Our latest patch for PCE on PC brings a collection of new bug fixes and quality of life improvements, along with a number of map changes...
THE DEADLY FALLS
After years of being non-threatening, the rivers leading to the cliffs of The Falls map are now back to being dangerous. Entering the new white water rapids will quickly whisk you down the river, which will seal your doom. This map hazard was in the original Primal Carnage and has been restored due to fan demand, presenting a unique way of dealing with your enemies.
VERDANT VERTICALITY
Based on the response to the most recent Verdant map updates, we've modified things slightly in the main building. There is still a hole in the wall but no longer a ramp up to it. Instead, the ramp has been moved to the under construction area across the way. It now links the two main outer buildings with a perilous shortcut over the street.
Other new additions to Verdant include a collapsed wall to give some extra cover when feeding on the alley corpse and a broken window that allows players inside one of the buildings to both see and shoot through. You can also slip past the cargo container that's blocking the entrance if you're a Bruiser or smaller.
Hopefully these tweaks encourage people to use the other zones more often as places to hold up.
PACHY PUNCH-UP
Some lingering problems with Pachy have been resolved this patch, improving its attack timers and adding new animations + effects to more clearly communicate when attacks are on cooldown and whether a Pachy is in the roared state. It should feel less clunky than the initial rework but we'll likely do some additional fine tuning of stats in the future depending on how it fares in the wild.
FIXES AND IMPROVEMENTS
As usual we've been looking through community feedback and making some changes. Several quality of life improvements and fixes are in our latest patch, ranging from a better "shoulder camera" on several dinos to fixing hit reactions interrupting attack animations.
Bugs such as Pteranodon automatically dropping humans when they hit a wall or ceiling have now been resolved, along with several other glitches such as shotguns sometimes loading "fake" shells that do no damage. For a full list of all the tweaks and fixes, see the changelog further down...
THEY'RE STILL HERE
And they're not going anywhere! As mentioned before, the in-game store no longer rotates items out completely...
You can find pretty much everything we've ever released back in the Browse section, along with every bundle we've ever had under the Bundles tab, featuring years worth of skin packs and gifts to collect. The most recent Easter collection will join this epic horde in the Browse section as of this patch, with fan favourite selections being highlighted in the Featured tab until the next infusion of new items.
VERSION 3.1.7
Full Changelog:
TheFalls: added deadly river rapids which send swimmers over the coastal cliffs to their doom
TheFalls: added post process for underwater on rivers, updated lighting, new environment details
TheFalls: added sounds to streams and waterfalls that didn't have them before
TheFalls: opened up a route between som rocks in dome interior, improved Tyrant collisions
Verdant: removed ramp in main building, but left hole in the wall for dino access
Verdant: added new ramp in construction site that links two outbuildings
Verdant: fixed Tyrant stuck spot, updated foliage and lighting, added more cover
Transfer(s): workaround for being unable to graze in some areas, now has more greeenery
ForestChasm: fixed background sequences not looping, optimized background NPCs
Marsh / Snowbound: minor tweaks to lighting, improved collision, fixed floating props
Pachy roar now lasts 20 seconds, has 50 second cooldown
Pachy primary attack now traces from more bones for better reliability
added alternate attack animations for roared and un-roared Pachy primary attack
longer primary attack interval for Pachy after roaring, shorter cooldown when un-roared
shortened Pachy exploit prevention timers
updated Pachy class info + hints
unlocked shoulder camera on Tyrants (can now swap shoulders when looking backwards)
extended new spline-style shoulder camera arc to Spitters
fixed dino hit reactions interrupting attack animations
fixed a bug where Pteranodon would automatically drop humans when bumping into walls / ceilings
fixed Tupa peck attack timeout being active when on the ground
fixed an issue with Spaz shotgun where "fake" shells would be loaded that did no damage
fixed SMG and Burst Rifle crit kills not causing head loss
fixed 3rd person equip animation not showing for the bow
higher default rumble from firing guns when using gamepad
updated settings on a whole bunch of looping animations to reduce jitter
reduced dino charred overlay time from ~45 seconds to ~35 seconds after being burned
further ragdoll optimizations on servers
fixed ragdolls spaghetiffying sometimes when being head shotted
fixed dynamic props such as cardboard boxes producing blood decals when hitting walls
crying novaraptor taunt now has actual tears
updated a few easter icons to be clearer
fixed broken scope texture on fade sniper rifle skin
fixed incorrect feathers on bee eater nova skin
SUMMER IS APPROACHING
The weather is starting to heat up, and that can mean only one thing - MELTDOWN is on the way! Our next major update is at the end of June, with a volcanic eruption of HOT new looks... See you then!
A new update for Primal Carnage: Extinction is now LIVE on PC!
We've got several major gameplay overhauls, numerous fixes and quality of life improvements, and of course our special Easter event starts today. Read on for all the details...
PACHY REVAMP
This update introduces what we hope is the final form of Pachycephalosaurus, finessing its kit and stats to build a speedy Bruiser that's easy to get to grips with but has some mastery involved.
