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cover-Prehistoric Kingdom

Tuesday, November 5, 2024 7:27:42 PM

Tarih Öncesi Krallık - Düzeltme (1.9.55)




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 appropriate channel. Thank you!



PSA: Animal Info Signs

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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 foliageChanges
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: 550m2Buildings & 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 listPerformance
Significant optimizations to the modular system
Improvements to fence loading