PTB: Update 14 Begins Testing!
Welcome, Park Testers, to this very special public testing update!
This early version of Update 14 includes baby animals, seamless growth, animal herding and first person mode. We are expecting to launch this update on April 24, so there'll be a lot of time for bug fixing and adding all the missing animations and sounds.
While this is all still very work in progress, we are looking for feedback in these areas:
Animal growth speeds (too fast/slow?)
Animal food intake (do babies eat too frequently/not enough?)
Staff reliability (are staff doing their jobs?)
There's quite a lot that's changed, so be sure to read the full patch notes below to see everything that's new!
PTB Features
Up first, baby animals and seamless growth! This feature is available for 49 out 58 species with all of them at varying stages of completion.
Players can choose to breed animals at any age or even stunt their growth early, preventing them from maturing into adults. Various growth speed options further allow you to tweak just how long it takes for babies to grow up!
Animals are also now capable of creating herds and family units, moving together and following the group leader's actions. Until reaching adolescence, baby animals can be adopted by an older individual, following them until they're ready to join a social group.
This is especially enjoyable to watch with our work in progress locomotion V3, an enhanced movement system that aims to smooth out transitions and give every species a trot animation. Herding and locomotion are areas that we'll continue to work on until full release, so expect to see some oddities.
You can also get up close and personal with the brand new First Person Mode! Open gates, sit on benches and look through binoculars as you rediscover your park from a new perspective.
What is NOT included in this PTB?
As of this release, the following animals do not have their ontogeny enabled. They will be added as their baby skins are finalized:
Acrocanthosaurus
Carcharodontosaurus
Torvosaurus tanneri & gurneyi
Brachiosaurus
Argentinosaurus
Muttaburrasaurus
Iguanodon
Styracosaurus
Scelidosaurus
When it comes to audio, we will be working to give every animal unique baby calls and add their various chirps throughout the PTB. Adolescent animals have not been given much attention yet, so expect them to sound much like adults for now. Unique baby animations are also missing audio.
Broadly, here's a list of the various things that we want to add or change for the final Update 14 release:
Retake Paleopedia/Animal Info Sign screenshots for alt species that have been updated
Updating animal thumbnails to include babies, male/female skins and genetic mutations
Updating genetic variation and mutations to look better
Updating tutorials to include information about ontogeny
Fix Nursery idle animations
Fix swim animation speeds being overly fast for all species
Add help articles for no food, no water and restricted growth park issues
Add more detailed information about social needs and behavior in the Paleopedia
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
Note: social group formation works best for animals that are contained within a habitat
Critical: modular lighting is not recolorable
Critical: animals are teleporting quite a lot according to early testers, please let us know if you can find steps to reproduce this reliably
Issue: herding cohesion is currently broken, so animals can end up standing too close together
Issue: animal avoidance is currently broken, so animals can end up walking through each other
Issue: animals in a herd can get stuck constantly getting up/down if they don't need to rest but their herd leader wants to. This should resolve itself eventually, however
Issue: animals can sometimes snap into their walk cycle or other animations instead of doing so organically
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: many species may have bad color variation or ugly mutations. We are currently going through them one by one using a new method which looks better
Issue: animal animations in the Animal Nursery are currently broken due to the addition of babies, we will be fixing this
Issue: the game may freeze every so often, we are currently investigating the cause of this issue
Full Patch Notes
Features
NEW FEATURE: SEAMLESS ANIMAL ONTOGENY
Animals can now be incubated in the Animal Nursery at any point in their ontogeny (growth cycle), and seamlessly grow into adulthood. Incubation gameplay has been re-balanced to make adult animals less economically viable in the early game.
Throughout their growth, animals change in real time:
Proportions - younger animals are usually lankier, sporting larger extremities and facial features in rapport to the body
Skin & Coloration - all the baby animals have different patterning and colorations when young, gradually transitioning those into their adult colors. Some babies, like most theropods, are feathered even if the adults aren’t!
