Today, we're inviting you to play Update 8 on the Public Testing Branch! This is an experimental, opt-in version of the game that can be accessed in order to provide feedback, report bugs and help us test before a major release is ready to ship.
We will be releasing hotfixes, improvements and further polishing Update 8 to ensure that this egg has been fully incubated.
How to Access the Public Testing Branch
Right click Prehistoric Kingdom in your Steam Library
Go to Properties
Betas
Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.
About Update 8
This update brings a huge amount of important changes to the game, including completely rewritten animal locomotion and AI, and a brand new species. The team has also addressed a number of technical issues, bugs and stability fixes that we hope will improve the experience for players.
In rewriting animals from the ground up, we have dramaticaly improved their performance across the board. Much of their code is multi-threaded and designed to spread the workload over as many CPU cores as possible.
This has been a massive undertaking and while there are still improvements and polish to be made to the animals, we cannot understate how important this process has been for the future of the game. As the team works towards future updates, we have even more optimizations coming that will further polish what has been introduced in Update 8.
Optimization continues to be a goal of ours that we are constantly chipping away at with every update, so we thank you for patience and hope that parks with a large number of animals should feel more scalable.
Update 8 Features
New Species
Meet the park's newest arrival, Velociraptor! This small, carnivorous dinosaur boasts an impressive coat of feathers, decorating its body with elegant wings, a tail fan and a particularly eye catching mohawk.
Velociraptor can be found as a two star animal in Challenge Mode, making it the perfect candidate for an upcoming park.
Animal Rewrite
Animals have had their locomotion and AI rewritten from the ground up, giving them new ways to move around, create decisions more organically and introduce some much needed optimizations.
This new foundation has been designed to be as technically modular as possible and will allow the team to more easily support sophisticated AI behaviors like herding, hunting and combat in the future. Through upcoming patches, we will continue improving the quality of our animals.
Genetic Mutations & Improved Variation
In this update, creatures bred from the Animal Nursery now have a chance to be born as an albino, melanistic or leucistic mutation. These mutations are procedurally generated, allowing any skin to mutate and retain their underlying design.
Animals with genetic mutations are rated higher than those that aren't, giving exhibits a nice bump in score if mutations are present.
On top of genetic mutations, all skins now have enhanced individual variation, offering subtle or drastic variation depending on the animal. We hope players will grow an even bigger attachment to the animals in their park with this change!
Guest Queuing & Improved Decision Making
When waiting to ineract with a module, guests will now form small queues to reduce crowding issues in the park.
We've managed to resolve a number of underlying issues with guests that should greatly improve their decision making and how they choose to get around the park. As a result, guest flow and traffic should resolve better and promote a healthier economy.
Park Beauty
Park Beauty is a new gameplay factor that helps influence the park rating. Modules such as power generators, animal nurseries and even dirty habitats create a negative area of influence, lowering the Park Beauty if they overlap with guest visibility.
To combat this, players can block guest sightlines using fences or modular pieces; occluding the area of influence.
Park Beauty can be increased by building gardens, decorated buildings and constructing high scoring habitats that are visible to guests.
Update 8 Content
Tropical Biome Overhaul
The Tropical biome has been overhauled with 34 foliage items, including a mix of new plants as well as updates to previous species.
New Biome Presets & Seasonal Arrowwood
For this SPOOKY holiday season, we've added two seasonal presets to the Temperate biome! Players can finally paint seasonal variants for the birch, field elm and holm oak in their habitats.
To make the forests really come alive, we also added seasonal variants for the arrowwood bushes, offering a crimson counterpart to the original green versions. We can't wait to see how players decide to use these plants!
Water Troughs
In Update 8, players can now build small or large water troughs for animals to drink from. For all the thirsty animals out there, this one's for you!
Updated Materials
The modern stone brick wall style has had a major revision in Update 8. The new material is higher fidelity and sports a more geometrically consistent look to fit with the modern theme.
The modular rock pieces have also received a texture and material upgrade to make them appear more grounded with grit and edgewear that was missing from the previous iterations. We can't wait to see how great your environments will look!
Update 8 Quality of Life
Automatic Foliage Removal
Modular and path placement actions will automatically remove terrain-bound vegetation from underneath them, making it much easier to expand the park.
Cinematic Camera
A cinematic camera tracking mode is available for non-mini exhibit animals, toggleable through the animal info panel at anytime.
When selecting a newly bred species, the cinematic camera is automatically enabled to coincide with Nigel’s voice lines. Players can disable this functionality in the options menu (per save).
Nigel's Hints
If your animals or habitats have been neglected, Nigel will occasionally chime in to point out issues that need to be addressed. There are 76 new contextual lines across a variety of possible triggers.
PSA: Exhibit & Navigation Changes
Exhibit Size Requirements
The minimum exhibit size requirement has been removed from the game. This means animals will no longer need an arbitrary exhibit size to make them happy. Instead, animals only care about exhibit crowding.
Exhibit crowding compares the physical size of animals against the rest of their habitat. As additional creatures are added, the crowding level will increase. Small animals take up less space, while large animals take up more.
We hope this change makes habitat construction more intuitive and less restrictive!
Exhibit Water Requirements
Due to the addition of the water troughs, the minimum painted water requirement has been removed or reduced for the following animals:
Brachiosaurus
Camarasaurus
Coelodonta
Coelophysis
Dilophosaurus
Dryosaurus
Edmontosaurus kuukpikensis
Juxia
Mammuthus
Pachyrhinosaurus perotorum
Paraceratherium
Protoceratops
Psittacosaurus
Smilodon
Tarbosaurus
Animals with no minimum painted water requirement do not need lakes in their habitat to be happy.
Navmesh Regeneration
Due to navigation changes introduced in Update 8, players will have to regenerate their navmesh upon loading old saves. This will increase the time it takes to initially load an old save, but resaving your park will prevent the navmesh from being regenerated again.
Known Issues & Additional Notes
Additive animations (e.g. vocalisations, looking around, stretching) require a bit more work before they can be added onto the new locomotion system. This is a high priority for us and we will be rolling out this feature ASAP!
Animal grazing has been disabled while we develop a more dynamic solution that can work in tandem with the new locomotion system
Animals do not animate while in the Nursery
Animals may transition out of eat/drinking unnaturally fast
Animals do not have footstep sounds
Animal navigation view has been disabled while we develop a new implementation
Animal IKs are a work in progress and will be improved with upcoming hotfixes
Some animal interactables can be scaled freely, which may impact their usability or give unnatural results.
There are some issues with desynched data between modular objects and foliage, most commonly experienced when performing undo/redo actions. We are working on a fix for this!
There is a chance for prefabs containing utility or feeder modules to be split in two after performing a specific series of actions. We are actively investigating this issue!
There are some issues impacting the effectiveness of dung beetle nests. Habitats can be manually cleaned out while a hotfix is worked on.
There are some issues present in the tutorial that the team is actively investigating
Full Patch Notes
Features
NEW ANIMAL: Velociraptor
Added Velociraptor mongoliensis, found in the Djadochta Formation! Thanks to its small size, this speedy thief can be one of your starting animals in Challenge Mode.
NEW: Animal Locomotion Fully Rewritten
Animals can now walk in any direction as needed and will seamlessly speed up or down as required. This is our foundation to support more sophisticated AI behaviors and will continue to receive further polish improvements in upcoming patches
NEW: Animal AI & Decision Making Fully Rewritten
Completely overhauled the technical AI backend for animals. This will allow us to more easily expand upon AI-related animal behaviors in the future!
