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Dev Diary: February 2026

[p]
[/p][p] [/p][p][/p][p]Welcome to the February Development Update![/p][p]With this being our first full month back working on PK, the team continued implementing the new management features discussed in January’s Dev Diary. Since we don’t want to repeat ourselves and show off the same content, this month’s post will instead only focus on the new things and be a bit shorter as a result.[/p][p][/p][p]
[/p][p]Throughout February, we were able to squeeze in a number of bug fixes, optimizations and resolve the trippy-water that could be seen on the side of amphibious vivariums. This fix came just in time for our animators to add some new aquatic movement spots for the Titanoboa![/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Touching on some of the management features, we’ve extended the upcoming Resource Usage view to show any active transfers in the park. After selecting a resource type from the dropdown (e.g. meat, plants), floating arrows and an icon will appear to show where staff are delivering to and how much they’re taking.[/p][previewyoutube][/previewyoutube][p]With a few of these management tasks now almost complete, the programming team’s been focused entirely on planning and preparing the codebase for animal combat over the last week or so.[/p][p]Having now sorted our species into prey, predators or scavengers, we look forward to realizing the potential behaviors that stem from these niches. The next four or so months will be a long process filled with trials, errors, and a LOT of animation, but we’ll have more combat news to share with you starting in March’s Dev Diary.[/p][p]
[/p]
Update 17
[h2]Stegosaurus[/h2][p]The model for everyone’s favorite dino-turtle has been completed! Meet our two species of Stegosaurus: stenops and ungulatus.[/p][p][/p][p][/p][p]When looking at each species side by side, it becomes clear that the two are quite distinct! Ungulatus is not only much larger, but it has raised hips, a sloped back, taller plates and a longer face. It’s certainly got more of a classic, 90s vibe.[/p][p][/p][p][/p][p]To make sure our model was faithful to the current science (while still retaining its PK style), we worked with paleontologist Matt Dempsey who was able to provide us with a wealth of feedback and insight into a Stegosaur’s anatomy. Thank you for your help, Matt![/p][p][/p][p][/p][p]Internally, the team named the first ungulatus skin after a certain kaiju thanks to its grey body and blue “radioactive” plates on the male. Let’s hope these guys are a bit kinder to Tokyo![/p][p][/p][p][/p][p]After such a long absence, the team couldn’t be more thrilled to finally bring this dinosaur to the game. To celebrate its arrival, we’ve put together a short video highlighting their animations and early sound design tests.[/p][p][/p][previewyoutube][/previewyoutube][h2]Scrubland Foliage[/h2][p]To help flesh out the game’s Cenozoic landscaping options, we’ll be adding new plants to the Scrubland and Wetland biomes in U17 and 18 respectively. As you might guess, this first batch aims to drastically improve the variety of the Scrubland biome and actually make it into, well, a scrubland! [/p][p]This next update will bring 28 variants across 4 new species to the game, with those being lavender, cistus, false esparto grass and the juniper bush.[/p][p][/p][p]
[/p][p]To sweeten the deal, we’re also revisiting the Italian strawflower and sabal palmetto to make them much more faithful to their real world counterparts. We’ve tried to capture varying levels of growth, coloration and have even included “shaggy” and clustered variants for the palmetto. There’s a lot more variety here overall, making a grand total of 46 new plant assets coming in U17![/p][p][/p][p][/p][p]But that’s not all, though. When the game fully releases next year, there’ll be even MORE foliage for not just Scrubland but a few other biomes, too. Notable additions will include the highly requested cherry blossom, agave, eel grass, stone pine and acuri palm! It will truly be Plant Kingdom.[/p][p]
[/p][p][/p][p]Created by Hex-MSMB
[/p][p]
Created by Incog
[/p][p]
Created by jpsreds


[/p][p]Thank you for reading February's dev diary![/p][p]We hope you enjoyed a close look at Stegosaurus and are looking forward to a new roster of Scrubland plants coming in U17. We will be back next month with news on combat, Stego ontogeny and more![/p][p]- The PK Team[/p]

Dev Diary: January 2026

[p] [/p][p]Welcome to the January Development Update![/p][p]The team hopes that you’ve all had a safe and happy holiday. As this is our first blog post of the year, we’ll primarily be talking about our plans to outline what you’ll see in 2026. There’s a looot of reading to do this time folks, so strap yourselves in![/p][p][/p][p][/p][p][/p][p]First off, thank you for your warm reception to Update 16! We’re pleased to see how beloved the vivarium animals have become. They’re a fun way to fill out the roster and we have more on the way for full release. In the meantime, our animators have been working to add a few more animations to the current vivarium lineup.[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]This includes more movement locations for the Titanoboa as well as eventually making it compatible with the amphibious vivariums! We’ll have more to show on that in the future.[/p][p][/p][p][/p][p]Speaking of updates, our final two major releases coming this year are Update 17 and Update 18. By the end of 2026, all of our major gameplay mechanics will be finished! As we’ve explained in the past, these are massive updates and will each take a number of months to complete. At this stage, we expect to release Update 17 around June if things go smoothly.[/p][p][/p][h2]Full Release: 1.0 Launch[/h2][p]Looking ahead, Prehistoric Kingdom will leave Early Access next year in 2027, launching with even more animals, content and some unannounced gameplay aspects.[/p][p]As we continue the journey to full release, there are a number of things that’ll be improved, added or polished once 1.0 drops. Two of these aspects will be controller support and improved UI scaling, providing a more optimal experience for those playing on the couch, Steam Deck or who sit further away from their monitor. This is still very much a mouse and keyboard game at heart, but having more ways to play is always great.[/p][p]The team has also started preliminary work on the scenarios that will be coming at launch. We can’t promise how many will be there on day one just yet, but can we talk more about the planned experience.[/p]
  • [p]Story Campaign
    The Story Campaign will provide players with a guided onboarding experience as they work to learn the game’s mechanics and resolve different parks-in-need with the help of Nigel and other characters.

    We don’t expect the story itself to be super long, but each level will be designed to let you keep playing and complete additional tasks in order to achieve its “Gold Rank”.[/p]
  • [p]Missions
    For more experienced players, Missions are self-contained scenarios that see the player completing objectives under different restrictions or settings (e.g. no terraforming, selective dig sites, can’t delete existing buildings, etc).

    One mission may ask you to build a successful park within a tiny area while another may see you rescuing a failing zoo from bankruptcy, breeding certain species and improving its infrastructure.

