Las Vegas, NV – March 27th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.
General
Added custom roars for Cryolophosaurus and Oviraptor
Overhauled maps in Get to the Chopper mode with new dynamic blockers and more consistent capture point settings
Continued economy improvements
Added 4 new Store items from community workshop contributors
Balance Changes
<*>Reduced grenade launcher area of effect radius from 300 to 145
<*>Disabled roaring while stunned for all Tyrants and Carnotaurus
<*>Increased damage of Carno head swipe from 50 to 80
<*>Increased max damage of Carno charge from 75 to 85
<*>Increased Cryo spit stamina cost from 25 to 30
<*>Increased raptor pounce cooldown from 1.5 to 2 seconds
<*>Increased max pounce distance & pounce height
<*>Reduced range & duration of raptor melee attacks
<*>Reduced raptor melee cooldown slightly
<*>Increased frenzy stamina drain speed
<*>Increased raptor maul stamina cost
<*>Lowered raptor sprint stamina cost
<*>Increased Oviraptor maul damage from 20 to 25
<*>Increased Oviraptor pounce stamina cost to be roughly equal to Novaraptor
<*>Made tyrant head turning more responsive
<*>Increased stomp damage of Acro from 100 to 200
<*>Reduced knockback on all grenade types, stomps, swipes and kicks
<*>Lowered speed threshold for trample damage from Tyrants, increased trample damage
<*>Increased airspeed required before Tupa charge activates to stop it occurring on takeoff
Bug Fixes
<*>Fixed plants in all maps from blocking weapons fire / spit
<*>Fixed: being unable to choose a class in Survival mode
<*>Fixed: trace length and radius of Cryo spit so that it doesn't hurt through walls
<*>Fixed: view offsets on flamesaw, flaregun, revolvers & shotgun to prevent view clipping
<*>Fixed: crouch offset for flyers + adjusted their collisions
<*>Increased projection height of Cryo spit decals
<*>Made helicopter collisions more accurate
<*>Fixed default class limit for Acro being set to zero in TDM
Economy Updates
<*>Added links to Workshop and Steam Marketplace on main menu
<*>Added a news feed on the main menu
<*>Fixed inventory not refreshing after opening a crate or using nametags and description tags
<*>Fixed item popup from level up
<*>Fixed seams on the Algae Spino skin
<*>Fixed the Doombringer Tupa appearing overly dark at skin maker's request
<*>Tweaked the Crystal-Eyed & Canadian Oviraptor skins based on community feedback
Map Updates
<*>Updated main menu map, removed winter theme
<*>Reworked the base camp area on Contingency
<*>Updated the blocking volumes on Docks to be a lot less complex
<*>Rebuilt lighting on Airbase at higher quality
<*>Adjusted pop-in of certain objects on Geothermal
<*>Updated the BasicTest map with more objects / areas + spawnpoints
<*>Added more resupply objects to all GTTC maps
<*>Fixed choppers not showing in a couple of cinematic sequences
<*>Stopped certain choppers being visibility culled at a distance
<*>Fixed draw distance of waterfall effects on GTTC-Falls
<*>Fixed landscape black spots on GTTC-Falls
<*>Fixed unusable health box near objective C on GTTC-Falls
<*>Lowered height of first gate on GTTC Falls to prevent Tyrants exiting the dome
<*>Changed lighting of GTTC-Falls dome objectives to better illuminate the capture points
<*>Optimized Airbase some more, removed unnecessary complexity from rain shader
<*>Fixed dome wire mesh disappearing at certain angles and lighting weirdly
<*>Fixed GTTC-Docks customization area being backlit / overly dark
<*>Made capture point A markers more accurate on GTTC-Docks
<*>Fixed missing interior ambience of GTTC-Docks point A
<*>Updated lighting & effects on GTTC-Docks
Miscellaneous Tweaks
<*>Adjusted global post processing effects
<*>Master shader optimizations / improvements
<*>Tweaked certain particle effects, adding both higher & lower detail level versions
<*>Increased volume & audible radius of distant tyrant steps
<*>Changed physics mass and momentum settings of ragdolls
<*>Performance saving: can no longer manipulate ragdolls
<*>Optimized number of active physics bodies on each character to reduce CPU load
<*>Updated audio device settings which might stop sounds failing to play in some cases
<*>Increased buffer time of audio which should reduce hitching
<*>Increased max smoothed framerate to 240
<*>Recompressed music assets
<*>Reduced fade time of LOD textures
<*>Added a timeout for loading maps
Patch 1.8.2 Now Available
Las Vegas, NV – January 30th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:
This patch brings a very large update to the authorization scheme that we use for the Steam economy. As a result, we’ve had to update and rewrite a bunch of our economy functionality for this release. While we’ve tested this thoroughly, please be on the lookout for anything we may have missed.