NEW: Animal Genetic Mutations
Players can now randomly breed albino, melanistic and leucistic animals with the improved variation system
NEW: Guest Queuing and Decision Making Improvements
Guests will now create small queues when waiting to use various facilities. Pathfinding and decision making should also be improved
NEW: Park Beauty
Improve beauty around the park to help raise your rating, blocking guest line of sight to infrastructure and dirty habitats with fences or modular pieces. Park beauty can be significantly raised by building gardens and decorated structures!
NEW: Nigel's Hints
Nigel will now chime in to point out animal related management issues. There are 76 new contextual lines across a variety of possible triggers.
Additions
Gameplay
Modular and path placement actions now automatically remove wild vegetation from underneath them
Added a cinematic camera tracking mode to all animals, toggleable through the animal info panel, and automatically triggered when first selecting a newly bred species, coinciding with Nigel’s voice lines. This feature can be disabled in the Options Menu
Animals
Added multiple new one-shot behaviors to animals previously missing them:
Nasutoceratops
Pachyrhinosaurus
Styracosaurus
Triceratops
Protoceratops
Coelodonta
Paraceratherium
Buildings & Scenery
Added Large & Small Water Dish, new drinking interaction points for animals
Added Velociraptor Silhouette piece
Foliage
Added Temperate Seasonal Forest and Seasonal Birch Forest presets
Added Arrowwood Seasonal 1, 2 and 3
Added Kapok 2,3 and 4
Added Banana 2, 3 and 4
Added Fan Palm 2 and 3
Added Elephant Ear 2 and 3
Added Ladyfinger Palm 1 and 2
Added Jungle Cover 1 and 2
Added Monstera 2 and included the species into the tropical brush
Added Palm Grass 2 and included the species into the tropical brush
Audio
Added broadcast and social response calls to the following animals:
Argentinosaurus
Brachiosaurus
Camarasaurus
Dryosaurus
Psittacosaurus
Smilodon
Added broadcast variations to Triceratops
Added social variations to Deinocheirus
Added missing sound when Psittacosaurus yawns to sleep
Added missing sounds to Mammoth behavioral animations
Entities that are steeply above or below the camera are now muffled, focusing the soundscape on animals that are within view
GUI
Added a brand new animal info panel that will be part of a game-wide UI revamp
Added options to either change auto-save frequency or disable it entirely, which can be found in the Gameplay Settings
Changes
Gameplay
Removed minimum exhibit size requirements from all animals as the crowding need made it redundant
Removed or reduced minimum water requirement for the following animals:
Brachiosaurus
Camarasaurus
Coelodonta
Coelophysis
Dilophosaurus
Dryosaurus
Edmontosaurus kuukpikensis
Juxia
Mammuthus
Pachyrhinosaurus perotorum
Paraceratherium
Protoceratops
Psittacosaurus
Smilodon
Tarbosaurus
Close-up animal orbiting will now more closely focus an animal’s eyes instead of its jaw/throat
Instant animal incubation will now work even during paused time
Animals
Updated Smilodon's basic 'Dauntless' skin
Improved fidelity on Smilodon’s eye texture
Improved fuzziness for several animals’ fur and feather coats
Buildings & Scenery
Metallic animal statues will no longer glow at night
Topiaries now cannot be navigated through
Transparent glass panels no longer cast shadows
Replaced Modern Stone Brick Wall texture, being higher fidelity & more appropriate for the Modern theme
Updated all Igneous rock’s textures for higher visual fidelity
Updated Igneous rock snow overlay texture to be closer to the terrain snow
Updated LOD distance and material reflection on all bone/skull props
All bone/skull props can now be properly recolored
Environment
Overhauled Tropical map (old saves not affected)
Overhauled Scrubland map (old saves not affected)
Overhauled lighting across all maps
Replaced Tropical Dirt with a new leaf litter texture
Adjusted Tropical Sand to appear more granular and less saturated
Adjusted Tropical Grass to better match the new foliage
Adjusted Desert Sand to appear less saturated
Foliage
Adjusted all plant colors for a more consistent look
Adjusted wind simulation settings for almost all foliage to add more ambient sway
Replaced the previous Kapok, Coconut Palm, Fan Palm, Elephant Ear, Banana Tree and Monstera
Removed Samanea from the Tropical biome and moved it to Gardening Trees
Moved seasonal trees from Gardening Trees to the Temperate biome as paintable entities
Removed shadows from foliage impostors to reduce shadow casters in the scene and smooth out transitions
Audio
Animals
All animal sounds are now attached to bones, preventing cases where sounds could previously be “left behind” by animals walking away
Retooled animal breathing audio to dynamically respond to an animal’s speed, exhaustion and more without relying on animation states
Various adjustments to distance attenuation including reduced distance falloff on animal sounds for better clarity during top-down gameplay
Ambient Soundscape
Smoothed out a number of transitions across the ambient soundscape
Ambient soundscape aesthetic now changes depending on the time of day, with night sounding less bright than day
Improved weather frequency balance across different camera heights
Improved random wildlife spawning as well as their audible presence in the world
Adjusted responsiveness and speed sensitivity of underwater entry sounds
Mix
Various adjustments to the volume of some animal sounds and UI elements
Various adjustments to the stereo spread and spatialization of placement and terraforming sounds
Reverb
All reverb now remains active even when time is paused (provides a less flat experience when placing objects or listening to ambience)
Field reverb no longer reflects low frequencies and creates more realistic early reflections
Distant reverb now takes prominent effect further away and can be passively activated by loud sounds over a certain threshold (noticeable on animal broadcasts or mammoth trumpets)
Visuals
CTAA implementation has been fixed, resulting in substantially better anti-aliasing
Improved graphical fidelity of mist atmospherics
Drastically improved overcast and storm visuals
Reduced large scale ambient occlusion intensity
Reduced ambient reflections during midday and day/night transitions for a more natural look
Glass graphics now display ambient reflections and render properly during atmospherics conditions
GUI
Structure items and prefabs are now always displayed in the GUI, even if their theme hasn’t been unlocked yet. Instead, they will show up with a ‘lock’ overlay and a tooltip pointing you to their respective research item
The ‘Remove Vegetation’ toggle in the Landscaping menu can now be toggled off, switching the plant action back to add mode
Improved Notification Popup behavior, with pop-ups now being bundled into broader categories, minimizing the amount of repeating notifications
Tutorial
A pop-up indicator will now more promptly alert the player of existing objectives
Bug Fixes
Critical
Drastically improved user action stability - on the event of a faulty action, the game will more safely shut down the action, preventing players from getting hardlocked into action states
Fixed multiple minor memory leaks
Fixed another research unlock initialization edge case
Fixed an issue in the Waste system that could cause loading hangs
Water Remove Brush previously didn’t refresh the terrain water drinking system
Fixed a number of small bugs that could break loading
Animals
Potentially fixed an old issue causing certain animal skins to display exploding fur/feather coats
Fixed a number of incorrect idle positions across animal animations
Improved navmesh check during animal placement
Drastically improved natural drinking point generation stability
UX
Stopped stutters from spinning the camera view
Fixed the camera stutter during animal tracking mode
Fixed an issue causing the weather transitions to be timescale independent
Fixed an issue with the red and green power indicator arrows being turned on at the same time in the power management view, indicating conflicting results
Fixed issue causing Screenshot mode to not initialize properly when started while a management menu is open
Fixed a minor button collision issue in the main menu
Audio
Fixed camera height audio parameter not using its full range
Fixed issue that prevented wildlife sounds from playing on the Tropical map
Fixed large skin loop foley from playing on small animals
Fixed an issue that prevented field reverb from creating a stereo image (all entity sounds should now appear wider)
Performance
Animal IKs rewritten to be fully multi-threaded (more optimizations coming here!)