Animations - young animals move around differently, using their own bespoke locomotion animations. Most species even have specific play actions
SFX - animal sound scales with maturity, with infants sounding chirpier and higher pitched than their adult counterparts
Behavior - as babies, animals form clutches and follow their adopted family around the parkThrough the Animal Nursery and various game settings, players are now able to control:
Animal Neoteny
Animal Growth Speed NEW FEATURE: Animal Herding and Social Groups
Animals now form social groups! Depending on the species, they’ll follow their group leader and synchronize behavior (eating, drinking, resting, etc.) to varying degrees. Infants can also be adopted by adult animals, though they won’t contribute to a social group until reaching adolescence. If infants cannot find an adult, they’ll stick together regardless.
NEW FEATURE: First Person Mode
A first person mode has been added to the game, accessible from the camera menu (bottom right of the main HUD). This new game mode allows for two alternative play styles:
GUI ON: toggleable by having the game GUI on screen. This allows for the full creativity suite while in first person
Full interaction: normal Prehistoric Kingdom gameplay is disabled, while new interaction is unlocked: the player can interact with fence gates, seating, binoculars, and more! NEW CHANGE: Animal Locomotion v3
Animal locomotion has been improved once more with the intent to tidy up and polish the movement introduced in Update 9. The following have been changed/added:
All animals now have trot animations
All animals now have baby animations
Animals will now move between walk, trot and run more discretely, preventing animation blending from happening for too long
Animals will now generally transition between all animations more seamlessly
Animals will now have a chance for zoomies, causing them to run around their paddock. This is more likely as a baby and varies per species
Animals are less prone to slowing down while moving forward NEW CHANGE: Animal Socialization and Awareness
Animals of the same species will now talk to each other, issuing a call and response. This cannot happen if animals are unable to see one another. If their welfare is too low, animals will play a sad call. If their welfare is extremely low, they’ll play an angry call.
NEW CHANGE: Improved Animal Sexual Dimorphism
Many species such as Triceratops, Styracosaurus and the Mammoth now feature physical sexual dimorphism, giving females shorter tusks, horns and a more gracile appearance
NEW CHANGE: Improved Animal Alt Species
Updated the models and proportions for the following animals to make them more distinct:
Apatosaurus and Brontosaurus
Charonosaurus, Parasaurolophus cyrtocristatus and walkeri
Juxia, Paraceratherium bugtiense and transouralicum
Psittacosaurus sp, sibiricus and mongoliensis
Smilodon fatalis and populator
Camarasaurus grandis, lentus and supremus
Pachyrhinosaurus canadensis, lakustai and perotorum
Elasmotherium and Sinotherium
Plateosaurus trossingensis and gracilisAdditions
Gameplay
With the addition of animal ontogeny, we restructured the Biology research tree to account for various new animal features. The following research items were added:
Accelerated Ontogenic Synthesis - improves pricing and timing requirements for breeding full adult animals
Induced Androgenesis - ability to breed male animals in the Animal Nursery
Rapid Genetic Replication - multiplies the breeding speed of animals in the Animal Nursery by 100%
Hyper Genetic Replication - multiplies the breeding speed of animals in the Animal Nursery by 200%
Suppressed Ontogeny - enables stopping an animal’s growth at a chosen moment in its growth cycle
Ontogenic Regulation - enables modifying an animal’s growth cycle speed
Capacity Protocol #1 - Increases the Animal Nursery capacity to 10 slots
Capacity Protocol #2 - Increases the Animal Nursery capacity to 15 slots
Dynamic Replication Allocation - Increases the Animal Nursery capacity to 60 slots
Added new Park Issue for staff not being able to access an enclosure
Added new Park Issue for animals not having enough room to grow
Added new Park Issue for shops not having a cashier present
Added new Park Issue for not having a Compost Heap in the park
Checklist Park Issues now have click-through behavior to quickly place the required module Animals
Animals will now consider their vertical reach when deciding which feeders they can use (primarily affecting the Tall Feeder). This is influenced by their current size, so infant sauropods will need ground food to start out with. Animals which can access high food sources will prefer them
Added an idle shake and additive head throw animation to Megaloceros UI/UX
Animal portrait icons now better reflect the animal’s current visual state, with distinct icons for each skin, sex, age, and genetic skin mutation. This is applied throughout the entire GUI
Added a Biology panel to the Animal Info Menu, reporting current animal statistics such as age, maturity, length, mass, etc.
