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Prehistoric Kingdom - Hotfix (EA 1.1.312)



Welcome, Park Managers!

Just a quick little hotfix to address some immediate issues with the latest update. Please provide your feedback and bug reports through the in-game tool or our official Discord server.

Bug Fixes
  • Fixed Juxia size bug
  • Fixed Edmontosaurus kuukpikensis star rating
  • Fixed Excavation menu rating checks
  • Fixed invalid path bug
Performance
  • Optimized Paraceratherium rendering
  • Optimized rock rendering

Prehistoric Kingdom - Update 6 (EA 1.1.3)



Welcome, Park Managers!

Update 6 is here! The highlights for this patch include the reworked donation system, rock styling and a brand new animal! You can find a rundown of everything that's new in the full patch notes below.

As mentioned in our previous dev diary, the team has been working on a number of updates concurrently in an effort to better space out our release schedule. We've worked very hard to get this update out in a timely fashion, so we hope that everyone enjoys all the new content available in Update 6.

If you’re yet to play the game or think it’d make a great gift, we'd like to mention that Prehistoric Kingdom is currently 20% off on Steam!

Please provide your feedback and bug reports through the in-game tool or our official Discord server.

Update 6 Features


[h2]Animals[/h2]
Possibly the largest mammal to ever walk the Earth, Paraceratherium is our latest arrival! This animal features two alternate species (transouralicum, bugtiense) and the small, alternate genus, Juxia. We're incredibly proud to finally include this classic animal in Prehistoric Kingdom!

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[h2]Donation Boxes[/h2]
Donation boxes are a module that allow guests to donate directly to the park. Strategically placing them in high traffic areas near good scoring exhibits will help net a greater number of donations.

However, donation boxes have a limited monthly capacity! This means that once they’re filled up, guests can no longer use that box. At the end of each month, their earnings will be automatically collected and the boxes will be emptied.

Players can research bigger donation boxes to help raise the potential of their monthly donation income.



[h2]New Rocks & Styling[/h2]
The art team have remade all our rocks to better compliment our other assets, utilizing a different art direction with new visual features like detail normals to preserve their fidelity.

Moss, sand and snow styles are also now available for rocks! These three substrates will always appear on the top side of a rock no matter how you rotate or scale them.



Please note that while we've tried to keep the general shapes fairly close to our current rocks, some build adjustments may be required depending on how you’ve used them in the past.

[h2]Mangroves[/h2]
Three variants of mangroves are now available for the Wetland biome, the perfect companions for your swamp-dwelling animals!



[h2]Automatic Grass Masking[/h2]
Placing select items such as feeders, modules, walls, floors and roof pieces will automatically mask-out grass from the surrounding area. This functionality extends to water, too!



Known Issues & Additional Notes
  • Some users may experience an extreme drop in framerate when terrain painting. This is is currently under investigation.
  • Many digsites are unintentionally available to unlock during the early game. We are working to resolve this as soon as possible.
  • After placement, some Paraceratherium may temporarily contort their bodies to a disturbing degree. This behaviour was previously observed with Dilophosaurus and Scelidosaurus.
  • Donation boxes are still being balanced, we'd appreciate community feedback to get them working nicely!
  • Donation boxes are currently not recolorable. This is a system issue that will need to be addressed in the future
  • We will be working to improve the economy over the coming weeks