Animal AI rewrite computes the AI across all CPU threads now
Visitor AI now uses CPU threads more effectively
Optimized animal audio processing
Optimized distant tree rendering
Optimized foliage colliders
Optimized foliage texture resolution
A number of minor systems also use multi-threading now
To begin this month’s diary, we’d like to share that the team is very confident in an October release for Update 8! The core development phase has finished and we have now moved on to testing, finalizing and ensuring all animals have been upgraded successfully.
This update was originally slated for July and has taken a much longer time to finish than initially anticipated. The further we went into Update 8, the more unforeseen but addressable issues appeared, requiring immense levels of planning, teamwork and refactoring to eventually get this release across the finish line.
We have focused on getting all the underlying animal systems to feature parity with what players are used to, in addition to making them highly expandable and much more performant. This new base for the animals will allow us to easily make changes and additions in the future, as opposed to before, where the animals essentially did not change since release.
Update 8 has been a massive endeavor, so we’d like to thank you all for waiting patiently while our team worked hard over the last few months. It’s been an enormous collaboration between all departments and now that it’s almost ready, will allow us to do so much more with the animals going forward!
Where We're At
As one of the final steps for Update 8, we’ll be porting all of our species across to the new ‘AnimalsV2’ architecture, our latest collection of AI, locomotion and audio components that have been in development for the last few months.
Porting the old animals is extremely fast thanks to new editor tooling that allows us to not only upgrade existing animals, but set up brand new species with significant automation.
This new pipeline has tons of advantages, but perhaps the most important to players is how easy it is for us to customize behavioral differences between species. With a few simple sliders, we can now change things like an animal’s fleetness, metabolism or how much food they need to consume before they’re full. As new AI behaviors are added in future patches, it’ll be very easy to plug them into factors like playfulness, boldness and sociality.
Optimization Improvements
It might come as a bit of a shock to some players, but animals are actually one of the worst performing things in the live game. In some key areas, however, we’ve managed to improve the animal performance in Update 8 tenfold.
One of these key areas is our brand new in-house IK system that has been developed exclusively for the needs of Prehistoric Kingdom. For our more tech-oriented fans, the old IK system took 62 milliseconds (!!!) to process limb adjustment for 400 quadrupedal animals. From an in-development test, however, our new solution only took 3 milliseconds for the same amount of critters, offering up to a 20x improvement in IK performance.
Another substantial optimization has actually been animal audio processing. In Update 8, we now cull sounds early based on an animal’s level of detail. This prevents small, detail-oriented sounds from ever triggering if the player is too far away, cutting down on wasted processing.
Update 8 Overview
Before the October release of Update 8, let’s take one last look at all the major improvements coming in this patch. The full, extensive changelog will be available on Steam at the release of Update 8.
Animals
New Species
Boasting an impressive crest and sickle-shaped claws, it’s almost time for everyone’s favorite speedy thief to join the kingdom. Like all the animals in Update 8, Velociraptor will of course be making use of our brand new locomotion and AI.
Animal Overhaul
To recap, animals will be navigating seamlessly using strafes, walking backwards and turning on the spot as part of their general locomotion state. They are very fluid, reactive and can move between walking or running as needed.
Some creatures, like quadrupeds, even have trotting animations to smooth out that dynamic transition. You can see some work in progress debug footage below!
Footage slightly sped up to fit into a gif!
We’ve also redone our audio breathing system to better take advantage of the new fluid locomotion. Influenced by an animal’s speed and exertion, the pitch, intensity and frequency of their breath will respond to the current circumstances of an animal. If they’ve been running for a while, it might take longer for their breathing to steady.
We’d like to take this even further in the future by making an animal’s health or sickness audible through how they breathe, clueing players into potential issues.
New Interactables
As of Update 8, animals will seek out hay beds to rest or sleep, finally giving your prehistoric pals the sweet dreams they deserve.
We should note that at release, hay beds will only allow one animal to rest on them at a time (apparently genetic engineering makes them selfish). This is something we’d definitely like to improve, but in the meantime, we’d recommend making use of multiple beds in a habitat for the best results.
For the thirsty animals in your park, we’re pleased to announce that the long awaited modules, water troughs, are finally going to be included in Update 8. Available in large and small sizes, water troughs are a great solution for habitats that are too small or too uniquely shaped to comfortably contain lakes.
A small yet hopefully appreciated feature we’ve worked on is physicalized interaction points for feeders, water troughs and lakes. Rather than ensuring animals line up exactly where they need to when eating or drinking, they’ll instead check for valid head placements.
This results in a far more natural behavior where animals can be seen eating or drinking from random angles, so long as their head reaches the goal!
Genetic Mutations & Variation
When players create new animals in Update 8, there’s a random chance for them to be born as an albino, melanistic or leucistic mutation.
An albino and melanistic Edmontosaurus.
These mutations are procedurally generated, not a preset texture. This means that for every skin, they can mutate and vary in unique ways while preserving the underlying look of an animal (note the subtle patterning on the albino above).
This extends to our variation system, too. Every individual animal will have a unique hue, saturation or brightness that’s restricted to a pattern mask, providing far more natural results than what was in the game previously.
The two Brachiosaurus below have the same skin, yet they’re quite distinct thanks to this enhanced variation!
Gameplay
Park Beauty
Park Beauty is a new component of park rating, requiring players to build their park in an optimal way that keeps your aesthetic seamless and beautiful.
Gardens in particular are a great way to boost Park Beauty, while foliage, fences, walls and decorations can help to reduce the impact caused by infrastructure or dirty habitats.
Guest Needs & Queuing
Guest needs have been re-tuned along with a number of bug fixes that previously impacted how guests interacted with the economy. We’ve been able to make a few pathfinding updates along with the brand new queuing feature that should make guest traffic a lot more manageable and hopefully, predictable.
Players can tune into the Guest Needs management view to locate high quantities of disatisfied visitors.
Nigel’s Hints
If your animals or habitats have been neglected, Nigel will occasionally chime in to point out issues that need to be addressed. There are 76 new contextual lines across a variety of possible triggers.
Visual Improvements
Tropical Biome Rework
Including 34 foliage items, the tropical biome overhaul features a mix of brand new species and remastered classics ranging from lush monsteras to towering kapoks!
Updated Tropical Map
In Update 8, the tropical map itself has had a makeover, too. The playable area was remade to better incorporate the updated plants with new forests, waterways, waterfalls and prairies.
Existing tropical parks will not be affected by these changes.
Updated Scrubland Map
The scrubland map has also had its playable space revamped. The landscape has become much more forested with natural swamps and layers of rock dotting the horizon.
Existing scrubland parks will not be affected by these changes.
Updated Materials
Modular glass now displays ambient reflections and renders more accurately during atmospheric conditions.
We’ve also updated the Modern Stone Brick wall textures to better fit our vision for the Modern theme and improve fidelity. Like before, this is a recolorable material.
Updated Atmospherics, Lighting & Color Grading
As you might’ve been able to tell by some of the screenshots in this dev diary, we’ve updated the lighting and atmospherics on every map to make them look even better. The game should look a lot more balanced, real and rich in color.
Quality of Life Improvements
Cinematic Camera Tracking
A cinematic camera tracking mode will be available for non-mini exhibit animals, toggleable through the animal info panel at anytime.
When selecting a newly bred species, the cinematic camera is automatically enabled to coincide with Nigel’s voice lines. If too disrupting, players can disable that functionality in the options menu.
Auto-Foliage Removal
Modular and path placement actions will automatically remove terrain-bound vegetation from underneath them, making it much easier to expand the park.
