Change camera sound fixes Disabled some UI components when fixing gas pipe, curing a patient and exterminating organism and banishing crawling creatures Made the wrench more prominent Minor network optimization Minor adjustments to the uv flashlight spawn locations Fixed bug - Interaction after using the camera Fixed bug - Character head was visible when connecting generator Fixed bug - Challenges and xp system Fixed bug - if died by infection and you are in the end game screen you still get turned in a rat Fixed bug - related to the UV flashlight
If you can believe skeletons exist, then you better believe that cloud saves now exist within the world of Dread Delusion!
Now your save can go with either between different PCs or that nifty Steam Deck and your PC. What I'm saying is now you can play Dread Delusion anywhere!
Hittite UU 2 bonus tech (Free Three Man Chariot) science cost reduced from 800 to 600 (to be consistent with other UU bonus techs)
Free-for-all multiplayer game player start improvements:
All map scripts now spread out the players as much as possible, at the expense of selecting the best terrain.
Added a different, experimental, player placement for highlands and coastal rain basin map scripts, which are relatively uniform land maps
Player start adjustment to try to avoid being placed in a small area surrounded by impassable terrain
More resources between city sites, especially at low city site density
Baths class improvements give one extra Happiness per turn
AI (nations and tribes) now have a chance to cancel an alliance when at cautious opinion or lower
Split Away from Court event class into individual classes. This lowers the frequency of some events that were triggering too often (i.e. imprisoned events)
Players without an online ID (e.g. not running through Steam, Epic Launcher or GoG Galaxy) are now able to play network multiplayer
Regents will now be forced for child leaders up to age 6 when previous leader died and up to age 12 if previous leader abdicated
Rider family seat bonus now includes the addition of horses, elephants, and camels to tiles within the city territory, no longer allows building units without resources.
Generals over 50 now get general-related traits offered on upgrade (previously only Generals eligible for assignment were offered these)
Autonomous rule no longer clears the build queue, but AI can change it to build what it wants to
Leaders can no longer be Exploring. Exploring Leader events have been reworked.
Khufu now has a family penalty for each wonder built (Wonders and Dynasties)
Meritities is now Righteous instead of Revered (Wonders and Dynasties)
New Events
89 new base game events:
A Brush With Death
A Child No More (x4)
A Famous Hill
A Gracious Welcome
A Greater Calling Just Called
A Little More Time
A Narrow Escape
A Matter of Faith
A Royal Suspect
A Shift in Thought
Age Of Unrest
Alien Traditions
An Ignominious Wound
Arrow To The Eye
Bonds of Faith
Celebration of Our Many Blessings
Champions of the Guard
Complications
Cultural Similarities (x10)
Elephants of City
Entwined Beliefs
Familial Ties
Family Needs
Family Power Play
Family Traditions (x10)
Fangs Of Our Foes
Felled By Arrows
Hard Rain
Heaven Help Us
Hero Of The Realm
In The Hands Of God
Influence Of Weakness
Keepsake
Laches
Last Of His Line
Lucky Break
Naming and Necessity
National Tour
National Treasure
No Time Wasted
Not Without Risk
Poisoned Tips
Prime Surplus
Rain Of Arrows
Rebel Phase
Select Timber
Shattered Shield
Stalwart Spouse (x2)
Stronger For It
Test Of Metal
The Captured Agent
The End of an Era (x2)
The Freedom Of Divorce (x2)
The Goal Of Life
The Hunt Continues
The Pále
The Peoples Shield
The Third Man
Too Young To Rule
Tribe Eliminated Nickname
Two Birds
Untimely
Ward No Longer
Welcome Return
Wondrous Nation
6 new Sacred and Profane events:
Fugitive From God
General Devotion
Joined in Mystery
The Eyes of God
Turning Mani (x2)
Programming
Increased the minimum target unit number for the AI, to deal with military threats when it has few cities
AI technology value adjustments. AI chooses Navigation with higher priority.