Its roar ability has changed to boost knockback on the primary attack, which can now be used while sprinting. The fall damage from this attack while boosted can be lethal, and the knockback gives Pachy an even better way of breaking up groups. To balance this out, the attack speed no longer gets faster and does 10 less damage when roar is active.
Instead of boosting mobility so heavily when a Pachy roars, we've increased their sprint speed by default (and then some!). They can now run faster than a Carnotaurus without needing to roar, and gain a slight acceleration boost to reach charge speed faster when the roar is active. To balance this out the Pachy now has a slower turning rate, but the straight line speed and increased default jump height make up for this.
OTHER GAME CHANGERS
CERATO COMEDOWN
Feedback over the last couple months has been that Cerato is a bit of a handful to deal with, simply due to its survivability. For this update the big Bruiser gets a health reduction from 1420HP to 1300. This -120 isn't a massive loss, but means it will not last as long in a fight and may just be enough to turn the tide.
FLYER TWEAKS
Pterosaurs make loud wingflaps as a clue for players who don't look up that there's something about to get them. We've observed that only veterans really pick up on this, which makes longtime players able to instantly wheel and take out an approaching flyer. We still think it's a useful element, but decided to give flyers a way to be stealthy.
If you glide without input, your wing flaps will be quieter. Additionally, hover mode wing flaps are now heard only at close range. The actual regular flight flap sounds now get muffled with a low pass filter at long range, making them slightly less present than before.
SUBMACHINEGUNS & BOOMSTICKS
Finding the right balance for the SMGs has been tricky, as against large targets they can still be effective even with high spread (which tap-firing effectively negates). They *have* received a minor spread increase, but the main change this update is a slower rate of fire for SMGs - so that their overall damage ouput is lower without actually changing how much each shot hits for.
While we felt that the actual range of shotguns did not need adjusting, it seemed reasonable to give both the regular shottie and the spaz a mid-range damage boost. The max distances are the same, but the falloff modification means they now do 50% damage at the midpoint compared to 30% they did previously. Hopefully this makes them pack more of a punch at standard engagement distances, while not turning them into an overly viable long range option.
NEW: Aiming Arcs
We've improved the spitter targeting indicator, replacing the laggy dots with a much prettier arc that matches the colour of your spit (bright green for cryo, bold violet for dilo). The arc doesn't just look nicer, it's much more efficient in terms of performance too.
We were so happy with the new arc system that we decided to add it for the raptor pounce as well. When "charging up" a pounce you will now see the arc of your pounce drawn between your raptor and the destination point. Since pounces can often be interrupted by various objects on the way to your jump target, this arc helps tell whether you'll end up where you really want to go.
NEW: Ragdoll Physics Overhaul
Force imparted to dead body ragdolls is now more consistent and detailed than before, taking into account which bone was hit at the moment of death and applying force to that point.
The way momentum is applied to living targets from knockback has also been updated, to further improve reliability of abilities such at tail swipes. Instead of flying off in randomly different directions each time, your hits should send humans in more predictable directions.
MAP UPDATES
Additional dino feeding corpses have been placed across several maps. Some of these are risk / reward resupply options in highly trafficked areas, where it's potentially worth the extra danger of stopping to eat. Others offer resupply spots closer to objectives in Get to the Chopper mode.
Many more spawn points are now on maps such as UtilityBase and TheFalls, with TheFalls now having human spawns inside the dome for the first time in years. Extra cover has been sprinkled around, for example - there's a new building inside TheFalls, and one of the dome exits has been narrowed with low fences to give a little protection to small dinos healing inside.
Bigger changes are afoot in Snowbound, which now has a major new tunnel route from the lower cave to the upper chasm. Most entryways have been widened to offer better views and reduce friction, while a couple of new anti-Tyrant / anti-Flyer zones are now present.
Snowbound has received a good number of new health and ammo pickups as well, since it was probably the map with the fewest items previously. These are just some of many minor tweaks and improvements made across many of the game's maps for this update, from extra water sources to a tonne of collision fixes.
Easter Carnage Event
As always, this Easter we've got a range of eggcellent new looks for you! There's a big focus on our resident "egg thief" Oviraptor along with fresh skins and mutations for several other classes.
Check out some of the featured items in-store below...
We got new free drops too, so be sure to check out our Trello for the full selection!
All classic Easter store items are of course available too, along with EVERY ITEM EVER.
Finally, for those who are unaware - you can get the featured Oviraptor artwork from this event as a poster from the official merch store along with a whole range of other character portrait posters! More new art pieces will be added to the online store near to Evolution's release, so keep an eye out...