General
Introduced a new authorization scheme for the economy for improved security
Re-enabled crafting!
Re-worked certain economy calls for improved reliability and stability
Fixed issues with certain economy skins from the Winter update
Fixed seams on the Algae Spino
Fixed collision on certain foliage in PC-ForestChasmSnow
Dinosaurs
Reduced Cryo RoarCooldown from 45 to 40 seconds
Reduced Cryo SpitStaminaCost from 35 to 25
Increased Raptor PounceDelay from 1.35 to 1.5 seconds
We are currently aware of several issues that players are having with the economy, including no drops being awarded, crafting not being functional, and stat-track items not updating.
With regards to crafting, we were informed of an exploit relating to crafting, so we have disabled it until we are able to fix this exploit.
We are currently investigating the cause of drops not working, however a fix may not be deployed until version 1.8.2. To account for the time without drops, we'll also be running a Double Drop Week in the near future.
1.8.2 will bring various improvements to the security of the economy, as well as a variety of general fixes and improvements.
1.8.1 Hotfix Released
An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:
General
Fixed some issues with dedicated servers in 1.8.0
Fixed incorrect in-game version number causing client and server connection issues
Fixed Show-Blown Ovi raptor and Enforcer MK23 not correctly appearing in players in-game inventory
Balance
<*>Slightly increased Tupa health to account for damage changes in 1.8.0
Winter Update Now Available
Las Vegas, NV - January 12th, 2017 - An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.
Out just in time for Christmas dinner!
The winter update brings new seasonal cosmetics plus many balance tweaks and bugfixes...
General Changes
Added first stage of revamped class-limit system
Added Winter Crate and Winter Gift featuring 40 new community-created items.
Fixed certain Stat-Track items not working correctly
Dinosaurs
Increased Ptera grab sphere radius
Increased Flyer peck damage by 10
Decreased Tupa MaxChargeDamage from 75 to 55
Added Tupa impact sound when hitting enemies with its charge
Decreased Dilo roar cooldown timer from 60 to 30 seconds
Decreased Cryo roar cooldown from 60 to 45 seconds
Decreased Dilo spit stamina cost from 35 to 15
Increased Cryo spit stamina cost from 25 to 35
Decreased sprint stamina cost for Spitters from 5 to 3 per second
Decreased Cryo stamina regeneration rate from 8 to 6
Decreased Dilo stamina regeneration rate from 8 to 2.5
Fixed Oviraptor and Tupa hitboxes to account for the sails
Reduced time for Carnotaurus sprint recharge from 0.85 to 0.6 secs
Humans
Updated Dynamite explosion effect
Increased Impact Grenade damage and explosion radius
Increased Dynamite damage to 800
Increased Molotov instant hit damage from 60 to 180
Increased Flamesaw chainsaw damage from 240/sec to 260/sec
Increased Double Barrel Shotgun primary fire damage slightly
Increased Default Shotgun primary fire damage
Increased SPAS12 primary fire damage
Decreased Default Shotgun spread and falloff damage
Decreased Double Barrel Shotgun secondary fire damage
Decreased Double Barrel Shotgun spread
Decreased Assault Rifle Grenade damage from 400 to 300
Decreased Desert Eagle firing delay from .85 to .75
Decresead Dual Colts firing delay slightly
Decreased Dynamite explosion radius
Decreased chainsaw overheat time from 2.5 sec to 1 second
Increased Human sprint stamina consumption rate from 5 to 6.5
Decreased Human jump stamina cost from 14 to 7
Maps
Added tyrant blockers around main ship tower on PC-Docks
Added more spawnpoints to PC-Docks
Fixed collision issues on PC-Docks
Fixed collision issues on PC-Contingency
Fixed collisions for tall trees on PC-Contingency
Fixed missing rocks and Tyrant blockers on PC-ForestChasm
Fixed an exploitable area in PC-Snowbound
Fixed collision issues on PC-Transfer
Fixed gas tower fire doing too much damage in PC-Transfer
Fixed collisions on certain doors on GTTC-Ruthless
Fixed fog planes on snowy GTTC-Ruthless blocking weapons fire
Changed lava flow areas on Geothermal to reduce chances of dinosaurs cooking themselves
2016 has been a big year for Primal Carnage!
We started the year off with a bang, announcing the winners of our first ever Art Competition and joining the Discord community which has been really successful in engaging our community.
Through the year, we had 5 major updates, and a handful of minor bug fix updates. This includes milestones such as the release of the Editor, Hunt and Capture the Egg, brand new human weapons, the level progression system and much more.
