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Prehistoric Kingdom - PTB Hotfix (1.6.19)



Welcome, Park Testers!

This is a small hotfix that addresses a common crash for players in Update 9.

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

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.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. 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.

[h3]Full Patch Notes[/h3]
Bug Fixes
  • Critical
    • Fix for common crash when multiple animals try to share a feeder

Prehistoric Kingdom - PTB Hotfix (1.6.18)



Welcome, Park Testers!

This PTB release improves guest pathfinding and game stability with various crash fixes for what could be experienced in Update 9.

You should see guests making better use of their walkable space, especially when encountering multiple chokepoints throughout the park. Previously, they would almost exclusively form a single chokepoint. We have ideas on how to further improve guest pathfinding which will be implemented early next year.

Please send feedback and bug reports to our Discord server's appropriate channel.

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

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.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. 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.

[h3]Full Patch Notes[/h3]
Changes
  • Guests
    • Guest pathfinding is significantly improved, now taking into account crowding and multiple chokepoints
Bug Fixes
  • Critical
    • Fix for very common OverlapCapsule crash
    • Fixed a rare bug in Animal AI Recover To Navmesh that would also cause that entire capability to be defensively disabled, resulting in further downstream issues
  • Guests
    • Patched a rare but dangerous bug regarding visitors getting reset to the entrance
  • Misc.
    • Fixed a number of unhandled exceptions
    • Minor safety improvements
Performance
  • Minor CPU Optimizations

Prehistoric Kingdom - Hotfix (EA 1.6.16)



Welcome, Park Managers!

Today we have a mini-patch disguised as a hotfix for you, adding a new Spinosaurus animation in addition to some extra sound variations. We have also made a few more changes to the animals as well as giving Muttaburrasaurus the correct formation.

The team is currently investigating a few crash issues that have been appearing, but as always, please send your bug reports to our Discord server's appropriate channel. Providing the player log and save files will allow us to hunt down these issues a lot quicker!

Additions
  • Animals
    • Added digging behavioral one shot to Spinosaurus (mudcrab gets audibly annihilated, onlookers shocked)
  • Audio
    • Added broadcast variations to Spinosaurus
    • Added broadcast variations to Carcharodontosaurus
Changes
  • Animals
    • Animals now begin life with randomized need values
    • Animals should now try to stay around their appropriate animation speeds during locomotion, making them less likely to stay at transitional values for extended periods (e.g. halfway between walk and run)
    • Muttaburrasaurus is now properly found in the Mackunda Formation (removed Winton Formation)
    • Updated Smilodon ‘Dauntless’ skin icon to better match its new coloration
  • Buildings & Scenery
    • Adjusted rendering distance for particle VFX
  • Foliage
    • Optimized Marula 3
  • UI/UX
    • Removed the now obsolete ‘Min. Exhibit Size’ stat from the nursery animal preview screen
Bug Fixes
  • Animals
    • Fixed animals having their decision making process completely overwhelmed by swimming, which prevented them from satisfying basic needs
    • Animals will now avoid trying to interact with feeders from a direction that would place them too far underwater
    • Improved animal individual pathing randomization
  • Guests
    • Fixed a common bug where visitors would get stuck walking to particular areas endlessly
    • Visitors should utilize much more of the navigable path area, prioritizing wide open spaces and avoiding narrow choke points
  • Foliage
    • Fixed green seams on Acacia 2
  • UI/UX
    • Fixed the Animal Info Menu displaying low welfare stats and welfare issues with the ‘Animal Welfare’ and ‘Animal Habitat Welfare’ gameplay settings turned off
  • VO
    • Fixed text overflow for one of Nigel’s Spinosaurus lines
Performance
  • Fixed several major memory leaks
  • Minor CPU Optimizations
Known Issues & Additional Notes
  • The team has tracked down the source of guests not using donation boxes as often as they should. This issue is caused by guests not observing animals properly, rather than something wrong with the donation boxes.

    Unfortunately, this is going to be quite an involved fix

Prehistoric Kingdom - Update 9 (EA 1.6.14)



Welcome, Park Managers!

