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Dev Diary: August 2024





Welcome to the August Development Update!

In this post, we’ll be going over the upcoming improvements coming in Update 12 and taking a look at the latest developments along the way.





Since the last dev diary, we’ve been working to address a number of sore spots reported by new players and to improve what was introduced in Update 11.

To start, camera controls for panning and rotation will be updated to better support laptop users with new optional keybinds, including a toggle that switches the Q and E keys from raising/lowering the camera to rotating it left/right instead.

In terms of onboarding, we have almost completed a unified objectives system that will allow us to finish implementing tutorials, notifications and the park issues list shown in our previous dev diary.



We’ve had notifications and park issues running internally for a little while now, which means most of the remaining focus is going to tutorials and making them intuitive. For example, if you’re playing through a tutorial, there’ll be some fancy new highlights that direct you around the UI.



Excitingly, this objectives system has also been built with scenario missions or quests in mind. The idea of integrating more characters as occasional quest givers is something that the team has wanted to do for a while, so it’s nice to have some of that infrastructure in place. We look forward to sharing more about this in the future!

Update 12

[h2]Species Spotlight[/h2]

Our titanic duo Apatosaurus and Brontosaurus are here to make their cinematic debut with two species spotlights! As always, they’re returning with narration from our trusty park supervisor, Nigel.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h2]New Species[/h2]
The walking tank, Ankylosaurus, will be waddling its way into Prehistoric Kingdom in Update 12. This armored dinosaur features rows of large, protective osteoderms and a clubbed tail perfect for battering the shins of deserving predators everywhere.

Alongside its much older relative, Scelidosaurus, this will be the second thyreophoran added to Prehistoric Kingdom!



[h2]Guest Visibility Changes[/h2]
What’s a zoo if the visitors can’t see properly?! Update 12 will be bringing a variety of backend improvements to guest visibility that better supports extremely large and small exhibits. Visitors will also show more realistic crowding behaviors as they try to congregate closer to where visible animals are.



This does mean that since guests can see animals from further away, some visitors will take advantage of elevated terrain or view from a distance rather than always standing directly next to viewing areas. Foliage, fences, scenery and buildings can be used to block guest sightlines and create a more curated experience, just like a real zoo!



[h2]Staff Improvements[/h2]
When Update 12 releases, there’ll be changes made to alleviate some of the efficiency woes experienced by players.

Staff will not only carry more resources, but will also queue up multiple tasks at a time. This means that Keepers will be able to refill multiple feeders in a single trip, picking the shortest path between all destinations if possible.



The Future

[h2]Staff Skills, Training & Wages[/h2]
In the next few updates, we’ll be implementing new management and gameplay mechanics for staff. Here’s an overview of how it’ll work once it’s fully developed:

...

Inside the Staff Management menu, players will eventually have the option to set the maximum skill level their employees can train up to.

By training at the Staff Center in their spare time, a worker can increase their skill level, unlocking perks that boost their efficiency. Depending on their role, these perks may come in the form of buffs such as reducing the time it takes to gather resources. Each job type has preset perks depending on a worker’s skill level, there is no RNG.



As employees increase their skill, they’ll bump up into a higher wage bracket. The salary tab can be used to adjust the minimum and maximum pay for staff across the park. Increasing pay will improve staff welfare and might make workers more willing to put up with poor conditions, while reducing it can lead to people quitting.

Side Note: we’ll be adding similar salary-like controls to the Finances menu, eventually letting players set the entry ticket or amenity prices park-wide. We’re also considering scaling down the economy for readability and balance purposes (smaller numbers!), making $100,000 worth as much as $1,000,000 in the current game.

[h2]Ontogeny[/h2]
Babies! Yes, we’re still working on them. Between creating and implementing all the new species that’ve arrived this year, we’ve been working on the assets for ontogeny where we can. We are currently making our way through painting a lot of baby skins, creating blend shapes for all the growth stages and prototyping animations.

We’re working on it, but it’ll take some time to do properly as it’ll not only touch every animal, but all the animal related systems, both in terms of gameplay and on the technical side (AI, locomotion, IKs, etc.)

For this month, however, please enjoy this early look at our baby Apatosaurus blend shapes. It’s using a temporary baby skin and normal map, but the final design shouldn’t be too far off!



[h2]Animal Awareness[/h2]
To cap out this Dev Diary, we have a tiny bit of animal AI news! Throughout August, we’ve been working at the animal awareness system. When it’s finished, this will let animals effectively see and hear their surroundings, recognising and prioritizing entities based on their size, loudness, etc.

Think of it as a gateway to the more requested behaviors like fleeing and conversing between animals. Once it’s finished, there’ll be a lot of exciting stuff to build on top of it!




Created by Suwa


Created by MajorJuggler


Created by domesito



Thank you for reading August's dev diary!

Until next time,

- The PK Team

Prehistoric Kingdom - Patch (EA 1.8.42)



Welcome, Park Managers!

This patch brings additional quality of life improvements to staff, Sandbox and Challenge mode, and plenty of other changes. Thank you for all the feedback so far!

[h3]Features[/h3]

New gameplay options have been added to Sandbox mode, allowing players to customize their staff and logistics experience. The existing dung toggle being changed to account for Update 11's logistics functionality.

Please note that a Staff Center MUST be placed in the park for cashiers to be auto-hired as they are integral for kiosks to function! When staff welfare is off, newly hired cashiers will auto-teleport to any existing or new kiosks that require staffing.