Added a Social panel to the Animal Info Menu, displaying information about the animal’s current social and family groups, if relevant
Added an icon to the Animal Info Menu header to indicate the animal’s sex
Added selection cycling buttons to the Animal Info Menu header, allowing players to quickly switch between animals of the same species if the animal isn’t contained, or animals of its exhibit if the animal is contained
Added a confirmation window that appears when selling animals, notifying the player of the refund sale price
Animal Management Menu: added the ability to select multiple animals and sell them with a single click
Animal Management Menu: added a ‘Most Popular Animal’ widget on the left sidebar, displaying brief information about your park’s most popular animal and focusing it on click
Animal Management Menu: the ‘Locate’ button on the habitat headers now actually selects and focuses the relevant enclosure/habitat
Added new keybind: ‘Toggle First Person Mode’ set by default to LeftControl+T
Added new keybind: ‘Switch Item Next’ set by default to RightBracket
Added new keybind: ‘Switch Item Previous’ set by default to LeftBracket Audio
Added a number of new UI sounds to various buttons and sliders to improve the user experience, replacing many of the old sounds
Added ambient building sounds to the Fossil Depot, Research Station and Staff Center modules
Added growls to T. rex eat Music
Added dynamic variants to many tracks, changing the musical fullness/arrangement depending on the time of day, park rating, weather or building activity
Added dynamic and semi-procedural pause music (around 25 minutes of material that plays randomly and adjusts layers depending on player input and location)
Added 2 new Ambient tracks:
It’s Yours (2:52)
Night Life (3:56) Added 2 new Building tracks:
Evolution (1:55)
World’s Greatest Potential (3:43) Added piano variants to 2 Ambient tracks: The New World (1:42)
Perniciem (2:10) Entering first person mode will cause music to sound radio-like and filtered. This can be turned off in the game options
Changes
Balance
Animals have received a substantial round of rebalancing:
All animal costs have been re-tuned, with a higher overall cost ceiling. Animal pricing is now fully automated, with costs being mathematically based on the animal’s mass and perceived popularity
Animal pricing is now plastic, changing in real-time over the animal’s age and taking into account the animal’s appeal. High appeal animals are now worth more in-game money, which is reflected when selling individuals
Rebalanced animal base appeal points to be mathematically based on the animal’s mass and perceived popularity
Animal base appeal now slightly varies for each individual, based on their current mass
Increased animal starvation and dehydration time by 2x and 1.5x respectively, making animals eat/drink less frequently Base price for science projects (excavations, research items) is about x2 higher
Additional funding levels in the Excavations Menu now have a higher cost, but also a higher fossil yield Gameplay
Excavation system: animals can now be found in multiple excavation sites. When a species is unlocked in a specific site, that will update in all the other sites that species is present in. This currently extends to:
Kökşetau Fm. has been replaced with Kozhamzhar Fm. where Elasmotherium and Mammuthus can be found.
Psittacosaurus mongoliensis is now found in Dushihin Fm. and Jiufotang Fm.
Edmontosaurus regalis is now found in Prince Creek Fm. and Horseshoe Canyon Fm.