    Like the story, each mission will have an optional “Gold Rank” objective for park managers who want to go all the way![/p]
[p]Stay tuned for more information on scenarios and their rewards closer to launch![/p][p][/p][p][/p]
Update 17: The First PTB
[p]\[some details below may change from now][/p][p]While combat is undoubtedly the most exciting thing coming in U17, we also want to improve the game’s core management experience. So in the next two months a PTB (with no combat) will be going live with the following adjustments to Challenge Mode.[/p][p] [/p][h2]Loading Bay Rework[/h2][p][/p][p]The Loading Bay is a crucial facility in Prehistoric Kingdom, but the player never really interacts with it. Our issues with the current system can be boiled down to:[/p]
  • [p]A Lack Of Responsibility
    The current Loading Bay is entirely passive, infinitely bringing in resources and figuring out what the player needs on its own. Unless you delete all the Loading Bays, there is no failure point.[/p]
  • [p]A Lack Of Input
    Due to its automated nature, sometimes the player can be at odds with its decision making. “I want more medicine” but the game keeps importing plants, for example.[/p]
[p]So let’s start fresh! In U17, the player will begin with a basic supply of plants, meat, merch and meals - enough to get things running. But beyond that initial shipment, the Loading Bay will be your responsibility to manage.[/p][p][/p][h3]How will it work?[/h3][p]Selecting the Loading bay will reveal an order sheet where the player can buy a few different resources at a time. Next to each resource, the player can choose how much they need in increments - but be careful! Your order is limited by the 4 ‘slots’ shown at the top of the menu. [/p][p]i.e. If you’ve picked 3 increments of meals, you’ll only have 1 slot left for something else.[/p][p][/p][p][/p][p][/p][p]Once the player is happy, they’ll need to press the ‘Place Order’ button and wait at least 1 month for the delivery to arrive.[/p][p]If the player knows they’ll need a lot of specific resources, they can choose to repeat a shipment (up to 12 times) before placing their order. This can be useful for planning ahead, burning cash or simply letting the Loading Bay operate by itself for a couple of months. It won’t last forever, though, so be mindful![/p][p][/p][p][/p][p]Later in the game, players can increase their limited delivery capacity by researching additional trucks, going from a measly 4 slots all the way up to a whopping 12! Combine that with repeat shipments and whew, that’s a lot of stuff.[/p][p][/p][p][/p][p]So to summarize, the Loading Bay:[/p]
  • [p]will be manually set[/p]
  • [p]can’t infinitely bring in shipments[/p]
  • [p]can ship more resources at once through researching additional trucks[/p]
[p][/p][h2]Logistics Managment View[/h2][p]To help players figure out what they need from the Loading Bay, we’ll be adding a new logistics tab to the management view. This screen will show how many resources you have park-wide, pointing out what’s in storage vs. what’s needed.[/p][p][/p][p][/p][p]The second screen shows a quarterly usage breakdown, highlighting exactly which modules generate or consume the most resources. Clicking on their icons will take you directly to their location.[/p][p][/p][p][/p][p][/p][h2]Guest Needs Rework[/h2][p][/p][p][/p][p]So far, guest-related gameplay has never felt particularly clear or rewarding for three main reasons:[/p]
  1. [p]Super Delayed Feedback
    Guests are individually simulated, which means that to “resolve” hunger, guests need to physically buy food and eat it before being satisfied. Since the gameplay values are directly based on this simulation, it can take a long time to improve the state of your park.[/p]
  2. [p]No Visual Guidance
    Due to being based on the simulation, using the management view shows a sea of green, yellow or red guests randomly scattered around. While it highlights exactly what each individual guest is feeling, the player can’t make an actionable decision from this![/p]
  3. [p]No Impact
    In order to make the guest needs less overwhelming, we had to skew what the game considered a happy or unhappy guest. After years of reduction, guest needs mostly hover around 90-100% and aren’t meaningfully part of the game, even if the player neglects them.[/p]
[p]So, how do we make things better? Starting in U17, the guest gameplay is no longer completely dependent on the simulation![/p][p]Instead, we only consider guests who have decided “I am hungry” or “I need to find a bathroom” and make them measure how accessible nearby modules are. If a guest is somewhat close to or within the ‘satisfaction range’ of a functioning kiosk or toilet, their needs are counted as met.[/p][p]However, if a hungry guest is too far away, they’ll begin to detract from your guest needs and create a negative area. Using the management view, you can see exactly where you should consider building more modules for guests! Try adding Restaurants or Shopping Centers if you need to cover a large area.[/p][p][/p][p][/p][p]Do keep in mind though that even if you add a kiosk, it’ll need to be stocked and staffed before nearby guests can be happy! The heatmap also updates in real time, so some negative guests may resolve their issue as they move closer to facilities.[/p][p][/p][previewyoutube][/previewyoutube][p]Welfare percentages and kiosk ranges are not final![/p][p][/p][h2]Staff Breakrooms[/h2][p]Once staff finish their shifts in U17, they’ll begin looking for a new module: the breakroom! [/p][p]Players will want to build these facilities so that staff have a place to rest. Don’t make them too sporadic, though, since staff cannot start their break until finding an available breakroom. If it takes too long to find one, staff might get upset. And if they get too frustrated, they’ll quit. [/p][p]Breakrooms can only fit so many staff at a time, so be sure to build strategically as the park grows![/p][p][/p][p][/p][p][/p][h2]Staff Progression 2.0[/h2][p]With this overhaul, we aim to make staff progression more clear and engaging, moving away from the macro-style management currently found in the game. From a top-down view, we’ll be condensing the amount of skill levels and putting more control into the hands of the player.[/p][p][/p][p][/p][p][/p][h3]Training[/h3][p]New hires will begin at Level 1 - an entry level position with the cheapest salary and access to a single perk. Staff will now need to be individually trained up to Level 2 and 3, increasing their salary in exchange for additional perks. [/p][p]To help with this process, training is no longer locked behind research and can instead be scheduled from the get-go. This allows players to plan ahead, set some staff members the goal of achieving Level 3 and wait for them to train up in the background.