New Sandbox Gameplay Settings
  • Dung: disabling this ensures animals don't generate dung piles, compost heaps are not necessary and produce stations will operate at max speed
  • Logistics: disabling this ensures all consumers (feeders, kiosks, etc.) are topped up and will never drain
  • Staff Welfare: disabling this ensures staff never become unhappy or take breaks. Cashiers instantly teleport to kiosks, serving there forever
Staff Travel Lines
Selecting a staff member will now reveal their navigation path, showing their destination and chosen route while completing a task.

Quick Access: Park Services & Management View
The Park Services and Management View buttons have been moved to the left side of the screen to make them more obvious. This allows players to quickly jump to the Animal Nursery, see their finances or view a breakdown of their guest needs.



Further Balance Changes
After reviewing the impact of staff on the economy, we've decided to drastically reduce the cost of upkeep even further. Now that things like staff, logistics and Loading Bay deliveries are an active part of the park management costs, it makes more sense to deminish the role of upkeep after Update 11.

We also addressed an issue where staff wages weren't getting reported correctly in the finances tab, making it difficult to understand how much money was being lost. Players should have an even easier time making a profit in Challenge mode as a result.

[h3]Known Issues & Additional Notes[/h3]
  • Players with old Sandbox saves may have to enable and disable the Logistics toggle one time per park for it to properly engage (replaces the previous Infinite Feeders toggle).
Full Patch Notes

[h2]Features[/h2]
  • NEW SANDBOX OPTION: Logistics
    Disabling this ensures all consumers (feeders, kiosks, etc.) are topped up and will never drain
  • NEW SANDBOX OPTION: Staff Welfare
    Disabling this ensures staff never become unhappy or take breaks. Cashiers instantly teleport to kiosks, serving there forever
[h2]Additions[/h2]
  • Staff
    • Selecting Staff will draw a line to show where they’re going while working
[h2]Changes[/h2]
  • Balance
    • Upkeep for logistics, park service modules and guest facilities have been reduced to $50 now that staff wages, deliveries, excavations and research fulfill that role
    • Upkeep for remaining modules have been reduced to $10 or $0 depending on their function
    • Loans have significantly reduced interest, extended repayment durations, and the first loan option now has a 0% interest rate
    • Drastically reduced the internal threshold at which insufficient fencing becomes a problem
  • Animals
    • Adjusted Tyrannosaurus facial integument
    • Revised poop positioning so piles stick to the ground more accurately
  • Staff
    • Staff will now go on break even if they didn’t just finish an assignment
    • Cashiers teleport to kiosks if staff welfare is off, also hires one less cashier because shifts and breaks aren’t needed
  • Environment
    • Adjusted tropical lighting
    • All maps now have slightly brighter shadows at night to improve visibility
  • UI
    • Updated the new game previews and loading screens for the Tropical, Temperate and Scrubland maps
    • Updated the main board and overview access toggles. Park Services and Park View can now both be found and accessed on the left sidebar
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed a bug causing duplicate enclosures
  • Gameplay
    • Fixed exhibit’s scores being badly affected by fencing
    • Fixed donation boxes overflowing their monthly donation cap
  • Staff
    • Fixed staff not ending on their breaks on time
    • Fixed laborers constantly trying to move stock out of warehouses
    • Fixed export requests persisting after a new demand pressure was applied to warehouses
    • Fixed potential kiosk deadlock if you fired or otherwise interrupted the cashier or the replacement
    • Fixed staff wages not being properly calculated in the finances menu
  • Buildings & Scenery
    • Fixed production modules not stopping their production when they are full
    • Fixed misaligned windows on the Fossil Depot to work better with modular walls
  • Construction
    • Fixed fences not being able to be placed in 2-segment circles
    • Fixed an issue where fences coming out of the same point in the same direction could stop an enclosure from forming
    • Fixed modules being able to be rotated to align with surfaces
  • UI/UX
    • Fixed Call Staff button showing green when a cashier is in a kiosk and no replacement is needed
    • Fixed widget for producer modules to accurately represent their current production

Prehistoric Kingdom - Patch (EA 1.8.40)



Welcome, Park Managers!

This follow up patch to Update 11 addresses some of the more immediate feedback given by the community. Additional patches are soon to come!

[h3]Features[/h3]

Amongst various changes to balance, guests and staff (particularly regarding travel speed and exploration distance), we've added a Sandbox conversion tool to Challenge Mode! This should help players whose parks are impacted by balance or calculation adjustments made throughout Early Access.

Going to Settings > Gameplay will now display the sandbox conversion button.



For more information about what other changes are coming in the next few weeks, please read our previous Dev Diary. Thanks!

