12 days ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
12 days ago - Blue Meridian - Direct link


Welcome, Park Managers!

This hotfix resolves additional issues reported by the community as well as expands the Help menu with a new section for Park Issues.

Please send your feedback and bug reports to our Discord server's[discord.com] appropriate channel. Thank you!


PSA: Animal Info Signs

This hotfix makes Animal Info Signs more reliable by streamlining their data for saving and loading. To facilitate this transition however, we had to phase out all the existing info screen save data.

Players will be required to re-assign animals to their info signs and save their game. We apologise for this inconvenience!

Full Patch Notes
Additions
  • UI/UX
    • Added Help articles for Park Issues
    • Added section to the Terraforming Help article that mentions how to remove specific pieces of foliage
Changes
  • Balance
    • Lowered purchase price for Microraptor and Archaeopteryx
  • Animals
    • Removed the backwards look around animation from Argentinosaurus, Brachiosaurus and Camarasaurus until a better solution can be put in place
    • Added the Grassland biome to the following animals:
      • Apatosaurus
      • Brachiosaurus
      • Brontosaurus
      • Camarasaurus
      • Dryosaurus
      • Paraceratherium
      • Torvosaurus (tanneri only)
    • Adjusted minimum exhibit sizes for the following species’ default grouping size. Most of these were significantly reduced:
      • Ankylosaurus: 2,000m2
      • Coelodonta: 1,200m2
      • Coelophysis: 600m2
      • Dilophosaurus: 1,100m2
      • Dryosaurus: 732m2
      • Elasmotherium: 1,300m2
      • Leaellynasaura: 435m2
      • Mammuthus: 1,904m2
      • Panthera: 700m2
      • Plateosaurus gracilis: 994m2
      • Plateosaurus trossingensis: 1,704m2
      • Protoceratops: 650m2
      • Psittacosaurus mongoliensis: 475m2
      • Psittacosaurus sibiricus: 401m2
      • Psittacosaurus sp.: 250m2
      • Scelidosaurus: 734m2
      • Smilodon fatalis: 600m2
      • Smilodon populator: 800m2
      • Sinotherium: 1,300m2
      • Velociraptor: 550m2
    Buildings & Scenery
    • Adjusted collider for Cedar Siding Wall Pillar 4m
    • Gate modules will no longer cause groups to snap to fences if that group contains any non-decoration or non-enclosure-related modules
  • Foliage
    • Increased forest contribution of Acacia 1, 2 and Marula 1, 2
    • Decreased forest contribution of Yucca Tree 2
  • UI/UX
    • Improved placement states readability by extending the placement actions’ tooltips to include more information about the validity of the current construction
    • Animal, Staff, and Guest welfare displays will now show accurate fill levels, even in sandbox mode, but will always display as green to indicate that a low welfare bar won’t actually have any negative impact on the park
    • Renamed Park Issue: ‘Module Logistics Unfulfilled’ to ‘Pending Logistics Transfer’
    • Renamed Park Issue: ‘Park Logistics Unfulfilled’ to ‘High Resource Demand’ and disabled it temporarily until we add a Logistics overview screen to the Park Services menu
  • Post Processing
    • Removed CTAA option from the Antialiasing quality, as it was causing unwanted visual effects
    • Sharpened default TAA
    • Adjusted the game’s Ambient Occlusion for a higher visual fidelity. This has a major effect on shaded geometry (such as interiors)
Bug Fixes
  • Crashes
    • Potentially fixed some crashes caused by moving and placing large modular prefabs
    • Fixed a crash related to guest animal visibility
    • Fixed a crash occurring right after loading a large park
    • Fixed a critical application hang when demolishing a large amount of pieces from a large modular group
  • Critical
    • Strengthened checks for removing Animal Nursery preview assets, corresponding to previously viewed animals. This should properly resolve a bug that would cause 2 or more animals to be previewed in the Animal Nursery at the same time
    • Patched a rendering issue that would cause the camera FOV to not be applied correctly, resulting in weird rendering artifacts on water especially
    • Fixed inconsistency around updates to the navmesh
    • Animals loaded with invalid positions will now be recovered
    • Fixed a bug that could cause the guest walkable area to calculate incorrectly and break all visitors
  • Animals
    • Fixed animals getting stuck at the edge of water
  • Staff
    • Fixed several bugs leading to staff not properly taking up necessary tasks
    • Fixed the way staff gates connect to the navmesh, which should prevent them from teleporting onto roofs
  • Guests
    • Further fixed guests ability to recover when you change the environment around them, they should no longer reset to the entrance
    • Fixed a bug with animal viewing
  • Buildings & Scenery
    • Fixed visibility for Rustic Log 2.5m and Rustic Log 4m fences
    • Fixed several desync cases for animal info signs - streamlining their data and save/load. This means that in the future, animal info screens should be far more reliable. To facilitate this transition however, we had to phase out all the animal info screen save data, apologies for this inconvenience.
  • UI/UX
    • Fixed camera zoom intensity for perspective camera mode
    • Fixed enclosure button in the Animal Info panel not being enabled when the animal is enclosed
    • Fixed several localization elements throughout the GUI
    • Fixed duplicated keybind elements in the Options Menu
    • Fixed a GUI issue causing all the animals in the Animals Management Menu to have maximum star rating
    • Fixed a Building Menu listing bug that would result in a significant portion of user-downloaded workshop prefabs to not appear in the list
Performance
  • Significant optimizations to the modular system
  • Improvements to fence loading