Update 1.2 (Jurassic World Evolution 2)

Update 1Update for

*Free Update for Jurassic World Evolution 2*

**Update 1.2** was the first free content update for Jurassic World Evolution 2 that was released on December 9th, 2021. Prior to release, Frontier released a forum post which detailed for the update. The update included the introduction of multiple new maps and buildings to Sandbox Mode. It was released alongside the Early Cretaceous Pack DLC.

## Buildings

* Added DFW themed buildings to Sandbox mode, including new buildings:
	+ Restroom
	+ Lagoon
	+ Lagoon Hatchery
	+ Lagoon Viewing Gallery
	+ Shark Feeder
	+ Hotel Large
	+ Hotel Small
	+ Hatchery
	+ Large Power Station
	+ Small Power Station
	+ Viewing Platform

* Existing DFW buildings are also added to Sandbox mode:
	+ Science Centre
	+ Arrival Point
	+ Control Centre
	+ Staff Centre
	+ Response Facility
	+ Paleo-Medical Facility
	+ Viewing Gallery
	+ Aviary
	+ Aviary Hatchery
	+ Aviary Viewing Gallery
	+ Shelter

* Added extra JP themed buildings to Sandbox mode:
	+ Lagoon
	+ Lagoon Hatchery
	+ Lagoon Viewing Gallery
	+ Shark Feeder
	+ Aviary
	+ Aviary Hatchery
	+ Aviary Viewing Gallery

* Added a 'randomise all' button to Amenity and Guest Attraction architecture and colour customisation

## Sandbox Mode

* Added Sandbox versions of all 5 campaign levels (with appropriate landscape and building space tweaks)
* Added 'Combat Frequency' option to Sandbox settings, letting you decide how often dinosaurs fight
* Added flattened versions of all Sandbox levels with a building space cleared of trees etc; you can chose which one to use in the sandbox settings before starting a new map
* Added Colour Grading options to sandbox settings; these change the colour tone of a level - you can choose from a predefined selection

## Campaign

* Added level select screen in Campaign mode - once completed, you can now go back and re-play any of the campaign levels

## Genome Editing

* Updated the skin and pattern colour selection screen from a preview image to colour swatches; it's now easier to select the skin and pattern colour combinations you wish to use
* Added a random swatch for both pattern and skin colour in Genome Editing. You can now hatch a batch of dinosaurs, each with a random skin and/or pattern colour
* Added animal x-ray images to genome editing screen

## Landscaping

* Added 'auto paint' option to landscaping tools (off by default); with this option on, terrain that is raised or lowered will now automatically update it's texture to match (example, raising the terrain will create a rock texture at the top, which blends down into dirt/grass at the bottom)
* Added perch points for flying reptiles on all placeable rocks
* Improved visual feedback for terrain constraints

UI
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* **Added more details and info to the following buildings' tooltips:**
	+ Arrival Point
	+ Control Centre
	+ Expedition Centre
	+ Staff Centre
	+ Viewing Buildings
	+ Customisable Attraction
	+ Monorail Station

* Added the ability to click on individual events in the Calamity bar when using mouse and keyboard. When clicking you are taken to the calamity location on the map
* Added extra info to path connection warning message, clarifying that players need to ensure that buildings are connected to the Arrival Point through the path network
* Added an info panel for the transport tool which shows the selected dinosaur and options for selling or loaning, where applicable
* Added "Fossil Storage Full" message at dig sites on the expedition maps
* Added more information to finance overview screen

## Accessibility

* **Added more accessibility options:**
	+ Added pause function for cinematics, letting you pause the game at any time
	+ Added 'signify speaker by colour' option in settings to differentiate between speakers in subtitles
	+ Added 'Autosave Interval' in settings, allowing you to adjust autosave frequency between 1 and 20 minutes

## Balance Changes

* Reduced the frequency of storms and periodic disease outbreaks in Chaos Theory
* Reduced the frequency of periodic disease outbreaks in Challenge levels on easy and medium difficulty
* Dominance changes:
	+ Reduced the dominance boost from traits that don't affect combat stats
	+ Increased the dominance boost from traits that do affect combat stats
	+ Fixed an issue that would cause the Aggressive trait to increase dominance more than intended
	+ Reduced the increase in dominance from high infamy
	+ Decreased the frequency of leadership challenges
* Decreased the likelihood of dinosaurs fights causing injuries
* Rebalanced the combat stats of dinosaurs that can be involved in group hunts
* Contracts can now be requested more frequently in Challenge mode
* Balanced selling eggs to the black market narrative event
* Balanced economy in various challenge levels
* Balanced Jurassic difficulty on Challenge 1
* Balanced Triceratops comfort objective in Jurassic Park 3 Chaos Theory level (no longer auto completes)

