This is a small patch bringing over recent fixes and changes from the PTB, fixing common crashes as well as drastically improving guest pathfinding.
The team are now returning from their holiday breaks, so we hope you look forward to hearing more about Prehistoric Kingdom in 2024. As always, please send feedback and bug reports to our Discord server's appropriate channel.
Full Patch Notes
Changes
Guests
Guest pathfinding is significantly improved, now taking into account crowding and multiple chokepoints
Bug Fixes
Critical
Fix for very common OverlapCapsule crash
Fixed a rare bug in Animal AI Recover To Navmesh that would also cause that entire capability to be defensively disabled, resulting in further downstream issues
Fix for common crash when multiple animals try to share a feeder
Guests
Patched a rare but dangerous bug regarding visitors getting reset to the entrance
This is a small hotfix that addresses a common crash for players in Update 9.
How to Access the Public Testing Branch (Experimental!)
The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
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.
Full Patch Notes
Bug Fixes
Critical
Fix for common crash when multiple animals try to share a feeder
This PTB release improves guest pathfinding and game stability with various crash fixes for what could be experienced in Update 9.
You should see guests making better use of their walkable space, especially when encountering multiple chokepoints throughout the park. Previously, they would almost exclusively form a single chokepoint. We have ideas on how to further improve guest pathfinding which will be implemented early next year.
Please send feedback and bug reports to our Discord server's appropriate channel.
How to Access the Public Testing Branch (Experimental!)
The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
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.
Full Patch Notes
Changes
Guests
Guest pathfinding is significantly improved, now taking into account crowding and multiple chokepoints
Bug Fixes
Critical
Fix for very common OverlapCapsule crash
Fixed a rare bug in Animal AI Recover To Navmesh that would also cause that entire capability to be defensively disabled, resulting in further downstream issues
Guests
Patched a rare but dangerous bug regarding visitors getting reset to the entrance
Today we have a mini-patch disguised as a hotfix for you, adding a new Spinosaurus animation in addition to some extra sound variations. We have also made a few more changes to the animals as well as giving Muttaburrasaurus the correct formation.
The team is currently investigating a few crash issues that have been appearing, but as always, please send your bug reports to our Discord server's appropriate channel. Providing the player log and save files will allow us to hunt down these issues a lot quicker!
Additions
Animals
Added digging behavioral one shot to Spinosaurus (mudcrab gets audibly annihilated, onlookers shocked)
Audio
Added broadcast variations to Spinosaurus
Added broadcast variations to Carcharodontosaurus
Changes
Animals
Animals now begin life with randomized need values
Animals should now try to stay around their appropriate animation speeds during locomotion, making them less likely to stay at transitional values for extended periods (e.g. halfway between walk and run)
Muttaburrasaurus is now properly found in the Mackunda Formation (removed Winton Formation)
Updated Smilodon ‘Dauntless’ skin icon to better match its new coloration
Buildings & Scenery
Adjusted rendering distance for particle VFX
Foliage
Optimized Marula 3
UI/UX
Removed the now obsolete ‘Min. Exhibit Size’ stat from the nursery animal preview screen
Bug Fixes
Animals
Fixed animals having their decision making process completely overwhelmed by swimming, which prevented them from satisfying basic needs
Animals will now avoid trying to interact with feeders from a direction that would place them too far underwater
Improved animal individual pathing randomization
Guests
Fixed a common bug where visitors would get stuck walking to particular areas endlessly
Visitors should utilize much more of the navigable path area, prioritizing wide open spaces and avoiding narrow choke points
Foliage
Fixed green seams on Acacia 2
UI/UX
Fixed the Animal Info Menu displaying low welfare stats and welfare issues with the ‘Animal Welfare’ and ‘Animal Habitat Welfare’ gameplay settings turned off
VO
Fixed text overflow for one of Nigel’s Spinosaurus lines
Performance
Fixed several major memory leaks
Minor CPU Optimizations
Known Issues & Additional Notes
The team has tracked down the source of guests not using donation boxes as often as they should. This issue is caused by guests not observing animals properly, rather than something wrong with the donation boxes.
Unfortunately, this is going to be quite an involved fix
Update 9 is now available! This patch introduces 4 new animals, swimming, a new map, biome, as well as a new selection of font styles. Please send feedback and bug reports to our Discord server's appropriate channel.
The team will be working on hotfixes for Update 9 over the next few days in addition to adding a few additional animations that didn't make it into the initial release. This will be our last major update for the year, as the team will be going on a short break over the holiday period.