[h3]Full Patch Notes[/h3]
Features
  • NEW: New Animals
    • Introducing 2 new species of Paraceratherium and an older, alternate genus, Juxia!
    • New dig sites: Chitarwata Formation, Hsanda Gol Formation and the Sharamuran Formation
  • NEW: Donation Boxes
    • Added donation boxes
    • Added medium and large donation boxes to the Research Tree in Challenge Mode
Additions
  • Animals
    • Added new animal dung type: Avian Dung
  • Buildings & Scenery
    • Added 3 types of rock substrate styles: moss, sand and snow
    • Automatic Grass Masking - Placing down modular structures will now automatically remove the grass underneath
  • Foliage
    • Added Mangrove 1, 2 and 3 to the Wetland biome selection
  • Water
    • Grass is now automatically removed by water
Changes
  • Balance
    • Balanced tree coverage values across all biomes, with exhibit foliage density now being more forgiving
    • After repeated user feedback, the duration of day length relative to night length has been increased
  • Animals
    • Animal dung size has been balanced, now smaller animals generate dung mounds more appropriate to their size
    • Added support for rating differences among unique animal alt. species
    • Changed Tarbosaurus’ rating from 5 to 4 stars
    • Changed Edmontosaurus kuukpikensis rating from 4 to 3 stars
  • Guests
    • Facilities rating now starts at 5 stars, with stars being lost depending on the stage (red/yellow/green) of each guest need category
    • Guest need satisfaction is much more accurate now, with every individual affecting the score. The guest facility rating should be easier and more consistent to maintain in the green, with clearer indication of when things are going wrong
    • Guest need visuals have been adjusted, staying green when things are ok, only deteriorating when struggling to satisfy a need
  • Buildings & Scenery
    • Foliage masking is now cleared by default when starting foliage removal
    • Players can now click through a habitat marker to select modular items on the other side. This should resolve a selection edge case that made it harder to select modular items on the marker’s edge
  • Music
    • Character dialogue now reduces mid-frequencies of music
    • Less volume reduction on music when character dialogue is present
    • Opening full screen management menus will no longer end currently playing music
  • Graphics
    • Improved environmental reflection fidelity
  • GUI
    • Max. incubation capacity displayed in the Nursery Holder now accurately represents the park-wide max. capacity
    • Re-integrated terraform action tooltips after they had been disabled for some time, giving more contextual cues as to what the current input is
  • Tutorial Improvements
    • Introduced an additional 4 minutes of music cues to the tutorial
    • Fixed cinematic camera frame skips
    • Notification audio is muted during loading
    • Introduced a dynamic animal tracking camera mode to better complement the Mammoth Outro section of the tutorial and various other dynamic elements
    • Improved responsiveness of Dryosaurus running away from the player camera during the ‘Let there be light!’ objective
    • All placement objectives are now properly constrained to their respective areas of effect
    • Improved placement action feedback when user input is constrained by specific ranges
    • The kiosk shell structure is now automatically selected for placement during the ‘Bread and Circuses’ objective
    • Statue placement is more accurately curated during the ‘Bread and Circuses’ objectivet
    • Disabled Animal Movement functionality after the ‘Accommodating a Predator’ objective
    • Fixed potential soft-lock occurrences that would allow users to wildly terraform the landscape during the early sections of the scenario
Bug Fixes
  • Critical
    • Fixed Error Dialogue not showing up on screen when a park’s save file failed to generate
    • Fixed a critical issue related to certain keybind input not registering after having played the tutorial
    • Improved multiple guest navigation problems, guests should have a relatively easier time properly navigating the park, though this is an on-going process that we’ll keep working on in the future
  • Music
    • Fixed Management Dashboard music stopping abruptly when still inside the menu
    • Fixed an issue causing in-game music to stop when opening the Options Menu
  • Audio
    • Fixed the research unlocking audio playing when holding click over a locked research element
  • GUI
    • Fixed a bug related to the displayed incubation number in incubation notifications
    • Fixed the Nursery Menu creation button not updating properly when switching nurseries
    • Fixed the Excavations Menu skin unlock toggle and tooltip not refreshing properly during balance or rating increase - the game’s feedback for unlocking a new skin should be much better now in this regard
Performance
  • Resolved a memory leak related to the waste management system

Dev Diary: February 2023





Welcome to February’s Development Update!

In this post, we’ll be discussing some changes to the roadmap and delve into Prehistoric Kingdom’s next update. As we’ve just released Update 5, this dev diary will be a little more information heavy.

Speaking of the now-released update, this latest one adds the Research system, various range graphics and a bunch of little changes to Challenge Mode. Please check out the patch notes to see everything new in Update 5!





Where We’re At

The team is concurrently working on a handful of updates that we hope to release in the first half of 2023, focusing on new gameplay features and further development on animal AI.

While saying is easier than doing, this year we’re trying to be more frequent and consistent in our updates. The Research system, even if its initial offerings were quite basic, was our first step towards that goal in addition to the two other patches released in February. We want to better maintain the game by releasing fixes and general updates in a more frequent manner between larger releases, targeting additions that help the game find a better footing while we work on the big stuff.

We’ve learnt a lot from 2022 and that extends that to our animal roster. There are a lot of amazing prehistoric creatures in our backlog, so we’ve made some adjustments to help release them. Throughout the year we’ll be including animals in our big, themed updates as you’d expect - just like the Desert one back in December. However, we also have them sprinkled throughout 2023 to occasionally coincide with a few smaller gameplay updates. The team hopes that by the end of the year, there should be quite a few new faces running around your parks. You might just meet one of them very soon!

In February, we were also able to have two new members join the team! They’ve been settling in, helping to balance parts of the game and begin work on some new developments. This includes modular grass masking, a huge quality of life change that auto-removes grass under certain pieces such as floors and feeders.