[h3]Known Issues & Additional Notes[/h3]
  • Animation issues with human props are still present
  • The newly introduced fence-end arrows appear on load. Placing a fence and cancelling will make them disappear!
  • Some visitors may disobey gravity at higher altitudes and continue walking forwards
  • Staff wages may be having too big an impact on the economy, so we'll be awaiting feedback on that
  • The sandbox toggles for staff and logistics are NOT currently implemented! Though the buttons have snuck into the build, we are still working on them and are being targeted for release ASAP.
Full Patch Notes

[h2]Features[/h2]
  • NEW GAMEPLAY OPTION: Convert to Sandbox
    When running a Challenge Mode game, going to Settings > Gameplay will now display a sandbox conversion button, allowing players to rescue problematic challenge games and continue in peace
[h2]Changes[/h2]
  • Balance
    • Increased starting cash when beginning a new Challenge game
    • Increased profitability of kiosks and restaurants by 200%
    • Reduced the placement cost of staff gates, park services, logistics and animal care modules
    • Reduced the upkeep cost of staff gates, park services and storage modules
    • Increased the placement cost of Loading Bays to $125,000
    • Increased the upkeep cost of Restaurants and Shop Large modules to $500
    • Small Donation Boxes now cap out at $3000 instead of $50,000
    • Compost Heap now converts 8kg of dung into 4kg of compost
  • Animals
    • Can no longer leave dung piles in deep water
  • Humans
    • Increased human movement speeds by 20-30%
  • Staff
    • Increased staff movement speed while transporting resources by 50%
    • Staff now explore closer to visitor areas while idle
  • Guests
    • Visitors no longer react to needs under their reaction threshold
    • Visitors' needs view has been modified to show their needs more accurately. Now Green -> Yellow represents their needs below reaction threshold, Yellow -> Red above.
    • Visitors with critical needs will leave the park a lot faster
    • Visitors will generally spend less time in the park, allowing more guests to cycle in and increase ticket revenue
    • Greatly increased the chance to explore the park when there’s nothing to do
  • Enclosures
    • Excess dung will not display a state icon until the enclosure reaches 30% cleanliness
  • Buildings & Scenery
    • Moved Visitor Spawner into Guest Amenities > Finances
    • A newly placed Loading Bay should no longer purchase new resources if there are available resources from a previously demolished loading bay
    • Loading Bay will now highlight overstock in red
  • UI/UX
    • Moved park service structures into their own building menu category, park logistics structures are now more accessible
    • The fence info boxes in the building menu now properly display the fence’s strength
    • Offset Paleopedia images for Spinosaurus and Tarbosaurus so that they are centered
    • Enabled the ‘Open Paleopedia Entry’ button in the Nursery Menu’s animal preview screen
  • Post Processing
    • Improved general image clarity and quality for TAA
    • Reduced visitor heatmap opacity significantly from 75% to 25%
  • Audio
    • Slightly increased delay after Nigel’s Leaellynasaura intro
    • Adjusted crowd audio parameters
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed a navmesh-related crash
  • Critical
    • Patched an issue with screenshot preview generation that stopped the save system from finishing
    • Re-enabled the Kökşetau Formation after it was mistakenly disabled!
    • Patched challenge mode cheat that would allow locked animals to be breedable through the paleopedia menu
    • Modular movement of existing pieces is not cross checked with the economy anymore, which fixes a long-standing issue where moving structures would not be allowed if the park balance could not cover the whole building cost. Sorry to have missed this one for so long!
    • PTB saves can now be overwritten (and upgraded) by same or newer release builds (Beware that PTB saves may sometimes retain PTB-related bugs, we suggest naming your saves appropriately if you play on the PTBs)
  • Animals
    • Fixed an animal welfare issue where exhibit markers would be calculated towards the fence strength need
  • Staff
    • Fixed a bug that caused humans but especially idle staff to spin when reaching a destination
    • Should be less likely to fall into cracks and clip up through walkways
    • Keepers should no longer be prevented from using compost heaps that other keepers are using
    • Fixed staff giving up on dung cleanup assignments directly after shoveling if there was only one mound to clean up
  • Guests
    • Fixed some diffuse map mistakes in the female guest outfits
  • Buildings & Scenery
    • Glass shadows have been disabled after being temporarily enabled in Update 11
    • Fixed Fruit Block not having staff interact points
  • Construction
    • Fixed a bug that caused the modular grid to be incorrectly sized
    • Fixed gates snapping into fences causing breaks that prevent enclosures from forming
  • UI/UX
    • Fixed various ‘Call Staff’ buttons not properly initializing, losing their supposed functionality
    • Fixed typos in the Help menu
    • Fixed Ugrunaaluk name typo (again)
[h2]Performance[/h2]
  • Fixed a major performance issue certain amenities could continuously try to generate queue lines
  • Minor performance improvements
  • Minor modular load performance improvements

Dev Diary: June 2024





Welcome to the June Development Update!

In case you missed it, Update 11 is out now on Steam! This is by far our largest update and adds a bunch of exciting changes to better the future of Prehistoric Kingdom. Staff are finally here alongside an entire logistics system, reworked human art, two beautiful genus of dinosaurs and lots of other changes. The patch notes are absolutely massive, so if you’ve got time, be sure to give them a look!

[previewyoutube][/previewyoutube]
For the remainder of this post, we’ll be talking about what’s next for the game and going over the improvements we’d like to make based on player feedback!


[h2]Thoughts on Update 11[/h2]



Overall, we’re very pleased with the response to Update 11 and are glad to see players enjoying the direction we’re taking management in. As stated above, this was a really big update for the team and it’s sort of surreal to finally see staff walking around the parks. It’s helped build a lot of systems for us to improve and we’re excited that both staff and visitors will only get better from here.

Developing alongside the PTB (Public Test Branch) proved to be incredibly useful in reducing the amount of critical stability issues experienced at the launch Update 11 and is definitely something we’d like to do more of in the future. We weren’t able to catch everything, but what did slip through appears to impact a smaller subset of players and are mostly bugs related to things like the guest queuing system which came back online a day before release (oopsies).

