Prehistoric Kingdom - PTB Hotfix (EA 1.1.528)
Welcome, Park Managers!
This patch addresses a number of issues for the Public Test Branch version of the game with some notable changes regarding animals and various performance improvements. Please continue to send feedback and bug reports to our Discord server's appropriate channel, it's been an immense help!
We expect to push Update 8 out soon for all players after a few more fixes have been made and no critical issues have been reported.
Full Patch Notes
Additions
Animals
Added additive animations back to some animals, though some configurations still require further work. We will be porting additives to the remaining species asap
Added the ability to perform relevant oneshot animations while resting back to all animals
Changes
Balance
Reduced drain rates for animal needs, introduced a short delay after satisfying a need before that need can continue to drain
Land Value has been made more forgiving across the board, as achieving a 5-star rating was nearly impossible Animals
Improved IKs (still a work in progress!) on the following species:
Argentinosaurus
Brachiosaurus
Camarasaurus
Coelodonta
Dryosaurus
Iguanodon
Mammuthus
Parasaurolophus
Smilodon Lowered specularity on Dryosaurus eyes Guests
Reduced saturation of base skin tone and random variation Buildings & Scenery
Adjusted and optimized colliders on all igneous rocks to be more accurate to their shape
Adjusted transparent glass material to improve visibility and blur environmental reflections when on ‘Ultra’ reflections quality Environment
Adjusted Scrubland dirt color to be more neutral
Slightly lowered sun intensity on the Scrubland map Foliage
Foliage impostors look significantly better on low graphic settings
Drastically optimized tropical kapok, coconut palms, lady finger palms, monstera and palm grass
Drastically optimized temperate holm oak
Optimized and updated colliders for Water Lilies as well as Amazonian Water Lilies
Samanea now behaves like existing gardening foliage and will not contribute to foliage density or react to the terrain/foliage removal tools UI/UX
Animal Nav Visualization has been re-enabled, and now fills the entire navigable area Post-Processing
Slightly increased bloom threshold so that the environment and sky affects bloom less
Slightly lowered saturation and contrast on the tropical map Audio
Set hard limits on animal voices to hopefully reduce audio threads crashing when the camera is near hundreds of animals
Bug Fixes
Critical
Drastically reduced a long hang when leaving large levels that had been open for a long time
Fixed an issue where visitor entrances could show ‘off nav’ and potentially cause other modules to lose connection
Fixed an initialization left over setting that would cause unusually high memory load during start up - new parks shouldn’t crash as often on machines with lower memory
Fixed a crash caused by starting the game on Steam in offline mode
Fixed a few parallel scheduling errors that could stall various game systems
Fixed an issue causing research items not detracting park balance on unlock
Fixed multiple memory leaks
Fixed a crash caused by moving certain modules
Fixed multiple rare crashes around shutting the game down
Gameplay
Animal dung will respect sim settings Animals
Fixed animation error on Mammoth dust bath
Fixed animals hitting time limits on their active states, which forced them to give up constantly and never achieve anything
Fixed animals recovering to roofs and clifftops when they fall off nav
Many fixes and improvements for how animals find painted water to drink (this should help somewhat with the AI stalling)
Fixed an IK bug where animals would still try to plant their feet while resting and sleeping Guests
Fixed visitors teleporting to park entrance whenever they stepped up to be served in a queue line
Fixed a math error that could cause visitors to be reset erroneously Buildings & Scenery
Fixed bathroom modules’ hole in geometry
Fixed Termite Mound flying towards the camera if surface alignment was enabled
Fixed Land Value contribution for steel railings to not provide themed prop bonuses, slightly reduced bonus for other railing types
Fixed Bunting pieces collision Foliage
Fixed animals walking over gardening plants and Swamp Beech 1
Fixed excessive floating branches on Scots Pine 1
Fixed minor floating elements on Swamp Beech 1
Fixed Joshua Tree continents being mislabeled as Asia and Africa Construction
Modular scaling with left-alt will now respect modular data settings
Dung Beetle Nests will work correctly after loading a save game
Dung Beetle Nests will no longer be removed by the foliage removal brush
Fixed a bug that prevented terrain modification in locations occupied by modular, even after the modular pieces had been removedUI/UX
Fixed a text label issue with modular styles
Fixed a header text issue in the save/load menu
Audio
Fixed incorrect audio cues being used when animals ate food
Fixed some animal audio ending abruptly Misc.
Fixed navmesh rebaking for new games started on Costa Rica
Performance
Guest Quality settings now work, guest fidelity can now be scaled back significantly if need be, while Cinematic retains a decent draw distance and high visual fidelity
Minor Improvements to CPU Performance
Improved how background processing is handled, including fixing a minor issue where animals would wait little longer than necessary for stuff they didn’t need
Minor Improvements to loading
Improvements to tropical biome rendering
Improved loading time on the tutorial level