Auto-Save Options
Added options to either change auto-save frequency or disable it entirely, which can be found in the Gameplay Settings!
The Future
For the next few updates, we will be focusing on content driven releases now that the animal overhaul is almost out of the way. This means we can get back to more regularly scheduled updates that include new animals, maps, and modular items while we work on bigger features in the background.
To reflect this, we’ve divided our Trello into current and planned developments. When we’re confident in a feature being ready (e.g. staff, animal behaviors) we’ll move it into one of the update columns on the right.
Our art, audio and animation teams have worked up quite the backlog, so these content updates will come much faster than Update 8. Behind the scenes, the programming team will continue to work on developing staff, improving guests and expanding animal gameplay through new behaviors and staff integration.
Update 9 Overview
Following the next release, we have Update 9; our Grassland update.
This patch will be dropping with 3 new animal species, featuring the big-nosed Australian icon, Muttaburrasaurus. Joining this animal are some not yet revealed mystery creatures, some of which should hopefully scratch a fan-favorite off your wishlist. You’ll hear more about these remaining species closer to the release of Update 9…
In terms of landscaping, this update will of course include the Grassland biome - a gorgeous selection of grasses dominated by a variety of acacia and marula trees. This is a highly versatile biome and will be retroactively added to animals like Smilodon.
To conclude Update 9, we’ll also include a brand new map set deep in the heart of a Tanzanian crater. This flat landscape is perfect for those looking for an easy building experience due to its lack of dense foliage or extensive waterways.
Please stay tuned for information regarding Update 9’s release after Update 8.
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Thank you for reading September dev diary!
We hope you’re ready to finally get your hands on Update 8 in the next few weeks. It’s a really big update, and although it took longer than expected, we’re happy with it and are just so excited to finally have the opportunity to build out what could be a really interesting and engaging simulation for the animals.
Please keep your eye on our socials for the release announcement, the team cannot wait to have you back in the game!
In this blog post, the team will be sharing some exciting announcements as well as providing more progress on both Update 8 and Update 9.
Artbook + Mini-OST Announcement
That’s right! A digital artbook and mini-soundtrack will be released onto Steam later this year to coincide with one of our next major updates. Whether you’d like to appreciate the work of our artists or listen to some Jurassic jams, we’ll have you covered.
THE ART OF PREHISTORIC KINGDOM
Over 100 pages of concept art and insight to the development process, exploring not just animals, but guests, structures and more!
Includes artist interviews, notes and exclusive artwork.
A WALK IN THE PARK: MUSIC FROM PREHISTORIC KINGDOM
30 minutes of music from Challenge mode, the Animal Nursery and opening tutorial.
15 tracks (including 4 bonus map medleys).
Updated arrangements for challenge mode tracks.
Eligible backers and early adopters from both Kickstarter and Crytivo will receive Steam keys to redeem their goods once available. Stay tuned for information regarding pricing, keys and release dates!
Where We’re At
Before talking about animals and Update 8, let’s quickly discuss how things are going! To start, there’ve been a bunch of under the hood improvements to improve the game’s stability across the board, with many hopefully going on to address numerous crash reports.
Guests have also been further improved since last month, now including a fully complete queuing system and more fluid navigation. This means that your visitors should be less likely to clump up and must patiently wait their turn to use interaction points. Imagine a conveyor belt, but for humans.
In basically every area, guests are vastly more robust and as a result the economy should be much more stable, too!
It might surprise you, but all of this work on guests is actually being done in preparation for staff! We’re not quite ready to publicly talk about our plans for staff yet, but from a development perspective, staff are functionally just special guests with some unique abilities and navigation rules.
Once the long-awaited animal rework has been released in Update 8, we’ll be diving straight into development on staff, including mechanics for one of the game’s new central pillars: logistics management. This is an evolution of the Produce Station gameplay we spoke of in June’s dev diary, now better designed to work with staff integration.
Please stay tuned for more news on staff over the coming months, but for now, let’s talk animals.
Animals
The animal rework has been progressing very well. We made great headway with animals in August, and have got them wandering around and recognizing interactables with the new locomotion systems.
Animals make choices depending on their internal statistics like stamina, endurance, health and metabolism. These stats push and pull on an animal’s needs, determining when they should rest, find food and how long their meal will last before they must eat again. Seemingly simple mechanics like this weren’t part of the old AI system, and will have a huge impact on future features like hunting.
Perhaps the biggest “downside” to all this AI work is that it’s very hard to visualize not only in devlogs, but even while we’re working on it! To help us, we’ve built robust editor tooling that allows us to more accurately debug and see what animals are doing.
This viewer shows a series of tasks animals must complete to accomplish their main goal, shifting columns depending on what has the current priority.
Tools like this are crucial as we make animals more reactive and lively. Speaking of, we’ve been working towards improving how additive and behavioral animations are handled. The goal is to let the AI contextually decide when to play animations so that animals can better express themselves (e.g. socializing, becoming angry, resting) rather than relying on simple timers as per the current implementation.
On top of this, we’re working towards a basic herding implementation that will allow animals to form social groups. Each species has its own natural group sizing, whether that’s a large herd, organized pack or small pairing.
The AI will naturally form multiple groups within a habitat if there are too many individuals of a given species, laying the potential foundation for future combat encounters and territorial disputes. This is an area that we’ll definitely be expanding upon down the line once fighting is in!
Update Timeline
In a couple of weeks, we should be able to give you a concrete release date for Update 8. Once the systems side of the animal rework has been completed, we will not only need to port the current creatures over, but thoroughly test and ensure they’re park ready.
After the release of Update 8, we will be able to return to more regular content drops that add new species, pieces and maps. There’s not too much longer to wait!
What’s in the Pipeline?
Update 9: New Species
The park’s newest guest will be arriving from the land down under… Can you hear the thunder? Say hello to Muttaburrasaurus!
This iconic Australian dinosaur lived during the early Cretaceous period, measuring in at around 8 meters long. Despite walking on only two legs, Muttaburrasaurus can be seen adopting a quadrupedal stance while drinking or going to lay down.
Like other members of its group, this animal is best characterized by its large, protruding nose, giving way to some particularly snuffly vocalizations and snorts! Muttaburrasaurus will be making its way into your parks once Update 9 is released.
Update 9: Swimming
Along with new species, we’ve also been hard at work creating animation sets for the upcoming swimming behavior. Some animal groups are natural swimmers, graceful and efficient. Others are, uh, thankful they haven’t drowned yet. Please look forward to seeing animals hit the water in Update 9!
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Created by Mealie.
Thank you for reading August’s dev diary!
We hoped you enjoyed this month’s progress update and that you’re looking forward to getting a closer look at the artbook and soundtrack later this year.
As stated, we expect things to pick up pretty quickly once Update 8 is released. Development has been progressing very well and we anticipate the announcement of a release date in the next couple of weeks.
Over the past month, we’ve been working hard on our animal overhaul and Update 8 as a whole. In this blog post, we’ll be providing a quick status update on the release and talking about how our new AI integrates with our future plans.
Animals
To keep it brief, our biggest ongoing task is developing animal AI. We’ve got a great plan going behind the scenes, and quite a bit of the data side has seen a lot of work. For those unfamiliar, this is going to be an expansive and highly dynamic tree of decision making that needs to support future content like hunting, fighting and the potential for more behaviors.
Rather than incredibly discrete, rigid behaviors, this new AI figures out the best action to take by using its Brain™.
The “brain” manages an animal’s physical needs (hunger, thirst, temperature, etc.) against its emotional needs (contentment, boredom, fear, sociality), leaving a lot of room for emergent behaviors as we add more complex features in the future.