AI no longer places value on bonus units if no such units are needed (e.g. free Settler with no vacant city sites)
AI now knows about effectPlayer YieldUpkeepModifier, TeamDiplomacyYields and TribeDiplomacyYields
When at war with a tribe with multiple known settlements, Settlers are planned for one site at a time, not all at once
Quick Infos XML validation optimization. Eliminates most memory allocations
Added support for having the same character in multiple dynasties
AI yield value corrections
Can now set a religion to be not Pagan or World
UI
Major localization text update for all languages including all missing Wonders and Dynasties text
Added missing Wonders and Dynasties event art
Changed Remind Turn to Turns until Reminder in Improvement and Text pings
Temporary traits now display time remaining in parentheses
Added tooltip about the loss/gain of tribute yields by declaring war on a tribe
Added Tribal Strength game setup option help text for empty city sites
Added missing icons for some Wonders & Dynasty missions and effects
Added new icon for Zealot's Enlist Next effect
Added Greek dynasty leader bios
Updated character suffix localization code and added support for Chinese numerals
Tech selection UI is now updated immediately when available techs change
Disabled history generator for multiplayer games (as this was causing bugs)
Custom Leader Archetype shown on Choose Leader screen when selected
In network games the client no longer exits to main menu immediately upon disconnection but instead tries to automatically reconnect
Smoke particles on mines are now hidden when the smokestack is hidden
New Game option enabled on premade maps, will reroll nation and dynasty selection if these have been randomized
Made Religion/Family/Nation/Tribe sections on tab panels collapsible
Added concepts/linkable helptext about the tech card system
Added intermediate Scripted/Freeform menu to Learn to Play
Proscription mission is now hidden unless enabled (Wonders and Dynasties)
Added new icon for Explorer unit (Wonders and Dynasties)
Bugs Fixed
Fixed units on cooldown getting moved when units try to move into their tile
Heir births are entered into the game log only after they have a name
Fixed bug where cut trees could be cleared on Lumbermill tiles
Fixed Restart Game button in cases where a premade map was picked through Advanced Setup instead of going through the Scenarios screen
Fixed cycle military button tooltip text
Learn to Play fixes. Prevented some player actions that could cause LTP scenarios to break.
Fix for Event Browser UI
Likely fix for map element names sometimes not matching between client and server
Fixed some scenario load/save inconsistencies
Fixed AI exploration bug
Fixed AI AdjacentSameModifier value
Fixed AI research selection actually following the AI evaluation instead of being random
Corrected some inconsistent use of the AI in-city yield evaluation
Fix for mod dependency bug
Fixed archetype icon not reflecting selected dynasty leader on SP setup screen
Fixed incorrect estimate of effectPlayer on help text when it involved adjacency bonuses from existing improvements (e.g. science output of Pilgrimage)
Removed double spaces betwixt icons and yield names in some cases
Fixed default improvements/units shown as unique when no nation/dynasty is specified
Fixed landmark names sometimes displaying incorrectly in MP games
Random nation on premade maps now correctly remain random on new game
Premade map selection now remembered for next game
Fixed top section of tab headers getting cut off
Fixed Pick Later nation and Random Dynasty setting the dynasty to Default
Fixed queued actions triggering unit selection before decision selection
Fixed Tooltip Scale and Popup Text Size options not saving on Steam Deck
Fixed Heroes of the Aegean scenario 5 save/load bug
Fixed Heroes of the Aegean scenario 5 bugs with Darius events, rebels and autonomous rule
Fixed Wonder and Dynasties content being missing from World Maps and Barbarian Horde scenarios
Fixed Caesar's dynasty description (Wonders and Dynasties)
Fixed null ref on leader select helptext for dynasties with free tech (Wonders and Dynasties)
Jerwan Aqueduct now has a history that prevents it from changing drastically when city layouts change (Wonders and Dynasties)
Fixed Carthage scenario 1 goal (Markets and Money)
Fixed Jebel Barkal bonus description (Wonders and Dynasties)
Text and event fixes
Known Bugs
Starting Game of the Week after having started a game using a premade map will cause GotW to use that map.