This release also adjusts our version numbers to better reflect our original versioning scheme, which we were too silly to follow through on. Oopsies!
Your patience this year has been greatly appreciated, and we look forward to sharing our plans for Prehistoric Kingdom with you in January's Dev Diary in 2024. For all the details on what's changed in Update 9, please be sure to read the full patch notes at the bottom of this post!
- The PK Team
Update 9 Features
New Species
Expand your kingdom's collection with 4 brand new species: Ouranosaurus, Muttaburrasaurus, Carcharodontosaurus and Spinosaurus!
Swimming
Take the plunge with swimming! This new behaviour allows animals to cross rivers and explore deep water bodies by swimming across the surface.
Every species has varying degrees of water affinity, meaning that some animals like Spinosaurus frequently try to seek out water, while other species will try to avoid it all costs.
New Map: Tanzania
Build in the heart of the savanna with our new map set in the grassland biome. With sparse vegetation and flat terrain, this location is perfect for builders!
New Biome: Grassland
Adding 9 new types of plants, the grassland biome is one of our most versatile climates yet. Alongside classic trees like the Acacia, the grassland biome also comes with, well... grasses!
New Fonts
A collection of new styles are now available for the modular letter pieces. Coming in a range of different themes, these fonts are the perfect way to change up your park's signage.
PSA: Navigation Changes
Due to the introduction of water-based locomotion, all navmeshes will have to be regenerated! This means that upon initial load, your saved games may take longer to enter. Please resave your games once loaded in.
We have also made slope limit changes to the navmesh, so if you had animals that we were previously stuck in surprising places (e.g. rocks, roofs) you'll have to move them back down to an appropriate area.
Known Issues & Additional Notes
We will be fixing as many crashes as possible as they're reported. Please send feedback and bug reports to our Discord server's appropriate channel.
Muttaburrasaurus is missing Nigel voicelines! We will be adding them next year when we do our next recording session with Nigel
We’re still tuning the render distance for small objects, so some items may disappear sooner than expected
Animals do not animate while in the Nursery due to the new locomotion system. They will animate again in the future
Animal IKs are a work in progress and will be improved in future updates
Animals may jitter when resting or sleeping in shallow water
Guests can pick some pretty funky paths! We're in the middle of reworking our technical backend for path choices, so this will be fixed in a following update
Full Patch Notes
Features
NEW ANIMAL: Muttaburrasaurus
NEW ANIMAL: Ouranosaurus
NEW ANIMAL: Carcharodontosaurus
NEW ANIMAL: Spinosaurus
NEW ANIMAL BEHAVIOR: Swimming
Take a plunge with swimming! Every species has varying degrees of water affinity, meaning some love swimming while others will try to avoid water at all costs
NEW MAP: Ngorongoro Crater
Set in a beautiful Tanzanian crater, this map offers flat landscapes with sparse forests and grasses
NEW BIOME: Grassland
Explore the new grassland biome with a variety of trees and small shruberry, including highly versatile grass pieces
NEW: Text Fonts
Change up the vibe of your park signage with a collection of new font styles
Additions
Gameplay
Added new excavation sites in Africa and Australia:
Elrhaz Formation
Kem Kem Group
Winton Formation
Animals
Added mannerism additive animations to animals previously missing them:
Dilophosaurus
Scelidosaurus
Velociraptor
Added swimming to all animals: any creature is now able to freely navigate the surface of the water. Animals have buoyancy, making submerging smooth and natural
Animals are able to avoid and seek water navigation depending on their species, making certain animals more water-averse while Spinosaurus and Deinocheirus, among others, love getting their feet wet!
Animals now get visibly wet when entering the water or swimming, with the visual being based on the waterline height relative to body size
Added new animal names from Hausa, Arabic, ancient Egyptian and assorted Aboriginal
Buildings & Scenery
Added several Font styles spread across all themes in the game
Added Silhouette pieces for Muttaburrasaurus, Ouranosaurus, Spinosaurus and Carcharodontosaurus
Added Human Keeper Silhouette piece
Foliage
Added Acacia 1, 2, 3
Added American Tarwort 1, 2
Added Digitaria Dry Grass 1, 2
Added Digitaria Grass 1, 2
Added Elephant Grass 1, 2 (found in gardening!)