With everything said, we’ve updated our Trello roadmap to better reflect where we’re headed and what we’d like to do. Keep in mind that everything is subject to change and that there are no public dates, treat it more as a step by step process.



[h2]Animals[/h2]

Right now, we are heavily overhauling the technical side of animals - improving their locomotion, AI, and responsiveness. We’re putting more resources into them than ever before!

In parallel to all the coding, the animation team have been creating the new animations required for this revamped locomotion system. Strafes, walking backwards, turning on the spot while walking and even trotting are all part of our endeavor to create more convincing and responsive animal movement. You can see some of our tests below.



This includes swimming, too! This upcoming traversal feature has been designed to use the same types of animations, allowing animals to strafe or go backwards even when in the water. It’s all intentionally built to fluidly go between states rather than rigidly stop-start!



It’s important to stress that we’re not simply retreading old ground. Everything is being done in service of developing future behaviors like socializing, herding, hunting and combat. All of your bug reports, feedback and requests have been an important part of designing what we want from this next stage of our animals.

As much as we’re sure you’d love to see the monotony of animation tables, mixers and a lot of editor tooling, not too much is ready for presentation at this stage. It is, however, a massive update and it will take time. We will continue to share progress as the systems evolve.

What’s in the Pipeline?

Let’s talk about Update 6! This is our next gameplay update and we’re expecting it to launch this month in March with everything mentioned below.

[h2]Donation Boxes[/h2]
Donation boxes are a module that allow guests to donate directly to the park. Strategically placing them in high traffic areas near good scoring exhibits will help net a greater number of donations.

However, donation boxes have a limited monthly capacity! This means that once they’re filled up, guests can no longer use that box. At the end of each month, their earnings will be automatically collected and the boxes will be emptied. Players can research bigger donation boxes to help raise the potential of their monthly donation income.



For those of you who are familiar with Challenge mode, you might know that donations are already a thing! Well… sorta. You see, donations in the current game provide a consistent flow of cash as long as there’s an animal in the habitat. It was one of those systems that we knew was going to get a second pass to improve the game’s simulation and management.

Our goal with this new iteration is to make donations feel more organic and help to reward players in a more meaningful way.

[h2]Updated Rocks & Styling[/h2]
In Feb, the art team got around to remaking all our rocks to better compliment our other assets, dubbing these ones as “igneous”. This is all part of our grand plan to introduce new varieties like smooth, beachy rocks or jagged, stratified rocks.

The new versions make use of a tiling detail texture to preserve their upclose fidelity no matter how big or small you’ve scaled them. We’ve also included two brand new cladding pieces that are perfect for building flatter shapes like floors and walls.

It was important for us to keep the general shapes fairly close to our current rocks in order to preserve player builds. Some adjustments may be required depending on how you’ve used them in the past, but for the most part they’re pretty close! We’re still working on how they look, so there will be some visual differences in the final release.



Now, let’s not take this next part for granite. This update will also be adding moss, sand and snow styles for rocks! These three substrates will always appear on the top side of a rock no matter how you rotate or scale them. Each substrate is fully recolorable so if red snow or purple sand is your jam, you’re welcome!



[h2]New Animal[/h2]
That’s right, the first animal of 2023 is right around the corner! We’re keeping it a secret for a little while longer, but if you’re lucky, you might just get a new Species Spotlight trailer as we get closer to the release of this update.

As mentioned earlier, we are still deep into overhauling the technical side of the animals. This will (hopefully!) be the last creature to use the current animal systems before everybody is updated in a few months.






Created by Atiel.


Created by luci257.


Created by joseph.af95.



Thank you for reading February’s dev diary!

The last few months of development have felt especially productive for the team. As stated above, we will continue to strive for more frequent updates to better maintain the live game. Please stay tuned for more information in March while we carry on developing the next update.

Until next time,

- The PK Team

Prehistoric Kingdom - Update 5 (EA 1.1.214)



Welcome, Park Managers!

Update 5 is here! This patch introduces the research system, tutorial improvements and a number of quality of life additions. You can find a rundown of everything that's new in the full patch notes below.

Over the next few months we plan to make even more strides in tidying up the game's flow and addressing some pain points alongside more mechanics. Stay tuned for our next dev diary to learn more about what's coming in the future!

Please provide your feedback and bug reports through the in-game tool or our official Discord server.


Update 5 Features


[h2]Research[/h2]
Research is a new gameplay mechanic we're introducing to Challenge mode (optional in Sandbox). Throughout your journey building the park, you'll need to research new types of modules, themes, fences and upgrades to create the ultimate Prehistoric Kingdom.