Happy New Year, everyone! We hope you all had a lovely holiday season with plenty of gifts and giving to go around. This blog post will be focused on what’s to come in 2024, looking at the upcoming Update 10 as well as some rather exciting additions coming throughout the year. Let’s jump right into it!
Last month in December, we released Update 9 featuring the Grassland biome and a selection of fan-favorite animals like Spinosaurus and Carcharodontosaurus. The reception to this update was really positive, and we quickly wanted to thank everyone who tuned in to play the game again.
Both Update 8 and 9 have been our first major steps into making our animals feel more organic and alive thanks to the overhauled locomotion and brain systems. This year, we’re going to continue this trend with adding more AI behaviors, animations, and the long-awaited introduction of baby animals.
As a start, we’ve been tackling a long standing community request; animal avoidance. Borrowing much of the technology currently used on guests, our goal is to give the animals a similar implementation, dynamically pathing around any incoming creatures in a nice and performant way. Take a look at the work in progress version below that’ll be coming in Update 10!
Once Update 10 releases, players will be able to see a dramatic decrease on animals walking directly through the middle of each other. While there will still be some clipping with heads and tails (hard to get rid of without having oversized avoidance ranges on the animals), this will be a massive improvement across the board.
Update 10: Coming Soon
In mid-late February, players will be able to explore the frozen wilds of the Canadian Rockies in Update 10, building your park with a brand new modular theme and resurrecting extinct species straight out of the ice age.
New Species
Joining the roster is none other than the Siberian unicorn, Elasmotherium! This large species of rhinoceros is best known for what is typically depicted as an exceptionally large horn. In recent years, however, its exact size has become the topic of debate.
When cloning Elasmotherium, our scientists were fortunate enough to find a variety of horn shapes and sizes depending on the genetic skin that they selected. Very convenient!
That’s not the only rhino joining us for Update 10, however! Found in east Asian fossil deposits, Sinotherium was a hairless ancestor to what would later become Elasmotherium. Available in-game as an alternate species, Sinotherium is the perfect option for park managers that want another grassland-based mammal.
In total, this makes two species of rhino and two species of cave lion coming to the game in February. The team looks forward to seeing all of your gorgeous screenshots once Update 10 releases!
Stone Age Theme
The Stone Age theme is a new collection of styles and building pieces inspired by paleolithic and neolithic architecture. With items based on caves, early living and budding civilization, we think this theme will truly make your park feel like a Prehistoric Kingdom.
Of course, a new building theme wouldn’t be complete without new fences, too! We look forward to seeing what habitats you build with these palisade and stone fences in Update 10.
New Map
Finally, we’ve arrived in the mountains of Canada. This map boasts gorgeous, snowy views with a variety of foliage from the boreal, coastal and grassland biomes.
At night, players will be greeted to a stunning lightshow from the… aurora borealis?! At this time of year, at this time of day, in this part of the country, localized entirely within your kingdom?! Yes! Please stay tuned for the release of Update 10 in mid-late February!
The Future
So, Update 10 is looking pretty cool, but what does the year look like for the game? We have a few major pillars that are in development behind the scenes, and our aim is to deliver them throughout 2024.
As these pillars are quite the undertaking, we will continue to release more art-centric updates (e.g. Update 10) to help prevent content droughts while we work on them in the background. There were a number of months last year when the game did not receive support while we developed Update 8, and that’s something we do not want to repeat.
So, grab your reading glasses and a drink because we’re about to see a lot of text!
Staff & Logistics
Staff are going to be the heart of Prehistoric Kingdom’s management. They are the connection to your park, your guests and your animals. Beyond simply hiring the right people, it will be your job to ensure the park’s layout is designed efficiently so that supplies for both guests and animals can be moved quickly.
In terms of development, we’ve started laying the groundwork for staff in the codebase. We’ve done a lot of design work figuring out what exactly they should bring to the game and how that relates to our upcoming logistics management systems. While we’ll be getting into exact gameplay details in a future post, we’d like to start by sharing our vision for the various staff types in Prehistoric Kingdom and what they offer.