Version 3.1.6
FULL CHANGELOG:
PACHY CHANGES
Basics:
increased Pachy sprint speed to be faster than carno
slightly slower turn speed for Pachy in general
lower stamina cost for bracing as Pachy
increased trace distance of pachy primary attack
reduced default Pachy primary attack damage from 50 to 40
shorter stungun stunned duration for Pachy from 1.8 to 1.5 secs
fixed Pachy being able to continue bracing when eating / stunned / netted
added several safety checks aimed at fixing / mitigating Pachy double hits
increased Pachy default jump height to comfortably clear cargo containers
higher stamina consumption for sprinting and jumping as Pachy
2x longer jump timeout for Pachy
Roar:
Pachy roar now lets you use your primary attack while at charge speed
Pachy roar buffs primary attack with more powerful knockback than its charge
Pachy primary attack under roar deals much heavier fall damage to humans as a result
Pachy primary initial impact damage is lowered to 35 when roar is active
Pachy no longer gets sprint speed boosted when roar is active
Roar still retains boosts to jump, turning and acceleration but they are more minor
(NOTE: hints have not been updated yet)
GENERAL GAMEPLAY
Tyrant roar cooldowns now last 60 seconds
reduced Cerato health from 1420 to 1300
minor increase to Cerato jump height
20% slower fire rate for dual SMGs
adjusted SMG spread to be proportional to the new fire interval
increased SMG clipsize from 25 to 28, reserve ammo to 140
increased midrange damage for regular and spaz shotguns from 30% to 50%
reduced flaregun projectile lifetime from 8 to 6 seconds
set heavier gravity on flaregun shots to make them not travel as far
reduced Tupa air ram timeout from 3 seconds to 2.6 seconds
made it possible to heal from Dilo bite poision kills
added new spitter targeting arcs with custom coloration for each subclass
added new raptor pounce targeting arc indicator
fixed double damage being dealt sometimes by bruiser impacts
fixed a bug with fully charged arrow shots not instantly applying bleed
fixed a bug where holding sprint and moving sideways / backwards could stop guns from firing
knockback code rewrite for better consistency when using momentum-based attacks
dead ragdolls physics now replicates hit bone and applies local forces from point of impact
MAPS
added an extra corpse or two on GTTC Falls, GTTC Docks, GTTC Downpour
GTTC-Ruthless: fixed side door / skylight of Point A being closed in freeroam mode
Snowbound: new tunnel route through central mountain from lower to upper zones
Snowbound: added many more health and ammo packs
Snowbound: new anti-tyrant / anti-flyer areas, opened up rock maze a bit
fixed getting stuck by wedging yourself into the bow of the ship on Docks
added a clamp to airspeed on humans so they can't be sent to the stratosphere when colliding with dinosaur bodies
added more spawn points and details to UtilityBase
added more crates to TheFalls interior + new lights + details
OTHER FIXES & IMPROVEMENTS
fixed a minor animation "bump" when going from walking to sprinting as Bruisers
fixed 1st person flameslammer shotgun sounds cutting out when firing too fast
flyers now have quieter wing flaps when hovering or gliding
tyrant footsteps now make large foliage shake up to several meters away
added more intense acro stomp attack foliage interaction
general performance improvements for experimental AI bots
fixed human bots getting stuck running in short loops over and over
fixed human bots firing behind themselves when looking the other direction
fixed bloody claw slash screen effect shown when receiving pyro bomb damage as human
fixed raptor pounce not having a kill icon
added new kill icons for bruiser ground slam (radial damage, not direct hit currently)
added new Easter cosmetic content
fixed Moloch Pachy missing some sockets
fixed broken human arms when previewing certain taunts in-store
fixed missing economy icons + more optimized economy icons
fixed a few description typos, Desert Eagle is now always Deagle
changed Show Damage in options menu to read Show Hit Markers to be clearer
item rename / description tools now check for invalid characters to prevent crashes
fixed inconsistent progress tracking for Clear Skies sniper challenge
fixed an admin command used for ending games early - enter ForceRoundEnd after using admin enablecheats to instantly end a round
A new hotfix is available for Primal Carnage: Extinction on Steam, this minor patch mainly resolves a few last bugs found after the recent Spring Update...
Version 3.1.5 Changelog:
fixed tupa charge-peck timeout lasting 10x longer than it should (...oops)
reduced stamina consumption for machete heavy attack from 30% to 25%
fixed thrown dynamite bouncing off human teammates
fixed a feathered Ptera skin that was missing feathers
fixed a description typo & updated some flavour text
Thanks for playing!
-The Primal Carnage Team
Patch 3.1.4
A new patch is now available for Primal Carnage: Extinction on Steam, featuring additional tweaks and fixes. This patch follows our recent Spring Update which introduced several gameplay overhauls.
Lest we forget, there's a handful of new FREE drops available from today that are sure to make anyone green with envy. As always, you can check a look at our latest event items on Trello!
machete heavy attack time-out is now 1.25 seconds (this also means delay is now shorter for using primary after charged slash)
improved tupa peck prevention when at high speed
updated spawn hint sound to be a tad more noticeable
additional collision refinements to TDM Docks and Ruthless Snow maps
fixed missing corpses on Ruthless Snow
fixed Ptera grab animation sometimes not playing when using the alternate flight camera
fixed Vitiosus Cerato mutation not wearing collars properly
fixed Lava Rex skin using default textures
fixed incorrect FX masking on Kilowatt Rex skin
brightened Nettle Nova skin
added new free drops for St Patrick's Day
Steam Spring Sale
You can get 50% OFF ALL DLC until March 20th during this month's Steam sale, don't miss out!
