Frontier Developments has released the Jurassic World Evolution 2 update 1.03 patch notes for December 9, and this one is for the Early Cretaceous DLC as well as a free content update! Head down below for the complete patch notes.
Jurassic World Evolution 2 Update 1.03 Patch Notes:
UPDATE NOTES for Jurassic World Evolution 2 Update 1.03
Release Notes:
DLC 1 – Early Cretaceous Pack
- Flying Reptile
- Dsungaripterus – Small Pterosaur
- Land Dinosaur
- Minmi – Ankylosaur
- Wuerhosaurus – Stegosaur
- Marine Reptile
- Kronosaurus – Pliosaur
- Added new dinosaurs and reptiles to dig sites
- These dinosaurs will be automatically unlocked when you download the DLC
New Content Free Update 1
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 for Jurassic World Evolution 2 Update 1.03
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
- 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 for Jurassic World Evolution 2 Update 1.03
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
That’s about it for the Jurassic World Evolution 2 Update 1.03 patch notes.
Source: Steam