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PTB: Patch (1.16.23)

[p]Welcome, Park Testers! [/p][p][/p][p]This PTB release addresses some of the main reported issues regarding animal health and treatment, providing some general balancing of these systems along the way.[/p][p][/p][p]As a QoL feature, we have added new game settings for 'Animal Disease' and 'Animal Injury' difficulty, which should change their contraction frequency. These settings are inherently tied to the game's difficulty for Challenge mode, but easily accessible in Sandbox mode through the options menu or New Game configuration.[/p][p][/p][p]Moreover, this new patch features First Person Mode compatibility with the newly introduced Flat Rides, so go nuts![/p][p] [/p][h3]How to Access the Public Testing Branch (Experimental!)[/h3][p]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.
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  1. [p] Right click Prehistoric Kingdom in your Steam Library
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  2. [p] Go to Properties
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  3. [p] Betas
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  4. [p] Select 'ptb_public_testing'[/p]
[p]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.

[/p][h3]Known Issues & Additional Notes[/h3][p][/p]
  • [p]A little under half of all animal species are currently missing their knockdown, struggle, and death animations, which can result in janky visuals for animal sedation and demise. The animation volume for this update has been challenging, but this is something we'll keep working on and polishing until the update's release and beyond.[/p]
  • [p]Currently some of the animals models are missing vertex data critical for the rendering of visual affliction symptoms, meaning some skin conditions will not be fully functional.[/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 looking to fix.[/p]
  • [p]There currently are a couple of guest art issues, relating to one of the man's outfits animations and the old cashier outfits.[/p]
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Full Patch Notes
[p][/p][h2]Additions[/h2]
  • [p]Gameplay[/p]
    • [p]The Ferris Wheel and Panoramic Tower can now be accessed by First Person Mode[/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 (100m).[/p]
      • [p]Auto-Quarantine Range 2
        Further increases the range of Quarantine Bay’s Auto-Quarantine mechanic (150m). [/p]
  • [p]Guests[/p]
    • [p]Visitors should now have a specific desire to visit rides and vivariums
      [/p]
  • [p]UI/UX[/p]
    • [p]Added paleopedia entries for the following:[/p]
      • [p]Coelodonta[/p]
      • [p]Compsognathus[/p]
      • [p]Mammuthus[/p]
      • [p]Megaloceros[/p]
      • [p]Oviraptor[/p]
      • [p]Panthera[/p]
      • [p]Smilodon[/p]
      • [p]Yi[/p]
      • [p]La Brea Tar Pits[/p]
      • [p]Luján Formation[/p]
      • [p]Tiaojishan Formation[/p]
      • [p]Tokod Locality[/p]
      • [p]Vilyuy River[/p]
    • [p]Feeders now display a ‘Cleanliness’ statistic, similar to bedding and water troughs[/p]
    • [p]Added a ‘Call to Tranquilize’ button to the overview tab in the Animal Info Menu[/p]
    • [p]Added a ‘Call for Checkup’ button to the biology tab in the Animal Info Menu[/p]
    • [p]Added Park Issue for animals dying from Starvation or Dehydration[/p]
    • [p]Added Park Issue for vivariums having an invalid feed type[/p]
  • [p]Audio[/p]
    • [p]Added new clicks for changing vivarium nature pieces[/p]
[h2]Changes[/h2]
  • [p]Balance[/p]
    • [p]Halved the rate at which animals lose Wellness from Starvation and Dehydration[/p]
  • [p]Gameplay[/p]
    • [p]Diseases and Injuries can now have their difficulty setting configured in the options menu, which changes frequency. These settings are inherently tied to the game’s difficulty for Challenge Mode, and are also available in the New Game configuration for Sandbox mode.[/p]
  • [p]Animals[/p]
    • [p]Generally improved animations for animal collapse and death (though some species haven’t been fully set up yet!)[/p]
    • [p]Reduced chance of Retroviral Activation affliction[/p]
    • [p]General rebalance of affliction frequencies[/p]
    • [p]Contagious afflictions now have a chance to stop spreading, keeping pandemics under control[/p]
  • [p]Staff[/p]
    • [p]Vets operating a quarantine should now stay crouched when working[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Updated glass rendering to be darker[/p]
  • [p]Environment[/p]
    • [p]Updated vivarium water coloring and effects[/p]
  • [p]Audio[/p]
    • [p]Placement sounds now have proper reverb when inside a vivarium[/p]
[h2]Bug Fixes[/h2]
  • [p]Critical[/p]
    • [p]Fixed a rare bug which caused park-wide Enclosure Analysis to stall out when a baby animal was born inside an enclosure being analyzed[/p]
  • [p]Animals[/p]
    • [p]Health and wellness cannot go below 1% when Animal Death is disabled[/p]
    • [p]Fixed Common Cold affliction not having any symptoms[/p]
    • [p]Treatment and Observation status should now correctly end when there are no valid afflictions to treat[/p]
    • [p]Fixed an oversight that caused small theropods to become aggressive towards their own offspring[/p]
  • [p]Staff[/p]
    • [p]Tranq Gun prop now spawns and despawns at more appropriate times[/p]
    • [p]Fixed the new Cashiers retaining their old outfits[/p]
    • [p]Resolved an issue causing the old Cashiers to stroll around the park as guests[/p]
  • [p]Guests[/p]
    • [p]Visitors will now correctly view Vivariums, Info Signs, and Statues[/p]
  • [p]Buildings & Scenery[/p]
    • [p]Info Signs should no longer be disconnected from Visitor Nav on loading a game[/p]
  • [p]UI/UX[/p]
    • [p]Fixed inconsistent accounting of known afflictions between different UI panels[/p]
    • [p]Fixed the ‘Locate Vet’ button not working on an animal’s ‘Recently Surveyed by..’ card in its Animal Info menu[/p]
    • [p]Fixed the main Animal List menu not showing any animals[/p]
    • [p]Fixed main Animal List not correctly updating to show current afflictions on animals[/p]
  • [p]Rendering[/p]
    • [p]Fixed a rendering glitch causing human mesh elements (such as hair or heads) LODing out (or disappearing) before they are fully out of screen [/p]