The most exciting thing for the team was to see the uptake of community developed content through our Workshop. We've so far had 111 community developed items accepted into the game, showing the creativity and talent that our community has.
Finally, only a few days ago Pub Games released Primal Carnage: Onslaught, bringing Primal Carnage into the world of VR. Onslaught is now available for HTC Vive and Oculus Rift.
The Winter update is making good progress and should be out very soon, with brand new community skins and a slew of fixes and balance improvements.
Primal Carnage: Extinction still is not the title we want it to be. When we released PCE into Early Access over 2 years ago, we had a long-term plan for the kind of game we wanted to develop. This plan is still not complete and there is lots more that we want to do in order to make PCE the best it can be. Keep an eye out for some exciting news and updates through 2017.
Thanks to all of our players and community members who have enjoyed the game in the past 12 months. We hope you continue to enjoy playing PCE well into the future.
Primal Carnage: Onslaught live on Steam Early Access!
We're excited to launch Primal Carnage: Onslaught into Early Access today! Its a very exciting day for the team to bring you the first public build of the game.
Primal Carnage: Onslaught brings the Primal Carnage universe into the world of VR. Players can get up close with their favorite dinosaurs as they fight to survive in an intense, thrilling survival shooter.
Learn more about Primal Carnage: Onslaught here and purchase it at a special discount of 33% for the first week of launch!
Early Access is just the beginning for Primal Carnage: Onslaught. We'll be continuing to update our players and community regularly through Steam, and our social media channels.
Facebook: https://www.facebook.com/Primalcarnage/
Twitter: https://twitter.com/PrimalCarnage
From all of us here at Pub Games and Circle 5 Studios, thank you and we look forward to sharing the journey ahead of us!
Winter 2016 Skin Contest End Date
For anyone who hasn't gotten involved yet and would like to, we're pushing back the end of the Winter Skin Contest by another 24 hours. You have the whole weekend to submit your designs, with the deadline extended to Monday 12th December. All entries must be uploaded before then.
To enter the contest, simply make a winter themed skin or item and upload it to the workshop for Primal Carnage: Extinction with the Winter 2016 tag. If you cannot find the option in the upload tool don't worry, we can tag it for you if the description or title mentions Winter 2016.
Remember that even if you don't submit a design you can still get involved by voting for your favourites on the Workshop, this helps us greatly in deciding which items the community feels should go into the game. Every vote counts. The best and most popular skins will be included in the Winter Update, which will include a number of bug fixes as well. Expect it to release later this month.
Unsure on how to make skins?
Read the quick-start guide on our Developer Wiki
The official Primal Carnage Discord server is always buzzing with content creation discussion, and many contributors are regularly around, so drop by if you want some help or feedback!
Content Creator Spotlight - Kordak
Welcome to the first of our "Content Creator Spotlight" series, where we bring our best community content developers into focus to share their experience and advice about creating custom content for Primal Carnage: Extinction.
First up is perhaps our most prolific content creator. Kordak has created over 80 items and had dozens accepted into the game. We had a chat with him about his motivation, methods and he shares some advice for those looking to get into content creation.
Introduce yourself and your background for those in the community who might not know you
The name's Kordak. I was one of the people who followed the original Primal Carnage's development. Although I was not able to pre-order it, I did manage to buy and play it day one, and it's been a favorite since. However, there are probably a few veteran Primal Carnage players that might remember me under another name back then, as the Garry's Mod paleo-artist; Relentless Hunter.
The name "Kordak" came about the time when the orginal game dev team Lukewarm Media disbanded. The name was originally meant to be "Korak", the son of Tarzan from Edgar Rice Burroughs' book series, but I misspelled it by adding the "d" and it wasn't until about a month after that I realized my mistake. However I thought the new name rolled off the tongue nicely, so I kept it.
What got you into content creation for Primal Carnage Extinction? Have you had content creation experience in the past?
Within the forums of the original Primal Carnage there was a lot of Fan-made recolors of dinosaur skins. I didn't make any myself always did enjoy seeing them, and having our own skins in the game would have been awesome. However the concept of the Steam Workshop hadn't cemented itself yet; heck, I thought it was only for Garry's Mod at the time!So we all thought it would never happen. However when the Circle 5 team announced that Primal Carnage: Extinction was going to have Workshop support, that's when I knew it was finally my time to contribute to the Primal Carnage skin gallery.
