PTB: Patch (1.10.16)

Prehistoric Kingdom

Take control of limitless power in Prehistoric Kingdom to build, manage and grow the ultimate zoo for extinct animals.

[img]{STEAM_CLAN_IMAGE}/30171105/ea06dec07fe06f74e0b1a43d89849d4068d3e3a2.png[/img] [img]{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png[/img] [img]https://images.squarespace-cdn.com/content/v1/5f5169d31c810e0faa346016/88611ae7-a4f2-479d-8e36-a660b55e3949/Ursus.png[/img] Welcome, [b]Park Testers[/b]! This PTB release adds a work-in-progress version of the cave bear, improves animal viewing behaviour for guests and addresses some feedback for the updated building tools. The bear will be receiving additional sounds, animations and vocalizations very soon! We will continue polishing Update 13 before its release in a few days. Thank you for the help so far! [img]{STEAM_CLAN_IMAGE}/30171105/80644286722d8bf26cf2fa0284f955d01e984841.png[/img] [h3]How to Access the Public Testing Branch (Experimental!)[/h3] [img]{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png[/img] 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. [olist] [*] Right click Prehistoric Kingdom in your Steam Library [*] Go to Properties [*] Betas [*] Select 'ptb_public_testing'[/olist]Please note that [b]it is not recommended to play Public Testing Branch parks on earlier versions of the game.[/b] Please send feedback and bug reports to our [url=https://discord.com/invite/pkgame]Discord server's[/url] appropriate channel. [h1]Full Patch Notes[/h1] [img]{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png[/img] [h2]Features[/h2][list][*] [b]NEW ANIMAL: Ursus spelaeus (work in progress!)[/b][/list][h2]Additions[/h2][list] [*] [b]UI/UX[/b][list] [*] Added an ‘Attraction Points’ tag to the structure button tooltip in the Building Toolbox [*] Re-added the filtering menu to the Building Toolbox, allowing for theme and prefab filtering [*] Re-added global coloring settings to modular selection after player feedback. This goes alongside the granular per-style coloring controls [*] Building Toolbox settings (‘Button Scale’, ‘Pin Toolbox’, and ‘Show Prefabs’) are now saved across all saves and game sessions[/list][/list][h2]Changes[/h2][list] [*] [b]Balance[/b][list] [*] Mini Aviary now has 500 Attraction Points[/list][*] [b]Guests[/b][list] [*] Visitors have a vastly higher chance of viewing animals when not doing something more important [*] Visitors now view animals for significantly longer [*] Visitors now consider the number of binoculars vs animals when selecting how to view them [*] Visitors now leave line queues if they think they are waiting too long [*] Visitors should be less likely to stand on something that is not the correct part of the navmesh [*] Rebalanced spawn rates to be about double the previous base rate, and reduced overall park capacity by about half. There was also a rather steep invisible spawn penalty that reduced spawn rate as guest count reaches the projected population, which has not been removed but has been changed to only begin when current count is above 80% of the projected population [*] Improvements to where visitors decide to view animals from [*] Visitors will now only view animals when they can get close to their enclosure[/list][*] [b]UI/UX[/b][list] [*] The modular style menu can now be resized [*] Properly resolved building menu and modular style menu overlapping with other GUI panels [*] Improved building toolbox search function accuracy [*] Reduced sensitivity of modular gimbal rotation angle snap [*] Changed help link buttons on the Park Issues items to instead be displayed on the issue header [*] The various action panel angle snap sliders now contain all the value granularity from previous updates [*] The ‘Pin Toolbox’ toggle on the Building Toolbox is now selected by default [*] The ‘hover to view items’ panel is now shorter, wider and matches the same style as the header beneath it[/list][/list][h2]Bug Fixes[/h2][list] [*] [b]Critical[/b][list] [*] Fixed a couple bugs where incorrect data could be read when making changes to the navmesh while many paths are calculating, potentially resulting in crashes [*] Fixed the “Sabre Toothed Cat” and “Three Horned Face” Steam achievements not properly triggering [*] Fixed IndexOutOfRange error in LogisticsAnalytics [*] Reduced Burger Size by 10%[/list][*] [b]Guests[/b][list] [*] Fixed buggy animations when getting up from sitting [*] More diverse animation selection when viewing animals [*] Adjusted interact position in small bathrooms so guests aren’t visible from outside while using them[/list][*] [b]Buildings & Scenery[/b][list] [*] Fixed Feeder Empty status icon persisting after style change [*] Fixed feeders not always registering as interactable for animals when placed[/list][*] [b]UI/UX[/b][list] [*] Fixed a big underlying issue in the modular style selection code that caused pieces to not properly initialize with the last selected styling [*] Fixed guest kiosks, restaurant, vending machine, info sign and binoculars not displaying their attribute icon correctly [*] ‘Animals ready for release!’ localization element is now capitalized and exclamatory[/list][/list]