Bug fixes
* Fix for a crash related to the experience system.
* Fix for players spawning on the south part of the map when joining a game
Game Update 2015022303
Live Patch 2015022303
Features
<*> Players now earn XP when harvesting dinosaurs, XP is based on damage share, dino score and a survival bonus. The survival bonus goes up with with each harvest and is reset on death. Player’s increase in level based on XP amount earned, the player level is not reset when dying.
<*> Players now earn EG Tokens when harvesting dinosaurs, token amount is based on damage share and dino score. Tokens are not lost when dying.
<*> An in-game shop has been added where players can use earned EG tokens to buy equipment between lives. The type of equipment available for purchase is tied to player’s level. Note that you still get a free bow, 10 arrows and a map fragment when spawning so unless you want two of these you don’t need to buy one every time you die.
Important note on the server state of XP and Tokens: The system has been running on the live server for a couple of weeks for testing reasons, however with faulty settings. We reset the system last friday in preperation for the release once the correct values where in place but when you first run the game it may show a faulty amount of tokens and XP that reflects things earned before the reset. If this happens, restart the game to get the correct values.
Changes
<*> Species names are now shown in the confirm kill screen attacker list when a player has died from dino attacks
<*> Player name is now shown in the confirm kill screen when ID:ing tombs
<*> Added localization into: German, French, Spanish, Italian, Norwegian, Polish, Czech, Romanian, Brazilian Portuguese (not complete), Russian (not complete), Dutch (not complete), Swedish (not complete). The game language changes automatically to the language of your Steam client. Please share your feedback in the Localization forum for your language.
<*> Increased the distance at which smaller species react to and avoid larger species
<*> Utahraptors now correctly flee from nearby T-Rex, even if engaged in battle with a player.
Bug fixes
<*> Fixed bug where you could confirm player corpse multiple times
<*> Fixed bug where you could get ammo by stacking
<*> Fixed issue with bags disappearing when they shouldn’t
<*> Rivers and swamps are now easier to cross
<*> Fixed an issue where a merc camp spawned settler loot and a settler camp spawned merc loot
Game Update 2015020502
Changes
Clicking Join on a locked team now shows a notification that a request has been sent and at the same time disables the Join button for that team for a while to not spam the team leader.
Server list does not show single player games.
Bug fixes
Fixed crash where the game could crash when equiping a weapon
Fixed crash when open options menu from start menu when no character is selected
Fixed bug when moving items within the inventory when being almost overburdened
You now see a notification when a player changes team
Bag icons are removed from the map when the bag is removed
T-Rex retreat behaviour modified. It can now take a lot more damage before it decides to flee. This should reduce the amount of instances where you had to track a wounded one for miles upon miles.
Longbow aim zoom reduced by 50%
Dino texture variations / score relation tweaked to better reflect their score
Improved spawning conditions. Players do not spawn near dinosaurs and in PVP not close to other players.
Used chests get removed when no player is nearby even if they are not empty. Note that this means that it is now unwise to use loot containers as storage for things that you want to keep. The reason for this change is to reduce the amount of instances where you find useless things in containers left by other players, a problem that can become epidemic in prolonged MP games.
There are now different map icons for chests and bags
Icons for chests, bags, drop pods and death drops are now shown on the full screen map instead of a green dots.
Item serialization optimization - less data needs to be sent when players join the game or make changes in the inventory.
Some improved T-Rex and Utahraptor animations
Chest and spawn point placement tweaks
T-Rex may scare away other dinosaurs when they are attacking you
Dinosaurs' perception of the player has improved when the player is close
Bug fixes
Fixed crash when items could end up in the wrong slots in a multiplayer game
Medkit achievement now works as it should
Fixed several item stacking issues
Fix for some issues when losing connection to the game server. (not game host)
Fix for players spawning in the same position all the time
Fix for dinos turning around forever
Fix for the F3 stats menu not showing the correct stats
Empty chests are now always removed
Fix for chests getting out of sync between players
Arrows can now get stuck on players that are hit
Fixed a localization error when being killed by the T-Rex
Made a player color less like the notification cyan color
PVP has been available in Primal since we first released the game in Early Access. However, as many of you may have noticed, it came with an “Experimental” label. The reason for this is that we didn’t feel that the implementation was good enough to be enjoyed by the majority of the community but fun enough for daredevils to try an unpolished experimental feature.