Vilyuy River has been re-added to the game, containing Coelodonta
Yamal Peninsula has been re-added to the game, containing Mammuthus and Elasmotherium Animal creation: each animal instance now progresses asynchronously in the Nursery Holder
Added the ‘Animal Aging’ gameplay setting: this can completely disable animal aging in Sandbox Mode
Added the ‘Animal Ontogeny Speed Multiplier’ gameplay setting: this is a global value that affects all animal growth speeds in Sandbox Mode, as long as their growth speed isn’t set to ‘Realistic’ Animals
Animal AI now has a more advanced planning and execution model, allowing them to “think” about new things while still performing their current state, which prevents them from constantly being interrupted by thoughts they can’t currently execute on anyway
Animals will perform animation one shots at the end of their pathfinding, rather than stopping randomly
Animal locomotion speeds more accurately reflect their raw animations, leading to overall faster and more alive feeling animals
Animals will now remain in a single move animation (Walk, Trot, Run) rather than sitting at an awkward blend between two
Updated neck posture for Megaloceros eating and grazing animations
Updated various locomotion animations for:
Coelodonta
Dilophosaurus
Coelophysis
Dryosaurus
Psittacosaurus
Edmontosaurus
Lambeosaurus
Iguanodon
Parasaurolophus
Nasutoceratops
Pachyrhinosaurus
Styracosaurus
Triceratops
Tyrannosaurus/Tarbosaurus
Acrocanthosaurus
Carcharodontosaurus
Torvosaurus
Deinocheirus
Paraceratherium/Juxia Improved model weight painting quality for most animals
Improved estimated data for animal mass
Improved navmesh margins to reduce animals getting stuck on tight corners
Animal selection input is now far more accurate
Improved genetic color variance across all species, with more accurate albinism and melanism, and several new leucism coloration types Guests
Guests will now spawn and use only one contiguous park area, whichever is largest. Multiple spawners are still valid, but only those which are connected to this largest area. Previously it was possible to create multiple disconnected sections of a park, and guests would become confused trying to navigate to attractions in another area. This affects module accessibility, the visitor navmesh preview, and the visitor areas used for Park Beauty calculation Environment
Improved distant terrain rendering quality by accounting for texture bump in the resampling mechanism: this means more distant ground textures will appear more detailed
Improved terrain texture fidelity, lowering the scale of most textures to look better next to babies and small animals. This may result in more tiling in specific circumstances, but we feel this is a worthy sacrifice
Desaturated wetland sand texture and adjusted the wetness of mud
Decreased visual clutter of snow particles
Reverted lighting clamping during the early morning and late evening
Night is now less overwhelmingly blue with better visibility in moonlight and while looking top down Foliage
Updated kapok and coconut palm impostors
Reduced alpha cutoff for distant coconut palms and tree ferns, allowing them to maintain their silhouette and better cast shadows
Slightly increased wind simulation intensity UI/UX
Reduced minimum brush size for terrain painting to 2, from 5
UI Transparency now can’t be accessed while the Management Menu is open
Improved sun lighting transition when going into the Management Menu
Issue state icons now have 1:1 parity with park issue notifications
Staff and Visitor inaccessibility park issues will not show up if there are no staff centers or visitor spawners
The Loading bay and Storage buildings will no longer generate Module Logistics Unfulfilled park issues
Notification popups can now show over the management menu
Overview popup audio now only triggers the first time a new popup is created
Modular gimbal GUI: clamped at the edges of the screen
Modular gimbal GUI: further offset positioning so that the buttons don’t overlap with the gimbal editing axes
Animal Paleopedia: the ‘Thoughts’ page now preview character voice lines
Changed behavior of the bottom-left park stats buttons to open/close their relevant menus based on current context
Clearing all notifications in the Notification Menu now automatically closes the panel Post-Processing
Reduced SSR roughness, resulting in less-green foliage during rain Audio
Adjusted entire audio mix, resulting in an overall louder and more cohesive experience
Adjusted Nasutoceratops social response calls to better fit the animation
Drag sounds for fences, paths and modular objects are now more responsive
Park Services ambience is now ducked when assigning Science Teams to excavations/research or hiring staff Music
Extended 1 Ambient track:
The New World (1:53 > 2:23) Updated the mix and arrangements of several tracks to match the styling of Volume 1’s soundtrack release. Most current in-game music will receive similar updates!