[/p][p]Once staff have finished training, their promotion cannot be undone! You’ll need to think about how many you’re promoting and consider their increased costs. If you start to struggle, the only way to reduce monthly wages is to fire people and lose their contribution.[/p][p]As you can see below, we’ll be making a bunch of UI adjustments to accommodate these changes. This includes new buttons for setting their skill level, workzone (huh?!) and a panel for editing multiple staff members at once![/p][p][/p][p][/p][h3]Veterancy Perks[/h3][p]As a reward for keeping someone employed in the long term, staff will eventually begin to unlock veterancy perks! These are special buffs that only become available once staff have spent enough time at their current level. [/p][p]These perks are unlocked consecutively, so if a newbie gets promoted to Level 3, they’ll still need to achieve Veterancy 1 before they can move onto Veterancy 2 and 3.[/p][p][/p][p][/p][p][/p][h2]Staff Workzones[/h2][p]Yes, after MANY requests, we’re finally adding Workzones! As the name implies, these areas are a way to manage staff assignments and limit where they can wander during downtime.[/p][p]If you’ve played a modern city builder, you’ll be pretty familiar with how these work. Simply open the Management View, visit Workzones and choose how you’d like to paint them! You can use the brush to create freeform shapes or opt for rectangle mode if you want something more structured.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]While staff will prioritize using a breakroom, storage or Loading Bay that’s inside their workzone, they’ll still venture out to pick up resources or rest if they can’t find any. This will allow players to create zones for specific habitats or shops without worrying about access to their existing supplies.[/p][p][/p][p][/p][p]Once you’ve made and selected your workzone, you can automatically assign staff by entering a target number for each role. As long as someone hasn’t been manually assigned to another workzone, the game will try to auto-distribute staff where possible.[/p][p]Similarly, unassigned “free roaming” staff will also be able to provide a helping hand and accept jobs that’re within workzones. If you’d prefer total exclusivity, however, this behavior can be toggled off.[/p][p][/p][p][/p][p]There’s a little bit more to talk about, but we’ll save those details for a future Dev Diary. We hope you look forward to learning more about Workzones![/p][p][/p]
Update 17: Combat Preparation
[p]As expected, the biggest task for Update 17 is animal combat. While we are busy preparing to start proper prototyping, it’s too early to show anything substantial given our holiday break. As mentioned, this will also not be part of the initial U17 PTB.[/p][p]For today’s diary, we wanted to show off our visual wounds and scarring shader. Much like diseases, animals that have experienced combat will show varying levels of damage. As these wounds heal, they’ll eventually turn to scars. Their position and rotation are random, so each animal will be unique in that regard.[/p][p]The damage on an animal won’t correspond to where they’ve actually been hit, but considering that we’re not a fighting game, we think that’s a fine compromise. Showing that an animal’s injured at all is more important.[/p][p]WARNING!
If you’re a bit squeamish or don’t like seeing injured animals, these images might not be for you! We’re considering an option that’ll let players turn off wounds, so if that sounds nice, please let us know.
[/p][p][/p][p][/p][p]Here’s the shader in action, showing how animals can have varying levels of damage. We plan to be pretty conservative with its usage so that common scraps don’t result in massive wounds. With more development, we’d also like to have some faint blood patches around the animal, but we are happy with the effect overall.[/p][p][/p][previewyoutube][/previewyoutube][p]For mammals and fluffy dinosaurs, deep wounds and scarring is especially noticeable as their fuzz will appear bald in these areas.[/p][p][/p][p][/p][p]A fun detail we’re also aiming to include (though not quite sure if it’ll be implemented for U17) is bloodied mouths for predators! This effect will fade in and linger while carnivores are eating or participating in combat.[/p][p]As far as we know something like this hasn’t been seen in a zoo-sim before, so we’re excited to bring it to Prehistoric Kingdom.[/p][p][/p][p][/p][p]“Why so saur-ious?”[/p][p][/p][p]We hope to be able to discuss our plans for the various behaviors soon and start showing more of combat itself in the coming months![/p][p][/p][p][/p][p][/p]
Update 18
[p]Looking to the second half of the year, we have our final Early Access update. The major additions for this release will include new staff types (engineers, security), breakouts, human death and the wetland map. There’ll also be 3 new wetland species, one of which we’d like you to meet right now.[/p][p][/p][h2]New Species[/h2][p]Britain’s very own spinosaurid is finally reemerging from the depths! This heavy-clawed theropod is of course none other than Baryonyx, a carnivorous dinosaur with an appetite for fish.[/p][p][/p][p][/p][p]Each skin for Baryonyx will lean into an alternate integument, providing options for those who prefer a spiky, classic or more speculative look. Please look forward to them![/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Created by JWEscreenshots[/p][p][/p][p][/p][p]Created by fly away[/p][p][/p][p][/p][p]Created by Errant[/p][p] [/p][p][/p][p]Thank you for reading January’s dev diary![/p][p]It’s going to be a huge year for Prehistoric Kingdom, but as always, we’re up for the challenge.[/p][p]Once again thank you for your continued support and if you’d like to see more frequent updates throughout 2026, consider joining our Patreon for sneak peeks and behind the scenes info. We will see you again next month for our February Dev Diary![/p][p]- The PK Team [/p]

Prehistoric Kingdom - Fix Patch (EA 1.16.37)

[p][/p][p]Hello and Happy Holidays, Park Managers![/p][p]A few of the programmers got together to look at some of the more pressing problems with Update 16, resulting in this small patch. This release should hopefully resolve most of the out-standing stability issues, among others including vivarium grouping save-load and sandbox research and animal unlocks.[/p][p]Please continue to submit detailed bug reports on our Discord server with an upload of your player log! [/p][p][/p][h3]Why won't my snake move?![/h3][p][/p][p]As described in previous Dev Diaries, vivarium animals have a mix of traversal points and static points that they can spawn at, switching between them when the camera moves away.[/p][p]Because of how unique Titanoboa is compared to other vivarium species, it primarily uses static points (resting in place like a snake) with a chance to play the movement animation seen in the trailer when the player returns. [/p][p]Because of how much work is needed to animate the snake, it currently has a single movement option. In the future, we'd love to add more traversal spots and also support the amphibious vivarium (requiring entirely separate animations to make that work).[/p][p][/p][h3]Known Issues & Additional Notes[/h3][p][/p][p]Please send feedback and bug reports to our Discord server's appropriate channel.[/p]
