Now you have a unique opportunity to get up to 300% benefits. BUT it is important to remember that the amount of the bonus received expires after 48 hours and the received coins disappear, have time to get and have time to spend them. *Cannot be used in Flash Sale!
Today’s hotfix further addresses the issue causing a small portion of players to receive connectivity errors related to our Dedicated Server testing. Hotfix 0.3.2.3 is available now on Steam!
Please restart the Steam client to download the latest build.
BUG FIXES
Fixed another known cause of connection errors resulting from Dedicated Server testing
For a full list of bugs we're currently tracking, please see our Known Issues.
Join the community conversation and offer us feedback on our official Discord server!
This PTB release fixes a number of player reported issues with continued polish made to the current PTB features.
It also introduces a work in progress version of the Paleopedia - an encyclopedia featuring animal information and habitat statistics! A lot of information is either missing or temporary (e.g. paddock calculator, social needs, animal life cycle stats) so don't worry about that too much.
Some improvements have been made to the behaviour of fence gates, but please let us know if you run into other issues with the fence system.
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.
Known Issues
Due to splitting the animal species into their own genera, some info sign screens might load up with the wrong animal on display. Simply resetting the animal screen and saving should resolve the issue.
Full Patch Notes
Additions
UI/UX
Added the Paleopedia (please note a lot of the values and stats are temporary!)
Changes
Balance
Enclosure Size and Crowding requirements for animals have been readjusted
Buildings & Scenery
Added a Gates section to the Enclosures menu
Gate to fence snapping improvements
Gate to fence group snapping (any gate!)
Added support for gates to play open and close sounds
UI/UX
Updated graphics and coloring to the animal info panel
Bug Fixes
Critical
Fixed hard crash when placing objects near the edges of the map
Fixed hard crash relating to visitor visualization
Hardened how some systems initialize so that they work consistently
Fixed multiple exceptions that broke various tools and menus
Fixed various modules being unplaceable
Fixed logistics memory errors
Fixed a temporary deadlock issue (would cause the game to pause for 1 second, when changing feeder type)
Revised fence placement logic to make enclosure detection much more reliable
Gameplay
Re-enabled nursery holder animals saving/loading
The tutorial was disabled again, after being mistakenly left available. We are currently working on a more intuitive tutorial system, about which we will be sharing more details in the future!
Animals
Fixed Leaelly IK
Guests
Fixed a bug that caused guests to use incorrect textures
Buildings & Scenery
Fixed fence terracing
Construction
Habitat Markers are now correctly made invisible when loading a game
Fixed fence terracing
Can no longer place fences intersecting a gate module
Can no longer place fences that exit the map boundaries
Rendering
Glass rendering happens later to render VFX pieces through it, may improve visuals, please give feedback :)
UI/UX
Fixed the Nursery Holder animal elements’ animations not updating with different time scales
Fixed overview settings button not properly toggling off once entering the pause menu
Fixed buggy module placement after placing a gate
Fixed layouts in the structure filter menu not refreshing correctly
Fixed main menu bugging out upon exiting a save[
Fixed Animal Info Signs not detecting nearby species after loading a save
Misc.
Fixed _TEMPSAVE string stacking multiple times on save files
24 hours after the release of Vigor into Early Access on Steam, we have seen many of you raising a couple of concerns. Let us address them.
We created some confusion regarding the co-op feature by having the tag on the Steam page without enabling the feature for Early Access. We have now modified the Steam tags and description to reflect reality. We apologize for any confusion, and we thank you for bringing this to our attention. You can currently play the Elimination mode in teams.
Unfortunately, at this point, we cannot promise that this feature will become available during Early Access, but our team will discuss the options available to make your gaming experience as smooth as possible. We can assure you that you'll be able to play alongside your friends in the Outlands after the full release.
We are also currently working on a fix for an issue causing Encounters not to register for some of our Outlanders, making progress impossible. We did our best to tackle this today, but unfortunately, the issue seems to be complicated, and it's likely that it will persist for a couple of days.
We are aware that the Lone Wolf mode causes infinite queue times, and we’re looking into this as well.
Thanks again for your feedback, support, and constructive criticism.
After countless reports and an inability to locate and replicate the Theurgic freeze bug that could lock your character, it finally happened. I found the bug. I fixed the bug. I also fixed some other bugs related to theurgics and pausing. Today is a good day.
