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Wednesday, April 16, 2025 11:28:01 PM

PTB: Patch (1.14.31)







Welcome, Park Testers!
This PTB release adds an updated Torvosaurus model, a new social tab to the paleopedia, smooths out animal locomotion and updates the social needs for all animals! We've also deployed fixes for issues pertaining to herding. Joining a herd will now interrupt an animal's current state, reducing the "scattering" effect reported by players. They will also no longer space themselves equally around the leader, congregating in a wider space instead.
A new behavior has also been added: play chasing! When an animal wants to socialise, there is a small chance to initiate play with another animal, chasing them in a circular area. This behavior is more common in babies than adult animals and only applies to more social or active species.
First Person Mode is also now accessed through a button next to the camera settings, making it easier to jump in and out. Of course, players can still use Control + T as a shortcut. Various fixes have also been deployed, so please give the full patch notes a read!
How to Access the Public Testing Branch (Experimental!)



The 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


Critical: modular lighting is not recolorable
Issue: animal avoidance is currently broken, so animals can end up walking through each other
Issue: additive animations can trigger during one shots or right before animals go to eat/drink/rest. We would like to stop this from happening to prevent jank
Issue: animal animations in the Animal Nursery are currently broken due to the addition of babies, we will be fixing this

Full Patch Notes




Features
NEW BEHAVIOR: Animal Play Chase
When an animal wants to socialise, there is a small chance to initiate play with another animal, chasing them in a circular area. This behavior is more common in babies than adult animals and only applies to more social or active animals.Additions
Animals
Added baby and trot locomotion animations to Ankylosaurus
Added baby and trot locomotion animations to Dilophosaurus
Added baby and trot locomotion animations to SmilodonUI/UX Added an Enrichment tab to the animal Info Menu. Animal enrichment currently consists of Stimulation, provided by enrichment items, and Social Interaction, given by herd group members. At this moment, Stimulation is always maxed out until we can implement more enrichment items in Update 15
Added a Social tab to the animal paleopedia, detailing animal grouping information and family behavior
Animals now use separate hero renders for the Animal Nursery
Animals now have dedicated skin thumbnails for the Animal Nursery
Added onto and improved the Options Menu:
Changed the visual style for the menu and re-ordered settings categories, based on immediate relevance
Added new first person setting in Audio - First Person Radio Effect, which can toggle a radio filter to the game’s music when using First Person Mode
Added new first person setting in Camera - First Person FOV
Added new first person setting in Camera - First Person Sprint Toggle, switching the control scheme for sprinting to use either a key hold, or a key press
Added new first person setting in Camera - First Person CrouchToggle, switching the control scheme for crouching to use either a key hold, or a key press
Added new first person setting in Camera - Hide Crosshair
Added new GUI setting in Interface - Temperature, switching the game’s temperature labels between Celsius, Fahrenheit and Kelvin
Added new GUI setting in Interface - Distance, switching the game’s measuring labels between metric and imperialAdded new notifications for various events in the park: Starting Welcome message directing players towards the playable tutorials
Notifications for animals reaching adolescence and adulthood
Negative park balance message
Insufficient funds for science projects (excavations or researches)
Park Rating star gainAudio Added baby calls to Juxia, Paraceratherium, Smilodon, Acrocanthosaurus, Carcharodontosaurus, Dilophosaurus, Deinocheirus, Plateosaurus, Velociraptor and Spinosaurus (includes the occasional crocodile chirp from the trailer) Baby appropriate growls will be added closer to U14's releaseChanges
Gameplay
First Person Mode: movement controls are now tied to the general movement keybinds
Park Issues should now be able to resolve while the game is paused
Science Teams are now automatically acquired once their specific unlock rating is reached Animals
Updated Torvosaurus - changed body morphology, skeletal proportion and animations. The new Torvosaurus should be more anatomically accurate and in line with the quality of the other animals in the game
Improved fluidity of animal locomotion generally
Animal groups will no longer try to space themselves equally around the leader, instead they will congregate in the widest navigable space within range of the leader
Animals will now interrupt their current state when joining a group, so they shouldn’t scatter so much when first placed together
Reduced frequency of Velociraptor calls and their wing flap + jump animation
Reduced zoomies frequency for Triceratops adults
Updated social needs values for all animals
Increased maximum communication interval for medium-large species, leading to less frequent calling
Edmontosaurus now opens its mouth wider when callingBuildings & SceneryAll decorative door pieces will no longer cut the nav mesh, allowing both animals and guests to walk straight through them. This does not apply to staff gates! Construction
Made advanced modular tool gizmos slightly thicker
Significant changes to modular construction: unless expressly blocked by gameplay logic, groups can be freely rotated and scaled, with the transformation being applied in perpetuity. This means that groups will now retain their local transformation axes upon being edited. This also means that group scaling and rotation is now registered in Undo/Redo UI/UX
Moved the ‘First Person Mode’ access button outside of the Camera Menu, to the bottom right of the main HUD
Input system change: any mouse orbit input will now cancel out any mouse panning input
Re-introduced Excavations Menu worldmap clamping, which was previously removed due to a math glitch that has now been fixed Audio
Gate sounds should no longer be muted when time is pausedBug Fixes
Critical
Fixed a dangerous bug in the animal AI that could potentially allow animals to walk off the navmesh
Blocked placement of animals while the navmesh is recalculating
Animal placement is no longer allowed for animals that are still loading
Animal placement will also ensure the animal is actually placed at the proper position when you click
Fixed human animation system call after a human instance was removed
Gameplay
Fixed module accessibility not being respected by enclosures, causing certain park issues like No Accessible Food to get out of sync with the state of the world
Animal dung will no longer load in sandbox parks where dung is disabled
Fixed a bug in navmesh baking that was preventing open areas from being navigable under very specific circumstances Animals
Fixed an error in the animal AI that could potentially disable individual animal AIs’
Animal social groups should have an easier time forming outside of exhibits
Animal groups can no longer consist of less than two individuals
Fixed a bug causing animals to not sleep on haybeds
Fixed Nasutoceratops walk cycle arm snapping
Fixed various adult animals being able to play baby callsGuests Fixed visitors searching for amenities near the map origin instead of their destination position
Fixed visitors clumping at shop interaction points when approaching from a distance
Fixed bug which was preventing visitors from running to the bathroom when their need is great
Staff
Fixed staff trying to navigate on top of the Staff Center if there were no Visitor Spawners in the park
Fixed a staff dispatch error that could have been causing feeders and other logistics jobs to be ignored Buildings & Scenery
Fixed strawbeds not prompting an enclosure module recalculation Foliage
Fixed a bug which prevented plants being removed from the ground-attached list when they were destroyed Construction
Fixed a bug introduced with the last patch, causing incorrect axis locking for the modular tool gizmo, leading to free rotation of items that shouldn’t allow it UI/UX
Interacting with gates in first person mode while the game is paused will now play the open/close animation
Fixed Animal Nursery grid appearing through the Keeper modelPerformance
Reduced a lot of unnecessary logging
Fixed a source of performance deprecation over session time
Slightly improved loading times for saves with many modular groups