Thanks for playing!
-The Primal Carnage Team
SPRING CARNAGE
The Spring Update is now available for Primal Carnage: Extinction on Steam!
This March we're addressing more bugs and balance issues highlighted by the community, along with major feature improvements based on your feedback. Oh and there's some green stuff too.
Flyer Overhauls
A big portion of today's update focuses on further renovations to our two pterosaurs. For years the flying mechanics have been tinkered with in PCE. We've added new quality of life features over time and tried to make things smoother. Based on player feedback, we've made a few more changes...
Getting Flight Right
You now have much greater tolerance before being forced out of flight whenever brushing against objects or at low altitude. This means you can fly along the ground without landing for about a second, allowing you to pull up and avoid becoming a ground pterosaur.
True Flyer Mains who want to stay airborne at all costs can now activate the Avoid Auto Landing option under Gameplay settings. The option allows you to skim along the ground as long as you want without popping out of flight, unless you hit a wall super hard. To avoid exploits with Tupa, you can't balance on your nose for very long, but if you're flying normally close to the ground this feature prevents you from ever exiting flight.
Note: holding crouch while flying low will always make you land.
We've got some very positive feedback for these changes in testing, so hopefully they make life less frustrating for Ptera and Tupa players.
These Broken Wiiiings...
A fun visual update is if you become severely damaged while playing Flyers, your wings will now get shredded and have visible holes in them. This is another community suggestion we decided to implement, which turned out pretty cool we think. It also applies not just to the wings but Tupa's crest as well!
Reigning in the DB
For a long time the double barrel shotgun had gone untouched compared to the other shotguns. Both other pathfinder primaries had seen range reductions due to the more reliable hit detection, now the DB has been adjusted to be more in line with its brothers. This is not meant to be a super long range weapon, with apologies to those of you who were using it like a sniper rifle...
Alongside a hefty effective range reduction, the double barrel shotgun's spread has also increased (because it didn't have any before). We're interested to see how things go with the DB in the wild. It's still a formidable weapon in terms of damage, but hopefully is in a fairer place where it won't need changing much further.
Chopping That Meat
Over several patches we've been fixing and improving the machete. This time we've fixed the bleeding, since the debuff wasn't being applied when playing on dedicated servers (for charged hits).
This instantly made the machete much more powerful. To compensate, the attack cooldown is longer and instant hit damage has been reduced. Combining the heavy attack + bleed will deal the same overall damage together as the heavy attack dealt before bleed worked.
Better Bleed
Speaking of which, we're following up on some feedback from you guys that *annoying* bleed may be better than strong bleed. Bleeding status now lasts longer, but deals less damage each tick. This means dinosaurs can more easily escape to heal, but can also survive a little longer if they choose not to run.
Aside from that, it now takes more arrow hits to start bleeding as smaller dinosaurs. The exception being Tyrants, who actually start bleeding with fewer hits in order to counteract the lower damage they receive. Bleed status also no longer applies when hitting super strong points such as the Pachy's dome skull.
Hopefully these changes leave bleed in a better state than we had previously. By the way, if you didn't already know - sprinting makes bleed more painful, and crouching will make it less painful.
Tyrant Roar Buffs
To make Tyrants more valuable to the team, their roars buffs have been... buffed. All of our big boys now have longer lasting team boosts, making their roar abilities much more useful.
The biggest beneficiary this update is our stompy friend - Acro's roar now heals over time and the healing is percentage-based. Instead of just giving you a flat amount of HP and that being the end of it, you now receive health over time that is proportional for each class. This makes Acro's roar way more helpful to Bruisers in particular, who only received a very small amount before.
And More!
There's a whole bunch of other additional feature improvements and balance tweaks in this update, from adding more noticeable body roll when dinosaurs turn to making bruiser groundpounds more painful.
Check the full change list below, and see all the latest fan-made cosmetics on our special Trello page!
