Prehistoric Kingdom - Fix Patch (EA 1.16.37)
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[/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]
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[/p][h2]Changes[/h2]
- [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]
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Full Patch Notes
[p]- [p]Animals[/p]
- [p]Adjusted scaling for both Triceratops species[/p]
- [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]