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you should go through the campaign first btw
https://steamcommunity.com/sharedfiles/filedetails/?id=1719570223
I think it was caused by me using escape plans under the game setting with the other options I was useing (additional contraband, more escape options and additional reps). I have no idea why that option would do that, but after restarting without that option, with the same layout everything seems ok.
Oh and an uncounsious prisoner getting beaten to death by a gaurd is usually the result of the prisoner having the cop killer trait.
As you can see it is patroled by armed guards and dogs, has multable stationed guards per section, all jail doors are set to require manual opens, all sections are set to staff only. The only thing past that point is the enterence so there is no reason he should be allowed in the area. The prisoner is clearly in escape animation and also has a search icon, he had been beating up the door until the guard was nice enough to open the door for him. There are also no civillian (non guard or prisoner entities) that might allow for the door being opened for someone else. I am still going with a bug.
Gaurds in staff only areas are opening the doors for escaping prisoners contrary to the way the system has worked since beta10 (that's when I started playing FYI-3,303 hrs on record) that is the root issue. If you want to compair prisons feel free to browse my library it is both extensive and public unlike yours.