## Bug Fixes

* Audio
	+ Fixed issues that caused outside ambiance to play when inside an aviary dome
	+ Added in various missing SFX on various animals
* Buildings/Fences
	+ Fixed issue where selling a dinosaur/reptile straight from a Paleo Medical Facility could cause the helicopter to get stuck and lock the building
	+ You are now blocked from demolishing a lagoon that contains a dead reptile until it has been removed
	+ Fixed issued that caused half of a shark to vanish on a feeder when the camera is close to it
	+ Gate animation can now be cancelled when opening, not just when closing
	+ Fixed issues where buildings are warning that they are not powered, even when they don't need power
	+ Show time remaining whilst lagoons and aviaries are under construction
	+ Fixed gaps that can be caused when placing curved sections of fences
	+ Fixed missing physics on buildings that are being demolished
	+ Turned off the power UI when a power substation is deactivated
	+ Fixed missing confirmation dialogue box when demolishing certain buildings
	+ Fixed issues where buildings with vehicles can't be moved short distances because of collisions with the vehicles
	+ Fixed a situation where Power Output and Fuel Usage information wouldn't appear when a Backup Generator had finished construction
	+ Fixed the amenity building customisation screen close button not working
	+ Added better feedback when a repair task is blocked by a dinosaur
	+ Show running cost of power stations on info panel
	+ Fixed deactivated Paleo Medical Facility still being able to incorrectly treat dinosaurs/reptiles
	+ Fixed missing 'guest boost' indication on attraction buildings
	+ Fixed amenity building signs being reset to default when loading into a save

* Crashes/Stability
	+ Various crash fixes
	+ Fixed softlock that could occur when creating a save whilst airlifting dinosaurs from a hatchery

* Dinosaur/Reptile Animations
	+ Fixed missing animation for pre-fight between Sauropelta vs Chungkingosaurus
	+ Increased animation blend times during fights to make movement smoother
	+ Fixed issue that caused flying reptiles to continually play 'eat social animations' (which can cause them to not actually eat when they need to)
	+ Adjusted flying reptiles position when drinking, so they don't appear to sit on top of the water
	+ Prevent Mosasaurus from clipping through the floor of the lagoon
	+ Ensure a second animal is present before playing a social eat animation
	+ Fixed various clipping issues with jump attack animations
	+ Fixed cases where Dinosaurs could run on the spot
	+ Fixed cases when animals could slide into various positions/spots in different situations
	+ Fixed various popping/glitches on different animations
	+ Fixed various alignment issues with social interactions
	+ Improved the look/movement of hunt/chase pathing when prey get's into an area the dinosaur can't reach
	+ Fixed various alignment issues when dinosaurs fight/hunt, including instances of dinosaurs teleporting
	+ Fixed issue that could cause dinosaurs to turn on the spot
	+ Reduced the amount of times that the Mosasaurus swims into the shark feeder support
	+ Fixed various instances of dinosaurs/reptiles distorting whilst being airlifted from hatcheries
	+ Fixed instances where dinosaurs would stand or lay on dead dinosaurs
	+ Fixed situations that could cause flying reptiles to clip through the landscape
	+ Fixed Ichthyosaur sometimes swimming above the lagoon water
	+ Fixed various issues with hatchery exit animations on various dinosaurs

* Dinosaur/Reptile Behaviours
	+ Fixed issue that could cause a dinosaur that has recently become comfortable still attempting to breakout of their enclosure
	+ Improved ragdoll movement and lessened clipping during different situations (dead, tranquilized)
	+ Fixed issue where flying reptiles can end up underneath lagoons
	+ Fixed issue where flying reptiles would attempt to eat from a deactivated piscivore feeder
	+ Fixed issue that caused dinosaurs to eat from a corpse from the same place and clip into each other
	+ Fixed situations where an animal may attempt to start a fight with another animal that's dying
	+ When attempting to tranquilise a sleeping dinosaur, they will now wake up quickly rather than play out the whole rest animation
	+ Balanced amount of food that dinosaurs can provide carnivores
	+ Improved flying reptiles ability to hunt goats
	+ Removed the 'Thirst' need from marine reptiles in the genome library
	+ Balanced aggressive behaviour triggering fights with marine Vs marine and flying Vs flying
	+ Improved positioning of dinosaur when it's eating prey that has moved from the position it was killed
	+ Fix for *Indoraptor* sometimes not being able to catch goats during a hunt
	+ Wild dinosaurs will now become domesticated if the player builds anything within their 'wild' territory