  • [p]As a result of FSR, humans can appear smeared in motion. Turning off FSR will resolve this issue.[/p]
  • [p]The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.[/p]
  • [p]Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.[/p]
  • [p]Moving the camera close to objects can make them shimmer, we're currently investigating this.[/p]
  • [p]NOTE: The animation preview dropdown in the Nursery does not yet function for vivarium species.[/p]
  • [p]NOTE: Due to the sheer workload of animations, the majority of animal knockdowns are missing audio.[/p]
  • [p]NOTE: Vet-related animations do not have audio yet.[/p]
  • [p]NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.[/p]
  • [p]NOTE: Sahonachelys does not have any Nigel dialogue lines just yet.[/p]
[p]
[/p]
Full Patch Notes
[p][/p][h2]Changes[/h2]
  • [p]Animals[/p]
    • [p]Adjusted scaling for both Triceratops species[/p]
[h2]Bug Fixes[/h2]
  • [p]Critical[/p]
    • [p]Fixed potential crash when deleting rides with visitors on them[/p]
    • [p]Fixed critical loading bug that would prevent the research progress from loading completely - this should resolve sandbox saves not loading with all animals unlocked, and many other downstream issues[/p]
    • [p]Fixed a critical save/load bug that would cause groups (including groups with vivariums) to not save completely if grouped to another set of groups[/p]
  • [p]Animals[/p]
    • [p]Stabilized Animal/Quarantine interaction to hopefully prevent either from thinking they need to teleport or control the animal when they shouldn’t[/p]
    • [p]Vivarium animals now cannot be moved if they are completely LOD’d out as this can cause serious issues (tracking a Vivarium animal should virtually always LOD them in!)[/p]
  • [p]Staff[/p]
    • [p]Staff should be able to clean modules again[/p]
    • [p]Fixed animation desync when staff were depositing resources at a location[/p]
    • [p]Fixed logistics errors that were keeping import/export assignments alive for vivariums when they should go away due to a configuration change[/p]
    • [p]Fixed produce storages thinking they needed to stockpile all feed types if there was a vivarium near them[/p]
  • [p]Guests[/p]
    • [p]Resolved a serious error in Visitor AI that could cause them not to process correctly in certain situations[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Fixed a loading issue causing a vivarium with all its natural elements disabled, to load back up with a default natural element list[/p]
  • [p]UI/UX[/p]
    • [p]Fixed “No Cashiers” park issue category to be “No Operators”[/p]
    • [p]Fixed the weather menu being initialized without any weather options, making it impossible to switch out the current weather in Sandbox Mode[/p]
    • [p]Fixed several exceptions in both the Animals Management Menu and the Staff Management Menu[/p]
    • [p]Fixed Diplocaulus’ Info Sign reporting the animal from the Cambrian Era instead of the Carbinoferous[/p]
    • [p]Fixed the Arroyo Formation having an incorrect Paleopedia description[/p]
  • [p]Misc.[/p]
    • [p]Fixed a number of exceptions in back-end systems[/p]
    • [p]Fixed a general issue with camera tracking that could interrupt core camera logic[/p]

Prehistoric Kingdom - Hotfix (EA 1.16.36)

[p][/p][p]Hello, Park Managers![/p][p]This is a quick patch to resolve some of the more immediately reported issues with Update 16. The team will now be on break until mid-January. Please continue to submit detailed bug reports on our Discord server with an upload of your player log! [/p][p][/p][h3]Why won't my snake move?![/h3][p][/p][p]As described in previous Dev Diaries, vivarium animals have a mix of traversal points and static points that they can spawn at, switching between them when the camera moves away.[/p][p]Because of how unique Titanoboa is compared to other vivarium species, it primarily uses static points (resting in place like a snake) with a chance to play the movement animation seen in the trailer when the player returns. [/p][p]Because of how much work is needed to animate the snake, it currently has a single movement option. In the future, we'd love to add more traversal spots and also support the amphibious vivarium (requiring entirely separate animations to make that work).[/p][p][/p][h3]Known Issues & Additional Notes[/h3][p][/p][p]Please send feedback and bug reports to our Discord server's appropriate channel.[/p]
  • [p]As a result of FSR, humans can appear smeared in motion. Turning off FSR will resolve this issue.[/p]
  • [p]The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.[/p]
  • [p]When refilling feeders or vivariums, staff can become separated from their hats and wheelbarrows. We've asked them to stop and yet they persist.[/p]
  • [p]Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.[/p]
  • [p]Moving the camera close to objects can make them shimmer, we're currently investigating this.[/p]
  • [p]NOTE: The animation preview dropdown in the Nursery does not yet function for vivarium species.[/p]
  • [p]NOTE: Due to the sheer workload of animations, the majority of animal knockdowns are missing audio.[/p]
  • [p]NOTE: Vet-related animations do not have audio yet.[/p]
  • [p]NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.[/p]
  • [p]NOTE: Sahonachelys does not have any Nigel dialogue lines just yet.[/p]
[p]
[/p]
Full Patch Notes
[p][/p][h2]Additions[/h2]
  • [p]UI/UX[/p]
    • [p]Vivarium animals can now be renamed[/p]
    • [p]Added vet counter in the Staff Management Menu[/p]
[h2]Changes[/h2]
  • [p]Balance[/p]
    • [p]All Vivarium structures should now have more appropriately balanced costs for Challenge Mode[/p]
    • [p]Increased resistance time of the Common Cold affliction, meaning animals will be more resistant to it after being cured[/p]
  • [p]Animals[/p]
    • [p]Updated diet for Diplocaulus[/p]
  • [p]UI/UX[/p]
    • [p]Vivarium animal placement now refreshes the vivarium’s nature only if the substrate has changed (this is necessary in order to properly adapt the natural item’s positions to the substrate)[/p]
    • [p]Removed social group GUI element from vivarium animal previews within the Nursery Menu, since these species don't have social requirements yet[/p]
[h2]Bug Fixes[/h2]
  • [p]Critical[/p]
    • [p]Potentially fixed critical exceptions in GUI refreshing[/p]
    • [p]Fixed one source of positional desync between water volumes and their parent pieces (in this case, Amphibious vivariums), when undoing positions[/p]
  • [p]Animals[/p]
    • [p]Fixed an animal scale value cache using a wrong index, resulting in massively inflated weights and score reporting[/p]