Version 3.1.3
Full Change Log:
FLYER UPDATES
added extra obstacle avoidance code when flying close to the ground
reduced flyer collision height while in flight, allowing them to fit through narrower gaps
slightly faster fall to flight recovery after hitting objects
faster descent when holding crouch in hover mode
fixed HUD icon for being in hover mode not showing
NEW toggle option for Avoid Auto Landing when in flight (attempts to prevent Flyers from landing when close to ground unless manually holding crouch)
pterosaurs that "fly" without actually moving anywhere at low altitude are now forced out of flight (useful for when stuck against walls, does not apply to hover mode)
tupa no longer requires its stamina bar to be at a certain level in order to air ram humans
tupa can now air ram multiple enemies in a row, but cannot hit *the same* enemy again for over 3 seconds
BLEED UPDATES
bleed status is no longer applied when hitting dino strong points such as pachy's dome
reduced bleed amount for tyrants from 60 to 40/sec
bleed damage for other classes is identical to 3.1.2 but applied across longer timespan
lengthened bleeding time from 6 to 9 seconds for tyrants
lengthened bleeding time from 6 to 8 seconds for bruisers
lengthened bleeding time from 5 to 7 seconds for others
lowered number of arrow hits required to start bleeding as tyrants from 12 to 9
increased number of arrow hits required to start bleeding as Pachy from 3 to 4
increased number of arrow hits required to start bleeding as Carno / Cerato from 3 to 5
increased number of arrow hits required to start bleeding as others from 2 to 3
fixed bleeding damage not working for machete
set a longer cooldown between slashes with machete primary fire
fixed machete charge attack (secondary fire) not costing stamina on dedicated server
TYRANT UPDATES
increased team buff durations for Tyrant roars from the default timer (previously was 12 seconds)
Acro team buff now lasts 16 seconds
Rex team buff now lasts 15 seconds
Spino team buff now lasts 20 seconds
Acro heal buff now heals a percentage of player health instead of a flat value (roughly 50%)
OTHER BALANCE CHANGES
reduced base machete damage from 180 to 160
reduced charged melee attack range multiplier from 1.4x to 1.2x
reduced machete charge damage multiplier from 1.75x to 1.6x (maximum instant hit damage now 256)
faster damage falloff for dual pistols
faster damage falloff and increased spread for double barrel shotgun
spino claw swipe attack now has a shorter cooldown
increased max carno groundpound radius from 360 to 440, max damage from 85 to 100
increased max cerato groundpound radius from 400 to 480, max damage from 90 to 120
fixed turning exploit that allowed much faster rotation if dino camera was at a certain angle
MAP CHANGES
PC-ForgottenOutpost: fixed smaller dinos getting stuck walking onto river bridge
PC-Marsh: fixed missing collision on a few jungle trees and a couple of stuck spots
PC-Docks: reduced fog saturation, additional optimizations
Fixed climbing exploits and updated static shadows on various maps
Fixed some level sequences refusing to play in TDM (the shark is now working)
Fixed some odd dino shenanigans on the main menu backgrounds
GTTC-Downpour: fixed a ramp with no collision
GTTC-Ruthless: improved dino team blockers for point A after capturing
GTTC-Ruthless: updated point B electrical substation sounds
GTTC-Ruthless: fixed human ending sequence not smoothly fading out
GTTC-Ruthless: all ferns are now interactive
GTTC-RuthlessSnow: fixed deafening high altitude wind playing when low to the ground (sorry!)
VISUAL CHANGES
new and improved dinosaur body roll when turning side to side
updated Rex bracing animations
pterosaur wings now look shredded when on low health
higher quality base textures for tranq rilfe, stungun and flaregun
reorganized and optimized more Carnotaurus skins
fixed bullet smoke trails appearing at incorrect location for listen servers
fixed footstep particles spawning at the origin point of the map if foot is too high off the ground
fixed tyrannosaurus having two left feet (now produces footstep particles in the right places)
fixed seam on Vitiosus Cerato mutation
fixed prairie pathfinder using the wrong model
fixed issues with glow masks on Anubis / Magmatic / Jasper Spino and Foxfire Tupa
OTHER CHANGES
added a gloriously green selection of new looks in honor of St Patrick's Day
in-game store now automatically returns you to where you stopped browsing in the item list after previewing
fixed missing poses when using vehicles as humans
improved vehicle handling with more solid physics
Survival: reduced damage done by AI spitter projectiles
Survival: spaced out AI spawning a bit more to lighten cpu / server load
Survival: reduced intermission time between waves from 40 to 30 seconds
Survival: reduced Compy wave size by one third
made 1st person flamethrower sounds slightly quieter and 3rd person sounds louder
fixed the Equipped tag showing for "None" in the inventory
fixed a missing avatar
Note: there may be a few missing store icons for older items after this update, please bear with us as we fix these on the server backend.
New Art Available!
The featured artwork from this month's update is now available as physical merch from the online store! This is the final piece in our dinosaur portraits collection, highlighting both pterosaur species in a heavenly tableau created by artist Aram Papazyan.
We've got more major updates just around the corner, and a lot more planned for Primal Carnage in general this year. The PlayStation relaunch should be here within a couple months, and our next Steam patch will be out in time for Easter. We hope to see you then!
Thanks for playing!
-The Primal Carnage Team
The Valentines Update
Game Changes
Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update. The SMGs no longer use the same long range damage falloff values as the revolvers, spit can now be properly shot out of the air, and Pathfinder can't boost his stamina by hitting teammates with a machete.
There are also a few new quality of life updates, such as an enhanced "middle shoulder camera" for Tyrants and Bruisers that is more free floating and dynamic. Swap between different views with middle mouse button by default, or scroll in and out. Map rotation has been improved, and several maps have seen additional performance improvements and exploit fixes.
More minor adjustments range from animation tweaks for some human taunts that add facial motion, fixing blood particles looking purplish, a new sound + animation when raptors miss their pounce and land hard, and some UI tweaks.
