In this update5
Full notes
Full Prehistoric Kingdom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- UI and audio
- Compatibility
- Server
- Gameplay
- Store
Prehistoric Kingdom changes
Steam post imageSteam post imageWelcome, Park Testers!
This PTB release addresses some of the main reported issues regarding animal health and treatment, providing some general balancing of these systems along the way.
As a QoL feature, we have added new game settings for 'Animal Disease' and 'Animal Injury' difficulty, which should change their contraction frequency. These settings are inherently tied to the game's difficulty for Challenge mode, but easily accessible in Sandbox mode through the options menu or New Game configuration.
Moreover, this new patch features First Person Mode compatibility with the newly introduced Flat Rides, so go nuts!
How to Access the Public Testing Branch (Experimental!)
Steam post imageThe 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.
Right click Prehistoric Kingdom in your Steam Library
Go to Properties
Betas
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.
Known Issues & Additional Notes
A little under half of all animal species are currently missing their knockdown, struggle, and death animations, which can result in janky visuals for animal sedation and demise. The animation volume for this update has been challenging, but this is something we'll keep working on and polishing until the update's release and beyond.
Currently some of the animals models are missing vertex data critical for the rendering of visual affliction symptoms, meaning some skin conditions will not be fully functional.
As a result of FSR, humans can appear smeared in motion. Turning off FSR will resolve this issue.
The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively looking to fix.
There currently are a couple of guest art issues, relating to one of the man's outfits animations and the old cashier outfits.
Full Patch Notes
Additions
Gameplay
The Ferris Wheel and Panoramic Tower can now be accessed by First Person Mode
Added 2 new research items to the Pathology category:
Auto-Quarantine Range 1 Increases the range of Quarantine Bay’s Auto-Quarantine mechanic (100m).
Auto-Quarantine Range 2 Further increases the range of Quarantine Bay’s Auto-Quarantine mechanic (150m).
Guests
Visitors should now have a specific desire to visit rides and vivariums
UI/UX
Added paleopedia entries for the following:
Coelodonta
Compsognathus
Mammuthus
Megaloceros
Oviraptor
Panthera
Smilodon
Yi
La Brea Tar Pits
Luján Formation
Tiaojishan Formation
Tokod Locality
Vilyuy River
Feeders now display a ‘Cleanliness’ statistic, similar to bedding and water troughs
Added a ‘Call to Tranquilize’ button to the overview tab in the Animal Info Menu
Added a ‘Call for Checkup’ button to the biology tab in the Animal Info Menu
Added Park Issue for animals dying from Starvation or Dehydration
Added Park Issue for vivariums having an invalid feed type
Audio
Added new clicks for changing vivarium nature pieces
Changes
Balance
Halved the rate at which animals lose Wellness from Starvation and Dehydration
Gameplay
Diseases and Injuries can now have their difficulty setting configured in the options menu, which changes frequency. These settings are inherently tied to the game’s difficulty for Challenge Mode, and are also available in the New Game configuration for Sandbox mode.
Animals
Generally improved animations for animal collapse and death (though some species haven’t been fully set up yet!)
Reduced chance of Retroviral Activation affliction
General rebalance of affliction frequencies
Contagious afflictions now have a chance to stop spreading, keeping pandemics under control
Staff
Vets operating a quarantine should now stay crouched when working
Buildings & Scenery
Updated glass rendering to be darker
Environment
Updated vivarium water coloring and effects
Audio
Placement sounds now have proper reverb when inside a vivarium
Bug Fixes
Critical
Fixed a rare bug which caused park-wide Enclosure Analysis to stall out when a baby animal was born inside an enclosure being analyzed
Animals
Health and wellness cannot go below 1% when Animal Death is disabled
Fixed Common Cold affliction not having any symptoms
Treatment and Observation status should now correctly end when there are no valid afflictions to treat
Fixed an oversight that caused small theropods to become aggressive towards their own offspring
Staff
Tranq Gun prop now spawns and despawns at more appropriate times
Fixed the new Cashiers retaining their old outfits
Resolved an issue causing the old Cashiers to stroll around the park as guests
Guests
Visitors will now correctly view Vivariums, Info Signs, and Statues
Buildings & Scenery
Info Signs should no longer be disconnected from Visitor Nav on loading a game
UI/UX
Fixed inconsistent accounting of known afflictions between different UI panels
Fixed the ‘Locate Vet’ button not working on an animal’s ‘Recently Surveyed by..’ card in its Animal Info menu
Fixed the main Animal List menu not showing any animals
Fixed main Animal List not correctly updating to show current afflictions on animals
Rendering
Fixed a rendering glitch causing human mesh elements (such as hair or heads) LODing out (or disappearing) before they are fully out of screen
Source
Changelog.gg summarizes and formats this update. How we read updates.