Added Pampas Grass 1, 2, 3
Added Triodia Dry Grass 1, 2
Added Triodia Grass 1, 2
Added Marula 1, 2, 3
Changes
Balance
Buffed the Diesel Generator and Solar Panel
Gameplay
New games will always default to Sunny weather for the first three months
Animals
Animals can now be placed in water
Increased run movement speed for most animals to better match how they were pre-Update 8
The ‘Vibrant’ Edmontosaurus skin now has subtle iridescence
Decreased overall genetic skin mutation chance
Buildings & Scenery
Changed the way fonts are colored by separating emissivity into its own coloring buffer for greater control - the first color slot purely controls their coloration whereas the ‘glowiness’ is now controlled in the second color buffer
Added emissive coloring to the 2nd slot for Silhouette pieces
Fixed Pachyrhinosaurus Silhouette piece
Improved the water VFX pieces
Environment
Increased choppy water’s transparency and made it more tropical blue
Adjustments to underwater fog colors
UI/UX
Map selection is now automatically randomized every time the New Game menu is opened in the main menu
Post Processing
Reduced overall bloom intensity
Audio
Brought back animal footstep audio events from prior game versions
Wading sounds when walking through water should better reflect the size of the animal
Footstep terrain materials should sound more correct for small animals
Adjusted the camera’s water entry/exit sounds to be softer at slow speeds
Adjusted some ambient frequencies while underwater or during rain
Adjusted sharp frequencies on small metal fence placement
Stopped ambient birds from playing while in the Nursery
Ambient animal sounds in the Nursery are now more audible
Bug Fixes
Critical
Fixed a major memory leak in pathfinding, should help with the excessive performance loss over time while playing!
Fixed various smaller memory leaks
Animals
Fixed an animation bug that could cause animals to get stuck
Foliage
Fixed missing collider on Mangrove 1
Environment
Fixed fresh water specularity
UI/UX
Improved globe scaling in the main menu so that the map selection globe won’t overlay on other GUI elements anymore
Fixed a building menu issue causing the ‘Enrichment’ and ‘Gardening’ sections to not properly load
Fixed an issue causing the time of day and weather cycles to not automatically loop in Challenge Mode
Fixed an issue causing the destruction icon and notification to not properly refresh themselves after repairing structures
Rendering
Fixed a visual glitch resulting in shadows not updating properly for different modular styles
Audio
Fixed an issue introduced in Update 8 that prevented some niche audio events from triggering (tail, throat, etc)
Fixed an issue introduced in Update 8 that would cause some sounds to end abruptly
Fixed offset audio for Edmontosaurus unique behavioral one shot
Performance
Massively improved modular loading performance, overall reducing loading times and responsiveness
Improved draw distances of modular objects to be more optimal and to better reflect individual piece scale
Introducing 4 new species, the grassland biome, and swimming, this major title update will give players the ultimate opportunity to expand their Prehistoric Kingdom.
Update 8 is now available to all players! This is a massive update that introduces Velociraptor, genetic mutations, rewritten animal locomotion, AI, and more! You can find the full patch notes for Update 8 here. We will be releasing hotfix as soon as possible to address a few leftover issues from the Public Testing Branch. Thank you for your patience!
Update 9: Coming Soon
For the past little while, Update 9 has been cooking in the oven. It’s been cooking so well in fact that we’ll actually be announcing the release date in a few short days! As a refresher, this upcoming release will be bringing 3 new animals to the game alongside the Grassland biome, a brand new map set in Tanzania and perhaps most exciting of all - swimming!
The content within Update 9 is super exciting, but we’ve also got some great tech news to share, too! Navigation for both animals and guests will be improved with not just smoother pathfinding, but faster pathfinding. We’ve created a custom algorithm and filtering system that offers a 3x boost in performance whenever an animal or guest decides where and how to get a destination.
Players will also be able to see significantly reduced load times when Update 9 releases, particularly on dense saves with hundreds of thousands of pieces. Improvements like these are all part of our ongoing effort to improve Prehistoric Kingdom’s performance and ensure we can get the game as stable as possible.
New Species
A classic of Cretaceous Africa, we are very pleased to reveal your final animal for Update 9 - the magnificent Ouranosaurus!
Having once roamed the prehistoric floodplains of West Africa, Ouranosaurus is best known for its stunning sail made up of tall vertebrae.
Much like one of its cousins, Iguanodon, this ornithopod also features spiked thumbs on its hands. Unlike Iguanodon though, Ouranosaurus walked upright as a biped, getting on all-fours when it had to get low to the ground.