In terms of balance, things aren’t quite where we’d like them to be. The feedback we’ve gotten over the last few days has been very valuable and the team have been thinking of ways to improve both the short and long term impact of staff and logistics. While some things can’t be addressed until Update 12 at the earliest, we are working on quality of life patches to improve the game’s flow in the meantime.

[h2]Upcoming Improvements[/h2]



These are some of the most immediate changes we’re looking into to help improve Challenge Mode:
  • Increase starting cash across all difficulties
  • Add the Loading Bay and Staff Center to new saves by default (these can be moved or deleted)
  • Increase the human movement speeds (both guests and staff arrive at their destination quicker)
  • Reduce the amount of time individual guests spend in the park to improve the flow of ticket sales (the main source of income)
  • Reduce the construction and upkeep cost of Park Service buildings (Animal Nursery, Fossil Depot, etc.)
  • Split the building category ‘Park Infrastructure’ into Park Services and Park Logistics to make searching more convenient and better support future logistics modules
  • Show the travel time/delay on modules that need to be stocked, indicating how long it actually took for a staff member to arrive
  • Show the staff efficiency, indicating how many tasks they’re able to complete before going on break
  • Add a ‘Convert to Sandbox Game’ button in the options menu, allowing players to rescue Challenge games that are struggling

We are also working to reintegrate notifications and give them a more defined role, serving as a way to communicate unlocks, changes within excavations, or any other one-off events that may have happened.


Anything that’s actually wrong with the park would instead get sent to the Park Issues screen, a comprehensive list of persistent problems that need to be solved. This is where you can easily find empty feeders, dirty habitats or find out which modules are inaccessible to guests. Clicking on the item, staff or animal will take the player directly to it.

Since the issues are all labeled, this menu should also address players not understanding certain state icons!


We believe that these two additions alone will drastically improve gameplay clarity and reactivity, especially with excavation events changing month to month.

[h3]When are these changes expected?[/h3]
They’ll be scattered across a few smaller patches rather than coming later in one big update. The earliest patch which includes sandbox conversion, human speed buffs, small balance changes and a bunch of fixes will be arriving in the next few days!

Larger additions like notifications and park issues are trying to be finished ASAP, but will take more time.



The Future

[h2]Update 12[/h2]
Beyond further improvements and support for Update 11, the team’s now beginning to shift to Update 12 and beyond. To kick off this next phase of development, we’re giving you another glimpse at one of the previously revealed dinosaurs for Update 12, the majestic Brontosaurus!


Arriving as an alternate genus to another Update 12 addition, Apatosaurus, this thunder lizard is sure to wow guests with its extravagant patterning and dorsal spines. Our Brontosaurus features a set of large keratinized spikes running down the sides of its neck, with the park scientists believing that they might’ve been used during disputes with other herd members.


[h3]Park Rating Improvements[/h3]
One of our goals for Update 12 is to revisit a few systems like the Park Rating to see where it can be tidied up. With this proposed update to the management view, the park rating will display a clear breakdown of its components and current progress towards the next goal.


[h3]Additional Guest Variation[/h3]
One of the things we didn’t get time to add back into Update 11 was clothing variation! Update 12 will correct this by not only including alternate outfit colors, but introducing props for visitors to use like hats and phones.

[h2]Tutorials[/h2]
Tutorials have been a hot topic amongst new and returning players for some time now, and so we’d like to finally discuss our approach for the future.

First, let’s talk about the requirements. We need a tutorial system that is easily accessible, walks the player through mechanics at their own pace and that can be easily expanded or changed at any point in development. For this reason, we’ll be pivoting to a system that can be accessed during a Sandbox or Challenge game.

The idea is to have guided tutorials accessed through the Help menu, covering small chunks of the game to keep it digestible. These tutorials would be text based, highlighting buttons or elements on the screen to guide the player. The tutorial box would be movable so that it never covers an important UI element.

Below is an example piece of concept art showing how a tutorial might progress:

We don’t have an exact ETA for this, so for now we recommend reading the newly updated Help menu included in Update 11. We’ve written a bunch of articles that should help players wrap their head around the new mechanics. Most articles include shortcuts to quickly build specific modules or jump to another page!


[h3]What about the tutorial scenario?[/h3]
As nice as it was at the time, the original tutorial scenario became increasingly buggy with each major update and was quickly outdated as new mechanics got introduced. To fulfill the needs of today, it’d have to be rebuilt from the ground up.

We aren’t opposed to revisiting scenarios again in the future (we love them just as much as you do!) but the dev time required to build and maintain them isn’t on the table right now. Realistically, it makes the most sense to try again once the game has left Early Access and things aren’t in flux.

[h2]Official Prefab Redux[/h2]
We’d like to quickly mention that we’ll be cleaning up and improving the game’s official prefabs. Looking forward, we would like our prefabs to feel unified, easily accessible and ensure that all the themes are represented across the guest amenities and viewing attractions.

We understand that there are players out there who may not enjoy modular building or simply find it too overwhelming, so in redoing our prefabs we’re taking this opportunity to create something that we hope is more appealing for that plug-and-play experience.


Created by ThatOneGlitch


Created by Pombo agiota


Created by Krex



Thank you for reading June's dev diary!

It’s been a big month for the team, so we hope you can forgive the shorter dev diary. We’re eager to read more of your thoughts and dish out further changes to Update 11.

