about 3 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/666150/announcements/detail/3001060730875961313]here[/url].
about 3 years ago - Mau - Direct link
Welcome, park managers!

Like we mentioned last, this 2nd update tackles a variety of navigation and stability issues. Most fixes revolve especially around guests, which should stop ignoring player-created barriers and obstacles, for the most part. Or maybe not. They are free spirits.

Bug Fixes
  • Animals
    • Relaxed navmesh constraints for Nasutoceratops and Styracosaurus, now allowing them to walk underneath archways.
    • Animals can no longer vocalize when sleeping and broadcasting.
  • Guests
    • Improved pathfinding navmesh generation for guests.
    • Guests no longer path on and get stuck on top of rocks.
    • Guests should no longer fall through the floor.
    • Guests should no longer freeze in place for long periods of time.
    • Guests should no longer walk through obstacles and fences.
    • Deleting a path will now teleport the guests on it back to the park entrance.
    • If guests get stuck somewhere they shouldn’t be, they will be teleported back to the park entrance.
  • Construction
    • Fixed issues that might have led to mis-aligned grid-bound wall pieces.
    • Fixed a modular issue that prevented selection for newly duplicated pieces.
    • Fixed the false bottom for Rock Cluster 1 and Rock Cluster 2.
  • UI/UX
    • Changed FPS limit to account for VSync, and dynamically change depending on the screen’s refresh rate. By default, FPS limit in the option menu is now set to the max screen refresh rate, so users might need to re-apply changes.
    • Making a new save game will now show up in the save list immediately after.
    • Resolved lighting artifacts on distant terrain.
  • Misc.
    • Fixed freezing when saving the game.
Changes
  • UI/UX
    • Updated the group editing GUI, this should make it clearer that a modular group is currently being edited.
    • Disabled quick loading.
  • Audio
    • Increased fade-in time on Tyrannosaurus broadcast when far away.
  • Misc.
    • Drastically improved current Anti-Aliasing solutions. Not only does the default TAA look better, but FXAA and SMAA now provide viable options that improve upon the default. It is recommended to play around with these settings to get the most desired AA look.
Additions
  • Animals
    • Added grazing behaviours to Nasutoceratops and Styracosaurus.
  • Buildings & Scenery
    • Added 1m and 2m Stairs to the ‘Walls’ modular menu. Like other wall pieces, their texture and model change based on the selected material.

    • Added path snapping to building entrances. While this is a temporary solution until foundation snapping is fully implemented, it should aid with connecting areas of the park together.
  • UI/UX
    • Added a navmesh preview to the management view menu (which can be accessed through the dashboard on the left side of the screen). Selecting an animal will display its traversal area. NOTE: This is not a completed feature. At the moment, the preview is only generated for a short radius around an animal. In the future, we also plan to give the selected animal a highlight graphic for ease of use.

    • Added camera edge scrolling and respective settings in the 'Camera' section of the options menu.
    • Animals are now placeable on modular items, if the navmesh is valid.
Notes It is a known issue that audio for ceratopsid grazing currently plays independent of the game's current time scale. This will be addressed in the future.
Since we've done major changes to the ways navmeshes are generated on load, loading a save created prior to this patch might take a little longer than usual. This will only occur for the first time loading said save.

We hope you'll enjoy the changes we brought to the table with this patch! While we might release fix patches here and there, this is going to be the last major update until Beta. We regret that animal eating and drinking has not been included throughout Alpha, as it would have required core improvements of the animal locomotion system in order to deliver more satisfactory results. Simply put, we feel it's a better idea to move promptly onto full-time Beta development, and make the needed improvements during this period.
As always, you can rest assured we will be showing off more progress through our future devlogs.





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