For example, perhaps a freezing Triceratops (low temperature!) may try to fight a T. rex out of desperation (low contentment + high fear!) to get to the nearby heater. In any other circumstance with high contentment, maybe the Triceratops would avoid a T. rex.
Mockup: animal fighting is not planned for Update 8!
In this iteration of the animals, a huge amount of effort has been put into improving performance over the old AI while making it more dynamic. These new animals will run better, think quicker and make far better use of your hardware.
After Update 8 is shipped, the team will begin working on the animations needed for our eventual combat and hunting mechanics. It’s too early to give you concrete examples of exactly how it’ll work, but know this; our goal is to keep the animals as dynamic as possible. It mightn’t end up ultra-cinematic-hollywood movie quality with highly synchronized predetermined dueling animations, but we’ve designed something that we think perfectly fits the needs of PK’s varied sizes and species.
Guests
In addition to animals, we’ve also made a ton of fixes, tweaks and added pathfinding improvements for guests.
Alongside smarter path dispersion, a new queuing system prevents hordes of guests from swarming your facilities, allowing only a few visitors to standby and wait for service!
The Management View overlay for guests has also seen an update. High concentrations of dissatisfied guests will now appear red in a heatmap, updating as visitors resolve their needs and move around the zoo.
There are many more improvements we’d like to make, but in a lot of cases, you should definitely feel and see a difference in Update 8.
Created by luci257.
Created by Krisu.
Created by Emilie.
Thank you for reading July’s dev diary!
Once we begin wrapping up development on Update 8, we will provide the community with a release window and give an extended look at the upcoming animal overhaul.
It’s taken a little longer than we had hoped, but it’s all coming along very well. Update 8 is going to be one of PK’s cornerstone updates and we cannot wait for you to play it! Thank you all for your patience!
In today’s blog post, the team shares what is the longest dev diary in quite some time. We’re talking animals, gameplay, pretty pictures, a painfully long word count, the whole shebang. There’s so much to get through that we’ve just gotta get right into it!
Where We’re At
If you’ve been keeping up with our dev diaries over the last few months, you’ll know that the team’s been tackling a bunch of updates at the same time. While the next release continues to receive much of our focus (Update 8), we’ve been able to start pre-production for quite a few more updates.
The team’s been laying the groundwork for a number of exciting future additions, most notably breakouts, animal ontogeny and the much requested paleoflora! With scientific advisory and original concepts by Tom Parker, one of our 2D artists, Ida has painted custom leaf textures for over 10 species of paleoflora so far. These textures will be used to dress the 3D models of our foliage.
Being one of the less celebrated aspects of prehistoric ecosystems, we hope to bring a new appreciation of paleoflora to the wider public once paleobotany releases down the line.
Assorted leaf textures for 4 paleo plants!
In other news, we’ve been carefully reviewing the main gameplay loop and will be working to address some pain points over the next few updates. Whether it’s a system that feels too disconnected or one that’s potentially more hidden than we’d like, we’ve been drafting up alternate design plans that we believe will make the game more fun and rewarding to play.
Later in this dev diary, you’ll get a better glimpse at one of these changes coming in Update 9; the Produce Station. For now though, let’s focus on what’s coming next in Update 8!
Animals
The animal overhaul has been going really well! Our test dummy, the Protoceratops, has a brand new AI brain that directs it towards a random point. The completely rebuilt animation controller drives the animal procedurally, strafing, turning, reversing and moving at variable speeds to get to its destination.
The locomotion system just came online at the time of writing, so we’ll be providing you with a super early look at some development footage of the Proto navigating from point to point. Apologies for the presentation!
There are a number of things here we’d like to polish over the next month (e.g. stopping jitter, correcting animation movement speeds, improving pathfinding accuracy), but the overall potential for authentic and dynamic looking animals is totally there, and with further development, it’s going to look so good.
Now that we can get the animals moving, we can continue building everything that sits on top of that. Their needs, interactions for eating/drinking, we essentially need to reintroduce elements from the current game in a smarter way that contributes to the organic and procedural goals of this rework.
One of our other key pillars with the animal overhaul was to make them run fast. Not physically, but computationally! Where possible, these new underlying systems are all multi-threaded, meaning they are much more performant and optimized for modern processors.
There’s a lot more work to be done before the animals are completely ready to ship, but we are incredibly happy with where they’re headed and can’t wait to finish them up for you. Making an AI movement system this sophisticated requires a lot of time and research, so we thank you for being patient with us!
New Species
It’s small, it’s speedy, you know it, you love it - it’s the Velociraptor!
Making a glorious return to Prehistoric Kingdom, this feathery fossil has been restored with a dashing retractable mohawk and a variety of bird-like calls. Having once roamed the Cretaceous landscapes of Mongolia, everyone’s favorite 3 foot turkey will be the next animal arriving in Update 8!
This animal comes with 3 different skins (Dust Devil, Mirage and Oasis) and each has a fun little design detail!
Oasis: no scales on the snout
Mirage: includes iridescence and sexual dimorphism
Dust Devil: inspired by roadrunners
The team had a lot of fun working on this animal. The raptors have a lot of personality and despite only being a 2 star creature due to its size, it’ll always be 5 in our hearts.
Tropical Biome Update
Humid air, sunny skies? Yep, the tropical biome is getting a TOTAL makeover in Update 8! Including 34 foliage items, the environment team have truly given our oldest biome some new life.
In addition to all these plants, we’ve made some changes to the biome itself! The Tropical dirt has now become a lovely leaf litter, and the Samanea tree has been moved to gardening as it no longer fits the biome’s aesthetic.
With all of these improvements, the tropical biome looks absolutely gorgeous. All the assets have been updated to better resemble their real life counterparts, so do keep in mind that existing parks might look a bit different depending on how you used the original plants.
Gameplay: Park Beauty
Previously known as land value, Park Beauty is a new mechanic that factors how attractive your zoo is into the park rating, looking at guest accessible areas to calculate what’s bad and what’s good.
Since the last dev diary, Park Beauty now interacts with dung piles and the score of an exhibit, positively illuminating healthy habitats or marking poorly managed, stinky enclosures as bad.
By constructing gardens, statues, decorated structures and placing foliage near your buildings, you’ll quickly begin to cultivate high Park Beauty in the surrounding areas. If an area is pretty, guests are much more likely to use donation boxes and help give the park an economic boost!
Park by Magnanimous_Matt
On the other side of the spectrum, modules like power generators are a source of ugliness. Using walls, fences or foliage, players in Challenge Mode will have to think about how they build their park to best obstruct the view from guests.
Park by Magnanimous_Matt
What’s in the Pipeline?
Jumping over to Update 9, we’d like to discuss one of the upcoming changes to the gameplay loop.
With Park Beauty becoming a more central mechanic for Challenge Mode, the team’s very keen to introduce more modules that provide a function or service for the park. Recently it’s become quite a big goal of ours to bring some management aspects out of the menus and back into the world, contextualizing the infrastructure Prehistoric Kingdom might need to operate.
And with that, here’s our first change.
Gameplay: Produce Stations
Produce Stations are a large, customizable module that passively provide food for the park’s animal feeders.
Placing a Produce Station in the park will have it automatically begin generating a single piece of stock every few seconds, cycling through one diet at a time. This means you’d get 1 plant, then 1 fruit, then 1 fish etc. over the course of a minute before the cycle repeats.
However, a Produce Station can also be specialized to only produce a certain diet. If you have a lot of herbivores in the early game, it might be worth setting the Produce Station to only generate plants!
You’re now getting way more plants, but you‘ll soon need a second Produce Station if you have something like carnivores to support.