    • [p]Fixed terrestrial vivarium animals floating when placed in the Large Terrestrial Vivarium[/p]
  • [p]UI/UX[/p]
    • [p]Fixed vivariums reporting ‘Incorrect Feed’ if not stocked by any animal when their feed is not set to plants[/p]
    • [p]The vivarium type header text now updates with the selection of a main layout (Terrestrial, Arboreal or Amphibious)[/p]

Prehistoric Kingdom - Update 16 (1.16.33)

[p][/p][previewyoutube][/previewyoutube][p]Welcome, Park Managers to the final update of the year![/p][p]This release introduces major new mechanics such as vets, disease, death, rides and a reworked vivarium system with 10 new species. If you're yet to try the game, we're currently 30% off during the Steam Winter Sale![/p][p][/p][p]WHAT'S COMING IN 2026?[/p][p]Before getting into the patch notes, we quickly wanted to talk about next year. If you haven't kept up with our monthly Dev Diaries or Trello Roadmap, 2026 will finally bring hunting, combat, breakouts and a slew of management changes to keep making the game better and better. We will also continue to improve performance across the next year.[/p][p]With around 11 core members working on PK in a variety of roles, your continued support as a community has been especially appreciated throughout 2025. For now, however, we will be enjoying our holiday break. See you next year![/p][p]- The PK Team[/p][p][/p]
Update 16 Features
[p][/p][h2]10 New Species & Vivariums[/h2][p]Discover 10 unique species of terrestrial, arboreal and amphibious variety. These stunning critters are housed in our overhauled vivarium modules - specialized facilities that allow them to swim, fly, explore burrows and jump onto logs.[/p][p]These species include:[/p]
  • [p]Compsognathus longipes[/p]
  • [p]Diictodon feliceps[/p]
  • [p]Diplocaulus magnicornis[/p]
  • [p]Mononykus olecranus[/p]
  • [p]Peltephilus ferox[/p]
  • [p]Sahonachelys mailakavava[/p]
  • [p]Simosuchus clarki[/p]
  • [p]Tiktaalik roseae[/p]
  • [p]Titanoboa cerrejonensis[/p]
  • [p]Yi qi[/p]
[p][/p][p]But what makes a vivarium species? For us, it's any animal that features highly unique locomotion or that would be too small to include with ontogeny (e.g. tiny babies). Vivariums give us a great opportunity to include species that otherwise would never have been included in Prehistoric Kingdom.[/p][p]This update also comes with model revamps for Archaeopteryx and Microraptor, giving them a fresh coat of paint alongside their newest friends.[/p][p][/p][p][/p][p]Vivariums can be customized with a variety of interior, environmental and enrichment settings to give your animals a beautiful home. You can even build totally custom exteriors by making the walls invisible or sink it into the ground for a more natural look.[/p][p][/p][p][/p][p]It's important to note that this is not the end of vivarium development, either. There are some things we'd like to expand such as adding social, environmental and enrichment needs to the animals, but we're very happy with how they've turned out so far. [/p][p]In addition to the above, the team are also looking to:[/p]
  • [p]Make Titanoboa compatible with amphibious vivariums[/p]
  • [p]Add arboreal climbing to Archaeopteryx, Microraptor and Yi[/p]
  • [p]Add support for simple vivarium breeding (no baby models)[/p]
  • [p]Add feeding points[/p]
  • [p]Add more animations to the current roster to make them even more lively[/p]
[p]We're also excited to share that at the end of Early Access, a few more fan-favorite species will be coming to the vivariums! Which ones? You'll have to wait and see. [/p][p][/p][p][/p][h2]Vets, Diseases & Death[/h2][p]As time passes, animals can encounter over 25 diseases of varying severities caused by weather, habitat conditions and infected modules such as bedding and food troughs. To counter this, players will need to enlist the help of vets and research a variety of treatments.[/p][p]Vets will visit your habitat and automatically survey all the animals and facilities inside, alerting the player to any issues that arise. Without a vet to survey in Challenge Mode, players won't receive disease notifications.[/p][p]Some diseases may display visual symptoms such as sneezing, lethargy and skin irritation. If spotted, players can manually call a vet to diagnose their animal.[/p][p][/p][p][/p][p]While many basic ailments can be cured in the field via dart gun, some procedures require the construction of a Quarantine Bay. Players can pickup and move their sick animals directly into quarantine, scheduling sedation! Once the procedure has finished, animals will be moved back to their original position.[/p][p]Players can also research 3 stages of Auto-Quarantine - automatically moving sick animals within a progressively larger radius in exchange for upkeep costs.[/p][p][/p][p][/p][p]To keep your animals healthy, players will want to create animals with a high immunity (either through the Nursery or selective breeding). To give them a helping hand, a variety of supplements can be researched for your feeders, increasing an animal's immunity, growth speed and more.[/p][p][/p][p][/p][p]If an animal is not able to be treated in time, they will sadly pass away. Death can also occur if animals are starved or dehydrate. It's more important than ever to properly maintain your zoo![/p][p][/p][h2]Flat Rides[/h2][p]New attractions are finally here! Operated by cashiers, the brand new Ferris Wheel and Panoramic Tower provide amazing vistas for your guests while also contributing to the park's attraction points. [/p][p]Jump into first person mode and ride them yourself to view your park from a new perspective![/p][p][/p][p][/p][p]These attractions are currently not recolorable due to a technical limitation, but we will be looking into it next year. They will also eventually have their own modular widget to change their minimum visitor load and ride length. We look forward to adding new attraction types in a future update![/p][p][/p]
Update 16 Changes
[p][/p][p]ANIMAL TRANSPORTATION[/p][p]Moving animals outside of their enclosures now has a cost based on the animal size and movement distance. To move an animal into a Quarantine Bay, it will need to be sedated.[/p][p][/p][p]MODULAR GROUP MERGING[/p][p]When selecting more than 1 modular group, there are now multiple ways to merge them! This can drastically improve how players create prefabs. We didn't have a lot of time to polish this feature, so it'll be improved in a future patch. Regardless, here are the merge options:[/p]
  • [p]Merge Into Target Group
    All groups highlighted in white are merged into the blue group's building grid.[/p]
  • [p]Parent Target Group
    All groups highlighted in white become children to the blue group, retaining their original grids. Moving the parent group will also move all child groups. Saving the parent group as a prefab will also include child groups.

