Welcome, Park Testers!
This PTB release adds an updated Torvosaurus model, a new social tab to the paleopedia, smooths out animal locomotion and updates the social needs for all animals! We've also deployed fixes for issues pertaining to herding. Joining a herd will now interrupt an animal's current state, reducing the "scattering" effect reported by players. They will also no longer space themselves equally around the leader, congregating in a wider space instead.
A new behavior has also been added: play chasing! When an animal wants to socialise, there is a small chance to initiate play with another animal, chasing them in a circular area. This behavior is more common in babies than adult animals and only applies to more social or active species.
First Person Mode is also now accessed through a button next to the camera settings, making it easier to jump in and out. Of course, players can still use Control + T as a shortcut. Various fixes have also been deployed, so please give the full patch notes a read!
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.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. 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[discord.com] appropriate channel.
Known Issues & Additional Notes
  • Critical: modular lighting is not recolorable
  • Issue: animal avoidance is currently broken, so animals can end up walking through each other
  • 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: animal animations in the Animal Nursery are currently broken due to the addition of babies, we will be fixing this

Full Patch Notes
Features
  • NEW BEHAVIOR: Animal Play Chase
    When an animal wants to socialise, there is a small chance to initiate play with another animal, chasing them in a circular area. This behavior is more common in babies than adult animals and only applies to more social or active animals.
Additions
  • Animals
    • Added baby and trot locomotion animations to Ankylosaurus
    • Added baby and trot locomotion animations to Dilophosaurus
    • Added baby and trot locomotion animations to Smilodon
    UI/UX
    • Added an Enrichment tab to the animal Info Menu. Animal enrichment currently consists of Stimulation, provided by enrichment items, and Social Interaction, given by herd group members. At this moment, Stimulation is always maxed out until we can implement more enrichment items in Update 15
    • Added a Social tab to the animal paleopedia, detailing animal grouping information and family behavior
    • Animals now use separate hero renders for the Animal Nursery
    • Animals now have dedicated skin thumbnails for the Animal Nursery
    • Added onto and improved the Options Menu:
      • Changed the visual style for the menu and re-ordered settings categories, based on immediate relevance
      • Added new first person setting in Audio - First Person Radio Effect, which can toggle a radio filter to the game’s music when using First Person Mode
      • Added new first person setting in Camera - First Person FOV
      • Added new first person setting in Camera - First Person Sprint Toggle, switching the control scheme for sprinting to use either a key hold, or a key press
      • Added new first person setting in Camera - First Person CrouchToggle, switching the control scheme for crouching to use either a key hold, or a key press
      • Added new first person setting in Camera - Hide Crosshair
      • Added new GUI setting in Interface - Temperature, switching the game’s temperature labels between Celsius, Fahrenheit and Kelvin
      • Added new GUI setting in Interface - Distance, switching the game’s measuring labels between metric and imperial
    • Added new notifications for various events in the park:
      • Starting Welcome message directing players towards the playable tutorials
      • Notifications for animals reaching adolescence and adulthood
      • Negative park balance message
      • Insufficient funds for science projects (excavations or researches)
      • Park Rating star gain
  • Audio
    • Added baby calls to Juxia, Paraceratherium, Smilodon, Acrocanthosaurus, Carcharodontosaurus, Dilophosaurus, Deinocheirus, Plateosaurus, Velociraptor and Spinosaurus (includes the occasional crocodile chirp from the trailer) Baby appropriate growls will be added closer to U14's release
Changes
  • Gameplay
    • First Person Mode: movement controls are now tied to the general movement keybinds
    • Park Issues should now be able to resolve while the game is paused
    • Science Teams are now automatically acquired once their specific unlock rating is reached
  • Animals
    • Updated Torvosaurus - changed body morphology, skeletal proportion and animations. The new Torvosaurus should be more anatomically accurate and in line with the quality of the other animals in the game
    • Improved fluidity of animal locomotion generally
    • Animal groups will no longer try to space themselves equally around the leader, instead they will congregate in the widest navigable space within range of the leader
    • Animals will now interrupt their current state when joining a group, so they shouldn’t scatter so much when first placed together
    • Reduced frequency of Velociraptor calls and their wing flap + jump animation
    • Reduced zoomies frequency for Triceratops adults
    • Updated social needs values for all animals
    • Increased maximum communication interval for medium-large species, leading to less frequent calling
    • Edmontosaurus now opens its mouth wider when calling
  • Buildings & Scenery
    • All decorative door pieces will no longer cut the nav mesh, allowing both animals and guests to walk straight through them. This does not apply to staff gates!
  • Construction
    • Made advanced modular tool gizmos slightly thicker
    • Significant changes to modular construction: unless expressly blocked by gameplay logic, groups can be freely rotated and scaled, with the transformation being applied in perpetuity. This means that groups will now retain their local transformation axes upon being edited. This also means that group scaling and rotation is now registered in Undo/Redo
  • UI/UX
    • Moved the ‘First Person Mode’ access button outside of the Camera Menu, to the bottom right of the main HUD
    • Input system change: any mouse orbit input will now cancel out any mouse panning input
    • Re-introduced Excavations Menu worldmap clamping, which was previously removed due to a math glitch that has now been fixed
  • Audio
    • Gate sounds should no longer be muted when time is paused
Bug Fixes
  • Critical
    • Fixed a dangerous bug in the animal AI that could potentially allow animals to walk off the navmesh
    • Blocked placement of animals while the navmesh is recalculating
    • Animal placement is no longer allowed for animals that are still loading
    • Animal placement will also ensure the animal is actually placed at the proper position when you click
    • Fixed human animation system call after a human instance was removed
  • Gameplay
    • Fixed module accessibility not being respected by enclosures, causing certain park issues like No Accessible Food to get out of sync with the state of the world
    • Animal dung will no longer load in sandbox parks where dung is disabled
    • Fixed a bug in navmesh baking that was preventing open areas from being navigable under very specific circumstances
  • Animals
    • Fixed an error in the animal AI that could potentially disable individual animal AIs’
    • Animal social groups should have an easier time forming outside of exhibits
    • Animal groups can no longer consist of less than two individuals
    • Fixed a bug causing animals to not sleep on haybeds
    • Fixed Nasutoceratops walk cycle arm snapping
    • Fixed various adult animals being able to play baby calls
  • Guests
    • Fixed visitors searching for amenities near the map origin instead of their destination position
    • Fixed visitors clumping at shop interaction points when approaching from a distance
    • Fixed bug which was preventing visitors from running to the bathroom when their need is great
  • Staff
    • Fixed staff trying to navigate on top of the Staff Center if there were no Visitor Spawners in the park
    • Fixed a staff dispatch error that could have been causing feeders and other logistics jobs to be ignored
  • Buildings & Scenery
    • Fixed strawbeds not prompting an enclosure module recalculation
  • Foliage
    • Fixed a bug which prevented plants being removed from the ground-attached list when they were destroyed
  • Construction
    • Fixed a bug introduced with the last patch, causing incorrect axis locking for the modular tool gizmo, leading to free rotation of items that shouldn’t allow it
  • UI/UX
    • Interacting with gates in first person mode while the game is paused will now play the open/close animation
    • Fixed Animal Nursery grid appearing through the Keeper model
Performance
  • Reduced a lot of unnecessary logging
  • Fixed a source of performance deprecation over session time
  • Slightly improved loading times for saves with many modular groups