For a full list of what we've been up to, check out the changelog further down...
Love is in the Air!
A fresh collection of lovely new looks has just arrived in-game, here in time to celebrate Valentines Day! Feast your eyes on some of the highlights below...
In addition to these brand new items, all of the classic Valentines items are of course back in-store, along with EVERY ITEM EVER (as we mentioned in our last post).
After the festivites are finished, this year's Valentines cosmetics will also remain available in the Browse section year-round alongside all of the other store items. No limits on love no more!
Version 3.1.2
FULL CHANGELOG:
added a "center shoulder cam" for tyrants / carno / cerato that is more free-floating and dynamic
camera swap button now properly swaps between all camera positions
reactivated auto-switch on shoulder camera for Tyrants, with added resistance to make it less likely to happen accidentally
fixed charged spit projectiles not being destroyed by gunfire
nets can also now destroy charged spit projectiles (but are melted in the process)
reduced charged spit flight speed to make it easier to shoot down
charged spit now has a little explosion particle when shot down
increased charged spit lifetime before auto-detonating in air
increased SMG spread, set custom damage falloff distances for SMGs (lower range than the dual pistols ones they were using before)
increased recoil on double barrel shotgun
fixed being able to boost your stamina by hitting teammates with the machete
Posion Dart Rifle now deals light damage to Tyrants when bracing, but does NOT apply poison status during brace
fixed jump timeout counting from the start of a jump, now counts from when a jump lands
set new jump cooldown times for all dinos
pteras are now prevented from dropping humans if the ptera is currently inside a human blocker
humans dropped inside human blockers are now auto-killed if they are stuck there for a while
fixed map rotation swapping to an unsupported map if the server has changed game modes
ensured map rotation never goes back to a map already played before rotating through all maps in the playlist
ForgottenOutpost: added new broken wall segments to one side of the map
ForgottenOutpost: added two new outbuildings along the riverbank
ForgottenOutpost: placed more cover around health corpses
ForgottenOutpost: extra foliage, clearer fog and lighting tweaks
ForgottenOutpost: added map back to default rotation
Waterlogged: copied additional optimizations from PS4 game, should be lighter to run
Waterlogged: closed up a problematic cargo container, adjusted lighting and decals
Ruthless Snow: fixed barrier next to third capture point still blocking humans after being captured
Ruthless Snow: fixed invisible chopper on final objective / cinematic if you captured points too fast
Ruthless Snow: copied logic for new lights, flares and wire effects from regular Ruthless
Ruthless Snow: fixed falling through a clifftop along the route to point A
made it possible for Bruisers to jump on top of more rocks on both versions of Ruthless
fixed UbaseSnow and ForestChasmSnow not having character snow fx enabled
ForestChasm(s): consistency fixes for bridge collision (is now harder to accidentally walk off them)
Borealis: closed one dino cage and moved another higher out of reach of humans
Survival: fixed animations not playing when using vending machines sometimes
Survival: fixed all upgrades getting boosted at once when using a vending machine after acquiring more than one buff type
AI-Renaissance: added extra details to the acro boss cinematic
AI-Geothermal: reduced cost of purchasable gate from 2000 to 1500
AI-Geothermal: sped up the lava flooding sequence so that it's shorter, improved lava materials
AI-Geothermal: increased minimum delay before lava flooding starts from 5 to 45 seconds
collision and lighting improvements to several maps
added smooth fade-in to main menu and optimized main menu fog
fixed spectators being able to escape the map bounds on a few other levels
fixed background ambience being spatialized on TDM Docks
fixed an unusable health pickup on TDM Docks
fixed shadows not rendering on a section of the TDM Docks waterfront
added a test "ending doors" sound effect (TDM Docks only so far)
added a special pounce landing sound effect / animation when raptors miss their target
updated rex and acro net escape sounds
added fast swim animations for humans
added a 3rd person equip animation for flamesaw instead of Angus just flailing wildly
updated a few taunt animations (more to come) with extra detail, including: - Scientist Hand on Hip Taunt - Scientist Victory Taunt - Scientist Kiss Taunt - Pyro Hand Burn Taunt
pyro head transplant update - no more Baby Face Pyro!
improved look of default pyro fuel tank
fixed survivor pyro fuel tank looking almost the same as regular dinobuster version
improved Tyrant breath particles
fixed breath effects showing on dead bodies
improved wetness of wet landscape shader with refined mud
fixed blood impact splashes looking purplish under lighting
start of adding surface-specific groundpound particles for Tupa
reduced cases where dinosaurs were twirling on the spot when spawning (still WIP)
moved customizer camera closer to the characters
fixed bandolier still visible on Iced Pathfinder skin
fixed a couple of old item descriptions with garbled text
backend fix: name / description tags should now save properly
fixed hit markers showing when hitting teammates sometimes
class select now better communicates which class you've selected on the top bar icons
equipped UI indicator now shows in the Customizer popups, not just the Inventory
reorganized content packages for extra efficiency (ongoing)
additional memory optimizations
We're getting real close to finishing up Evolution currently, and hope to have the new PlayStation game submitted for approval to the platform holder sometime next month. More fixes and feature updates will continue to slowly trickle in while we wrap up work on the console side, but you can look forward to some much bigger changes for PCE on PC later this year!