- The PK Team

Prehistoric Kingdom - Update 11 (EA 1.8.39)



Welcome, Park Managers!

Update 11 is now available! This massive releases introduces 3 new species (2 genera), staff, logistics, revised excavations, overhauled human art, the beginnings of our GUI overhaul and much more. This is definitely our biggest update ever!

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

[previewyoutube][/previewyoutube]

Update 11 Content

[h3]New Species[/h3]
Create beautiful habitats for the tiny Australian dinosaur, Leaellynasaura and two species of the Triassic classic, Plateosaurus.


[h3]Staff & Logistics[/h3]
Staff are here! Offering three types to hire (Keepers, Laborers and Cashiers), these people are essential to running your Prehistoric Kingdom.


Build the Loading Bay to import resources and begin your logistics network. Make use of the Compost Heap, Produce Stations and storage facilities to design an efficient park that can sustain the needs of your visitors and animals alike.


[h3]Updated Human Art & Basic Audio[/h3]
The humans of Prehistoric Kingdom have had a total overhaul! With a more stylized look and a new suite of animations, we're working to make them into a more vibrant and expressive part of the game. Crowds will now make basic sounds, providing new ambience for the park. In a later update, we'd like to make this more detailed!

We've also been able to fix a number of issues pertaining to donation boxes and how guests view animals, making the visitors of Update 11 significantly more interactive.

Both guests and staff can be selected, showing a small information panel with shortcuts to their management windows and some short summaries.


[h3]Excavations & Research Update[/h3]
Excavations and Research have been retooled to make use of Science Teams! These teams are assigned to fossil formations or research nodes, completing progress over time until the desired animals or research have been completed.

To access these features, players will need to build two new buildings: the Fossil Depot and Research Lab.

Each month, the Excavations menu will refresh, bringing a series of random events with it. Around the world, various dig sites will be experiencing a positive or negative event, impacting the cost and yields retrieved by Science Teams.


[h3]GUI Overhaul, Paleopedia & Help Menu[/h3]
In Update 11, we've begun to overhaul the game's GUI. You can see notable improvements with modular groups and selection, displaying a series of interactable widgets for modules that provide a function within the park.


The Paleopedia is now accessible from the left side of the screen, showing animal needs, information and the species found in the game's formations. A lot of the descriptions are missing due to the depth of research required, but we'll be adding more in future updates.


We've also overhauled the Help Menu with a fresh design, new articles and links that allow players to quickly grab relevant building pieces or jump to other articles. We HIGHLY recommend giving this a read to understand some of the new mechanics and ensure your experience runs as smooth as possible!


[h3]Fence Rework & Staff Gates[/h3]
Fence placement and the fence visuals have been rewritten from the ground up to provide a smoother experience and allow us to do more advanced mechanics (like animal breakouts) in the future.

Besides a miriad of quality of life improvements, a new module, Staff Gates, can also be attached to fences. Gates are a modular piece, meaning they can be used anywhere and allow prefabs to quickly snap to an exhibit.


[h3]Backstage Props[/h3]
To tie everything up for our creative builders out there, we've added a bunch of backstage props to the Basic Theme. We love how these came out and can't wait to see how lively your staff areas will look!



[h3]PSA: Park Changes![/h3]
  • Fences and enclosures have been completely reworked! This may create some issues or inconsistencies in old saves that need to be resolved by players. We suggest rebuilding fence segments if this is encountered!
  • Upon loading into a legacy save, the park will be empty of visitors to allow for the improved visitors to spawn!
  • Arid benches have been flipped to be consistent with other bench pieces. This means that some benches will need to be changed!
  • Kiosks and shops are now part of staff and logistics, so will need to be stocked and managed in order to function as they used to.

[h3]Known Issues & Additional Notes[/h3]
  • After loading, there is a modular glitch where random pieces will render in place of saved ones. This is not permanent and a reload should fix it.
  • Staff hats and props can be slightly offset and floaty, we’ll be fixing this.
  • Undo/redo does not work with group scaling and rotation.
  • The Mini-Aviary widget currently lacks the option to adjust its environment. We'll be fixing this in the future!
  • Adding gates to enclosures can rarely result in the enclosure not registering. Replacing all fences can fix this.
  • Plateosaurus currently lacks Nigel dialogue and will be added when we are able to record next!
Full Patch Notes