Luckily with enough funds to support the upkeep, you can build a whole set of specialized Produce Stations to capitalize on the extra efficiency. Changing the diet specialization of a Produce Station will also change its exterior farm area, so you’ll always know what it’s making at a glance. Players can specialize in plants, fruit, meat, fish or insects.
Gameplay: Produce Storage
To better manage the park’s food supply, we suggest researching some Produce Storage modules. These crates add to the global storage capacity, allowing you to generate and hold more food.
Anytime a feeder is resupplied out in the park, the required amount will be automatically taken out of storage. And on the off chance that you’re making more food than your capacity allows, the excess produce will be sold off for a small profit!
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And that’s it! These two modules will eventually replace the shipping mechanic used in the current game. By bringing food production out of the menu and into the park itself, we hope to give the player more agency and choice in not only the speed of their food production, but where in the zoo they’ll place them.
For us as developers, it also opens up opportunities for things like storms, power outages, and facilities breaking down to impact a system that was previously untouchable. The team looks forward to developing this idea and bringing it to you in Update 9.
Created by carlos200022.
Created by gemini98.
Created by luci257.
Thank you for reading June’s dev diary!
As development on Update 8 continues into July, we get a little bit closer to finally handing this update off to the public. There’s quite a bit left to do on the animal side of things, but as mentioned, the team’s very optimistic and we are all looking forward to seeing it finished.
Once we’re happy and confident about hitting a specific release window, you’ll know via our socials or in a dev diary. Until then, thank you very much and we’ll see you next time!
In this dev diary, we’ll be showcasing a selection of development highlights from May and talking a bit more about our goals for the animal overhaul. There’s quite a bit to get through, so let’s get to it!
Where We’re At
Both Update 8 and Update 9 have been progressing well on all fronts over the past month. Many players have been eagerly waiting for a better look at the animal overhaul, and while we do have more news to share, quite a lot of it is related to the backend programming side of things.
The current iteration of our animals, the ones in the public game, were built with rigid architecture that made it difficult to add new behaviors. In the new system, we are building the AI modularly, creating sets of emergent behaviors that can be turned on or off depending on the species. Our goal here is to put a high focus on animal reactivity and social interaction through multiple layers of decision making.
This means that animals become far more reactive to their environments and the creatures that they are housed with. For example, a T. rex may cause a Dryosaurus to flee while your Triceratops holds its ground.
As it currently stands, we are expecting development on this stage of the animal overhaul to wrap up towards the end of June. There have been a lot of changes under the hood with dozens of new variables at play, many of which will need to be tuned and adjusted to ensure everything responds the way it’s intended. Because of this, the team would like to release Update 8 in July to provide an extra period of polish and development. We thank you for your patience, and we look forward to sharing more previews as we get closer to release.
Genetic Mutations
Since the last blog post, we’ve been setting up the genetic mutation data for more and more of our species. Today, we’d like to show off how much variety can be achieved within a single skin from the same animal. With some basic masks and clever shaders, this has all been achieved procedurally.
There’s so much variety that it’s basically impossible to get the exact same variation during a regular playthrough. To showcase this in realtime, you can see us cycling through melanistic, albino and leucistic values at random on our Smilodon. We hope this will help players get even more attached to a specific animal!
Land Value
In the previous dev diary, we touched on the land value system coming in Update 8. Since then, we’ve introduced a dynamic occlusion mechanic to help players combat the negative effects of power generators. This is part of a new tab in the Management View, allowing you to visualise trouble spots in the park (temporary UI seen below).
In the example above, you can see how blocking sightlines with foliage reduces the negative area of a power generator. Players can also use modular structures like wall and roof pieces to help further reduce their impact! We hope to do a dedicated preview on land value and park beauty before this update releases.
The Next Animal
To catch a glimpse of our next upcoming animal, you might want to follow the sound of its peculiar chirps, caws and rattly barks. Be warned though, that sickle claw seems like it can pack more than a punch!
Keep an eye out in June for the full unveiling of this species! We can’t wait for you to see all of its wonderful animations and personality.
What’s in the Pipeline?
Let’s talk about Update 9, the one that’s coming after the animal overhaul. Last month we briefly touched on the new species coming in this release and today, we’d like to explore the primary theme of this update!
The Grassland Biome
Yes! The grassland biome is finally coming to Prehistoric Kingdom and we’re absolutely in love with it. 21 brand new plants are included, providing classic staples such as the beloved acacia and marula tree alongside a dozen placeable grass types such as triodia, pampas and elephant grass.
Created by acrogiga2004.
Created by Noah2002.
Created by gemini98.
Thank you for reading May’s dev diary!
After Update 8, please look forward to a more holistic showcase in the future with a look at our finished grassland map set in Tanzania. There’s so much more that the team’s been working on behind the scenes these past few months and we can’t wait to unveil more throughout the year. Once again, thank you for your patience. We hope to share more with you soon!
Just before we go, we’d also like to wish everyone a happy and safe Pride Month!
With the recent release of Update 7, the game has officially been in Early Access for one year. Over the last 12 months, we’ve seen so many amazing community creations, parks and screenshots that continue to blow us away. From gigantic starships to custom prehistoric flora, your boundless creativity shows no end. Happy anniversary, PK!
For the remainder of this short blog post, we’ll be providing some key information about when you can expect the next update for Prehistoric Kingdom.
Where We’re At
The Public Roadmap Trello has been updated to better reflect our internal goals. The cards don’t necessarily show absolutely everything coming in these releases, but they do provide a general idea of what to expect. With every major patch, we get closer and closer to a full release.
The next big patch, Update 8, includes a technical overhaul for the animals - reworking their locomotion and development backend to support future behavioral features like hunting, combat and breeding. This has been a big job! Not only do these new foundations need to be finished, but all of our existing animals need the old system ripped out and replaced.
For this reason, we are expecting Update 8 to release in mid-late June. We’ll have more information for you in the next dev diary, but we wanted to let you know in advance that May will likely be a quieter month.
The Next Animal
We’re excited to announce that Update 8 will also be including a brand new animal! This species is perhaps one of the more infamous creatures in the fossil record, growing in popularity through its cultural significance. In the world of Prehistoric Kingdom, though, things aren’t quite the same!
Land Value
Land Value is an upcoming feature in Update 8 that combines exhibit score and park attractiveness into the park’s rating.
This is a localized system that evolves with the park, making areas “positive” with beautiful habitats/scenery items or “negative” with power generators, broken facilities and low cleanliness. Guests will be naturally drawn to places with high land value, potentially donating more generous amounts to Donation Boxes.
Our goal with Land Value is to tie many of the game's independent scoring systems (exhibit score, cleanliness) together into a single management view while fleshing out the building system with consequences (e.g. placing a big, loud power plant near a guest plaza). We believe this addition will help to make everything in the game feel more interconnected.
Genetic Mutations
Genetic Mutations will finally be making an appearance with Update 8. Procedural in nature, we’ve continued to develop and curate the look of our mutations, including new features such as eye coloring to more accurately capture the essence of this natural phenomenon.
An animal rating system will also be included alongside mutations to add further value to your albino, melanistic and leucistic specimens.
What's in the Pipeline?
For our final piece of news, we’d like to leave you with teasers for the animals coming later in Update 9. As stated in a few blog posts now, the team has some truly great creatures on the roster for this year.
The Next, Next Update
Since they’re not coming in the next immediate update we obviously don’t want to give too much away, but we know how much you love to speculate. We’ve got a sneaking suspicion that quite a few of you will be very pleased! Stay tuned!
Created by ASSASSINSPINO.
Created by Clover.
Created by Polish Poy.
Thank you for reading April’s dev diary!