I had previously run many theurgic tests with with the Blitz Beam equipped because I saw a lot of reports had it, but today I got yet another screenshot where the user had Blitz Beam and I knew there had to be something to it.
The issue was the boon "Nearstrike" in the "Blitz Beam" talent tree. It was missing a line to control its scope ("scope" is how the engine knows which copy of an object to apply specific code to at any given time) which allowed it to basically reset a specific value related to some spells it shouldn't have control over. Most spells didn't use the value it was resetting so it wouldn't otherwise be noticeable, but all theurgic spells relied on it.
This patch also fixes a newish bug that allowed Theurgic spell animations to keep playing while the game was paused.
Anyway, now I can get back to working on new upgrades! Until next time!
Below we provide more information about the Silenus demo that will be available from Monday, May 20th until sometime in June.
Why is the demo called an "Umbilical Pre-Release" demo?
While Silenus itself is an independent project, the demo is a customized standalone experience made in collaboration with the Baton Rouge doom metal band Thou. Thou composed material for our 2022 release NORCO and we decided to extend this collaboration to help draw attention to their upcoming album release Umbilical.
In the Umbilical pre-release demo, you can unlock all tracks from the album and listen to them in a music player available from the start menu or pause screen.
Since the primary purpose of the demo is to elevate and promote the album, we used systems and environments we've been working on, and added some narrative dressing as a medium for collecting songs. Much of this was custom-made for the demo and will be replaced. More on this below.
How long will the demo be available?
Thou's Umbilical comes out on May 31st. We will likely keep the demo up for 2 - 3 weeks following this release.
Is the demo compatible with Mac?
Yes. We've tested the game on a Mid 2015 Macbook Pro running macOs Monterrey 12.7.3 and confirmed that it works.
Does the demo support gamepads?
Yes. We targeted and tested with an Xbox 360 controller, and can confirm that everything works as intended. However, the prompt displays for the game default to this device schema regardless of which gamepad is being used. We hope to get more device displays implemented in a future update.
Does the demo run on Steam Deck?
Unfortunately, we don't have access to a Steam Deck to test, but as soon as we get feedback from players, we'll update this response.
We're not sure yet, but are hoping we can get it complete by the end of 2024.
Will the final release be similar to the Umbilical pre-release demo?
The demo is pre-alpha and a lot is likely to change between now and release. Many elements of the demo were designed with the Umbilical listening feature in mind. These will likely be removed or reworked. Some narrative details will remain the same while others will change.
Edit: we removed the line, "However, the overall themes, aesthetics, and gameplay will be largely the same" as this may be misleading. While the environments and most characters introduced will likely remain, the dance mechanic may be used differently, and we intend to broaden some features that are only used in passing, such as the desktop computer. Environments external to the refinery may also be introduced, and thematic elements that are only mentioned in passing are likely to play a much more central role, while others may be removed entirely.
We'll be sure to post development progress so players can get more insight into how the game is evolving.
How long will the final release be?
We consider this project to be a "short" or "micro" adventure. Overall playtime will likely be around two to two and half hours.
That's all for now. Please let us know if you have any other questions.
It's almost time for the newest round of Talented content to drop. There's good guys, bad guys and lots and lots of POTIONS. This is hopefully the last devlog before the update drops, we've just got the usual round of bug fixing, balancing and quality of life changes to do and then it will all be with you!
There's still a few bigs to reveal so let's get into it...
Alchemist Challenges
0.13 will be dropping with 3 challenges for the Alchemist. Each will reward you with either a Skin or a Legendary as usual so they're definitely worth checking out!
The Master Chef challenge will replace all Talents on the tree with [Forage], [Cultivate] and [Alchemy] so you'd better get crafting! If you're able to make enough gourmet potions to beat it, you'll be rewarded with the Chef Skin
The Whack a Rune challenge will give you 60 seconds to destroy 50 Runes, but you'll have loads of abilities to do it!
Note: Runes explode when they're hit by abilities.
If you're able to beat it, you'll get access to a powerful Rune Legendary Talent that will shorten an enemy's lifespan.
Achievements
20 new achievements are coming! With the final Class dropping we'll be adding a series that rewards you for completing feats of strength on all 6.
Each Class will also be getting a unique Achievement added to their set.
And, of course, Alchemist will have his very own Achievement Set to collect!
And that's about it for content this update! Of course there's quite a bit that we've not revealed so there should be plenty of surprises when you boot up 0.13 in a few weeks.
We're really looking forward to your feedback on all of this and everything else coming in Talented's future!