[h2]Features[/h2]
  • NEW ANIMAL: Leaellynasaura
  • NEW ANIMAL: Plateosaurus trossingensis
  • NEW ANIMAL: Plateosaurus gracilis
  • NEW FEATURE: Logistics Loop
    Place the Loading Bay and hire staff to get started. Spread the park inventory with storage facilities and grow your own food with Produce Stations using the compost from Compost Heaps!
  • NEW FEATURE: Staff
    Hire staff to manage the needs of guests and animals.
    • NEW STAFF TYPE: Laborers
      Laborers refill guest facilities and transfer both goods and produce to storage facilities around the park.
    • NEW STAFF TYPE: Keepers
      Keepers refill animal feeders and clean habitats, transporting dung to Compost Heaps.
    • NEW STAFF TYPE: Cashiers
      Cashiers work at kiosks, interacting with visitors. After a while, cashiers will need to change shifts if other cashiers are available.
  • NEW FEATURE: Revised Excavation Loop
    Animal unlocking has been heavily updated to employ a more RNG based system based on science teams traveling to excavation sites around the globe and researching animal genomes
[h2]Additions[/h2]
  • Gameplay
    • Added the Eumeralla Formation
    • Added the Trossingen Formation
    • Added the Löwenstein Formation
    • Added monthly RNG excavation events! These events will affect each excavation’s cycle time, cost, and even fossil yield rate
    • Added negative land value influence to bathroom modules
  • Animals
    • Added detail maps to most animals, offering subtle surface detail upon close inspection
  • Staff
    • Added the ability to move staff
    • Staff can now be called to prioritize assignments related to a module or enclosure
  • Guests
    • Added appropriate clothing for each map climate
  • Buildings & Scenery
    • Added empty states for the enrichment feeders, Blood Pumpkin, Fruit Block, and Termite Mound
    • Added animation to the Tall Plant Feeder
    • Added black fades to the bathroom modules, Fossil Depot, Visitor Spawner & Staff Structure entry
    • points
    • Added Silhouette Signs for Plateosaurus & Leaellynasaura
    • Added new basic fence: Basic Chainlink Fence
    • New Staff Management & Logistic modules:
      • Staff Gate 1m
      • Staff Gate 2.5m
      • Staff Gate 4m
      • Staff Gate 6m
      • Staff Center
      • Loading Bay
      • Goods Storage Small
      • Goods Storage Large
      • Produce Storage Small
      • Produce Storage Large
      • Compost Heap
      • Produce Station (Mix Feed, Plants, Fruit, Meat, Fish, Insects)
    • New Park Management modules:
      • Fossil Depot
      • Research Station
    • Added over 19 new basic/backstage props!
      • Liquid Barrel
      • Plastic Bowl
      • Cooling Box
      • Plastic Box
      • Plastic Box Tub
      • Wooden Box
      • Construction Cone
      • Construction Floor Sign
      • Dry Erase Board 1
      • Dry Erase Board 2
      • Keeper Spade
      • Ladder 1
      • Ladder 2
      • Shipping Container
      • Shipping Crate
      • Shipping Pallet
      • Staff Shelf 1
      • Staff Shelf 2
      • Staff Sink
    • Binocular modules are now useable by guests
  • UI/UX
    • Added guest and staff selection, with a dedicated selection panel showing relevant information for each
    • Added interaction point visualization on any and all modules that sport animal/human interaction points. These helpful arrows are available during construction actions
    • Lighting within modular groups can now be turned on during the day by switching on the ‘Always Keep Lights On’ in the lighting tab of each group’s selection menu
    • Added the Paleopedia
    • Shops now display a ‘missing stock’ state icon when low on stock
    • Added a ‘Remove Vegetation’ toggle to the modular building toolbox. If disabled, players will be able to place modular items without automatically removing vegetation
  • Audio
    • Added basic crowd audio
    • Added a “woosh” when the camera is moved or rotated at high speeds
    • Added Nigel dialogue to the following animals:
      • Charonosaurus
      • Elasmotherium
      • Juxia
      • Leaellynasaura
      • Muttaburrasaurus
      • Panthera atrox
      • Panthera spelaea
      • Tarbosaurus
      • Sinotherium
[h2]Changes[/h2]
  • Balance
    • Animal Info Signs no longer have guest entertainment value
    • Rebalanced animal ratings across the board
    • Rebalanced fence strengths across the board, with more fence types being available in the early game
    • Enclosure Size and Crowding requirements for animals have been readjusted
  • Gameplay
    • For the time being, visitors will be deleted from the park when loading a save from previous versions
      Jeep Depot, Research Station, Staff Center, Nursery Large, Nursery Medium and Nursery Small can now only be placed once in every park, due to being tied to specific game mechanics
    • Halved occlusion multiplier for Park Beauty, making it a bit trickier to completely negate negative land value
    • The research system now shares the excavation system’s science teams, employing said teams to unlock research projects
  • Animals
    • The animal and exhibit crowding calculations have been re-tuned, taking into account the desired exhibit space each animal has (in sync with the values shown in the Paleopedia)
    • Removed Edmontosaurus dialogue from Ugrunaaluk until new lines can be recorded
    • Fixed misspelling of Ugrunaaluk (previously Ugrunaluuk)
    • Sinotherium is now correctly assigned to the Neogene period
    • Adjusted animation speed on the unique Protoceratops idle animation
    • Updated default expression for Panthera atrox and spelaea
    • Improved nasal seam on Pachyrhinosaurus species
  • Guests
    • Fully reworked art
    • Human animation system reworked from the ground up
    • Improved guest visibility points, guests should now be more reactive to the animals in the enclosures around them
    • Guests will actively make donations again
    • Guests will appear more lively by often looking around the park as they stroll
      Improved guest interaction positioning
    • Eyes now reflect their environment
  • Buildings & Scenery
    • Updated the ‘Prehistoric Kingdom Visitor Entrance Stone Age’ prefab to not contain tropical themed pieces
    • Updated several Fence visuals
    • Adjusted Arid Cobblestone path to improve tiling
    • Added a Gates section to the Enclosures menu
    • Gate to fence snapping improvements
    • Gate to fence group snapping (any gate!)
