Prison Architect: Gangs & Kite Patch Notes

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Hello Wardens!

It’s that time again! Here are the full patch notes and key features for Gangs & KITE, coming on June 14th!

(Pssst! You will get KITE as a free update even if you do not acquire Gangs.)

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GANGS KEY FEATURES

Meet the gang

Gangs form and grow by gang members arriving either by in-take or by recruitment. Each gang has its own personality and traits, and will naturally be drawn to recruiting prisoners with the same specific attributes.

Boiling Point
Now you can measure your inmates and your prison’s “temperature”. As gangs grow and begin to flex their strength, the 'danger temperature' of your prison will rise. Thanks to the 'Boiling point' UI, you get a detailed overview of what's affecting the life of your inmates, allowing you to act swiftly, keeping them happy, and preventing irrepressible riots.

Reform and release
Gang members are now allowed to leave their crew, help them come clean by removing their tattoos and enrolling them in the Gang Rehabilitation Program.

New rooms
Use the Tattoo Removal Room to remove gangs' tattoos, or have gang members train in the Fight Club Room, turning their destructive energy into fighting in a controlled environment.

Crooked guards
Gangs may coerce guards into smuggling contraband or accepting bribes. You can vet guards during the hiring process (Bureaucracy) as well as recruit C.I.s to identify guards that have turned.

DETAILS

GANGS DLC
  • New Grants - 3 new grants not only to aid the player financially but to also serve as an onboarding tool to some of the new features present within the DLC
    • Positive Energy, Advanced Protection & Gang Welfare
  • New Gangs! - All new gangs complete with their own visual identify, personality and strategy - including a 'gang' of reformed ex gang members
    • Jackals, Bone Breakers and Vipers
  • New Staff and Prisoner Programs - New Programs for Prisoners and a new Advanced Hand to Hand combat training for Staff Members
    • Fight Club, Gang Rehabilitation, Tattoo Removal, Faith, and Breathe Programs.
  • New Rooms and Quick Rooms - Several new rooms for the player to experiment with
    • Tattoo removal room, the Cage and the Fight Club
  • A 'Boiling Point' system - Detecting the 'temperature' of the gangs within the prison from the Intelligence menu
  • Improvements to the Intelligence menu with more security details and options such as restricting access to certain rooms for specific prisoners, transfer prisoners, Guard assignment, Removing prisoners to other facilities (for a large fee) and marking prisoners.
  • A host of new Gang Behaviours - Making Gangs a deeper gameplay experience - how gangs target prisoners, extracting a toll from non gang members and the recruitment of prisoners into the respective gangs
    • Gang Members can actively recruit prisoners, make demands and threats to the player, promote new leadership, assassinate targets and can bribe guards
  • Gang 'Events' - From planned Assassinations of a Gangs leader to food fights in the Canteen - there are a lot of new methods that gangs will use to mark and defend their territory
    • Once Gangs reach a number of 20 members, they will be able to start making demands. The prisoners who are part of the Gang making the demand will Kick off and start causing problems around the prison. Jackals will start Escaping. Bone Breakers will start Destroying. Vipers will start Fighting.
  • New method of contraband smuggling into the prison - Crooked Guards!
    • Crooked Guards will smuggle in contraband
  • Gang grouping - Gangs will sit (such as Canteen) and move with each other as much as possible to re emphasized their strength and unity
  • Territory Marking - Gangs will mark their territory with graffiti

FREE UPDATE (KITE)
  • Wardens - 2 new Wardens
  • Guard Dogs - 4 New Guard dogs
  • Fill Capacity - Fills in specific missing Prisoner Security Levels
  • Manual Cell Swapping - The ability for the player to move an inmate to another cell within the same Security Level
  • Prisoner Replacement - Maintain the same number of prisoners within their prison based on their specific security levels
  • Room Size Mutator - Mutator that removes any room size requirement
  • Prison Creation (New Game Menu Cleanup) - Cleaning up the number of options in the drop down menus
  • Prisoner Mail - Prisoners can send and receive mail
  • CCTV Improvement - New Vision Cones, Toggle, Triggering Waypoints of Prisoner Misbehavior - improvements are locked behind a new branch in the Bureaucracy Tree
  • New Intake Logic - Once prisoners get off the bus, the bus will leave. Prisoners will no longer wait by the Delivery Room. The Prisoners will make their way to the reception without the need of guards. Once in the Reception, they will behave as normal and be searched by Guards.