GENERALIST STAFF
Generalist staff primarily interact with the guest and backend side of your park. Taking up the role of cashier, janitor or logistics, these are the people who ensure everything runs smoothly.
Cashier: tends to visitors at kiosks and stores
Janitor: cleans toilets, trash and delivers garbage to dumpsters
Logistics: delivers shipments from loading bays to various storage units around the park (goods storage, animal feed warehouses)
What makes generalists unique, however, is that these roles aren’t rigid! If an urgent task appears and there’s an idle staff member nearby, they’ll complete it as long as it’s a generalist job. For example:
If a cashier is waiting vacantly with no customers to tend to, they might decide to quickly go clean up a pile of trash (janitor job) or restock some merchandise shelves (logistics job) if they have nothing else to do. Once complete, the cashier would return to their original job.
Our goal here is to maximise the utility of your generalist staff, so if the park’s demand raises slightly higher than your current workforce numbers, the player has a built-in safety net. Of course if the demand continues to rise and trash gets out of control for example, the best move would be to hire more janitors.
SPECIALIST STAFF
Specialist staff interact with specific parts of the park management experience. Unlike generalists, their roles are fixed and can’t be done by other staff types.
Keeper: restocks animal feeders and enrichment, cleans habitats and delivers dung to compost heaps
Veterinarian: monitors habitats for sick, injured or pregnant animals, can provide feeder supplements and medication
Engineer: repairs damaged fences, modules and builds high security fencing
Security: accompanies staff into dangerous habitats and protects guests in the event of an emergency
WHEN CAN WE HEAR MORE?
There’s a lot to cover with staff and logistics gameplay, so we will be doing a more in-depth blog post when we have more in-game content to show.
This is going to fundamentally change and set the direction for Challenge mode going forward, so we’ll likely run some early feedback builds on the Public Testing Branch once we get to that stage. If you’ve been waiting for Prehistoric Kingdom to get more meat on its management bones before jumping in, please stay tuned to these dev diaries because we’ll be wanting your feedback in a few months.
Ontogeny
This year, the team will be adding the process of ontogeny to Prehistoric Kingdom. In real time, you’ll be able to watch your animals seamlessly grow from tiny babies to gangly adolescents and of course, into the fully grown adults you’ve already been incubating in the park.
These are not just simply scaled down adults, either! Our baby animals will have softer appearances, smoother skin, different bone proportions and make the most adorable of squeaks. You can see an early test of our Edmontosaurs above, showcasing stubbier snouts, a lack of spinal ornaments, and their baby skin patterning!
HOW WILL THIS WORK?
Over time, the animals will seamlessly blend between their life stages, growing into their mature silhouettes and fading into their adult coloration. If you got to play or have seen footage from our old demo in 2017, you’ll know exactly how this works.
HOW MANY BABY SKINS WILL THERE BE?
For both technical reasons and memory constraints, we will be limiting baby skin patterns to 1 per animal. This means that regardless of the skin you’ve chosen, all designs for a given animal (e.g. Edmontosaurus) will appear the same at birth and eventually grow into their selected skin color. There may be a few exceptions to this as development continues, but generally the rule is 1 baby skin per animal.
We should note that like adults, however, baby animals will have individual color variation. Each little hatchling, calf or kitten will look slightly different from another.
HOW WILL PLAYERS CREATE BABY ANIMALS?
In Sandbox, players will be able to pick the age of an animal when creating them in the Nursery. In Challenge mode, however, we are planning to make that part of the research tree. If players want adult specimens at the beginning of their Challenge game, they’ll have to go through different means to acquire them (ooh, future mechanics!).
More info on revised animal creation and acquisition gameplay will be coming in the future.
BREEDING?
Breeding is something that a lot of people have been requesting and we agree that it feels like the next step for ontogeny in Prehistoric Kingdom. With that said, we are focused on delivering the core experience first (animals growing up) before expanding with additional gameplay (breeding).
Update 12: New Species
Arriving later this year in Update 12 is the much beloved gentle giant, Apatosaurus. This enormous creature is the first dinosaur included in Prehistoric Kingdom to be part of the superfamily known as Diplodocoidea, a group of sauropods best recognized for their immense length and whip-like tails.