* Dinosaur/Reptile Injuries & Diseases
	+ Escalated diseases no longer need to be scanned again, and are monitored automatically
	+ Fixed 'Infected Wounds' not appearing as a disease
	+ Fixed wrong icon appearing above ill animals that you do have the cure for
	+ Ensure scars are applied to animals in all appropriate situations, even non lethal ones
	+ Balance pass on injuries received when a dinosaur attacks a fence
	+ Rebalanced frequency of 'broken wing' and 'swallowed object' injuries
	+ Increased the time it takes for a dead animal to discolour
	+ Predators that die through a group attack now display 'Killed by' rather than 'Hunted by'
	+ Previously seen ailments will now reveal themselves immediately, without the need for a medical scan

* Dinosaur/Reptile Models
	+ Fixed texture stretching around the *Carcharodontosaurus leg*
	+ Enabled snow/dust settling on dead dinosaurs
	+ *Pteranodon* 1997 skin can now be unlocked correctly (to unlock, play Chaos Theory: The Lost World. If you've already finished this level, just load your last save and it should unlock)
	+ Removed quills from *Velociraptor* 2001B skin
	+ Fixed the *Suchomimus* always having visible lift straps when released
	+ The Deluxe Edition species are now available by default in Sandbox Mode

* Economy
	+ Lowered guest comfort needs
	+ Added notification when income tax becomes deductible
	+ Fixed situation that could cause the player not be able to start incubating a marine reptile, even though they have enough money

* Expeditions
	+ Moved the Hanson Formation dig site, which contains the Cryolophosaurus, further up the map so that it's accessible
	+ Expedition helicopter now leaves when performing a live capture

* Feeders
	+ Fixed issue that could cause the fish from lagoon fish feeders to swim outside of the lagoon itself
	+ Fixed meat vanishing early from dinosaurs mouth whilst eating

* Foliage/Trees
	+ Fixed cacti blocking navigation of vehicles and dinosaurs, stopping dinosaurs from detecting wetland

* Game Settings
	+ Ensured that camera shake is actually turned off, if selected, when placing rocks in sandbox mode. Setting has also been moved to the Accessibility section

* Game Modes
	+ Ensured that storms are actually frequent, if the player selects the 'Frequent Storms' sandbox setting
	+ Fixed various contracts that could be given out in Challenge that can't be completed due to restrictions on the level
	+ Removed 'Increase Genome' contract from sandbox mode, as players can't increase a genome in that mode
	+ Various contracts that can't be completed in Chaos Theory mode won't be offered to the player
	+ Fixed rounding issue in the first Campaign level that could cause the 'ensure *Stegosaurus* are at 90% comfort' not to be completed, when the *Stegosaurus* comfort is at 90%
	+ Stopped highlighting buildings that don't need to be demolished as part of an early objective in the Jurassic World: Fallen Kingdom Chaos Theory level
	+ Fixed edge case where a player can create a save game just after a failure state, meaning the player can not continue
	+ The dinosaurs roaming around Jurassic World Fallen Kingdom Chaos Theory level no longer count as 'terrorising'
	+ Fixed various flow issues on Campaign levels that could cause objectives to be incompletable
	+ Fixed timer in Challenge Mode
	+ Fixed Wild dinosaurs in Washington State Campaign level wandering up to main facility area, which could cause objectives to not complete

* Genome Editing
	+ You should now get better feedback when certain gene modifications need to be unlocked in other areas of the game, not through research
	+ Variants and patterns unlocked by completing Challenge levels no longer also require a tech tree node to be researched

* Guests
	+ Balanced the rate and way in which guests refill a park after it's closed and opened
	+ Guests now react at photo points during the Jurassic Tour

* JW Database
	+ Fixed various data inconsistencies and typos

* Landscaping
	+ Stopped terrain being modified underneath buildings that are being demolished
	+ Fixed issue that could cause terrain tool to not work correctly when flattening/raising terrain around lagoons

* Localisation
	+ Fixed various truncated text
	+ Fixed various typos
	+ Adjusted language/terminology consistency
	+ Adjusted subtitles to match VO
	+ Fixed various missing localisations

* Narrative Events
	+ Removed 'Theft Sabotage' events in favour of other, better sabotage ones
	+ Added details of the scientist involved in applicable narrative events