Swimming
Get ready to watch your animals splish and splash their way around Update 9! This exciting addition is an extension of our brand new locomotion systems introduced in Update 8, allowing animals to glide or doggy paddle their way through the water seamlessly.
Swimming will be available for all animals, regardless of their shape or size. Just ensure the water in their habitat is deep enough, and they’ll dynamically transition into a swim when entering the water. You can see some work in progress footage below!
If an animal were to fall into water (e.g. deleting a platform from beneath them) or enter from steep shorelines, you might even catch them briefly sinking and ascending to the surface with buoyancy. No Tyrannosaurs were harmed in the making of this gif.
Down the line, we’d definitely love to introduce some semi-aquatic creatures that can really take advantage of this system. We think that there’s a lot of potential there for not only adding some incredibly unique animals, but potentially making the player consider water depth and how that impacts their exhibit design. If this is something that sounds interesting to the community, be sure to let us know!
For today’s final bit of news, Prehistoric Kingdom will have a small presence at TetZooCon - the Tetrapod Zoology Convention - this Sunday in London!
Our Creative Director, Maurizio Morosan, will be one of the guests presenting at Joschua Knüppe’s ‘Show-and-Tell’ panel beginning at 10am GMT. Those attending will get to learn more about how we make Prehistoric Kingdom, watch an early screening of the Update 9 trailer and hear from some amazing panelists who are part of the TetZoo community. It’ll be a great experience!
As this is our last dev diary for the year, we’d like to wish everyone a happy holiday and a fantastic new year. Dev diaries will return at the end of January where we’ll be detailing what’s to come in the new year.
Update 9 is right around the corner, so we hope you look forward to seeing the trailer in just a few days. Stay tuned and make sure you follow our socials to stay up to date!
Update 8 is now available to all players! This update brings a huge amount of important changes to the game, including completely rewritten animal locomotion and AI, as well as 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.
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.
We are aiming to deliver Update 9 during the upcoming Holiday season as our final release of the year.
Thank you! The PK Team
...
The remainder of this post includes an Update 8 recap in addition to the full changelog further down the page. To get a full sense of the update, we highly recommend reading it all!
...
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
Argentinosaurus is prone to locking up/freezing. We will be addressing this in a hotfix 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 do not have footstep sounds
Animal IKs are a work in progress and will be improved in future updates
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!
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
Balance
Reduced drain rates for animal needs, introduced a short delay after satisfying a need before that need can continue to drain
Land Value has been made more forgiving across the board, as achieving a 5-star rating was nearly impossible
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
Pachyrhinosaurus lakustai now tolerates Coastal
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
Lowered specularity on Dryosaurus eyes
Guests
Reduced saturation of base skin tone and random variation
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
Adjusted and optimized colliders on all igneous rocks to be more accurate to their shape
Adjusted transparent glass material to improve visibility and blur environmental reflections when on ‘Ultra’ reflections quality
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
Adjusted Scrubland dirt color to be more neutral
Slightly lowered sun intensity on the Scrubland map
Foliage
Improved vegetation painting generation for granular plant selection, with better density rules
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
Foliage impostors look significantly better on low graphic settings
Drastically optimized tropical kapok, coconut palms, lady finger palms, monstera and palm grass
Drastically optimized temperate holm oak
Optimized and updated colliders for Water Lilies as well as Amazonian Water Lilies
Optimized decorative ivy rendering
Optimized rendering and improved impostors across the desert, tropical wetland, temperate, coastal and boreal biomes
Updated temperate biome wind settings
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
Set hard limits on animal voices to hopefully reduce audio threads crashing when the camera is near hundreds of animals
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
Animal Nav Visualization now fills the entire navigable area
Improved Depth of Field controls in Screenshot Mode in order to increase viability for longer distance shots
Post-Processing
Slightly increased bloom threshold so that the environment and sky affects bloom less
Slightly lowered saturation and contrast on the tropical map
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
Drastically reduced a long hang when leaving large levels that had been open for a long time
Fixed an issue where visitor entrances could show ‘off nav’ and potentially cause other modules to lose connection
Fixed an initialization left over setting that would cause unusually high memory load during start up - new parks shouldn’t crash as often on machines with lower memory
Fixed a crash caused by starting the game on Steam in offline mode
