Prehistoric Kingdom - Update 9 (EA 1.6.14)
Welcome, Park Managers!
Update 9 is now available! This patch introduces 4 new animals, swimming, a new map, biome, as well as a new selection of font styles. Please send feedback and bug reports to our Discord server's appropriate channel.
The team will be working on hotfixes for Update 9 over the next few days in addition to adding a few additional animations that didn't make it into the initial release. This will be our last major update for the year, as the team will be going on a short break over the holiday period.
This release also adjusts our version numbers to better reflect our original versioning scheme, which we were too silly to follow through on. Oopsies!
Your patience this year has been greatly appreciated, and we look forward to sharing our plans for Prehistoric Kingdom with you in January's Dev Diary in 2024. For all the details on what's changed in Update 9, please be sure to read the full patch notes at the bottom of this post!
- The PK Team
Update 9 Features
New Species
Expand your kingdom's collection with 4 brand new species: Ouranosaurus, Muttaburrasaurus, Carcharodontosaurus and Spinosaurus!
Swimming
Take the plunge with swimming! This new behaviour allows animals to cross rivers and explore deep water bodies by swimming across the surface.
Every species has varying degrees of water affinity, meaning that some animals like Spinosaurus frequently try to seek out water, while other species will try to avoid it all costs.
New Map: Tanzania
Build in the heart of the savanna with our new map set in the grassland biome. With sparse vegetation and flat terrain, this location is perfect for builders!
New Biome: Grassland
Adding 9 new types of plants, the grassland biome is one of our most versatile climates yet. Alongside classic trees like the Acacia, the grassland biome also comes with, well... grasses!
New Fonts
A collection of new styles are now available for the modular letter pieces. Coming in a range of different themes, these fonts are the perfect way to change up your park's signage.
PSA: Navigation Changes
Due to the introduction of water-based locomotion, all navmeshes will have to be regenerated! This means that upon initial load, your saved games may take longer to enter. Please resave your games once loaded in.
We have also made slope limit changes to the navmesh, so if you had animals that we were previously stuck in surprising places (e.g. rocks, roofs) you'll have to move them back down to an appropriate area.
Known Issues & Additional Notes
We will be fixing as many crashes as possible as they're reported. Please send feedback and bug reports to our Discord server's appropriate channel.
Muttaburrasaurus is missing Nigel voicelines! We will be adding them next year when we do our next recording session with Nigel
We’re still tuning the render distance for small objects, so some items may disappear sooner than expected
Animals do not animate while in the Nursery due to the new locomotion system. They will animate again in the future
Animal IKs are a work in progress and will be improved in future updates
Animals may jitter when resting or sleeping in shallow water
Guests can pick some pretty funky paths! We're in the middle of reworking our technical backend for path choices, so this will be fixed in a following update
Full Patch Notes
Features
NEW ANIMAL: Muttaburrasaurus
NEW ANIMAL: Ouranosaurus
NEW ANIMAL: Carcharodontosaurus
NEW ANIMAL: Spinosaurus
NEW ANIMAL BEHAVIOR: Swimming
Take a plunge with swimming! Every species has varying degrees of water affinity, meaning some love swimming while others will try to avoid water at all costs NEW MAP: Ngorongoro Crater
Set in a beautiful Tanzanian crater, this map offers flat landscapes with sparse forests and grasses NEW BIOME: Grassland
Explore the new grassland biome with a variety of trees and small shruberry, including highly versatile grass pieces NEW: Text Fonts
Change up the vibe of your park signage with a collection of new font styles
Additions
Gameplay
Added new excavation sites in Africa and Australia:
Elrhaz Formation
Kem Kem Group
Winton Formation Animals
Added mannerism additive animations to animals previously missing them:
Dilophosaurus
Scelidosaurus
Velociraptor Added swimming to all animals: any creature is now able to freely navigate the surface of the water. Animals have buoyancy, making submerging smooth and natural
Animals are able to avoid and seek water navigation depending on their species, making certain animals more water-averse while Spinosaurus and Deinocheirus, among others, love getting their feet wet!
Animals now get visibly wet when entering the water or swimming, with the visual being based on the waterline height relative to body size
Added new animal names from Hausa, Arabic, ancient Egyptian and assorted Aboriginal Buildings & Scenery
Added several Font styles spread across all themes in the game
Added Silhouette pieces for Muttaburrasaurus, Ouranosaurus, Spinosaurus and Carcharodontosaurus
Added Human Keeper Silhouette piece Foliage
Added Acacia 1, 2, 3
Added American Tarwort 1, 2
Added Digitaria Dry Grass 1, 2
Added Digitaria Grass 1, 2
Added Elephant Grass 1, 2 (found in gardening!)
Added Pampas Grass 1, 2, 3
Added Triodia Dry Grass 1, 2
Added Triodia Grass 1, 2
Added Marula 1, 2, 3
Changes
Balance
Buffed the Diesel Generator and Solar Panel Gameplay
New games will always default to Sunny weather for the first three months Animals
Animals can now be placed in water
Increased run movement speed for most animals to better match how they were pre-Update 8
The ‘Vibrant’ Edmontosaurus skin now has subtle iridescence
Decreased overall genetic skin mutation chance Buildings & Scenery
Changed the way fonts are colored by separating emissivity into its own coloring buffer for greater control - the first color slot purely controls their coloration whereas the ‘glowiness’ is now controlled in the second color buffer
Added emissive coloring to the 2nd slot for Silhouette pieces
Fixed Pachyrhinosaurus Silhouette piece
Improved the water VFX pieces Environment
Increased choppy water’s transparency and made it more tropical blue
Adjustments to underwater fog colors
UI/UX
Map selection is now automatically randomized every time the New Game menu is opened in the main menu Post Processing
Reduced overall bloom intensity Audio
Brought back animal footstep audio events from prior game versions
Wading sounds when walking through water should better reflect the size of the animal
Footstep terrain materials should sound more correct for small animals
Adjusted the camera’s water entry/exit sounds to be softer at slow speeds
Adjusted some ambient frequencies while underwater or during rain
Adjusted sharp frequencies on small metal fence placement
Stopped ambient birds from playing while in the Nursery
Ambient animal sounds in the Nursery are now more audible
Bug Fixes
Critical
Fixed a major memory leak in pathfinding, should help with the excessive performance loss over time while playing!
Fixed various smaller memory leaks Animals
Fixed an animation bug that could cause animals to get stuck Foliage
Fixed missing collider on Mangrove 1 Environment
Fixed fresh water specularity UI/UX
Improved globe scaling in the main menu so that the map selection globe won’t overlay on other GUI elements anymore
Fixed a building menu issue causing the ‘Enrichment’ and ‘Gardening’ sections to not properly load
Fixed an issue causing the time of day and weather cycles to not automatically loop in Challenge Mode
Fixed an issue causing the destruction icon and notification to not properly refresh themselves after repairing structures Rendering
Fixed a visual glitch resulting in shadows not updating properly for different modular styles Audio
Fixed an issue introduced in Update 8 that prevented some niche audio events from triggering (tail, throat, etc)
Fixed an issue introduced in Update 8 that would cause some sounds to end abruptly
Fixed offset audio for Edmontosaurus unique behavioral one shot
Performance
Massively improved modular loading performance, overall reducing loading times and responsiveness
Improved draw distances of modular objects to be more optimal and to better reflect individual piece scale
CPU Optimizations
Minor Memory Optimizations
Particle Effects Optimized