (Gardener)​
      • Assign Cook.​
      • Assign Doctor​
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  • Other:
    • New Walls, Signs, Floors, etc.​
    • You can fire multiple staff now by holding the mouse button and dragging your selection.​
    • Added new quick rooms:
      • Mail Room​
      • Library​
      • Laundry​
      • Infirmary​
      • Armory​
      • Visitation​
    • The Planning mode now has an option to disable auto-foundations.​
    • Added Forestry Prison Labor.​
    • New research is necessary in the Bureaucracy menu.​
    • Barred walls will now allow for heat to pass through them.​
    • You can fire multiple staff now by holding the mouse button and dragging your selection.​

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Modding:
  • The renderer now supports multiple spritesheets!​
  • Vehicle speed and support for removing shadow casting from objects is now exposed for modding.​

Additional Improvements, Fixes & Features:
  • Intake UI: Renamed “Prisoner Transfer” to “Legendary Prisoners” to avoid confusion with the Prisoner Transfer system.​
  • Lunar Plot Forestry will now only grow Sakura trees.​
  • Assigned Cooks will now cook in their kitchen.​
  • Fixed an Exploit that would reset the Security Rating when reloading a prison.​
  • Fixed an issue that showed all Sectors as available in the Emergency Actions, if you've set a custom sector up in the prison.​
  • Transfers in Reports no longer open as a new window.​
  • Fixed a number of missing translations.​
  • Fixed a crash that would occur if you change the language several times in-game​
  • Fixed a slow down that a player would see if on multiplayer if the client turns on Prisoner Transfers. Also fixed Client not being able to see the correct Grading score for Security Sectors.​
  • Fixed a bug that would cause a crash on starting Prison Stories.​
  • Fixed a bug that would stop you from moving the Firemen in the "Palermo" scenario in Prison Stories.​
  • Policy menu will no longer show Criminally Insane if you do not have the DLC.​
  • Players will no longer be able to approve transfers if they load a map that had transfers on unless they have the DLC.​
  • New Assign and Prioritize options have the New Star picture on them to highlight they're new.​
  • Fixed a bug that meant Death Row inmates did not pass parole despite meeting the criteria for it.​
  • Clone tool no longer shows incorrect sprites when used.​
  • Fixed the Allow Transfer option so that when you disable it, no prisoners are shown as ready for transfer.​
  • Inmates whose reoffending rate match the number you set the 'estimated reoffending rate' for transfer now qualify for transfer.​
  • Fixed a bug that would stop you entering tunnels in Escape Mode.​
  • Fixed a bug that stops MAC/Linux players from playing the game in Windowed Borderless mode​
  • In Multiplayer when a Client changes criteria on the Transfers tab, other players can now see that change.​
  • Fixed an issue that had prisoners constantly being swapped about if they were in a Mixed Custom Sector wing.​
  • Criminally Insane prisoners can now live in a Custom Sector for 'Criminally Insane'.​
  • Fixed a bug that stopped a player from playing a modified map in Escape Mode​
  • In Multiplayer if the host has the Cleared For Transfer DLC, anyone who connects to that game will have access to the Transfers mechanics and content, regardless of if they own the DLC.​
  • Fixed an issue that caused UI elements to be off-screen or overlap if High DPI option is on in the graphics settings.​
  • Criminally Insane Prisoners with the Claustrophobic reputation no longer grows extra hands when in lockdown and aggressive.​
  • If using 4k resolution the Policy menu will no longer scroll off the page.​
  • Canteen trays no longer float in the air if they are at the bottom of an Oak Table.​
 
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Reactions:
Thanks for the update. Lots of quality of life features that I've missed in the past.

I've noticed a potential bug in the new "custom security sectors". It seems as no programs and no jobs can take place in a room assigned such a sector. I have encountered this both in the kitchen and workshop. I have set it to "min&med sec", prisoners were able to walk in to clean. But they would not participate in programs and not accept work bound to this room.