We’ll be back next month to give you a status report on the next update for Prehistoric Kingdom. Thank you for an amazing first year in Early Access!
We've rolled out a small hotfix to address some issues with the last update. Thank you so much for your patience and for bearing with us. Please provide your feedback and bug reports through the in-game tool or our official Discord server.
Welcome, Park Managers and happy one year anniversary!
Thank you to everyone who has played, supported and given feedback to Prehistoric Kingdom. It's crazy to think it's already been a full year, but here we are!
In this update, we've expanded the power system, added new modules and made a lot of important quality of life changes. There have also been some substantial optimizations and stability fixes, though our work on this front continues. Be sure to read the full patch notes!
The Next Update As a brief aside, we'd like to quickly touch on the next release, Update 8. This update is going to be quite a major one for the game, including a brand new species and completely reworked animal locomotion. Due to the amount of ongoing work required, the update is expected to go live in June.
It's imperative that all of the new backend is efficient and allows us to safely expand it to include future behaviors and improved AI. Thank you all for your patience!
Now, onto the content!
Update 7 Features
Expanded Power System
The Research system has been expanded to include the Energy category, coming with 10 researchable items including new generators and upgrades for power output.
This latest update also includes an early iteration of structure durability, allowing key modules such as power generators to breakdown over time. Once broken, players will need to repair the module by selecting the group or broken generator itself. From there, you can click the new "Repair Structure" button.
To ensure that nearby buildings stay powered, we've added Backup Batteries. These utility items will charge up overtime, providing power when a local generator has failed.
In the future, players will have staff to help maintain all the facilities in the park.
New Modules
Two new modules have been added to the Structures category within the research system: the Restaurant and Shopping Center!
These modules are significantly larger than the existing kiosks, serving more visitors at once and bringing in greater profits. Like the other modules, their colors can be customized.
In the future, guests will be able to sit in the restaurant booths.
New Prefabs
Several new prefabs have been added using the new modules arriving in Update 7. These structures are a great way to quickly build out your park!
This also includes a gorgeous Natural Aviary design, beautifully furnished with wooden architecture and an open internal space.
Biome Vegetation Presets
22 vegetation presets have been added across all the current biomes, allowing for quick and convenient habitat construction. These presets have been curated to provide appealing plant combinations in as few clicks as possible.
Alongside the new vegetation presets, we've refreshed the terraforming toolbox with updated visuals to help with usability. For players who wish to select individual plants, this option is still available!
Terrain Flattening & Adapting Foliage
Important modules such as feeders, haybeds, kiosks and bathrooms will now flatten the terrain when placed below or close to the ground. This functionality extends to floor pieces, allowing players to build foundations.
By default, players cannot terraform over floor pieces or modules. For power users, these new terrain rules can be completely disabled in the building toolbox or terraforming window to make some custom structures easier to build (e.g. pools, moats, etc.)
Floating foliage will now be detached from the terrain, allowing players to terraforming without disruption. Plants placed below the terrain will maintain their height offset, even with terrain adjustments!
Furthermore, the plant brush will no longer place foliage on top of paths, fences and modules/floor pieces. As mentioned above, players can disable terrain rules to allow foliage painting on modular pieces again.
PSA: Modular Prefab Updates!
Modular prefabs will now be placed from their modular grid height! This change gives players a consistent placement height to work with, allowing you to better curate the placement experience of custom prefabs.
As this is a structural change, it might affect several user prefabs that have been made prior to this modification. To get around this, simply shift the height of all the group’s pieces (quickly selectable through box select or Ctrl+A) to match where they should meet the ground, relative to the grid’s height. Resave your prefab with these changes.
With the help of workshop creators, we believe this new standard will create a more consistent and less-intrusive build experience. We apologize for the inconvenience.
Known Issues & Additional Notes
Distant trees do not appear on loaded games. We are investigating this ASAP!
Animals can freeze randomly. We are looking into this issue.
For best anti-aliasing, please try the CTAA setting. We will likely enforce this as the only anti-aliasing setting (+ off) in the future.
Full Patch Notes
Features
NEW: Biome Vegetation Presets
Added 22 vegetation presets to the foliage painting menu, allowing players to quickly create a wide array of environments
Updated terraforming menu layout
NEW: Expanded Power System
Added the Energy research tree
Added Backup Batteries
Added 4 new power generators
Added generator efficiency upgrades
NEW: Structure Durability
Added an early version of structure durability that allows power generators to break down over time. Groups with broken modules can be repaired.
Additions
Gameplay
Enabled the Energy research tree, coming with 10 researchable items:
Basic Power Kit
Solar Panel
Increased Solar Panel Efficiency
Wind Turbine
Increased Wind Turbine Efficiency
Wind Turbine Large
Increased Wind Turbine Large Efficiency
Geothermal Power Plant
Increased Geothermal Power Plant Efficiency 1 & 2
Expanded the Structures research tree, adding 2 new items:
Restaurant
Shopping Center
Added automatic terrain flattening! Modules will automatically flatten the terrain if placed within a certain distance threshold from the ground. This will also stop terraforming actions from affecting terrain underneath the respective structures. This also applies to flat floor pieces, as long as their world rotation is 0 on the Z and X axis. Automatic flattening can be disabled through the options menu
Buildings & Scenery
Added Paraceratherium Silhouette
Added Diesel Generator
Added Wind Turbine Large
Added Geothermal Power Plant
Added Backup Battery Small
Added Restaurant
Added Shopping Center
Prefabs
Added Natural Aviary prefab
Added Restaurant Modern prefab
Added Giftshop Modern prefab
Added Large Geothermal Facility prefab
Added Large Wind Farm prefab
Added Solar Farm prefab
Added Small Wind Farm prefab
Added Small Diesel Plant prefab
Added Kiosk Apato Apparel prefab
Added Kiosk Giganto Gifts prefab
Undo/Redo
Added support for vegetation painting in the undo/redo stack
Added support for path placement in the undo/redo stack
Added support for path replacement in the undo/redo stack
Added support for fence replacement in the undo/redo stack
Audio
Added sounds to the refill and clean habitat buttons
Added sounds to the guest facility buttons in the management view
Added broadcast variants to Acrocanthosaurus
Added unique yawn to Protoceratops
GUI
Added a power infomenu panel when selecting power modules, indicating an item’s current output and range, and in the case of backup batteries, current charge
Changes
Balance
Updated minimum animal exhibit sizes, lowering the min. need across the board. The minimum exhibit size for a single animal of each species should now be much lower
Removed purchasing cost from Excavation Sites. These are now instantly unlocked and purchased upon reaching the required rating level. This change effectively removes a ‘middle man’ cost sink, hopefully making the Challenge mode experience more accessible
Heavily lowered park costs across the board
Lowered animal incubation costs by an average factor of x5
Lowered animal unlocking costs by an average factor of x4
Lowered research costs by an average factor of x2
Lowered upkeep costs by an average factor of x3
Gameplay
Actions can now be carried out while the Management View is open
Floating vegetation now doesn’t realign with terraforming changes, while plants already colliding with the terrain will keep their terrain offset after terrain editing actions
Modular Groups now have a far more consistent way to ground themselves to the terrain: the group’s grid height - this means that a structure’s default height position will now always originate at the grid’s height. NOTE: as a structural change, this might affect several user prefabs that have been made prior to this modification. To get around this, simply shift the height of all the group’s pieces (quickly selectable through box select or Ctrl+A) to match where they should meet the ground, relative to the grid’s height. We apologize for the inconvenience
Fence replacement is now completely blocked if replacing an existing fence with the same fence type
Foliage painting respects buildings, paths and fences