    The arrows in the top right of the group UI can be used to navigate the various grouping levels.[/p]
  • [p]Group All
    All groups become part of a collection, retaining their original grids. The arrows in the top right of the group UI can be used to navigate the various grouping levels.[/p]
[p][/p][p]FSR 3.1 UPSCALING[/p][p]From the graphics settings menu, players can now enable FSR 3.1 to improve their rendering performance! There are several quality options available with each impacting the game's image quality. [/p][p]While FSR can introduce ghosting on humans and some landscaping tools, enabling it may help improve your performance when GPU-limited. Prehistoric Kingdom is a CPU-intensive game, so performance gains will be variable![/p][p][/p][h3]Known Issues & Additional Notes[/h3][p][/p][p]Please send feedback and bug reports to our Discord server's appropriate channel.[/p]
  • [p]As a result of FSR, humans can appear smeared in motion. Turning off FSR will resolve this issue.[/p]
  • [p]The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.[/p]
  • [p]Though we think we fixed it, there is a potentially low chance that a random texture may be overlayed faintly across the screen when loading into a game. If this happens, please file a bug report or get in touch with us.[/p]
  • [p]When refilling feeders or vivariums, staff can become separated from their hats and wheelbarrows. We've asked them to stop and yet they persist.[/p]
  • [p]Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.[/p]
  • [p]Moving the camera close to objects can make them shimmer, we're currently investigating this.[/p]
  • [p]NOTE: We forgot to add vets to the staff counter in the Staff Management menu. We are sorry.[/p]
  • [p]NOTE: The animation preview dropdown in the Nursery does not yet function for vivarium species.[/p]
  • [p]NOTE: Due to the sheer workload of animations, the majority of animal knockdowns are missing audio.[/p]
  • [p]NOTE: Vet-related animations do not have audio yet.[/p]
  • [p]NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.[/p]
  • [p]NOTE: Sahonachelys does not have any dialogue lines just yet.[/p]
[p]
[/p]
Full Patch Notes
[p][/p][h2]Features[/h2]
  • [p]NEW FEATURE: Vivariums[/p][p]Vivariums are brand-new habitat modules designed for compact exhibit displays. Place Terrestrial, Arboreal, and Amphibious vivarium modules in multiple sizes, then decorate them with new props and scenery to create detailed exhibits for smaller animals.[/p]
  • [p]NEW FEATURE: Animal Health, Disease & Treatment Animals can now contract diseases with distinct symptoms and progression stages. Some illnesses are contagious and can spread through transmission vectors like animal contact, airborne spread, and contaminated food, or bedding.[/p][p]To properly identify illness, animals and modules must be Surveyed by a Vet—detected targets become Under Observation, revealing current (and newly acquired) afflictions. Treatments can be delivered in the field, or in the most severe cases, in Quarantine Bays. To be moved to Quarantine, an animal must first be sedated by Staff.[/p]
  • [p]NEW FEATURE: Vets[/p][p]A new Vet Staff role has been added to handle animal medical care. Vets can survey animals and enclosure modules to detect afflictions, keep sick animals Under Observation, and administer treatment. When hands-on care is needed, Vets can also sedate animals for procedures, preparing them for quarantine transport. Vets can also deliver supplements to feeders, providing improvements to animal welfare and maintenance.[/p]
  • [p]NEW FEATURE: Animal Death[/p][p]Health outcomes now have real consequences. Untreated diseases and worsening conditions can become fatal, making early detection, enclosure hygiene, and timely treatment more important than ever. Additionally, animals can succumb due to the health implications of old age and unmet needs.[/p]
  • [p]NEW FEATURE: Flat Rides[/p][p]Two new guest rides have been added: the Ferris Wheel and Panoramic Tower. Operated by Cashier Staff, guests will queue up, board, take the ride, then disembark—earning these attractions a high Attraction Points value.[/p]
  • [p]NEW FEATURE: Expanded Modular Merging[/p][p]Modular merging has been expanded to allow for the quick collection of multiple Groups, each being now able to have a parent and a set of children. Select your preferred merging options through the Modular Group Infomenu.[/p]
  • [p]NEW FEATURE: FSR 3.1 Upscaling[/p][p]From the settings menu, players with modern GPUs can now choose several levels of FSR upscaling to improve their rendering performance. This also includes a new ‘Native AA’ mode which offers smooth, anti-aliased visuals via FSR. Players with older GPUs can still take advantage of FSR 1 to improve their framerate. Please note that Prehistoric Kingdom is a CPU-heavy game, so performance gains greatly depend on your park![/p]
[h2]Additions[/h2]
  • [p]Gameplay[/p]
    • [p]Added the following excavation sites to the game:[/p]
      • [p]Fram Formation, Canada[/p]
      • [p]Arroyo Formation, USA[/p]
      • [p]Cerrejon Formation, Colombia[/p]
      • [p]Collon Cura Formation, Argentina[/p]
      • [p]Abrahamskaal Formation, South Africa[/p]
      • [p]Maevarano Formation, Madagascar[/p]
      • [p]Tiaojishan Formation, China[/p]
    • [p]Added a new Research category to the Research Menu - Pathology - containing unlockable research items that enable the treatment of most of the animal afflictions, as well as treatment facility upgrades.[/p]
    • [p]Added new research items to the Biology research tree:[/p]
      • [p]Medium Vivariums
        Unlocks medium-sized Vivariums, housing larger species.[/p]
      • [p]Large Vivariums
        Unlocks large-sized Vivariums, housing the largest vivarium species.[/p]
      • [p]Vitamins
        Unlocks the Vitamins supplement, allowing animals to heal faster from afflictions.[/p]
      • [p]Steroids
        Unlocks the Steroids supplement, allowing animals to heal faster from wounds.[/p]
      • [p]Mutagen
        Unlocks the Mutagens supplement, increasing the chances and intensity of mutations from parent to offspring.[/p]
      • [p]Mating Suppressants
        Unlocks the Mating Suppressant supplement, decreasing animal’s courtship during the breeding season.[/p]
      • [p]Mating Boosters
        Unlocks the Mating Booster supplement, increasing animal’s courtship during the breeding season.[/p]
      • [p]Improved Healing Supplements
        Increases the efficiency of Vitamins and Steroids.[/p]
      • [p]Potent Healing Supplements