FULL KITE PATCH NOTES

PC

  • Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
  • Fixed so pest control units are able to completely remove rats from prison
  • Fixed so food trays don’t disappear after they have been used
  • Fixed so pastry isn't placed on the Cake Stand / Display Counter
  • Fixed so Weather Antenna doesn't become very dry (No one likes dry humor)
  • Fixed so Rat Trap and Sonic Rat Deterrent can be placed on Stations and Backup Generator
  • Fixed Black outline appears on Utility items while the map is zoomed out
  • Fixed so Game doesn't crash after every attempt to create 1x1 Quick Island on map with turned on "Generate Buildings" option
  • Fixed Significant FPS drop when using the "Sell Flooring" tool on the whole prison map
  • Fixed so emergency services don’t pass by if delivery zone is full
  • Fixed so Half-finished Quick Room construction isn't canceled after reloading the map or changing language
  • Fixed "Other Daily Income" and "Other Daily Expenses" in localizations
  • Fixed so Broken by rats fence doesn't have the "None" tooltip anymore
  • Fixed Ordering and directing an emergency squad actions does not have strange sound effect
  • Fixed so Pest Control Workers don't get stuck in solitary cells (They do not deserve it!)
  • Fixed possibility to reveal more tunnels
  • Fixed Double action when prioritizing/deprioritising the door placement
  • Fixed [Escape Mode] Prisoner set to released after soaking in Escape mode

  • Fixed Incorrect Quick Rooms construction on the Building with automatic light placement
  • Fixed Incorrect placement of the Table in a horizontal position behind the wall
  • Fixed so Danger level indicator appear after hiring a Chief
  • Fixed so in [Escape mode] - crew can’t no longer be recruited through the walls with the cursor
  • Fixed so Repairmen do not rebuild floors/walls that have not yet collapsed in some Premade Prisons
  • Fixed so Subsidence warning triangle display
  • Fixed 'Prioritize Area' selection doesn't skip from 3 - 1 when reducing assigned staff numbers
  • Fixed Emergency service helicopters take off instead of remain on the helipad after their recall if it's not connected to delivery
  • Fixed so [Epic] Game launch after pressing play/resume on PDX launcher
  • Fixed text on Farm Search Frequency section of Japanese translation
  • Fixed '-$*A' showing up in all the non English translation of Dock (Wooden)'s description
  • Fixed so the fence is built with functional doors in it (We like to be able to actually use doors)
  • Fixed incomplete description on power usage in The Treadmill
  • Fixed the light placed over a Treadmill so it doesn't hide the "Requires Electricity" icon
  • Fixed Incorrect number of items required for unlocking the next item in the 'Green Machine' Grant
  • Fixed Incorrect Execution Report window description with Failure Conditions off
  • Fixed expand Prison Architect menu's pictures are shown over the Escape Mode Trial
  • Fixed so Fire sprinklers have time to extinguish fire as pipes burn faster
  • Fixed Missing Foreman notification after Falling Tree event
  • Fixed so when moved, Buoy's light works
  • Fixed Game crashes after using the "Dismantle Object" tool on trees
  • Fixed so damaged crops can’t be watered
  • Fixed Bureaucracy - The research queue freezes in saves
  • Fixed so all hired doctors aren’t located in one infirmary ignoring all other infirmaries with injured prisoners
  • Fixed so "Scanner Machine" is displayed with the "Object Type: Security" filter
  • Fixed so The Staff menu doesn't open after the member of the Pest Control is selected
  • Fixed so Player can’t place trees and Grove from Quick Build until Grounds Keeping is unlocked
  • Fixed so Event tasks in the Todo and fines disappear after disabling Events
  • Fixed so Pantry can be linked to Exports in Logistics
  • Fixed so CCTVs display the right tooltip if there is no one behind the monitor
  • Fixed so CCTV operators continue working when the 'Stay Indoors' command is activated
  • Fixed so repairs to Legacy Subsidence are not being destroyed after a few days
  • Fixed so Legacy Subsidence doesn't display the "rat damaged" prompt while DLC is locked
  • Fixed so the Repairmen doesn't make water areas harder to restore after a nearby Subsidence
  • Fixed Crashes hosting a DLC game when player lacks dlc
  • Fixed so you can’t clone collapsed walls and fences
  • Legacy events won’t happen as frequently
  • Fixed so your Warden won’t change back to the default warden during a reload or a land expansion
  • If there is a land expansion the cable protectors will not be deleted with the expansion any more

  • Dismissing Air Pest Control in the air will not cause empty helicopter to arrive
  • Air Repairmen will now work on disconnected islands
  • Fixed so Rebar reinforcement can be used on several Premade Prisons
  • Fixed so Sonic Rat Deterrent placed in the Kitchen actually prevent Food Poisoning
  • Sonic Rat Deterrent will not blocks aisles any more
  • The game will no longer get stuck if calls are received during the Failure screen
  • Fixed so Gritting Frozen Ground doesn't take priority over any other task including manually-assigned high priority ones
  • Fixed so the food isn’t cut off in the top or bottom fridge position
  • Incorrect events will no longer trigger Janitor's calls
  • Fixed so it’s possible to call Repairmen with disabled Weather
  • Fixed so that a phone call won’t disappear after loading a save with an active call
  • Fixed Inconsistent cloning behavior of objects from the Utilities menu
  • Fixed Prison Coverage Plans daily expenses are improperly calculated into Cashflow Out
  • Fixed so Plumbers actually do stuff on Escape Mode (Hey, we pay you to do the job!)
  • Fixed so Missing assets are found for emergency services in victims section of the summary
  • [Escape Mode] Fixed so Unconscious state due to damaged cable can’t be skipped with 'Skip Punishments' button
  • [Escape Mode] Fixed so Stamina bar isn’t displayed on Shift button and decreases even if player does not move
  • Fixed so Pest Control Workers can't be controlled anymore
  • 24hr Clock setting works more properly now
  • Dialogue window can’t unpause the game anymore
  • Fixed Incorrect description of Utility Retrofit Grant
  • Found the missing hints in the "Direct Squad" tooltip for Plumbers and Air Plumbers when Emergencies menu is open
  • Fixed so Object dismantle area looks the same for other Players in MP
  • The nearest vertically oriented Guard's Locker is placed better now. We hope.
  • Blinking objects on the map are no more
  • Guards deliver more visible food to prisoners on Lockdown/Solitary (We want real food!)
  • Fixed The footbridge texture is displayed incorrectly for the client in the multiplayer
  • Fixed so Salt from Road Maintenance truck doesn't lingers for Client in Multiplayer session (Don’t be salty)
  • Cables of items that have their own cables might be rendered invisible to the Client when rotated in Multiplayer mode. That has now been fixed.