This is a mechanic we will be heavily expanding upon as more updates come to the game. For example, we have a power management update slated to release in the next few months which adds a dedicated "Energy" section to the research tree.



This update also removes Science Points from the game. Anything that previously used this currency is now purchased with money.

When starting a new Challenge or custom Sandbox mode game, players will now have to choose their initial building theme. This impacts what fences, paths, prefabs, styles and modular objects players will start with. The remaining modular themes will need to be researched!



[h2]Structure Filtering[/h2]
Structure Filtering allows players to quickly select what type of items they want to display in the building toolbox. This is handy for filtering out unwanted plant biomes or themes.



[h2]Range Graphics[/h2]
Range graphics have been added to power generators, animal info signs, dung beetles and binoculars. These will show up when placing certain modules to indicate their area of effect.



[h2]New Gameplay Settings[/h2]
[h3]Incubation Speed[/h3]
With the introduction of the research system, different animal species will now incubate at varying speeds. For sandbox games, we've added a new gameplay setting that allows you to multiply how long incubation takes. This means that setting the slider to 0 will result in instant incubation!

Please note that editing this setting will only affect animals that were incubated after your changes.



[h3]Guest Welfare[/h3]
This latest update also adds the ability for players to enable or disable guest welfare needs in sandbox mode. Simply deselect the 'Guest Welfare' toggle when starting a new game or from the settings menu.



[h2]Landscaping Brush Visuals[/h2]
We've updated the landscaping brushes to better indicate what tool the player is currently using, changing its colors and adding a depth ring when painting water.

Once the player begins an action like terraforming or water painting, the brush will now become transparent to better show what's happening.



Known Issues
  • Rain may randomly begin on load.


[h3]Full Patch Notes[/h3]
Features
  • NEW: Research System
    • The Research tree is a new progression mechanic that can be accessed from the Management Dashboard near Excavations.
    • Hold down the left mouse button on an available item to begin researching it. This will cost money and take time to complete.
    • This system will be expanded on in future updates to add new researchable items and categories.
Additions
  • Gameplay
    • Added a toggleable ‘Guest Welfare’ option to the starting sandbox settings and to the gameplay options in the options menu, allowing users to turn the guest needs on/off
    • Added a toggleable ‘Animal Incubation Time Multiplier’ option to the starting sandbox settings ad to the gameplay options in the options menu, allowing users to change the incubation speeds of their animals
  • UI/UX
    • Added the Structure Filtering Menu to the header of the Building Menu, allowing users to quickly sort the displayed structures by a few main criteria (by theme, biome, prefab type) wherever applicable
    • Introduced several layers of radius and range graphics both during object placement and management views:
    • Added a Theme Selection section to the starting game menu. This allows users to start new games with a bonus theme over the default unlocked ‘Basic’ theme
      • Power Modules now display their grid area of effect
      • Dung Beetle Nests now display their effective consumer range
      • Animal Info Signs now display their animal registration radius
      • Visibility Modules (Binoculars) have cone graphics displaying their effective visibility
    • Added a guest count to the bottom of the Main Board
  • Music
    • Added two new intro tracks when loading into a 5 star park
Changes
  • Audio (Mixing)
    • Loud animal sounds will now duck the sub/low frequencies of gameplay music
    • Notification sounds will now duck high frequencies in the ambient sounds
    • UI sounds will now briefly duck ambient menu sounds (e.g. nursery and management screens)
  • Buildings & Scenery
    • Renamed some Modern lights to Basic lights
    • Renamed some Modern railings to Basic railings
  • Gameplay & Balance
    • Removed science points
    • Animals are now unlocked with money
    • Animals now have variable, and overall longer, incubation times in the nursery. These are generally affected by animal size and can vary from 30 to 600 seconds. Toggleable for Sandbox games
    • Improved exhibit crowding calculation accuracy with overall crowding now being more forgiving. This statistic now accounts for exhibit animal count, being always nulled out if only one animal is present in the exhibit
    • Changed weather types for the Bahr Harin level, making the overall climate more akin to the hot desert the map is situated in
    • Economy balance - decreased overall excavation unlocking costs, decreased fence costs. Removed upkeep cost from 1m Wooden Slat Wall
    • Upped maximum guest density and guest count
  • Modular
    • Merged the ‘Backstage’ modular theme into the ‘Basic’ theme
    • Modular grid graphics will now only show during placement of grid-bound pieces, resulting in less visual clutter
  • Graphics
    • Slightly darkened ambient coloring
    • Changed look of the management view’s color filter - desaturated blue, from the previous starker black and white
    • Improved frustum shadow fullness on all settings - this should make the game’s shading stand out more, especially on farther details
    • Improved water graphical fidelity by introducing shore color fading and harder shore waves
    • Improved visual feedback for terraforming actions - the water painting brush is now blue, while the foliage painting brush is green
  • GUI
    • Notifications and overview buttons now show over full-screen menus, resolving cut-off issues
    • Changed Nursery Menu animal preview name layout so it aligns to the left side of the screen - preventing character dialogue GUI from obfuscating it
    • Opening the foliage painting panel in the Terraforming Menu will now default to select all trees, streamlining up general action flow
    • Improved Excavation Tooltip screen clamping
    • Improved Main Menu background image layout on 16:10 screens
  • Tutorial - in order to improve the tutorial experience and to prepare for future scenario additions, we’ve been working on a swathe of general improvements:

    • Added guiding GUI highlights, helping players navigate the various tutorial tasks with ease - these should be especially helpful for those interacting with Prehistoric Kingdom for the first time
    • Fixed an issue causing the ‘Helping Hand’ objective to erroneously complete upon changing the feeder’s style
    • Management menu types only enable at appropriate times during the tutorial
    • Disabled most notifications during the scenario, removing potential hotspots of confusion from the experience
    • Changed the types of fences available for placement during the ‘165 Million Years in the making’ objective
    • Fixed an early success condition with the ‘165 Million Years in the making’ objective, where closing and reopening the Torvosaurus preview would trigger completion
    • Changed the nursery type available for placement during the ‘A small dino-breeding start-up’ objective
    • Terraforming actions are no longer completely locked away after completing their respective ‘Accomodating a Predator’ sub-objectives, but rather when the whole objective is successful
    • Resolved hard-lock issue caused by the tutorial scenario still allowing animal termination after breeding
Bug Fixes
  • Critical
    • Potentially resolved economy data-related initialization issues and memory leaks
    • Potentially fixed issue related to excavation sites not unlocking on the correct star rating increase
    • Fixed an error that would cause the tutorial scenario to enable itself at the start of normal games if loaded from the tutorial save
  • Music
    • Fixed start/load intro music stopping abruptly after opening the Management or Nursery menu
    • Fixed reverb not triggering when music is faded out after opening the Management or Nursery menu
  • Localization
    • Made countless improvements to Spanish text elements
  • UI/UX
    • Fixed notification positions being grossly offset on 16:10 screens
    • Fixed modular group economic readout - selecting a modular group while viewing its information panel should now give an accurate report of the structure’s current income, current quarter income, and previous quarter income
    • Fixed a common layout issue related to opening the Modular Group Info Panel for the first time after load
    • Fixed a long-standing issue with the Terraforming Menu’s intensity slider value setting
    • Fixed wrong exposure value during night time in the Screenshot Menu
    • Fixed Enrichment layout in the Animal Info panel not refreshing properly when switching between animal selection
  • Achievements
    • Fixed achievements: “Menagerie Manager”, “Noah’s Park”, “Exhibit A” and “Exhibit B”
Performance
  • Several performance improvements have been made to the tutorial scenario
  • Slightly improved rendering and CPU performance of far away dung mounds

Prehistoric Kingdom - Fix Update (EA 1.1.122)



Welcome, park managers!

This fix patch addresses a few player reported issues from the last update. Thank you for all the feedback and bug reports on our Discord server!

There will be another update at the end of February that adds the research system and radius visuals for power generators, animal info signs and dung beetles. See you then!

Changes
  • Guests
    • Visitor needs grow a bit more slowly, plus bathroom and hunger needs stay low for longer after being satisfied
    • Module path connection status and icons are now calculated when the game is paused
    • Added more logging to target initialization crashing
Bug Fixes
  • Critical
    • Fixed common new terraforming crash
    • Fixed another swathe of critical tutorial issues, the experience for this scenario should be more stable
    • Fixed an issue that could have caused animal info screens to lose their current screen graphic on save if currently not functioning. Animal Information Screens should save/load more reliably in the future
  • GUI/UX
    • Fixed the Depth of FIeld effect not displaying in screenshot mode
Notes
  • Players have reported cases of animals freezing up. We are now in the early stages of overhauling animal AI, navigation and locomotion. Please stay tuned for new information.
  • We've added a new public testing branch, and you can jump on it by switching to the "ptb_public_testing" beta! This branch will contain public early access to fix and balancing patches in the future, and should allow us to get more accurate testing feedback before releasing an update to the larger public. As always, thank you all for the invaluable feedback.