        Maximizes the efficiency of Vitamins and Steroids.[/p]
      • [p]Improved Mutagens
        Increases the efficiency of mutagens.[/p]
      • [p]Potent Mutagens
        Maximizes the efficiency of Mutagens.[/p]
      • [p]Improved Mating Supplements
        Increases the efficiency of Mating Boosters and Mating Suppressants.[/p]
      • [p]Potent Mating Supplements
        Maximizes the efficiency of Mating Boosters and Mating Suppressants.[/p]
    • [p]Added 2 new research items to the Pathology category:[/p]
      • [p]Auto-Quarantine Range 1
        Increases the range of Quarantine Bay’s Auto-Quarantine mechanic.[/p]
      • [p]Auto-Quarantine Range 2
        Further increases the range of Quarantine Bay’s Auto-Quarantine mechanic.[/p]
    • [p]Added new research items to the Construction & Design research tree:[/p]
      • [p]Ferris Wheel
        Unlocks the Ferris Wheel ride[/p]
      • [p]Panoramic Tower
        Unlocks the Panoramic Tower ride[/p]
  • [p]Animals[/p]
    • [p]Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Quarantine Bay Small[/p]
    • [p]Quarantine Bay Large[/p]
    • [p]Added 2 brand new Flat Rides[/p]
      • [p]Ferris Wheel[/p]
      • [p]Panoramic Tower[/p]
    • [p]Added Medical Props[/p]
      • [p]Vet Lamp Large[/p]
      • [p]Vet Lamp Small[/p]
      • [p]Vet Computer[/p]
      • [p]Vet Desk 1[/p]
      • [p]Vet Desk 2[/p]
      • [p]Vet Desk 3[/p]
      • [p]Vet Ultrasound Machine[/p]
      • [p]Vet Oxygen Monitor[/p]
      • [p]Vet Oxygen Tank[/p]
      • [p]Vet Heartrate Monitor[/p]
      • [p]Vet Bin 1[/p]
      • [p]Vet Bin 2[/p]
    • [p]Added Misc Backstage Props[/p]
      • [p]Electric Cable Thin 4m[/p]
      • [p]Electric Cable Thin 1m[/p]
      • [p]Electric Cable Thin Corner[/p]
      • [p]Electric Cable Thin Junction[/p]
      • [p]Electric Cable Thin Power Boxes[/p]
      • [p]Metal Walkway 2m[/p]
      • [p]Metal Walkway 4m[/p]
      • [p]Metal Walkway Railing[/p]
      • [p]Metal Walkway Square[/p]
      • [p]Metal Walkway Stair 1[/p]
      • [p]Metal Walkway Stair 2[/p]
      • [p]Metal Walkway Stair Step[/p]
    • [p]Vivarium Amphibious - Box, Small, Medium, Large[/p]
    • [p]Vivarium Arboreal - Box, Small, Medium, Large[/p]
    • [p]Vivarium Terrestrial - Box, Small, Medium, Large[/p]
    • [p]Added Vivarium Props & Items[/p]
      • [p]Wooden Platform Square[/p]
      • [p]Wooden Platform Bridge 1m[/p]
      • [p]Wooden Platform Bridge 2m[/p]
      • [p]Beam Wooden 1m[/p]
      • [p]Beam Wooden 2m[/p]
      • [p]Beam Wooden 4m[/p]
      • [p]Beam Wooden Base[/p]
      • [p]Heating Lamp 0.5m[/p]
      • [p]Heating Lamp 2m[/p]
      • [p]Heating Lamp 4m[/p]
      • [p]Heating Lamp 6m[/p]
      • [p]Vivarium Birdhouse[/p]
      • [p]Vivarium Box Climbing Set [/p]
      • [p]Vivarium Large Climbing Set[/p]
      • [p]Vivarium Medium Climbing Set[/p]
      • [p]Vivarium Small Climbing Set[/p]
      • [p]Vivarium Hammock[/p]
      • [p]Vivarium Tree Shell[/p]
      • [p]Vivarium Faux Tree[/p]
      • [p]Rope Thin 1m[/p]
      • [p]Rope Thin 4m[/p]
      • [p]Rope Thin 4m Hanging[/p]
      • [p]Rope Thin Knot[/p]
      • [p]Rope Thin Cap[/p]
      • [p]Rope Thin Hook[/p]
      • [p]Log Hollow[/p]
      • [p]Log Hollow Short[/p]
      • [p]Stump Driftwood Roots[/p]
      • [p]Stump Tree 1[/p]
      • [p]Stump Tree 2[/p]
      • [p]Driftwood Curved Trunk[/p]
      • [p]Driftwood Curved Trunk Rootless[/p]
      • [p]Rock Hiding Cave[/p]
      • [p]Rock Lounging Platform[/p]
      • [p]Vivarium Rock Cladding Walls with 3 styling options (Wet/Forest/Dry)[/p]
        • [p]Rock Vivarium Cladding 4x4[/p]
        • [p]Rock Vivarium Cladding 4x8[/p]
        • [p]Rock Vivarium Cladding 8x12[/p]
        • [p]Rock Vivarium Cladding 12x16[/p]
        • [p]Rock Vivarium Cladding Half 4x4[/p]
        • [p]Rock Vivarium Cladding Half 4x8[/p]
        • [p]Rock Vivarium Cladding Half 8x12[/p]
        • [p]Rock Vivarium Cladding Half 12x16[/p]
  • [p]UI/UX[/p]
    • [p]The animal paleopedia menu now has a ‘Diseases’ tab, displaying brief information about all the various diseases a species can contract[/p]
    • [p]The animal paleopedia now contains fecundity data[/p]
    • [p]Added supplement selection to the animal feeder menus, allowing players to feed their animals various supplements, if available[/p]
    • [p]Added a Vivarium filter toggle to the Animal Nursery gallery panel, giving players the ability to quickly switch animal selection between all animals and vivarium animals only[/p]
    • [p]Added a water trough selection widget menu[/p]
    • [p]Added a bedding selection widget menu[/p]
  • [p]Audio[/p]
    • [p]Added more sounds to the Nursery menu to make it a more polished experience[/p]
  • [p]Music[/p]
    • [p]Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year![/p]
      • [p]Fluvial (1:10)[/p]
      • [p]Underbrush (1:20)[/p]
[h2]Changes[/h2]
  • [p]Animals[/p]
    • [p]Completely overhauled the models, textures and animations for both Microraptor and Archaeopteryx, now featuring a completely new navigation system tuned to work within the new Vivarium framework[/p]
    • [p]Moving animals outside of their enclosures now has a cost based on the animal size and movement distance[/p]
    • [p]Increased time between vocalisations for all sauropods as well as Charonosaurus and Parasaurolophus[/p]
    • [p]Balanced weights, costs and appeal points for all medium and large ceratopsians[/p]
    • [p]Updated Nursery icon for Charonosaurus to reflect its updated crest[/p]
    • [p]Desaturated Mammuthus tusks[/p]
  • [p]Staff[/p]
    • [p]Re-designed the Cashier Staff outfit[/p]
    • [p]Cashiers’ tasks now extend to Ride operations[/p]
  • [p]Environment[/p]
    • [p]Adjusted sky and atmospheric lighting to both look more cohesive and interact better with FSR[/p]
    • [p]Grass should appear thicker at a distance and slightly more varied in height[/p]
    • [p]Tropical Grass color is now a little deeper and more saturated[/p]
    • [p]Updated terrain textures for:[/p]
      • [p]Boreal Grass[/p]
      • [p]Temperate Dirt[/p]
      • [p]Temperate Grass[/p]
      • [p]Tropical Grass[/p]
      • [p]Tropical Sand[/p]
      • [p]Scrubland Sand[/p]
      • [p]Scrubland Dirt[/p]
      • [p]Scrubland Rock[/p]
    • [p]Decreased the tiling scale of all grass textures to feel more detailed when looking at small animals[/p]
  • [p]UI/UX[/p]
    • [p]Increased the efficacy of the camera flashlight[/p]
    • [p]Updated various terrain texture previews[/p]
    • [p]Logistics resources will be hidden if disabled and empty[/p]