4 Ambient tracks: All For Them, A Walk In The Park, Dawn Chorus, The New World, Perniciem
3 Building tracks: Visitors On Main, Ingenuity, Build Sleep Repeat Changed gameplay music algorithm to be entirely based within FMOD
Music now sounds more distant, echo-y and lacks low frequencies at nighttime
Music will not stop playing when entering the Park Services dashboard and will instead sound distant
Music will lower in volume when at ground level if the player is not building
Intro music will now fade in at a lower volume when starting or loading a gameBug Fixes
Critical
Fixed ambient audio duplicating itself upon specific circumstances, potentially crashing audio or the game
Fixed a critical GUI exception causing the staff management menu to not properly populate itself with staff entries, when certain staff members have null assignments
Fixed an issue causing the park name text in the Management View menu to default to “Prehistoric Kingdom” upon loading a save, instead of the saved park name Gameplay
Fixed staff placement rotation input not working if time is paused
Fixed certain Park Issues not correctly responding to sandbox settings such as disabling Logistics or Dung
Fixed a bug which would prevent a visitor spawner from being usable if it was placed on its own, even after being connected to path
Fixed an issue where unloaded animals in the Nursery would overlap with other animals Animals
Fixed an animal shader issue that could cause certain skins to wrongfully display iridescence
Fixed certain animals such as sauropods being unable to reach their max speed
Fixed Apatosaurus/Brontosaurus neck snap on its rearing animation
Fixed sauropod rolling animations extending longer than intended
Fixed Psittacosaurus eat exit animation
Fixed Pachyrhinosaurus snapping resting animations
Reduced wiggling animation inaccuracies on various animations
Fixed animals using high browsing eat animations when taking from ground feeders
Fixed animals not always being able to drink from shallow water
Fixed animals getting their needs drained significantly on first placement if you had previously sold other animals in the park Staff
Deep rework of Staff Dispatch, which now keeps track of all “Job Sites” such as feeders, shops, enclosures etc. and continuously validates that the correct assignments are being sent out to staff. Should prevent the dreaded lazy staff behavior that has plagued them since their release
Fixed a logical error that allowed laborers to fill feeders if that was one stop in a multi-stop transport assignment Audio
Fixed guests getting stuck in a Donation Task if it wasn’t completable on the first try Buildings & Scenery
Fixed selection collision for Research Station UI/UX
Fixed a collision problem on the coastal map causing the camera’s behavior to be unpredictable at certain positions and angles
Fixed camera jitter during zoom in/out while tracking a moving object
Fixed a timing issue causing certain GUI tooltips to stick on screen
Fixed a minor issue causing the modular style panel from not disappearing when opening the management menu from within modular selection
Fixed tooltip still being open in screenshots
Fixed tooltip text for the animal water preference bar reporting the incorrect preferred values
Fixed timesliced processing on animal breeding within the Nursery Holder, leading to more accurate animal creation timing
Fixed Shara Murun Formation being named Sharamuran Formation
Fixed Landscaping Menu issue causing the selected biome preset to not paint the correct foliage when the menu would be opened for the first time in a session
Fixed a weather menu bug causing the ‘Cycle Weather’ toggle to be auto-selected upon closing the menu
Modular gimbal GUI: fixed first-frame-glitch effect when entering modular edit mode
Modular gimbal gizmo: fixed washed out graphics, restored full colors
Fixed layout refreshing in the options menu, when changing sandbox settings
Fixed slider handles in the options menu
Fixed slider handles in the screenshot menu
Fixed slider handles in the landscaping menu
Fixed Module Inaccessible park issues from showing up when a feeder or shop is simply empty
Fixed an instance of layout glitching for overview pop-ups Audio
Fixed numerous UI buttons with incorrect sound events
Fixed Carcharodontosaurus broadcast being inaudible beyond 64 meters
Fixed missing audio events for a few Triceratops, Velociraptor and Paraceratherium animations
Fixed offset audio events for Coelophysis
Fixed potential issue where multiple skin layers could repeat over themselves
Fixed an issue causing the modular ‘moving’ sound to be stuck on during grid placement Music
Corrected overly aggressive file compression for brass in The Miracle of Life, eliminating a ringing soundPerformance
Decreased spikes to GUI rendering when accessing UI transparency and screenshot mode
Improved physics engine performance related to animal selection
Slightly improved modular processing CPU performance
Made significant improvements to the Animals Management and Staff Management menus performance, with list creation being deferred over multiple frames