    • Added support for gates to play open and close sounds
    • Adjusted organic prop coloring on Flat Fruit Feeder and Produce Stations
    • Minor piece texture changes/improvements across the board, including adjustments to reflectivity of many metal pieces and props to be less blinding/wet looking.
    • Replaced Brick visuals in the Basic theme with a higher fidelity texture.
    • Rotated Arid Benches 180 degrees for parity with the rest of the benches (May affect some prefabs, apologies in advance!)
    • Converted most light sources into spotlights to reduce light leak and potentially improve performance. Those that use spotlights now feature a cookie (makes it look like light is emitting from a bulb!). This will impact how lighting appears in your prefabs!
    • Reduced light emitted from halloween candles
    • Simplified collision on a number of lighting props
    • Added shop visual fill effects
  • Environment
    • Improved snow coloring during different times of day, visibility should now be much better during a snowy night
    • Adjusted Boreal map lighting
    • Adjusted Desert map lighting
    • Adjusted Tropical map lighting
    • Adjusted scattering atmospherics to further reduce overblown sunrise/sunset
    • Shortened Grassland biome grass rendering distances
  • Construction
    • Completely overhauled fence rendering and placement
    • Can no longer place fences shorter than 2 meters. Does not limit snapping or intersection behavior
    • Fence placement snapping now scales with distance to the camera, will make building large enclosures much easier
    • Enclosures are now selected after they are completed for the first time
  • UI/UX
    • Completely overhauled the modular group and piece selection menus, with a heavy focus on widget access and modularity. The main function of each relevant module can now be accessed at every level of the modular selection
    • Side quick access menus (Weather & Time, Paleopedia, etc) now show up in front of the Management Menu
    • Changed the shape of state icons and changed the inaccessible module icon to show blocked guests
    • Updated the voice line panel, and gave Nigel different outfits based on the map that’s currently being played on!
    • Decreased scroll sensitivity in the Animal Nursery gallery
    • Improved save/load menu UX
    • Made several improvements to the modular placement system:
      1. Rotation deltas are now always calculated based on the adjacent normal up axis, never the object’s up axis: this means objects will be rotated vertically no matter their local orientation
      2. Scaling and rotation checks are much more robust, the game shouldn’t allow you to scale and rotate pieces which aren’t meant to. This fixes the ability to create huge/tiny modules (e.g. Aviary, Kiosks, etc.)
      3. Scaling is now allowed in group placement actions, being completely consistent across the board
    • The animal holder menu now automatically comes up when breeding new animals through the Nursery
    • Updated graphics and coloring to the animal info panel
    • Updated layout, flow and functionality for several pieces of the GUI (wip)
      • Main Action Board
      • Management Menu and all its sub-menus (e.g. excavations, animal menu, etc.)
      • Modular Editing Overlay
      • Weather Menu
      • Animal Nursery Holder
    • Moved the Animal Nursery Menu into the Management Menu
    • Terraforming menu now displays updated biome icons to match animal info panels
    • Huge improvements across the board when it comes to GUI layout updating and refreshing
  • Rendering
    • Improved and optimized shadow quality across all settings
    • Improved frustum and occlusion culling for wall/roof pieces
    • Addressed culling issues for a variety of pieces
  • Audio
    • Adjusted Nigel’s VO processing
    • Selecting Panthera in the Nursery will play the lion roar instead of Smilodon
    • Extended or reduced audible distance on various animal sounds
    • Adjusted surface interaction sounds to randomize volume and lowpass for additional variation
    • Adjusted small herbivorous dinosaur eating sounds
    • Adjusted field reverb, distance attenuation and distance model to better serve tycoon gameplay and allow for easier game mixing. This may result in overall louder animals!
    • Feathered and furred bodies will emit rain impact sounds during a storm, but not as much as scaled or leathery animals
    • Changed placement material sounds for new logistics/infrastructure buildings, donation boxes, blood pumpkin and moss roof style
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed two crashes in nav queries
    • Fixed hard crash relating to visitor visualization
    • Fixed a couple different crashes when closing the game
    • Fixed a crash when terraforming near the edge of the map
    • Fixed a rare crash when animals would check for a place to stand
    • Fixed a rare crash in pathfinding
    • Fixed a crash that occurred during Mac emulation
  • Critical
    • Fixed errors that prevented any saves containing visitors from loading properly
    • Adjusted save system to prevent players accidentally deleting all of their saves by saving with no input name (UI block as well as additional checks to ensure a save target is actually correct!)
    • Fixed an animal holder duplication bug that occurred when canceling animal placement
    • Added a potential fix for a bug that would cause animal previews in the Nursery Menu to not dispose/load correctly, leading to duplicate previews
    • Fixed tropical entrance on the ‘Parque Nacional Arenal’ map not being accessible by guests
    • Further fortified the research system’s initialization, adding extra safeties and checks
    • Hardened how some systems initialize so that they work consistently
    • Fixed multiple exceptions that broke various tools and menus
    • Fixed various modules being unplaceable
    • Fixed logistics memory errors
    • Fixed a temporary deadlock issue (would cause the game to pause for 1 second, when changing feeder type)
    • Revised fence placement logic to make enclosure detection much more reliable
    • Fixed a bug that caused loading to break when Documents/Prehistoric Kingdom/Modular Prefabs folder was not creatable or accessible
    • Added a fix for size limit on modular save files
    • Fixed a blackscreen issue that would persist through reloading a save, now those saves should be recoverable!
