Welcome,
park managers!
Thank you all so much for your feedback over the first week of Beta. We'll be working hard to add new content and improve Prehistoric Kingdom before our Early Access release in April, 2022.
Additions
- Buildings & Scenery
- Backstage Door 1
- Backstage Door 2
- Modern Door 1
- Modern Door 2
- Modern Door 3
- Rustic Door 1
- Rustic Door 2
- Rustic Door 3
- FX Fire
- FX Waterfall & Splash
- FX Smoke
- Foliage
- Redwood variants (2, 3, 4)
- Scots Pine variants (2, 3)
- Construction
- Added Ctrl+A as a keybind to quickly select all the pieces inside an edited group
- Added quick modular object scaling functionality - hold Left Alt to scale an object, tap to reset its scale
- Audio
- Small Ceratopsian family sounds added to Protoceratops
- Readded foliage painting audio
- Music
- Added new idle/wonder track
Changes
- Animals
- Improved animal pathfinding at lower framerates
- Buildings & Scenery
- Removed noise from rough statue material
- Reduced emissive brightness of brand signs
- Foliage
- Adjusted horsetail shading and impostors
- UX/Balance
- Updated Help menu text to include Excavations and remove Alpha references
- Added quick Excavations access toggle on the left side of the screen
- Reduced excavation sites purchasing costs
- Increased income from guest facility usage
- Fixed UI issue that caused the wrong cost to be displayed in the preview panel of some modular items
- Added ability to disable weather transitions through the weather menu
- Set item rotation snap default to disabled
- Rendering
- Adjusted fog distances and general level haziness
- Adjusted grass color saturation and alpha cutoff
- Adjusted AO effects
- Audio
- 3D sound size now shrinks over distance to better spatialize animals when not up-close
- Adjusted distance attenuation on small Ceratopsian sounds
- Reduced volume of sleeping Mini-Aviary creatures
- Random wildlife now use distant reverb instead of local area
- Music
- Soundtrack volume should be more consistent across tracks
Bug Fixes
- Critical
- Loading a new level will now reset the terrain, setting a much prettier scenery overall
- Buildings & Scenery
- Fixed wrong pieces on the round stone walls
- Fixed inverted normals on the vertical wooden wall style
- Construction
- Fixed a critical issue that caused prefab placement corruption
- Fixed issue that caused mini aviary animals to disappear once the mini aviary style is changed
- Fixed modular grid graphic sizing issue
- UX
- Save game previews now display a more accurate overview of the park, including rendered modular items
- Fixed animal naming
- Fixed modular grid graphic offset when entering modular edit mode
- Fixed issue causing the animal navmesh preview graphics to get stuck when exiting overview mode
- Fixed screenshot mode initializing with wrong values
- Audio
- Fixed random wildlife layers not panning left and right
- Fixed issue that caused action audio to get stuck on a loop
- Fixed item placement not sending to stereo reverb channels
- Music
- Fixed soundtrack carrying over into the main menu
- Fixed soundtrack cutting out during musical pauses or low dynamics
Performance
- Improved rendering performance during night-time, framerate should now be more consistent regardless of time of day
- Reduced drawing distances for some items, this should hopefully improve performance for lower end machines
- Reduced shadow cascade count, creating a slight rendering performance boost
- Slightly reduced overall rendering cost of clouds, while improving lower setting cloud graphics
Notes VFX particles currently render through fog, creating odd depth issues depending on the viewing angle and weather conditions. As this is an issue relating to the engine, we do not have an ETA for a fix, though placing solid objects behind particles (e.g. rocks) can help to alleviate depth problems.
Thumbnail screenshot from Discord user Warpth.