We’re still working on this animal of course, painting the other skins, animating, etc. but the team really wanted to start 2024 off with an early look at one of the biggest creatures coming this year.
Coming alongside Apatosaurus, however, is an alternate species with a household name and much dubious fame.
We hope you enjoy the concept art for what will eventually become the mighty thunder lizard, Brontosaurus! Adorned with “bronto smash” neck spikes and a cluster of lethal spines at the tip of its tail, this classic from the Jurassic has never looked so good.
10 Years of Prehistory
Grab your digging tools and call us a fossil, because on February 14th, Prehistoric Kingdom will have existed for 10 years.
When this project was first created all the way back in 2014, we were teenagers, high school students, and young adults in college. This project, iteration upon iteration, has been us learning, growing and meeting amazing like minded individuals who share a passionate love for not just this genre but prehistoric life as a whole.
It took a number of years before Prehistoric Kingdom started to go anywhere, and we’re still not as fast as the big studios making games like this, but we love our baby and we couldn’t be more grateful for having the opportunity to develop this game.
To our team, families, backers, Crytivo, players and fans; thank you.
Created by ASSASSINSPINO
Created by Hex-MSMB
Created by Incog
Thank you for reading January’s dev diary!
We hope this post has gotten you excited for the year ahead (those babies look so cute!) and that everyone is looking forward to Update 10’s arrival in February.
We encourage players who want to help test these changes and provide feedback to switch to the "coming_in_hot" beta branch . Your save will carry over when you switch to that branch.
IMPORTANT: Once you switch your branch you MUST stay there until we push the update to the retail branch for everyone. Due to the nature of these changes, if you attempt to switch back to the retail branch too early you will be unable to start or continue a new expedition. We always recommend making a backup of your save file!
Patch Notes
Grave Robber
Flashing Daggers no longer ignores Dodge while the Grave Robber has Stealth
Pick to the Face+ DMG range adjusted from 4-9 to 5-9
Pirouette and Pirouette+ cooldown reduced from 2 to 1
Nightsworn Flashing Daggers chance of removing all Stealth reduced from 100% to 50%
Nightsworn Flashing Daggers+ no longer removes all Stealth
Nightsworn has its own version of Pirouette now that's better suited to the role's counter-defense theme
GAMEPLAY
Removed Face Your Failure! battle modifier from on all Confession bosses
Fixed issue resulting in Focused Fault skipping its turn in specific conditions
Fixed issue with The Bastard's Beacon not increasing Death's encounter chance
The Bumper Crop: Reduced Deathblow RES debuff from -50% to -25%
The Rancid Feast: Reduced Blight 1 chance applied when hit by an enemy from 100% to 33%
FIXES
Fix to instanced buffs ( infernal / radiant torches ) not instancing buffs till you mouse over them
Fixed a softlock on death timeline triggered from an Act Out
Fixed an issue where new skills at same Shrine of Reflection could be obtained more than once
Fix to incorrect dmg calculation on skills after aoe skills where targets had block and block +
Fix to damage preview calculation to now account for crit on miss to prevent kill spoiling
Removed torch highlights on dodge / guard tokens when killing to avoid kill spoiling
-Disabled shop UI's exit button to avoid screen freeze, please use Esc key to exit for now. -Added another merchant spawn at minute 11. -Initial coin is now 200 instead of 100
Step into a time machine and journey back to the rad era of the 90s with February’s Sub Box - 90’s Throwback! Let’s take a trip down memory lane with a blast from the past, packed with iconic content that embodies the essence of ‘90s pop culture. Feel the vibes with an assorted mix of items combining retro flair with nostalgic coolness! Get ready to rock out with goodies that’ll make this month an absolute throwback sensation!
February’s rad MTT lineup!
Get ready to kick it back for Leap Year with this February’s 8-event Club-exclusive multi-table tournaments! It’s gonna be all that and more with epic matches back to back. Mark your calendars so you don’t miss out on your chance to show off your skills!