If you looked in-store lately, did you see a few older items are back?
We've took requests on the official Discord for a while about which classic skins should return. We don't normally allow things that are "out of season," but after nearly ten years we're loosening up a bit.
Actually, a lot.
THE VAULTS ARE OPEN
EVERY SINGLE ITEM to ever appear in-store IS BACK, and it's not just a February feeding frenzy either! They're back FOR ALL TIME...
Almost 2000 cosmetics are available to Browse through, across themes that range from the emerald greenery of St Patricks Day to the horrors of Halloween!
That includes every bundle, every pack, and every gift we've ever introduced as well! So you can now spread festive cheer or shower the server with spooktacular goodies all year round...
The majority of classic store items will also have legacy discounts applied if you check the Specials tab!
INFO:
Store Changes
Everything being back isn't the only change in our store policy going forwards. We'll no longer be adding *new* gifts, and will be shying away from bundles for the most part.
This had already started to become the norm during 2024, but from now on, pretty much all new skins will be sold separately instead of being packed together. The reasoning is twofold. For starters, it allows you guys grab the items you really want (instead of needing to splurge on a bundle just for one item), and makes it easier for us to manage two games at once.
Primal Carnage: Evolution will be launching in the next couple months on PlayStation - it won't really feature bundles let alone gifts, due to differences with how things are done on console. The changes make it less of a headache to add the same content on both going forward, since we won't need to disentangle items from their gifts or bundles in the process of porting.
While classic gifts & bundles will stay available on PC, we'll be steering clear of them in future.
NEW UPDATE COMING SOON
Another major update will be out next week, just in time for Valentine's Day!
In addition to the usual fresh batch of snazzy new looks, we'll have several feature updates and a bunch of bug fixes and balance tweaks, plus some extra polish and quality of life changes. See you then!
A new minor patch is now available for Primal Carnage: Extinction on Steam, addressing issues found after the recently released Winter Carnage event.
Change Log:
fixed ramps being hidden on Ubase Snow
consistency fixes on DocksNight, UbaseNight, and RuthlessSnow
fixed an infinite recursion loop when capturing objectives on RuthlessSnow
fixed Commando impersonating Pyro when thanking people
fixed overlap of pounce start and end dialog
added a few extra dialog variants
improved Reindeer Disguise offset for Cryo
fixed Vibelight Royal Dilo using an older version of its pattern texture
fixed Prion Ptera, Snowcap Acro and Clouded Feathered Novaraptor not being feathered
fixed incorrect feather mask for Western Novaraptor skin
fixed a few description typos
Thanks for playing!
- The Primal Carnage Team
WINTER CARNAGE
This December we've got another update to make you merry! Welcome to Winter Carnage...
Update Highlights
General
Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update...
Firstly, we have further overhauled melee code to make things smoother and more reliable. You can now do both quick melee and heavy melee while using a primary weapon, simply tap melee for a quick knife slash or double tap for a heavy swing. Also, machete users should have much more reliable hit detection now when not using charged attacks, without "fake" hit markers appearing.
On the dino side, we've added a cooldown so that they can no longer be staggered multiple times in a short period, since it was possible to effectively get stun-locked forever before. Oof!
Previously, the Tyrant's couldn't free other dinos from nets the way other classes can, we've fixed it so that they can save netted raptors / spitters using both attacks and trample damage now.
There are a number of quality of life tweaks too, such as massively reducing camera sway when under the influence of darts (might've actually toned it down *too* much there, we'll see).
Finally, all characters now have new blood overlays for receiving damage!
As your health goets lower, the blood stains start to gradually fade in, being fully revealed when you are in desaturated vision mode. If this is a bit too much for you, the Show Gore option has been extended to cover blood overlays too.
Let it Snow!
Another new character effect is the Snowverlay - if you're out in the cold for a while on a snow map, your skin will slowly start to turn frosty! It's currently more subtle on dinos than humans, giving a light dusting of white that fades off when going indoors.
This is combined with new breath effects that show in cold weather maps (rainy night included as well)...
ALL snow map variants have now been added! Newly remastered with optimized shaders and overhauled lighting, their level layouts are also now closer to the standard versions of the maps.
Special Store Event
We come bearing baubles! Dozens of new items created by the Primal Carnage community have been accepted this winter, from human "disguises" to arctic carno camouflage. Check out a small smattering of highlights from this year's cool new looks below..
Yep, there's a wide range of seasonal sensations by both new and old community creators, with some of this year's Christmas crackers hailing from way back in 2016! Just a little reminder that if you've submitted skins in the distant past, never give up - their time may yet come...
We've also got a handful of festive free drops, such as the Dynastias Rex mutation, Seal Leopard Nova and Studded Revolvers!