Fixed a few parallel scheduling errors that could stall various game systems
Fixed an issue causing research items not detracting park balance on unlock
Fixed multiple memory leaks
Fixed a crash caused by moving certain modules
Fixed multiple rare crashes around shutting the game down
Fixed a GUI issue preventing correct behavior of the animal info signs
Fixed a critical modular issue caused by aligning whole groups to surfaces, in turn creating many other downstream bugs, such as a glitched modular grid overlay
Fixed an instance of animal animations locking up
Gameplay
Fixed a land value heatmap issue causing value to lower over exhibits with bonus score
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
Animal dung will respect sim settings
Fixed and improved several animation issues in all animals
Fixed animals hitting time limits on their active states, which forced them to give up constantly and never achieve anything
Fixed animals recovering to roofs and clifftops when they fall off nav
Many fixes and improvements for how animals find painted water to drink (this should help somewhat with the AI stalling)
Fixed an IK bug where animals would still try to plant their feet while resting and sleeping
Guests
Fixed visitors teleporting to park entrance whenever they stepped up to be served in a queue line
Fixed a math error that could cause visitors to be reset erroneously
Buildings & Scenery
Fixed bathroom modules’ hole in geometry
Fixed Termite Mound flying towards the camera if surface alignment was enabled
Fixed Land Value contribution for steel railings to not provide themed prop bonuses, slightly reduced bonus for other railing types
Fixed Bunting pieces collision
Foliage
Fixed animals walking over gardening plants and Swamp Beech 1
Fixed excessive floating branches on Scots Pine 1
Fixed minor floating elements on Swamp Beech 1
Fixed Joshua Tree continents being mislabeled as Asia and Africa
Construction
Modular scaling with left-alt will now respect modular data settings
Dung Beetle Nests will work correctly after loading a save game
Dung Beetle Nests will no longer be removed by the foliage removal brush
Fixed a bug that prevented terrain modification in locations occupied by modular, even after the modular pieces had been removed
UI/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
Fixed a text label issue with modular styles
Fixed a header text issue in the save/load menu
Fixed mouse scrolling not working in the vegetation preset menu
Fixed save menu header text not accurately displaying the current open layout
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)
Fixed incorrect audio cues being used when animals ate food
Fixed some animal audio ending abruptly
Misc.
Fixed navmesh rebaking for new games started on Costa Rica
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
Guest Quality settings now work, guest fidelity can now be scaled back significantly if need be, while Cinematic retains a decent draw distance and high visual fidelity
Minor Improvements to CPU Performance
Improved how background processing is handled, including fixing a minor issue where animals would wait little longer than necessary for stuff they didn’t need
Minor Improvements to loading
Improvements to tropical biome rendering
Improved loading time on the tutorial level
Drastically optimized animal dung processing, saving and loading
Massively improved modular processing speed on the CPU, especially noticeable in larger parks
This patch addresses a number of issues for the Public Test Branch version of the game with some notable changes regarding animals and various performance improvements. Please continue to send feedback and bug reports to our Discord server's appropriate channel, it's been an immense help!
We expect to publish Update 8 to all players early into this sale with further fixes and performance improvements, while we work hard on Update 9, to be released during the Holiday Season.
Full Patch Notes
Additions
Animals
Added additive animations back to all animals that previously missed them
Changes
Gameplay
Improved vegetation painting generation for granular plant selection, with better density rules
Animals
Velociraptor now tolerates Scrubland
Pachyrhinosaurus lakustai now tolerates Coastal
Foliage
Optimized decorative ivy rendering
Optimized rendering and improved impostors across the desert, tropical wetland, temperate, coastal and boreal biomes
Updated temperate biome wind settings
UI/UX
Improved Depth of Field controls in Screenshot Mode in order to increase viability for longer distance shots
Bug Fixes
Critical
Fixed a GUI issue preventing correct behavior of the animal info signs
Fixed a critical modular issue caused by aligning whole groups to surfaces, in turn creating many other downstream bugs, such as a glitched modular grid overlay
Fixed an instance of animal animations locking up
Fixed collision stacks not updating if game time was paused
Gameplay
Fixed a land value heatmap issue causing value to lower over exhibits with bonus score
Animals
Fixed and improved several animation issues in all animals
UI/UX
Fixed mouse scrolling not working in the vegetation preset menu
Fixed save menu header text not accurately displaying the current open layout
Fixed new buttons not properly updating their animations if game time was paused
Performance
Drastically optimized animal dung processing, saving and loading
Massively improved modular processing speed on the CPU, especially noticeable in larger parks
This patch addresses a number of issues for the Public Test Branch version of the game with some notable changes regarding animals and various performance improvements. Please continue to send feedback and bug reports to our Discord server's appropriate channel, it's been an immense help!