However, Primal Carnage isn't the first time I made custom content for a game. Way back in the days were Zoo Tycoon 2 was new. Back then I had yet another name; Professor Nature (Yeah, yeah, Pokemon professor naming reference, kinda dumb looking back :p.) Anyway, I made quite a few fully custom-made animals back then for the game--not just mere reskins or the like; fully new entries in the game. I made several different mods for ZT2 in my early days, including all new endangerment status symbols for animals, which all the other mods thought was impossible back then. Others included verious animals; like green ostriches, ghost sharks, a yeti/bigfoot, a partially various mermaid that got cancelled because the model meshes disappeared, and a massive T-Rex species that would destroy the entire zoo if you didn't keep it happy...
...I was a bit of a mad scientist back then...and I suppose I still am... >:3
Where does your inspiration for your items come from?
Most of my skins comes from living animals for the most part. All my animal skin collections have a theme of being from a single continent (or the oceans in general with the Ocean Wonders) and that trend of mine started from after the Cheetah Dilo and Equus Rex were released. The Equus Rex in particular I liked--and is still one of my favorite skins even now--as it reminded me about a T-rex in a book I read as a kid. I can't remember the book but I do know that it was a zebra-striped rex in it just like the Equus Rex, red eyes and all.
Another side of my inspiration usually comes from nostalgia. Some such skins for example are the Desperado Rex and the Chaos Raptor trio. Those skins in particular were meant to emulate the feel of the dinosaurs from the Jurassic Park toyline back in the 90's. Since a wonderful time for action figure toys...
And the next side of my inspiration is what I make on a whim. What I often do when I'm not making skins is that I practice and experiment with colors and designs. Some of my custom skins are ones that I made on the spot while I was playing about and the idea for a design popped into my head; like the Havock Dilo and the Wendigo Raptor.
What software, tools and techniques do you use when making your item?
The only Software I've used so far is GIMP, a free software that does most of what Photoshop can do. I know a lot of people like using other programs like 3DCoat for making their skins, or use more expensive programs, but I like the better control I have from using a GIMP as I have learned how to use it over the years.
I also like GIMP for how easy it is to use my #1 technique for skinning; working in layers. Layering is essentially using multiple images stacked on top of each other to make one final, finished skin. I make each layer with a certain color or design. For example for my Pioneer Rex; the white in the underbelly is on the bottom layer, than comes the brown-red of the skin on top of that, finally being topped by the black of the back, snout, and armored scales. Each of my skins was made this way, so if I want to go back and adjust something, I don't have to mess with the other surrounding colors to do it. And GIMP layers can be toggled to be visible or not, so I can work underneath layers I've already painted with ease without having the layers above blocking my view.
Do you have a particular workshop item you're proud of?
The Jaguar Rex. My favorite dinosaur and my favorite big cat genetically combined into one apex predator? That one was a no brainer for me to do from day one. I wanted to be very careful when making that one, hence I used more jaguar images as reference points than I could count to get it as accurate as possible. Took a total of 12 hours to finish it. Worth it.
Is there any advice you want to offer to other potential content creators, or lessons that you've learned along the way that you want to share?
A: Make sure you are overlaying correctly. I had a lot of trouble starting out because I didn't properly layer my skins. I can't thank the Devs enough for helping me in pointing out what I had to do to fix my skins. This skinning video by Senoba also helped me a great deal in clearing up how the Editor works: https://www.youtube.com/watch?v=RMDvE8dKaBM
Anything new you're working on that you'd like to share with the community?
Well, this time of year is busy for me, so I haven't had has much time as earlier this year. However, I have started on the final Ocean Wonder skins. I do have a second trio set of Colored Chaos Raptors ready to be released. As well as two Rex skins I have yet to offically name that are very close to being done, but not quite ready to be released. For the time being, I've codenamed them as "Boreal" and "Ambusher".
I also have a secret series I've been working on since I started the Amazon Stories Collection back in March. I can't show you any of them yet, as I want them all to be released at once and I want to take extra time with them. But I will give their collection codename now: "Amber D.N.A."
Winter Workshop Contest
After the overwhelming success of the Halloween Skin Contest that saw over 80 items submitted, we're announcing the Winter Workshop Contest!
Create your Winter or Christmas themed skin using the Primal Carnage: Extinction SDK and submit it to the workshop for a chance to be included in the Festive Crate & Gift included in the planned December update. To take part, simply submit your skin to the Workshop and tag it with the Winter 2016 tag. You have until December 10th to submit your ideas.
If you're not a creator, you can still contribute! Just head to the workshop page and vote on your favorite Winter 2016 skins.
Want to participate in the contest, but not sure where to start? Check out the developer wiki for a quickstart guide on how to make skins. Our Discord server is always buzzing with content creation discussion, and many contributors are regularly around, so drop by if you want some help or feedback!
We're looking forward to seeing what you can create!