    • [p]The 'Call Staff' button now provides more information and can locate incoming staff members[/p]
  • [p]Rendering[/p]
    • [p]Geometry draw distances increased: Ultra from 1.2x to 1.4x. Cinematic from 1.4x to 2.0x. You can select a high geometry quality setting by itself with any other combination of other visual settings to get longer draw distances.[/p]
  • [p]Post Processing[/p]
    • [p]Auto-exposure is now more responsive to dark areas and no longer brightens the game when looking down[/p]
    • [p]Bloom now responds better to bright highlights and has a lens dirt effect[/p]
    • [p]Color grading has a bit more contrast and saturation to make the game look less drab[/p]
    • [p]Post-processing now updates even when the game is paused[/p]
  • [p]Audio[/p]
    • [p]Midtone ambient frequencies will now be slightly ducked by animal sounds[/p]
  • [p]Misc.[/p]
    • [p]The base camera FOV has been made slightly tighter in order to make the player feel like they’re more “in the world” while building and managing[/p]
[h2]Bug Fixes[/h2]
  • [p]Crashes[/p]
    • [p]Fix for a potential crash[/p]
  • [p]Critical[/p]
    • [p]Fixed multiple memory leaks that could stop core systems from functioning during long sessions[/p]
    • [p]General improvements and stabilization to animal asset and texture loading[/p]
    • [p]Fixed a new modular group misalignment issue in the starting levels[/p]
    • [p]Fixed a long standing shading error causing modular selection outline to render with incorrect coloration when a selection stack contained multiple colors[/p]
    • [p]Fixed animal animation stability issues[/p]
  • [p]Gameplay[/p]
    • [p]Fix for a long standing logical bug that could allow for the early research of a late-game research item, if accessed directly through link buttons throughout the GUI[/p]
  • [p]Animals[/p]
    • [p]Improved animal reliability when pathing around nav boundary corners[/p]
    • [p]Fixed adult small theropods becoming aggressive towards babies and adolescents[/p]
  • [p]Staff[/p]
    • [p]Improved operator saving, staff should return to their previous Cashiering/Ride Operation jobs quicker after loading a game[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Fixed coloring issues related to modular lighting, which should be much more consistent and stable now[/p]
    • [p]Fixed some modular pieces not being see-through for the guests, including the 4x4 Glass Wall, and the chainlink pieces[/p]
    • [p]Feeders should track their consumed food more accurately between play sessions[/p]
  • [p]Environment[/p]
    • [p]Fixed an issue that caused the Coastal dirt to be lower resolution than intended[/p]
  • [p]UI/UX[/p]
    • [p]Fixed a recurring bug causing the Modular Style Menu to hide away if a structure was deselected and selected back fast enough[/p]
    • [p]Fixed fill toggle layouts overflowing outside of masked GUI elements[/p]
  • [p]Rendering[/p]
    • [p]Light LODs have been restored (there will be more improvement coming here)[/p]
    • [p]Fixed Light LODs culling incorrectly close to the camera[/p]
  • [p]Audio[/p]
    • [p]Fixed a bug that caused ambient audio to “pop” loudly when exiting the Park Services menu[/p]
    • [p]Fixed excavations menu ambience not fading in at high zoom levels[/p]
    • [p]Fixed an oversight that could potentially cause guests to become louder than expected[/p]
  • [p]Misc.[/p]
    • [p]Fixed a bug that could have prevented triggering the Noah’s Park achievement[/p]
[h2]Performance[/h2]
  • [p]Strategically removed shadow casting from small or “whispy” plants to reduce batch and shadowcaster count. For players using high or ultra screen space shadows (recommended) the visual impact should be minor[/p]
  • [p]Made massive CPU optimization to Scroll rects containing hundreds of elements[/p]
  • [p]Significant CPU performance gains while viewing the Animal Management Menu[/p]
  • [p]Minor performance improvements to the building menu[/p]
  • [p]Optimized animal material batching[/p]
  • [p]Minor general CPU performance gains[/p]
[p][/p][p][/p]
What changed from the last PTB?
[h2]Additions[/h2]
  • [p]Animals[/p]
    • [p]Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements.[/p]
  • [p]UI/UX[/p]
    • [p]The animal paleopedia now contains more relevant information about each vivarium animal species[/p]
    • [p]The animal paleopedia now contains fecundity[/p]
    • [p]Re-integrated the old AA settings, which are now purely cosmetic and independent of the selected quality preset. The AA solutions include Off, FXAA, SMAA, UTAA, FSR1, and FSR3[/p]
  • [p]Music[/p]
    • [p]Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year![/p]
      • [p]Fluvial (1:10)[/p]
      • [p]Underbrush (1:20)[/p]
[h2]Changes[/h2]
  • [p]Balance[/p]
    • [p]Mating Suppressor supplement has had its effectiveness per level increased significantly to match rebalanced base fecundity levels[/p]
    • [p]Vivarium animals now contribute towards the park’s animal welfare and animal points rating[/p]
  • [p]Animals[/p]
    • [p]Desaturated Mammuthus tusks[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Updated forest and arid vivarium terrain textures to match the actual landscape textures[/p]
  • [p]Post Processing[/p]
    • [p]Adjusted default UTAA[/p]
[h2]Bug Fixes[/h2]
  • [p]Critical[/p]
    • [p]Fixed a critical glitch in an overlay rendering system causing random texture to appear faintly on the screen[/p]
    • [p]Fixed multiple critical vivarium exceptions that could have caused downstream gameplay issues[/p]
    • [p]Fixed configuration errors which caused many feeders and the new rides to not refresh the navmesh when they were removed[/p]
  • [p]Animals[/p]
    • [p]Potentially fixed adult small theropods becoming aggressive towards babies and adolescents[/p]
    • [p]Fixed incorrect animal sizing[/p]
    • [p]Fixed animal wetness visuals[/p]
    • [p]Fixed animals social welfare bar draining when it shouldn’t[/p]
    • [p]Fixed Animal Dying park issue when Animal Death is disabled[/p]
  • [p]Staff[/p]
    • [p]Fixed staff jittering while running when game speed is high or framerates are low[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Fixed vehicle position error when moving and rotating a ferris wheel then cancelling the action[/p]
    • [p]Fixed vegetation densities in Vivariums not loading back correctly[/p]
    • [p]Corrected navmesh generation beneath ride platforms[/p]
  • [p]Foliage[/p]
    • [p]Fixed foliage removal brush destroying rocks[/p]
  • [p]UI/UX[/p]
    • [p]Fixed a GUI bug that would cause the New Game configuration in the main menu to become unresponsive[/p]