We expect to push Update 8 out soon for all players after a few more fixes have been made and no critical issues have been reported.
Full Patch Notes
Additions
Animals
Added additive animations back to some animals, though some configurations still require further work. We will be porting additives to the remaining species asap
Added the ability to perform relevant oneshot animations while resting back to all animals
Changes
Balance
Reduced drain rates for animal needs, introduced a short delay after satisfying a need before that need can continue to drain
Land Value has been made more forgiving across the board, as achieving a 5-star rating was nearly impossible
Animals
Improved IKs (still a work in progress!) on the following species:
Argentinosaurus
Brachiosaurus
Camarasaurus
Coelodonta
Dryosaurus
Iguanodon
Mammuthus
Parasaurolophus
Smilodon
Lowered specularity on Dryosaurus eyes
Guests
Reduced saturation of base skin tone and random variation
Buildings & Scenery
Adjusted and optimized colliders on all igneous rocks to be more accurate to their shape
Adjusted transparent glass material to improve visibility and blur environmental reflections when on ‘Ultra’ reflections quality
Environment
Adjusted Scrubland dirt color to be more neutral
Slightly lowered sun intensity on the Scrubland map
Foliage
Foliage impostors look significantly better on low graphic settings
Drastically optimized tropical kapok, coconut palms, lady finger palms, monstera and palm grass
Drastically optimized temperate holm oak
Optimized and updated colliders for Water Lilies as well as Amazonian Water Lilies
Samanea now behaves like existing gardening foliage and will not contribute to foliage density or react to the terrain/foliage removal tools
UI/UX
Animal Nav Visualization has been re-enabled, and now fills the entire navigable area
Post-Processing
Slightly increased bloom threshold so that the environment and sky affects bloom less
Slightly lowered saturation and contrast on the tropical map
Audio
Set hard limits on animal voices to hopefully reduce audio threads crashing when the camera is near hundreds of animals
Bug Fixes
Critical
Drastically reduced a long hang when leaving large levels that had been open for a long time
Fixed an issue where visitor entrances could show ‘off nav’ and potentially cause other modules to lose connection
Fixed an initialization left over setting that would cause unusually high memory load during start up - new parks shouldn’t crash as often on machines with lower memory
Fixed a crash caused by starting the game on Steam in offline mode
Fixed a few parallel scheduling errors that could stall various game systems
Fixed an issue causing research items not detracting park balance on unlock
Fixed multiple memory leaks
Fixed a crash caused by moving certain modules
Fixed multiple rare crashes around shutting the game down
Gameplay
Animal dung will respect sim settings
Animals
Fixed animation error on Mammoth dust bath
Fixed animals hitting time limits on their active states, which forced them to give up constantly and never achieve anything
Fixed animals recovering to roofs and clifftops when they fall off nav
Many fixes and improvements for how animals find painted water to drink (this should help somewhat with the AI stalling)
Fixed an IK bug where animals would still try to plant their feet while resting and sleeping
Guests
Fixed visitors teleporting to park entrance whenever they stepped up to be served in a queue line
Fixed a math error that could cause visitors to be reset erroneously
Buildings & Scenery
Fixed bathroom modules’ hole in geometry
Fixed Termite Mound flying towards the camera if surface alignment was enabled
Fixed Land Value contribution for steel railings to not provide themed prop bonuses, slightly reduced bonus for other railing types
Fixed Bunting pieces collision
Foliage
Fixed animals walking over gardening plants and Swamp Beech 1
Fixed excessive floating branches on Scots Pine 1
Fixed minor floating elements on Swamp Beech 1
Fixed Joshua Tree continents being mislabeled as Asia and Africa
Construction
Modular scaling with left-alt will now respect modular data settings
Dung Beetle Nests will work correctly after loading a save game
Dung Beetle Nests will no longer be removed by the foliage removal brush
Fixed a bug that prevented terrain modification in locations occupied by modular, even after the modular pieces had been removed
UI/UX
Fixed a text label issue with modular styles
Fixed a header text issue in the save/load menu
Audio
Fixed incorrect audio cues being used when animals ate food
Fixed some animal audio ending abruptly
Misc.
Fixed navmesh rebaking for new games started on Costa Rica
Performance
Guest Quality settings now work, guest fidelity can now be scaled back significantly if need be, while Cinematic retains a decent draw distance and high visual fidelity
Minor Improvements to CPU Performance
Improved how background processing is handled, including fixing a minor issue where animals would wait little longer than necessary for stuff they didn’t need