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Saturday, February 25, 2023 8:31:58 PM

Prehistoric Kingdom - Update 5 (EA 1.1.214)




Welcome, Park Managers!
Update 5 is here! This patch introduces the research system, tutorial improvements and a number of quality of life additions. You can find a rundown of everything that's new in the full patch notes below.
Over the next few months we plan to make even more strides in tidying up the game's flow and addressing some pain points alongside more mechanics. Stay tuned for our next dev diary to learn more about what's coming in the future!
Please provide your feedback and bug reports through the in-game tool or our official Discord server.


Update 5 Features




Research
Research is a new gameplay mechanic we're introducing to Challenge mode (optional in Sandbox). Throughout your journey building the park, you'll need to research new types of modules, themes, fences and upgrades to create the ultimate Prehistoric Kingdom.
This is a mechanic we will be heavily expanding upon as more updates come to the game. For example, we have a power management update slated to release in the next few months which adds a dedicated "Energy" section to the research tree.



This update also removes Science Points from the game. Anything that previously used this currency is now purchased with money.
When starting a new Challenge or custom Sandbox mode game, players will now have to choose their initial building theme. This impacts what fences, paths, prefabs, styles and modular objects players will start with. The remaining modular themes will need to be researched!



Structure Filtering
Structure Filtering allows players to quickly select what type of items they want to display in the building toolbox. This is handy for filtering out unwanted plant biomes or themes.



Range Graphics
Range graphics have been added to power generators, animal info signs, dung beetles and binoculars. These will show up when placing certain modules to indicate their area of effect.






New Gameplay Settings
Incubation Speed
With the introduction of the research system, different animal species will now incubate at varying speeds. For sandbox games, we've added a new gameplay setting that allows you to multiply how long incubation takes. This means that setting the slider to 0 will result in instant incubation!
Please note that editing this setting will only affect animals that were incubated after your changes.



Guest Welfare
This latest update also adds the ability for players to enable or disable guest welfare needs in sandbox mode. Simply deselect the 'Guest Welfare' toggle when starting a new game or from the settings menu.



Landscaping Brush Visuals
We've updated the landscaping brushes to better indicate what tool the player is currently using, changing its colors and adding a depth ring when painting water.
Once the player begins an action like terraforming or water painting, the brush will now become transparent to better show what's happening.




Known Issues




Rain may randomly begin on load.
Full Patch Notes




Features

NEW: Research System
The Research tree is a new progression mechanic that can be accessed from the Management Dashboard near Excavations.
Hold down the left mouse button on an available item to begin researching it. This will cost money and take time to complete.
This system will be expanded on in future updates to add new researchable items and categories.
Additions

Gameplay
Added a toggleable ‘Guest Welfare’ option to the starting sandbox settings and to the gameplay options in the options menu, allowing users to turn the guest needs on/off
Added a toggleable ‘Animal Incubation Time Multiplier’ option to the starting sandbox settings ad to the gameplay options in the options menu, allowing users to change the incubation speeds of their animals UI/UX
Added the Structure Filtering Menu to the header of the Building Menu, allowing users to quickly sort the displayed structures by a few main criteria (by theme, biome, prefab type) wherever applicable
Introduced several layers of radius and range graphics both during object placement and management views:
Added a Theme Selection section to the starting game menu. This allows users to start new games with a bonus theme over the default unlocked ‘Basic’ theme
Power Modules now display their grid area of effect
Dung Beetle Nests now display their effective consumer range
Animal Info Signs now display their animal registration radius
Visibility Modules (Binoculars) have cone graphics displaying their effective visibility Added a guest count to the bottom of the Main Board Music
Added two new intro tracks when loading into a 5 star park
Changes