That's all in addition to the hundreds of classic winter items that returned recently, all with epic savings! And to top it all off, we're enabling DOUBLE DROPS for the next few weeks.
A Discount 66 Million Years in the Making...
Why not give the gift of Carnage this Christmas?
We've got 66% OFF Primal Carnage: Extinction, the PCE 4-Pack and ALL DLC until January 2nd!
A new patch is now available for Primal Carnage: Extinction on Steam! This week's patch addresses more bugs and balance issues based on community feedback, while introducing a couple of feature tweaks...
Patch Highlights
Carnotaurus and Ceratosaurus now have a new Bruiser Ground Slam ability! If they hit the ground and take fall damage, this triggers a "stomp" on landing...
The amount of damage scales based on how far you fell, up to a maximum of -90 HP for Cerato, and has a low radius with rapid falloff. When coupled with the "goomba stomp" ability, it provides an interesting alternate playstyle for the bigger Bruisers.
Heavy melee stagger now lasts half as long. It is still a highly effective ability if you can pull it off, but this gives small dinos a little more chance of escaping. We'll be fine tuning it further in our next patch. Pounce stagger remains the same, and now also occurs when raptors are shot off a human while mauling.
A while ago we made some modifications to how knockback works, this seemed to have a side effect of Rex and Spino swipes not really affecting players very much. We've fixed this so that they both work properly and give humans a good whack backwards when hit.
A couple of weapons have been tuned further, such as the assault rifle having a slightly faster dropoff in damage over midrange and flaregun shots dealing a bit heavier crit damage.
The biggest change is rebalancing the poison dart rifle. As one of the more annoying guns to fight against, we decided to give it a reduced ammo count and make it a bit more unwieldy to use.
Spread and recoil are higher, fire rate is lower. Coupled with a longer equip time when swapping to the poison dart rifle, it can still be lethal in the right hands but the changes make battles last longer and require a little more skill to do well with it.
You can see more changes in the full log further down...
STORE UPDATE
Classic Goodies!
Winter Warmup starts today, with EVERY classic winter item returning to the store! That's hundreds of festive looks that are back with serious seasonal savings! From feathered Spinosaurs to snowsuited scientists, there's sure to be something yule love...
That also includes ALL winter gifts cycling back in, so why not spread some Christmas cheer?
Version 3.0.8
Full Change Log:
GAMEPLAY
NEW: Bruiser Ground Slam
taking fall damage as Carno or Cerato causes a radial "stomp" that deals moderate knockback
damage has rapid falloff and increases with height, maximum of -90 HP
heavy melee stagger is now separate from pounce stagger, with melee stagger being shorter
reduced heavy melee stagger controls lock time from 1.5 seconds to 0.7 secs
fixed T.Rex tail swipe not dealing proper knockback
increased knockback on Spino claw swipe
pouncing raptors are now staggered if they are interrupted when mauling someone
toggle crouch option no longer makes Pachy slide endlessly over and over
added spam prevention to Pachy sprint activation to mitigate charge exploits
added a timeout for crush damage to prevent insta-kills when pinning humans next to walls
assault rifle now has a faster damage falloff curve over distance
increased flaregun crit damage multipluer from 1.25x to 1.4x
Posion Dart Rifle tweaks:
reduced clip size from 9 to 7 and reserve ammo from 45 to 35
reduced fire rate from 0.55 to 0.7 with higher recoil and spread
increased equip time from 0.5 to 0.85
humans are now properly prevented from attacking while swimming
added first person swim animations for humans
fixed AI not respawning when stuck out of bounds for a long time in Survival mode
fixed Bruisers being unable to return eggs to the nest in CTE mode
MAPS
Airbase: fixed a crashed airplane that was missing collision on the perimeter
GTTC Falls: lighting and foliage tweaks, additional optimizations
Downpour + Ruthless: various collision fixes, lighting improvements and optimizations
Downpour: added more cover to the helipad area
Geothermal: gated off the weapon upgrade station since there were previously no unlockable areas
Geothermal: possible fix for AI dinos not attacking when humans are backed up against rear wall
purchasable gate consoles in Survival now have blinking lights that change when bought
added extra details and lighting to help with navigation in Survival mode
fixed spectators escaping the playable area on Airbase, Marsh, Docks, ForestChasm
VISUALS
spitter drool mesh no longer shows for un-charged spit
fixed molotov instakill not charring dino corpses
added soft edges and near camera fade to force fields
fixed spit overlay for Molten SMGs
lowered momentum on sniper shots to reduce neck spaghettification
fixed sandstorm spino skin having hue modification active by default
fixed a couple more kill icons such as Carno swipe and DoT burn that were using generic skulls
fixed Dominating text getting cut off at the top of the HUD
SOUND
fixed player death sounds being audible to everyone except their killer
attempt to fix sounds that were often dropping out / ambience resetting in multiplayer
fixed missing equip sounds for SMGs
added new resupply sounds
More Soon!
Winter Warmup is just the beginning! This year's major Winter Carnage update drops next week, adding dozens of fresh festive items and restoring winter map variants with 3.0 era overhauls!