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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]
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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]