Buildings & Scenery
Changed visuals for Solar Panel and Wind Turbine
Improved texture seams on the Igneous Rock piece set
Moved Donation Box 1,2 and 3 to the Guest Amenities section in the GUI
Modular style selection now displays all the different styles present in a building (as opposed to one style per styleset), allowing users to quickly swap out specific materials in their structure without having to select individual items
Removed shadows from modular glass and glass fences
Foliage
Reduced reflectivity of Scots Pine and Bald Cypress leaves
Audio
Adjusted camera mix when underwater
Visuals
Improved dithering effects on the ambient occlusion’s second pass
Adjusted night time color grading for overcast and stormy weather
Removed contact shadows from grass rendering - we’ve been going back and forth with this visual tweak for the last few weeks, but ultimately chose to settle on a fluffier, less noisy grass look
Improved CTAA antialiasing, the game image should feel slightly less jagged overall
Decreased overall ambient reflectivity
Further balanced ambient lighting on all levels
Music
Updated a Torvosaurus music cue in the tutorial
Music is now properly paused when opening the pause menu
Save/Load
Animal fact voice lines now persist in saved games, so they shouldn’t repeat over the same playthrough
Nursery animal skin ‘seen’ status now persists in saved games
GUI
Streamlined the Landscaping Menu for simpler feature access and ease of use
Updated the Modular Group Infomenu, compartmentalizing data throughout several windows, for a less cluttered look. Function modules are now more easily accessible through the Overview section
Updated the Power Management View, drastically simplifying all power-related information
Updated Mammal Taxonomy data (visible in the Nursery Menu)
Improved movement smoothing inside the Excavations Menu world-map
Character voice lines are now properly paused when opening the pause menu
Improved modular style buttons overflowing in the Structure Styling Toolbox
The Main Board Undo & Redo buttons now contextually activate/deactivate based on the available undo/redo operation stack
To combat notification spam on complex park, we’ve set a cap on active notifications pop-ups to 9 at any given time
Tutorial Improvements
Disabled Favorite toggle in the Building Menu during the tutorial scenario
Nigel takes less time to return to the player with new objectives during the ‘Tree Lizard’ mission
Camera cinematics are now properly paused when opening the pause menu
Fixed a premature objective completion case tied to placing the path in the same starting point during the ‘All roads lead to dinosaurs’ mission
Prevented user from being able to edit terrain height during the tutorial
Bug Fixes
Critical
Fixed one critical bug preventing users from fully loading saves
Resolved potential research initialization issues
Fixed modular selection issue tied to changing visual style
Fixed potentially critical main menu initialization bug preventing users from properly starting up the application
Fixed critical bug related to dung beetle nest placement
Guests stuck in the corner of the map are now detected and reset
Gameplay
Fixed issue causing a new prefab placement not triggering on the first GUI click, while editing a modular group
Fixed path replacement gizmo issues, the tool now refreshes appropriately when switching replacement mode
Construction
Fixed an undo issue that would cause modular objects to be re-created with incorrect positions
Fixed unintended edge case that would cause first walls in groups to be weirdly unaligned if the ‘Stack’ and ‘Align’ toggles were both enabled
Visuals
Light colors load correctly now
Audio
Stopped exterior post-processing from being audible when underwater
GUI
Fixed another nursery notification edge case that would report the wrong amount of incubated animals
Fixed new bug causing the save menu not to properly refresh after a new save registration
Fixed notifications menu issue causing park alerts to bundle in the same notification group, missing any text
Performance
Fixed multiple critical memory leaks, the game should be less prone to crashing
Significant optimizations to modular processing
Massive CPU optimizations to visitor AI processing
CPU optimization to power visuals processing
Optimized power system memory usage
Massively optimized loading of complex or dense levels (particularly with lots of modules)
Significantly optimized memory load on complex saves
March was an exciting month for the team as we finally released the highly anticipated mammal, Paraceratherium. Our early teasers managed to fool some of you with the surprise addition of Juxia, but as expected, the majority of speculation was on point. Great work, everyone! If you missed that update, you can find Paraceratherium (and more goodies) in the Update 6 patch notes.
For the rest of this blog post, we’ll be briefly covering the next update and providing the usual insight on what we’ve been up to. A bit of a relaxed one this month, but nonetheless, quite neat!
Where We’re At
The team’s been busy working on a myriad of tasks; guest optimizations, new modules, new music and some super boring stuff like yet to be revealed species. Ugh, what a dino-snore, am I right?
In all seriousness, a lot of our work this past month has either been technical or content that’s not ready to be revealed. We’ve got some great animals lined up for the year, but we aren’t looking to begin implementing them until the locomotion and AI overhaul is finished. As a cheeky tease though, it’s worth mentioning that Paraceratherium won’t be the last mammal you’ll see this year!
For now though, let’s talk about some of the things coming next in Update 7.
Biome Presets
Biome presets are a new addition that allow players to quickly paint a collection of curated plants from within a biome. Simply select one of the presets and start creating!
Since many of our biomes feature a lot of plants, players currently spend a great amount of time choosing the right combinations for their park. Presets allow you to quickly grab some common environments in as little clicks as possible.
If you’d still prefer granularity, players can always switch back to see all the plants within a biome. We’ve updated this view to better make use of space and address some usability issues present in the previous version. Check out the differences below!
New Power Modules & Power Failure
In Update 7, we’ll be giving the power system quite a bit of love - finally expanding it to include new modules and the power failure mechanic.
As a result of this update, Challenge Mode is going to play out a little differently. When first starting out, you’ll only have access to the essentials; a Diesel Generator and a Backup Battery.
Providing power to the park, a Diesel Generator is cheap but unreliable. Soon enough, it’ll begin to fail and require the player to reboot it. This introduces you to our newest mechanic; power failure.
To help keep things running, players can place a Backup Battery within the range of an active generator. This battery will need time to charge off the grid, but once it’s ready, it’ll provide temporary power the moment a generator fails.
With the Research system, players can discover new modules with improved power output, range and reliability like the solar panel or wind turbine.
Though these may be a bit more reliable than Diesel Generators, they can be impacted by temporary environmental factors (e.g. solar panels can’t produce power at night). Backup Batteries are key in ensuring the park can remain operational even in downtime.
In the last stage of the Research tree, players can work towards unlocking their final power modules; an upgraded Wind Turbine and Geothermal Power Plant! These large structures reward the player with a high level of reliability and output in exchange for increased upkeep costs.
What’s in the Pipeline?
For a glimpse at what’s coming down the line, let’s take a quick look at modular terrain flattening.
Modular Terrain Flattening
When we read feedback about Prehistoric Kingdom, one of the biggest barriers we see pop up is how the terrain interacts with structures, or rather, how it doesn’t. For example, terrain slopes are almost completely unworkable without terraforming and for new players who simply want to place down official prefabs, this isn’t great!
Thanks to the help of our newest programmer, we’ve finally had the development bandwidth needed to tackle this long standing issue.
So, how does it work? There are certain pieces that the terrain will adapt to, assuming they’re placed close to the ground or under the terrain. Intentionally placing any of these pieces above the terrain’s minimum threshold will not trigger the flattening behavior.
By allowing only a very focused group of pieces to flatten the terrain, we aim to provide a building experience that feels more grounded and behaves like you’d expect. So far we are very pleased with the results and will be continuing to improve the system before it’s shipped.
Created by CasualWoodsman.
Created by Jirasaurus.
Created by MajorCheirus.
Thank you for reading March’s dev diary!
Not too much more to say on this one, folks! Hope everyone enjoyed Paraceratherium and we’ll see you again in April for the next dev diary (and our Early Access anniversary!).