Prehistoric Kingdom - General Update (EA 1.1.116)
Welcome, park managers!
In this patch, we've made a number of focused changes relating to performance, guests and balance. A number of bugs pertaining to guests have also been fixed, so your managerial experience should be a bit smoother.
This update also adds Gameplay settings to the options menu when playing in a sandbox park, allowing players to adjust various aspects of their gameplay whenever needed!
Some new music cues have been added, too! These short pieces will play when starting a new game or loading into an existing park, changing based on where your park is in the world. There are even cues for loading into a 5 Star park or one with poor statistics. A few more 5 star variants will be arriving in the future!
There is another patch coming later in February that'll introduce the Research system and quality of life features such as range graphics for power generators and dung beetles. We look forward to sharing more news with you and as always, please stay tuned for our next dev diary. You can check out our Trello roadmap to see what's next in the pipeline.
Additions
Animals
Added a handful of behavioral idle and resting animations to the species below. Animals marked with * also have a unique idle or rest animation.
Acrocanthosaurus
Smilodon
Torvosaurus*
Tyrannosaurus
Added a social response animation to Smilodon Audio
Added sounds when changing maps in the New Game menu
Added new loading screen ambience and transition
Added additional broadcast and social call variations to Parasaurolophus
Added a broadcast to Smilodon Music
Added over 5 minutes of short musical cues when starting a new game or loading into an existing park
Different cues will play depending on where your park is in the world, if the park is 5 Stars or if it’s experiencing poor statistics! GUI/UX
Added a Gameplay Settings section in the Options Menu, available in Sandbox mode. This will allow users to change custom gameplay settings on a whim
Enabled the ‘Mute Ingame Music’ options in the Audio Settings menu
Added a visibility value to each fence type, accessible through the building information box
Added special exhibit animals to the Animal Overview Menu
Changes
Animals
Updated Dilophosaurus walk to have less head bob
Adjusted Tarbosaurus biome preferences
Updated randomized animal color variation rules: new animals bred in the park might now have more vivid color variation Guests
Improved Guest AI decision making and seeking of points of interest. Guests should now be more able to maintain their needs
Guests now cannot use any modules that aren’t currently functioning
Increased chance of guests naturally looking at animals inside exhibits
Improved animal visibility calculations, with different fence types now having varying degrees of visibility
Terrain obstruction now stops animal visibility
Guests will now recover from navigational changes properly
Guests can now properly view statues and info signs without needing to stand in an exact position Audio
Loading screen ambience will no longer drop away
Minor changes to various Parasaurolophus social calls Gameplay
Further tuned park rating, making it overall less forgiving after recent user feedback. Exhibit rating and overall animal rating now factors into rating much more heavily
Changed exhibit rating calculations - now only exhibits with animals in them will contribute towards total exhibit rating
Changed animal rating calculations - animals which are not confined by any exhibit will not count towards total park rating
Adjusted timing on the Rating Increase notifications
‘No Animals in the Park’ notification now resolves itself if the player places animals
Decreased upkeep costs across all nurseries
Decreased upkeep costs on the Wind Turbine and Vending Machine
Increased upkeep costs on Bathroom 4x8
Buffed lower tier loan incomes
Increased Deinocheirus breeding cost Graphics
Distant Lights now have a level of detail step to dramatically improve performance at night when many thousands of lights can be on at once
Adjusted weather transition speed
Bug Fixes
Critical
Fixed game’s detection of wrong or corrupt navigation data in saves, the game may now regenerate all navigation graphs. (This may take between 10 and 120 seconds depending on the complexity of the map and speed of your computer.)
Fixed loading crash when saved navigation data was corrupted
Tentative fix for crashes while removing vegetation near borders of map
Tentative fix for guests walking through exhibits
Tentative fix for white prefab icons and a serious bug related to adding prefabs while the game is silently loading prefabs in the background
Fixed a Tutorial bug tied to recognizing placed animals in the park, this should hopefully resolve a common issue with the Mammoth placement objective
Fixed multiple critical memory leaks
Fixed a common guest AI memory leak.
Fixed a game settings initialization issue tied to custom sandbox settings
Fixed two Guest AI bugs that wasted CPU resources with heaps of logging
Fixed Guests being unable to see animals in some loaded games
Fixed an animal dung related bug that created unnecessary logging
Fixed a critical issue with Animal Information Signs losing their power settings after changing the animal species displayed
Resolved a long-standing issue that caused multiple upkeep costs to be logged within the economy system
Fixed a potentially critical GUI initialization glitch on first-time game load
Fixed guests wandering through enclosures Animals
Fixed randomized animal scaling not loading up properly in saves Achievements
Fixed an issue preventing the “Ecosystem” and “Managerie Manager” achievements from properly triggering Guests
Fixed guests not receiving satisfaction from observing animals
Fixed information signs not being registered as a point of interest for guests
Structures
Fixed backface rendering for modular wall pieces
Fixed Barrel Cactus biome
Fixed Path Replacement not working on all path segments
Fixed Fences not rendering underwater Audio
Fixed rain audio initialization issue on game load GUI/UX
Fixed several text element cut offs
Fixed several Spanish translation elements
Fixed an obscure Nursery Menu bug that could caused the wrong animal instances to be placed in the park
Fixed ‘Escape’ key not triggering exit events in Main Menu
Fixed enclosure selection being stuck after opening a management menu
Fixed an error related to the weather forecast in the Overview Menu
Fixed Management Menu header text displaying the name of the last opened menu instead of the current one
Fixed an issue that would cause the financial pin tooltip to get stuck on screen after the management menu closed
Fixed a minor issue with the session play time count for new games - this also prevents the “Imaginarium” achievement from unlocking when first starting the tutorial
Fixed an issue that caused the Load menu to load twice
Fixed an issue causing the unlock progress on Nursery Menu gallery animal elements to always default at 100%, even without all of the skins being unlocked
Fixed Mural Djadochta 1 and Mural Djadochta 3 icons being reversed
Modular Prefab cost preview is now perfectly synchronized to the group’s actual placement cost
Performance
Light Imposters added. The slowdown from large parks with thousands of lights at night is drastically optimized
Reduced stutters when updating navigation after various terraforming actions
Massively optimized fence placement
Optimized shadows + underwater shadows
Reduced unnecessary logging
Notes
Memory usage can be very high! We are actively working to address this in future patches.
Some structures might be off path in older saves, simply resetting the structure position should fix this issue until further notice
We are investigating an issue that may result in music suddenly stopping during gameplay.