Mac
  • Fixed the second set of fists appearing in the inventory in Escape Mode. One set is fine, thank you.
  • Fixed so Cable Protectors can be placed on inbuilt Transformer cables
Linux
  • Fixed so the Polish name for walls is the same and not two different styles.
  • Fixed so Pest Control workers are responsive whenever Stay Indoors is activated
  • Fixed the translation of a "Air Pest Control" for Russian
  • Fixed the volume confusion (Hello?)
  • Fixed so Dutch language pack Legal text in Options menu is written in better letters
  • Fixed so Snipers on the Guard Towers actually go inside when "Stay Indoors" emergency action is enabled
Xbox/PS
  • Fixed when "Empty the Rat Trap" hint appears without the "Pest Control Training" program learned
  • Fixed so pest control units are able to completely remove rats from prison
  • Fixed Incorrect work of "Dismiss Squad" function for Road Maintenance
  • Fixed so Coverage text is not written in capital letters on all updated language packages
  • Fixed so The Colored Room Overlay is applied immediately
  • Fixed so all Emergency Commands - Tunnel Search, Shakedown, and Narcotic Search can be deactivated during the pause
  • Fixed FPS issues when there is a land expansion in any given direction
  • Fixed so Subsidence warning is not visible on maps without DLC
  • Fixed so Mysterious Crates are not present on maps without DLC
  • Chapter 1 death row cutscene is no longer disrupted by utilities tutorial
  • "Cannot enter: Riot" pop-up can’t be observed anymore on the main menu
  • Fixed so the Road Gate texture appears while opening Deployment tab
  • Fixed Available mods list is truncated if at least one mod is active
  • Med Sec prisoner will not longer have Legendary reputation without being Legendary prisoner
  • DLC content is no longer available on saved maps with disabled DLC
  • Fixed the Fighting between a laundry basket and a table on Paradise City (It was a fun ride though)
  • Fixed [Escape Mode] - Two pairs of hand sprites are no longer displayed when the prisoner attacks the guard (One pair is Enough!)
  • [Escape Mode] It is now possible to control time modes using keyboard
  • Texts are no longer overlapping in the 'Grading' section in the 'Prisoners' info
  • Electrician Training will have the right equipment now
  • Rat traps will no longer be moved from the training room when a rat is trapped there
  • Fixed so Wooden Window (small/large) and Stained Glass Window are hidden behind the workman's sprite during transfer
  • [Premade Maps] Some of the premade maps had trouble with the shakedown function when newly created. They won’t have anymore. We fixed it.
  • You are now able to dismiss Drainage specialists when they are triggered by the Prison Restoration Plan events
  • Tables will not overlap with other objects inconsistently anymore.
  • Fixed so Psychiatrists will hire SFX typical for the Administrators group
  • Fixed the Unfinished Display counter sprite during placement
  • Several UI overflowing issues in Restaurant room's Labour Management has now been fixed
  • Fixed the Security levels' work time text overflows in the "Labour Management" window.
  • Player is no longer able to build wall on wall panel by building a foundation
  • Fixed so the heads of prisoners in the "Map settings" window does not change when adjusting its size. (Sorry for the nightmares!)
  • Fixed that some reminder message's content were duplicated.
  • Some object filter options were not translated for Japanese. They are now!
  • Translation used for the 'Environmentally Friendly' title in the Going Green Information Tab II is now correct again!
  • The value of the adjustment criteria is now reset to the default value if it has been changed to N/A
  • The default difficulty of pre-made map "the Farm" is no longer "Сustom"
  • Number of some available staff displayed in the staff summary is now correct for Players
  • IIcons for laundry-related tasks in Jobs are now fixed.
  • Text no longer overlaps with a character icon
  • 's' was added behind the title of some staff displayed when player click on the 'Assign *Staff*' in the Deployment Menu in all languages. This has now been resolved.
Switch
  • Fixed so Chapter 5 campaign doesn't crashes midway after first requirement is met
  • Fixed when Crew members become stuck in tunnels when set to 'Attempt Escape'
  • Fixed The Backup Generator connected to the unpowered cables outputs power units
  • Fixed when stationed guards do not search objects within reach
  • Fixed Imbalanced visiting of the Bakery
 
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