    • Fixed a rare animal unlock load bug that would break loading
  • Gameplay
    • Fixed the animal placement action not registering an animal back into its enclosure if it was being moved, but subsequently the action was canceled
    • Fixed the animal placement tooltip not correctly updating its text validity state
    • The tutorial was disabled again, after being mistakenly left available. We are currently working on a more intuitive tutorial system, about which we will be sharing more details in the future!
  • Animals
    • Fixed a common issue that could leave animals stuck until game reload
    • Fixed Coelophysis, Leaellynasaura, Protoceratops, Psittacosaurus and Velociraptor getting stuck while eating or drinking
    • Fixed Camarasaurus species using flat plants feeder
    • Fixed Argentinosaurus and Brachiosaurus social call animation
    • Fixed Tyrannosaurus eating exit animation
    • Fixed Paraceratherium broadcast not playing
    • Fixed animals placed outside an enclosure not registering as an escaped animal
    • Fixed a seam on the Muttaburrasaurus belly
  • Guests
    • Improved guest need processing logic
    • Fixed visitors not getting satisfied after using an amenity
    • Guests need visual overlays will now render even if time is paused
    • Visitors will now have more precise placement when using facilities around the park
    • Fixed a bug where sandbox mode would disable many guest capabilities
    • Will now choose nearby interaction points more intelligently
    • Fixed exploration behavior, previously could generate giant crowds at particular locations.
    • Fixed guest needs flickering
  • Buildings & Scenery
    • Prevented invalid fences from loading
    • Fixed donation box recolorability
    • Fixed several shop related modular items not rendering correctly
    • Fixed bathrooms disappearing on minimum graphics
    • Fixed various materials using the wrong shader version
    • Fixed waterfall particle cutoff and reduced overall opacity, added depth fade to remove billboard artifacts when intersecting with geometry
    • Fixed FX pieces being walkable by guests
    • Fixed normals on plant and fruit feeders
    • Fixed various bugs related to Animal Information Signs not detecting nearby enclosures
    • Fixed LOD rendering for Bathroom Sign Square
    • Fixed a rare error causing the selection outline to not work on certain modules, if their style was changed
    • Fixed a selection issue with the Rock Basalt 1 piece
  • Water
    • Fixed light/color flickering on painted water
    • Fixed shadow settings not being applied properly, resulting in worse GPU performance on lower settings
    • Fixed a bug that caused constant shadow flickering when time of day is enabled
  • Construction
    • Fixed animal containment bugs when updating enclosure layouts
    • Intersecting fence placements can no longer override the max fence length limit
    • Fixed a bug where it was possible to create fences with the same start and end point
    • Improved enclosure detection, will now correctly handle situations where the main fence posts form a polygon outside the enclosed area
    • Fixed a potential issue that could have been causing animals to be lost when enclosures were modified
    • Fences loaded from legacy saves are now put through a more sophisticated version upgrade algorithm, addresses issues with enclosure detection
  • Terraforming
    • Fixed numerous issues with modular undo/redo, particularly terrain flattening logic
    • Fixed a bug with the water remove brush where it would generate horrific janky edges near the shoreline
    • Fixed a bug where undo/redo would just delete a huge chunk of water
  • UI/UX
    • Fixed a UX issue with the Management View button at the bottom of the main board
    • Fixed the animal preview in the Animal Nursery
    • Fixed the Modular Styling menu not being interactable in all relevant circumstances. It should now be accessible whenever a modular object with styles is being edited/placed
    • Cannot access the save game button, if the current save name input is empty
    • Fixed save/load menu scroll content not properly updating on search
    • Fixed a bug where save previews would all break if a single save had a corrupt or invalid save preview
    • Fixed several GUI initialization errors
    • Fixed one issue causing the camera to accidentally restrict zoom behaviour
    • Fixed the Nursery Holder animal elements’ animations not updating with different time scales
    • Fixed overview settings button not properly toggling off once entering the pause menu
    • Fixed layouts in the structure filter menu not refreshing correctly
    • Fixed main menu bugging out upon exiting a save[
    • Fixed Animal Info Signs not detecting nearby species after loading a save
    • Fixed a typo in the Elasmotherium info sign
    • Fixed an issue that would cause Screenshot Mode to remain open when opening a building menu
  • Rendering
    • Glass rendering happens later to render VFX pieces through it, may improve visuals
    • Fixed fly particle rendering
  • Audio
    • Fixed an issue where overlapping animal breaths got cut short
    • Fixed background static not getting destroyed when returning to main menu during dialogue
    • Fixed brick walls using wood placement sounds
    • Fixed offset audio on Protoceratops unique idle animation
    • Fixed alt species specific sounds for Juxia
  • Misc.
    • Fixed _TEMPSAVE string stacking multiple times on save files
[h2]Performance[/h2]
  • Loading performance has been improved with additional multi-threading
    • This especially affects the Canada map or any save with a lot of pieces
  • Improved modular system performance in a few areas
    • Primarily addressed slowdowns when working with pieces that had many tens or hundreds of thousands of instances on the map (trees on canada for instance)
    • Memory efficiency improvements
  • Save system upgraded with better read/write performance and a fix for having too many files in a save (caused workshop upload issues)
  • Save/load menu performance improved
  • New fences are more efficiently rendered and consume considerably less memory
  • Fixed a memory leak
  • CPU Optimizations
  • Numerous Memory optimizations
  • Minor optimizations and stutter reduction
  • Modular memory usage reduced
  • Optimized human rendering
  • As mentioned above, shadow rendering has been optimized across the board