* Optimisations
	+ Optimised territory system

* Park Teams
	+ Prevented players being able to erroneously lock on to marine and flying reptiles, when direct controlling ACU helicopter
	+ Fixed ranger team vehicle being launched into the air when driving over a dead goat
	+ Ensured the 'danger to vehicle' icon is shown in the appropriate places
	+ Added extra visual trails to darts fired from the park team to give better aiming feedback to the player
	+ Fixed issue where the helicopter could clip through the landscape
	+ Fixed missing animations on Park Team member when switching between equipment
	+ Fixed Ranger Teams needing to be re-assigned to a drone task after being disabled after a storm
	+ Ranger Team vehicles now produce tire tracks when going in reverse
	+ Fixed Response Facility sometimes showing access to 3 vehicles, when it actually has 2
	+ Fixed controller inputs sometimes being blocked after being forced into direct control
	+ Ensured destroyed MVUs are added to the calamity bar
	+ Ensured that renamed Ranger Posts also appear on the Rangers UI
	+ Drone rotors now spin when in use
	+ Added shortcut to buy new vehicle from selecting a destroyed one
	+ Fixed issue causing drones in lagoons and aviaries to sometimes become stuck
	+ Fixed sometimes not be able to replace a destroyed ranger vehicle
	+ Added prompt to tell player how to switch targets when locked on to a dinosaur
	+ Stopped transport helicopters falling to the ground when loading into a save where they're transporting an animal
	+ Blocked park team vehicles from being directly driven into aviaries as they will not be able to navigate out on their own
	+ Ranger vehicles that crash into the lagoon will now sink and the vehicle will respawn outside

* Park Tours/Transport
	+ Added extra info to tell the player how to fix a tour that has suffered an emergency shut down
	+ Dead goats on tour tracks despawn more quickly, and don't allow dinosaurs to sleep on tracks either (to lessen the amount of times tours get stuck)
	+ Fixed issue where monorail track piece would move towards the camera as player pans down

* Paths
	+ Fixed flickering issue when trying to place a path junction across a tour path

* Photography
	+ Fixed incorrect 'Ranger Team' text when taking a picture that features the Mobile Veterinary Unit

* Rendering
	+ Fixed visual artefact that could appearing along the top of water whilst a dinosaur is drinking
	+ Updated Campaign 2 Colour Grading

* Scientists
	+ Applying more skill to a task that is needed no longer incorrectly counts as applying a trait
	+ Fixed 'show unavailable staff' off the bottom of the assign screen when player has large number of scientists
	+ Fixed images of scientists not appearing straight away when perform research tasks
	+ Fixed issue that could cause salaries of applicants to be too low
	+ Fixed various bio inconsistencies
	+ Players can assign scientists to tasks if they have the a trait that makes the task cheaper so they can afford it

* Storms
	+ Ensure all vehicles are appropriately affected by storms

* UI
	+ Fixed issue where the 'Ticket Sales' UI was incorrectly stating that Adventure guests desired the Gyrosphere Tour attraction, when they actually want the Jurassic Tour attraction
	+ Fixed issue that caused a mis-match of progress between the genome grid and details panel
	+ Added missing button prompt on the Paleo Medical Facility when a healed dinosaur/reptile needs transporting back to an enclosure
	+ Fixed empty 'Standing By' icon
	+ Disabled the Paleo Medical Facility 'Transport' button when there are no available helicopters to carry out the task
	+ Improved visuals when a fossil is selected to be extracted
	+ Fixed size of the ranger team icon in assign task mode
	+ Fixed issue where the incubation timer could loop infinitely
	+ Made various UI panel options cycle round
	+ When the task log is open, the d-pad can select items in the log, not the build menu
	+ Fixed some building icons in the build menu not matching the in game model
	+ Fixed issue that stopped players being able to use the left thumbstick to select options when resupplying response team
	+ The "Clear Extraction Slots" button will no longer display when fossils are being extracted
	+ Added missing 'Scientist Limit' data to egg incubation screen
	+ Delivery tool tip when selling animal confirmation is open is now hidden
	+ Updated loading animation
	+ Improved cases where icons and lines on the map view shake whilst the player moves around it
	+ Fixed issue that sometimes stopped the 'synthesis' button from working on the hatchery screen
	+ Ensure the live capture event is focused on when the map is opened
	+ Fixed ESC key not working correctly if the mouse is over the in game HUD
	+ Fixed negative amenity profit sometimes still showing as blue, and not red
	+ Fixed hatcheries displaying total number of species available, rather than just ones that can be released through the specific one
	+ Track junctions should now appear on the map view
	+ Fixed various missing or broken icons in different research screens
	+ Fixed the star rating and finance buttons on the HUD becoming unresponsive
	+ Always show the Cosmetic stat in the Dinosaur Appeal tab on the info window
	+ Ensured the pause menu can still be accessed whilst the game time is paused and the pause wheel is still open
	+ General pass on UI focus consistency
	+ Fixed not being able to use a controller thumbstick to change number of vehicles on a gyrosphere tour

* Visuals
	+ Added particle effects when flying reptiles break out of aviaries
	+ Fixed light still emitting from a flare that has been removed