Update 9 is now available! This patch introduces 4 new animals, swimming, a new map, biome, as well as a new selection of font styles. Please send feedback and bug reports to our Discord server's appropriate channel.

The team will be working on hotfixes for Update 9 over the next few days in addition to adding a few additional animations that didn't make it into the initial release. This will be our last major update for the year, as the team will be going on a short break over the holiday period.

This release also adjusts our version numbers to better reflect our original versioning scheme, which we were too silly to follow through on. Oopsies!

Your patience this year has been greatly appreciated, and we look forward to sharing our plans for Prehistoric Kingdom with you in January's Dev Diary in 2024. For all the details on what's changed in Update 9, please be sure to read the full patch notes at the bottom of this post!

- The PK Team

Update 9 Features

[h2]New Species[/h2]
Expand your kingdom's collection with 4 brand new species: Ouranosaurus, Muttaburrasaurus, Carcharodontosaurus and Spinosaurus!



[h2]Swimming[/h2]
Take the plunge with swimming! This new behaviour allows animals to cross rivers and explore deep water bodies by swimming across the surface.


Every species has varying degrees of water affinity, meaning that some animals like Spinosaurus frequently try to seek out water, while other species will try to avoid it all costs.

[h2]New Map: Tanzania[/h2]
Build in the heart of the savanna with our new map set in the grassland biome. With sparse vegetation and flat terrain, this location is perfect for builders!



[h2]New Biome: Grassland[/h2]
Adding 9 new types of plants, the grassland biome is one of our most versatile climates yet. Alongside classic trees like the Acacia, the grassland biome also comes with, well... grasses!



[h2]New Fonts[/h2]
A collection of new styles are now available for the modular letter pieces. Coming in a range of different themes, these fonts are the perfect way to change up your park's signage.



PSA: Navigation Changes


Due to the introduction of water-based locomotion, all navmeshes will have to be regenerated! This means that upon initial load, your saved games may take longer to enter. Please resave your games once loaded in.

We have also made slope limit changes to the navmesh, so if you had animals that we were previously stuck in surprising places (e.g. rocks, roofs) you'll have to move them back down to an appropriate area.

Known Issues & Additional Notes
  • We will be fixing as many crashes as possible as they're reported. Please send feedback and bug reports to our Discord server's appropriate channel.
  • Muttaburrasaurus is missing Nigel voicelines! We will be adding them next year when we do our next recording session with Nigel
  • We’re still tuning the render distance for small objects, so some items may disappear sooner than expected
  • Animals do not animate while in the Nursery due to the new locomotion system. They will animate again in the future
  • Animal IKs are a work in progress and will be improved in future updates
  • Animals may jitter when resting or sleeping in shallow water
  • Guests can pick some pretty funky paths! We're in the middle of reworking our technical backend for path choices, so this will be fixed in a following update