Audio (Mixing)
Loud animal sounds will now duck the sub/low frequencies of gameplay music
Notification sounds will now duck high frequencies in the ambient sounds
UI sounds will now briefly duck ambient menu sounds (e.g. nursery and management screens)Buildings & Scenery
Renamed some Modern lights to Basic lights
Renamed some Modern railings to Basic railings Gameplay & Balance
Removed science points
Animals are now unlocked with money
Animals now have variable, and overall longer, incubation times in the nursery. These are generally affected by animal size and can vary from 30 to 600 seconds. Toggleable for Sandbox games
Improved exhibit crowding calculation accuracy with overall crowding now being more forgiving. This statistic now accounts for exhibit animal count, being always nulled out if only one animal is present in the exhibit
Changed weather types for the Bahr Harin level, making the overall climate more akin to the hot desert the map is situated in
Economy balance - decreased overall excavation unlocking costs, decreased fence costs. Removed upkeep cost from 1m Wooden Slat Wall
Upped maximum guest density and guest count Modular
Merged the ‘Backstage’ modular theme into the ‘Basic’ theme
Modular grid graphics will now only show during placement of grid-bound pieces, resulting in less visual clutter Graphics
Slightly darkened ambient coloring
Changed look of the management view’s color filter - desaturated blue, from the previous starker black and white
Improved frustum shadow fullness on all settings - this should make the game’s shading stand out more, especially on farther details
Improved water graphical fidelity by introducing shore color fading and harder shore waves
Improved visual feedback for terraforming actions - the water painting brush is now blue, while the foliage painting brush is green GUI
Notifications and overview buttons now show over full-screen menus, resolving cut-off issues
Changed Nursery Menu animal preview name layout so it aligns to the left side of the screen - preventing character dialogue GUI from obfuscating it
Opening the foliage painting panel in the Terraforming Menu will now default to select all trees, streamlining up general action flow
Improved Excavation Tooltip screen clamping
Improved Main Menu background image layout on 16:10 screens
Tutorial - in order to improve the tutorial experience and to prepare for future scenario additions, we’ve been working on a swathe of general improvements:

Added guiding GUI highlights, helping players navigate the various tutorial tasks with ease - these should be especially helpful for those interacting with Prehistoric Kingdom for the first time
Fixed an issue causing the ‘Helping Hand’ objective to erroneously complete upon changing the feeder’s style
Management menu types only enable at appropriate times during the tutorial
Disabled most notifications during the scenario, removing potential hotspots of confusion from the experience
Changed the types of fences available for placement during the ‘165 Million Years in the making’ objective
Fixed an early success condition with the ‘165 Million Years in the making’ objective, where closing and reopening the Torvosaurus preview would trigger completion
Changed the nursery type available for placement during the ‘A small dino-breeding start-up’ objective
Terraforming actions are no longer completely locked away after completing their respective ‘Accomodating a Predator’ sub-objectives, but rather when the whole objective is successful
Resolved hard-lock issue caused by the tutorial scenario still allowing animal termination after breeding
Bug Fixes

Critical
Potentially resolved economy data-related initialization issues and memory leaks
Potentially fixed issue related to excavation sites not unlocking on the correct star rating increase
Fixed an error that would cause the tutorial scenario to enable itself at the start of normal games if loaded from the tutorial save Music
Fixed start/load intro music stopping abruptly after opening the Management or Nursery menu
Fixed reverb not triggering when music is faded out after opening the Management or Nursery menu Localization
Made countless improvements to Spanish text elements UI/UX
Fixed notification positions being grossly offset on 16:10 screens
Fixed modular group economic readout - selecting a modular group while viewing its information panel should now give an accurate report of the structure’s current income, current quarter income, and previous quarter income
Fixed a common layout issue related to opening the Modular Group Info Panel for the first time after load
Fixed a long-standing issue with the Terraforming Menu’s intensity slider value setting
Fixed wrong exposure value during night time in the Screenshot Menu
Fixed Enrichment layout in the Animal Info panel not refreshing properly when switching between animal selection Achievements
Fixed achievements: “Menagerie Manager”, “Noah’s Park”, “Exhibit A” and “Exhibit B”
Performance

Several performance improvements have been made to the tutorial scenario
Slightly improved rendering and CPU performance of far away dung mounds