In this update11
Full notes
Full Prehistoric Kingdom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- Performance
- Fixes
- UI and audio
Prehistoric Kingdom changes
Welcome, Park Managers!
This newest patch resolves a number of issues in addition to adding basic threaten/fleeing behaviors, look targets and grazing fidgets for when herbivores idle.
The team has now fully moved on to developing Update 16 which you stay up to date with by checking out our development blog at the end of every month.
Update 15.1 Features
Basic Threaten/Fleeing
Depending on the animal group, species will try to flee, chase off or threaten animals. Some highlights include herbivores becoming more defensive if they have a family, animals fleeing from predators, or large theropods threatening each other if they get too close. Some animals like adolescent and adult ceratopsians will even threaten other species when it's their breeding season!
These behaviors have been brought over from the nest defense previously included in Update 15 so keep in mind that it'll be massively improved once combat releases next year in Update 17!
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Look Targets
Animals will now look at other creatures around them! Adults will prioritize immediate relatives and their own species, while babies will look at their parents and other species more commonly. They'll also now watch the head or tail of their partner during courtship.
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Graze Fidgets
We've also added new idle grazing fidgets for when herbivores are standing around. As this isn't a dedicated grazing behavior, the animation can still play regardless of an animal's underlying terrain. This might be something we look at in a future update.
Additional Notes
Look targets and threatens are relatively experimental additions to the game that will be evolved through updates
Head IK can be a bit jittery, especially when transitioning out into an extreme animation (e.g. Gallimimus preen) - we'll be looking to improve this as much as we can in the future
The head IK is currently enabled when animals are spawned, making them look up
Defensive animals may get stuck in a threaten loop for a while but one should eventually emerge victorious
When fleeing, animals can sometimes walk away instead of running, making them seem very chill!
Full Patch Notes
Features
NEW FEATURE: Animal Look Targets Animals will now look at other creatures around them! Adults will prioritize immediate relatives and their own species, while babies will look at their parents and other species more commonly.
NEW FEATURE: Basic Threats & Fleeing Animals will be able to threaten and run away from threats if they get too close. Highlights include some species becoming more defensive if they have a family, while others will run away from predators as much as possible. This is an area we will be overhauling for Update 17 in the future!
Additions
Animals
Added idle grazing animations:
Ankylosaurus
Coelodonta
Dryosaurus
Elasmotherium
Gallimimus
Leaellynasaura
Mammoth
Muttaburrasaurus
Nasutoceratops
Ouranosaurus
Oviraptor
Pachyrhinosaurus
Paraceratherium
Protoceratops
Psittacosaurus
Scelidosaurus
Styracosaurus
Triceratops
Added courtship to Ouranosaurus
Changes
Animals
Animals have been given new awareness parameters, like vision range and hearing distance
Awareness now scales with animal maturity
Animals “Sexual Maturity” is now based on being a certain size as well as being in the last third of their maturity
In Family Groups, Eat/Drink priority is now driven by the infants rather than the adults
Young animals should now have boosted need fulfilling gains
Buildings & Scenery
Color-corrected topiary pieces so they’re less neon green
Foliage
Redwood bark is now darker in the shade
Bug Fixes
Crashes
Fixed some crashing related to animal nav updating
Fixed a rare crash that can occur when alt-tabbing in/out of the game
Critical
Fixed staff skill and training research loading
Fixed animal excavation progress doubling up when loading games
Fixed user actions not deactivating completely when opening the management menu while an action was active
Animals
Fixed animals slowly speeding up to normal speed when first placed in the world
Fixed animals using IK and grounding effects when they shouldn’t
Fixed animals being able to leave their navmesh if another navmesh was available above or below the point of exit
Fixed Mating Display state being too picky about a minimum initiation distance
Fixed Play Chase state to ensure line-of-sight between path nodes, which should prevent animals from getting stuck on geometry while chasing
“Sexual Maturity” feature fixes animals trying to mate and find nests when they are still too small to occupy the size of navmesh their preferred nest is accessible from
Flee State should be a bit more varied in where it chooses to end at
UI/UX
Fix for the 'Open Research' button in the Staff Training menu linking to the Security tree instead of the Management tree within the Research Menu
Fixed staff menu summary refresh when opening the Staff Menu
Audio
Fixed a spatialization issue for dromaeosaur threaten sounds
What changed from the last PTB?
Additions
Audio
Added missing sounds to ceratopsian grazing and Gallimimus animations
Changes
Animals
Threat displays and fleeing for herbivores will now be primarily triggered by predators that pose a larger threat to them. They can still threaten each other if it is nesting season, however, with adolescent ceratopsians also becoming spicy towards other species!
Sped up ceratopsian idle graze animation
Young animals should now have boosted need fulfilling gains
Bug Fixes
Crashes
Fixed a rare crash that can occur when alt-tabbing in/out of the game
Animals
Fixed Ugrunaaluk neck compression
Fixed an issue that caused some herbivores to not tolerate males of their own species
Fixed Nasutoceratops not playing its idle graze animation
Fixed animals improperly using IKs in the nursery screen
UI/UX
Dramatically improved camera jitter when tracking moving objects
Source
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