[h3]Full Patch Notes[/h3]
Features
  • NEW ANIMAL: Muttaburrasaurus
  • NEW ANIMAL: Ouranosaurus
  • NEW ANIMAL: Carcharodontosaurus
  • NEW ANIMAL: Spinosaurus
  • NEW ANIMAL BEHAVIOR: Swimming
    • Take a plunge with swimming! Every species has varying degrees of water affinity, meaning some love swimming while others will try to avoid water at all costs
  • NEW MAP: Ngorongoro Crater
    • Set in a beautiful Tanzanian crater, this map offers flat landscapes with sparse forests and grasses
  • NEW BIOME: Grassland
    • Explore the new grassland biome with a variety of trees and small shruberry, including highly versatile grass pieces
  • NEW: Text Fonts
    • Change up the vibe of your park signage with a collection of new font styles
Additions
  • Gameplay
    • Added new excavation sites in Africa and Australia:
      • Elrhaz Formation
      • Kem Kem Group
      • Winton Formation
  • Animals
    • Added mannerism additive animations to animals previously missing them:
      • Dilophosaurus
      • Scelidosaurus
      • Velociraptor
    • Added swimming to all animals: any creature is now able to freely navigate the surface of the water. Animals have buoyancy, making submerging smooth and natural
    • Animals are able to avoid and seek water navigation depending on their species, making certain animals more water-averse while Spinosaurus and Deinocheirus, among others, love getting their feet wet!
    • Animals now get visibly wet when entering the water or swimming, with the visual being based on the waterline height relative to body size
    • Added new animal names from Hausa, Arabic, ancient Egyptian and assorted Aboriginal
  • Buildings & Scenery
    • Added several Font styles spread across all themes in the game
    • Added Silhouette pieces for Muttaburrasaurus, Ouranosaurus, Spinosaurus and Carcharodontosaurus
    • Added Human Keeper Silhouette piece
  • Foliage
    • Added Acacia 1, 2, 3
    • Added American Tarwort 1, 2
    • Added Digitaria Dry Grass 1, 2
    • Added Digitaria Grass 1, 2
    • Added Elephant Grass 1, 2 (found in gardening!)
    • Added Pampas Grass 1, 2, 3
    • Added Triodia Dry Grass 1, 2
    • Added Triodia Grass 1, 2
    • Added Marula 1, 2, 3
Changes
  • Balance
    • Buffed the Diesel Generator and Solar Panel
  • Gameplay
    • New games will always default to Sunny weather for the first three months
  • Animals
    • Animals can now be placed in water
    • Increased run movement speed for most animals to better match how they were pre-Update 8
    • The ‘Vibrant’ Edmontosaurus skin now has subtle iridescence
    • Decreased overall genetic skin mutation chance
  • Buildings & Scenery
    • Changed the way fonts are colored by separating emissivity into its own coloring buffer for greater control - the first color slot purely controls their coloration whereas the ‘glowiness’ is now controlled in the second color buffer
    • Added emissive coloring to the 2nd slot for Silhouette pieces
    • Fixed Pachyrhinosaurus Silhouette piece
    • Improved the water VFX pieces
  • Environment
    • Increased choppy water’s transparency and made it more tropical blue
    • Adjustments to underwater fog colors
  • UI/UX
    • Map selection is now automatically randomized every time the New Game menu is opened in the main menu
  • Post Processing
    • Reduced overall bloom intensity
  • Audio
    • Brought back animal footstep audio events from prior game versions
    • Wading sounds when walking through water should better reflect the size of the animal
    • Footstep terrain materials should sound more correct for small animals
    • Adjusted the camera’s water entry/exit sounds to be softer at slow speeds
    • Adjusted some ambient frequencies while underwater or during rain
    • Adjusted sharp frequencies on small metal fence placement
    • Stopped ambient birds from playing while in the Nursery
    • Ambient animal sounds in the Nursery are now more audible
Bug Fixes
  • Critical
    • Fixed a major memory leak in pathfinding, should help with the excessive performance loss over time while playing!
    • Fixed various smaller memory leaks
  • Animals
    • Fixed an animation bug that could cause animals to get stuck
  • Foliage
    • Fixed missing collider on Mangrove 1
  • Environment
    • Fixed fresh water specularity
  • UI/UX
    • Improved globe scaling in the main menu so that the map selection globe won’t overlay on other GUI elements anymore
    • Fixed a building menu issue causing the ‘Enrichment’ and ‘Gardening’ sections to not properly load
    • Fixed an issue causing the time of day and weather cycles to not automatically loop in Challenge Mode
    • Fixed an issue causing the destruction icon and notification to not properly refresh themselves after repairing structures
  • Rendering
    • Fixed a visual glitch resulting in shadows not updating properly for different modular styles
  • Audio
    • Fixed an issue introduced in Update 8 that prevented some niche audio events from triggering (tail, throat, etc)
    • Fixed an issue introduced in Update 8 that would cause some sounds to end abruptly
    • Fixed offset audio for Edmontosaurus unique behavioral one shot
Performance
  • Massively improved modular loading performance, overall reducing loading times and responsiveness
  • Improved draw distances of modular objects to be more optimal and to better reflect individual piece scale
  • CPU Optimizations
  • Minor Memory Optimizations
  • Particle Effects Optimized

Prehistoric Kingdom - Update 9 arriving December 16!

[previewyoutube][/previewyoutube]


Update 9 is coming soon on December 16!

Introducing 4 new species, the grassland biome, and swimming, this major title update will give players the ultimate opportunity to expand their Prehistoric Kingdom.