Hey Guys,
Hit the steam forums up to check to see if other people were having these issues, the new door ones are difficult to straight up notice but Parole issue does not seem to be limited to me.
Bug #1: Parole can be repeatedly failed beyond two times if circumstances are right.
Issue: I'm noticing that in certain situations, prisoners are able to repeatedly fail parole, one prisoner got up to 'Parole Hearing Failed 19 times' which of course makes them angry. I've noticed that when prisoners are due to go to parole but cannot because they are in lockdown or solitary the issue can appear but I can't be sure that's the exact cause. They are failing parole without even been at the parole location (they have access but don't if locked up or in solitary naturally). Another user has reported they have this issue too on my steam thread.
Difficulty to recreate: Possibly difficult without a genuine play-through (if you do, focus minimal security prisoners and reform, multiple prisoners had this issue regardless of location or access to parole).
EDIT: This appears to also effect other reform programs such as the drug treatment and church, the negatives of this aren't seen since it just makes reform really good but it does feel kind of cheaty. I have not seen the issue at all with classes such as foundation or general education. Others definitely reporting this an issue via steam thread.
Potential Bug #2: Visitor Doors, Visitor Gates & Staff Gates are been tasked "Todo: Open Locked Door"
Issue: I've thoroughly tested this myself, with and without mods, and the new doors seem to get tasked to be opened by guards. I noticed this issue when my guards kept getting pulled away to open these doors when they shouldn't, do to the nature of the doors themselves. I have noted this is a potential bug because no other user has reported the problem and no one could confirm they had noticed it on my steam thread.
Difficulty to recreate: Easy, simply start a new prison and build a line of visitor doors, let time pass and the first wave of prisoners arrive (to allow the doors to close). Move workers through the doors and hover over them, they'll be tasked to open, place guards and you'll see them go and open the doors.
EDIT: Tested the heck out of this again and I am definitely still finding it, it won't happen all the time but mainly every 1/4 or 1/3 door uses, so often enough.
Potential Issue #1: The new Priority Feature doesn't appear to work well with multiple schedules
I've noticed that the new priority feature, which is an awesome idea, doesn't play very well with multiple schedules, using the 1-7 time slots to allow for different guard rotations. It has proven really difficult to ensure each schedule has a set priority, at times I could not change the priority of some schedules. Example, I had the schedule
0 - 0 - 0 - 1 - 1 - 1 - 2 - 2 - 3 - 3 - 1 - 1 - 1 - 0 - 0 - 0 (Not exact to save typing, i could not change 3's priority and it was very difficult to see if i changed the others) I also noticed that 0, default or white deployment times, did not always task a guard permanently to that location, instead only on the '0' slots. Previously, the white, default or 0 schedules always made the deployment permanent. I really feel the deployment needs a option for permanency as I don't really want to cycle through all my schedules to ensure they guard is deployed to that location all the time. It also works very poorly with patrols as you cannot deploy to the same patrol square across the schedule, this forces guards to rotate out between schedule changes, even if you wanted them there permanently.
EDIT: Further testing here has show i cannot remove a room previously setup on schedule one (green 1) from having a priority, no matter what I do. Thinking the only fix is to remove the room and try again. Not the biggest issue but really makes it difficult to micromanage staff to help save costs.
Love the work none the less and the new update has definitely brought in some fun new features, I'm excited to see what is in the works.
Hit the steam forums up to check to see if other people were having these issues, the new door ones are difficult to straight up notice but Parole issue does not seem to be limited to me.
Bug #1: Parole can be repeatedly failed beyond two times if circumstances are right.
Issue: I'm noticing that in certain situations, prisoners are able to repeatedly fail parole, one prisoner got up to 'Parole Hearing Failed 19 times' which of course makes them angry. I've noticed that when prisoners are due to go to parole but cannot because they are in lockdown or solitary the issue can appear but I can't be sure that's the exact cause. They are failing parole without even been at the parole location (they have access but don't if locked up or in solitary naturally). Another user has reported they have this issue too on my steam thread.
Difficulty to recreate: Possibly difficult without a genuine play-through (if you do, focus minimal security prisoners and reform, multiple prisoners had this issue regardless of location or access to parole).
EDIT: This appears to also effect other reform programs such as the drug treatment and church, the negatives of this aren't seen since it just makes reform really good but it does feel kind of cheaty. I have not seen the issue at all with classes such as foundation or general education. Others definitely reporting this an issue via steam thread.
Potential Bug #2: Visitor Doors, Visitor Gates & Staff Gates are been tasked "Todo: Open Locked Door"
Issue: I've thoroughly tested this myself, with and without mods, and the new doors seem to get tasked to be opened by guards. I noticed this issue when my guards kept getting pulled away to open these doors when they shouldn't, do to the nature of the doors themselves. I have noted this is a potential bug because no other user has reported the problem and no one could confirm they had noticed it on my steam thread.
Difficulty to recreate: Easy, simply start a new prison and build a line of visitor doors, let time pass and the first wave of prisoners arrive (to allow the doors to close). Move workers through the doors and hover over them, they'll be tasked to open, place guards and you'll see them go and open the doors.
EDIT: Tested the heck out of this again and I am definitely still finding it, it won't happen all the time but mainly every 1/4 or 1/3 door uses, so often enough.
Potential Issue #1: The new Priority Feature doesn't appear to work well with multiple schedules
I've noticed that the new priority feature, which is an awesome idea, doesn't play very well with multiple schedules, using the 1-7 time slots to allow for different guard rotations. It has proven really difficult to ensure each schedule has a set priority, at times I could not change the priority of some schedules. Example, I had the schedule
0 - 0 - 0 - 1 - 1 - 1 - 2 - 2 - 3 - 3 - 1 - 1 - 1 - 0 - 0 - 0 (Not exact to save typing, i could not change 3's priority and it was very difficult to see if i changed the others) I also noticed that 0, default or white deployment times, did not always task a guard permanently to that location, instead only on the '0' slots. Previously, the white, default or 0 schedules always made the deployment permanent. I really feel the deployment needs a option for permanency as I don't really want to cycle through all my schedules to ensure they guard is deployed to that location all the time. It also works very poorly with patrols as you cannot deploy to the same patrol square across the schedule, this forces guards to rotate out between schedule changes, even if you wanted them there permanently.
EDIT: Further testing here has show i cannot remove a room previously setup on schedule one (green 1) from having a priority, no matter what I do. Thinking the only fix is to remove the room and try again. Not the biggest issue but really makes it difficult to micromanage staff to help save costs.
Love the work none the less and the new update has definitely brought in some fun new features, I'm excited to see what is in the works.
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