The great news is that with this release packed with goodies, we finally feel that this feature has reached a level where this label is no longer required.
The Vision
With theHunter: Primal we aim to create something truly unique. Merging modern hunting gameplay, survival, prehistoric beasts and years of accumulated knowledge of wildlife simulation has taken us a long way towards this goal, but we’re far from done.
First, here’s a little historical background for you. We’ve been developing theHunter for about 5 years now and during this time we’ve often come across two reactions to the game, the first one having become the basis for Primal : “Awesome game, but can I hunt dinosaurs?”. Well, you can now and with this update we aim to address the other reaction which involves an observation we’ve made when seeing two players playing theHunter in multiplayer for the first time. Surprisingly, the first thing that happens very often is that one of them tries to shoot the other one in the face. This fascinating observation does not only tells us something profound about human nature but also hints that there is an unfulfilled need for something more sinister in the franchise.
Enter theHunter: Primal. theHunter’s harsh and unforgiving sibling where we can do all the things that many players always wanted to do in theHunter but, if implemented, they would ruin the realistic and ethical experience that is the core of that game.
Which brings us to the topic of today. How do you integrate the pleasure of shooting your friends into a prehistoric survival hunting game? What we didn’t want to do was to create a stand alone deathmatch game that had no relation to the rest of the survival sandbox experience. With this in mind we decided to try to make this a more unique and integrated feature by following one simple design rule: “The player is just another huntable species”. In other words we had to approach PVP design the same way we would when designing a new species…
The new
Shot Placement
All species in Primal have an elaborate hit detection system that includes both external and internal organs.
To make the player feel as a huntable species, it seemed natural to extend this system to PVP as well. All players now have a full set of internal organs that create various amounts of bleed damage when penetrated by various weapons in the game. When fighting/hunting other players shot placement can make all the difference, just as it does when shooting at the local wildlife. For example, a shot to the heart/brain is instantly lethal, lungs deal heavy damage while intestines/stomach result in low but painfully prolonged bleed damage. Hitting external organs, such as arms and legs, also makes a difference (lower damage) compared to hitting other parts. such as the torso and head. Keep in mind though, that unlike in most other games a headshot in Primal is not always lethal. If you aim for the head you need to make sure to hit the brain and with this in mind it is usually safer to go for the much larger vital area in the chest in situations where you don’t have much time to aim.
Tombs
When a player dies we now spawn a small burial monument at the place of death. This monument can be interacted with using the SettlerMate in the same way you would confirm a fallen animal. Doing so brings up a screen where you can see how the player died similar to the harvest counterpart when claiming animals.
There’s currently no score for killing players as, for the moment, the EG cooperation couldn’t care less what you do to other pioneers but examining these monuments can teach you some useful things, like where to aim and where to not get shot yourself.
Teams
Similar to the Utahraptor ostrommaysorum, Homo sapiens is a social hunter. To facilitate and nurture this trait we’ve added a system where pioneers, that have somehow managed to survive their first encounter with each other, can band together and deal pain to fellow settlers and wildlife alike.
In PVP games only members of the same team can see each other on the map. They can also share waypoints and chat privately by using “/t” when sending a message. Teams can be locked, and the first player to join a team automatically becomes its leader with the power to accept new members. The team interface can be reached by entering the in-game menu “Esc” and clicking “Teams”.
The team interface also includes shared statistics that can be used to measure progress compared to the other teams currently in the game.
Teams are also available in Coop games where the have the same kind of functionality as in PVP games.
Outro
We hope that you enjoy these new features as much as we did when testing them. It’s quite magical when after moving silently through the woods for a prolonged time two teams suddenly run into each other and all hell breaks loose.
A short update from us: There will be no patch this week. We're working on PvP and a couple of other interesting things, so you can start looking forward to a big fat update next week. Until then - have a nice weekend and take care out there!
Have a good weekend hunters of Eden!
A short update from us: There will be no patch this week, although we initially planned one. We're working on PvP and a couple of other interesting things, so you can start looking forward to a big fat update next week. Until then - have a nice weekend and take care out there!
Game update 2015011603
Triceratops aggression behaviour modified to better reflect their herbivore nature - the majestic Trihorn no longer stalks pioneers but instead only attacks if provoked. Citizens of Primal Eden take note; the closer you get the higher the chance of sudden impalement!
Server tracking error fix
Game Update 20150121
* Triceratops aggression behaviour modified to better reflect their herbivore nature. - The majestic Trihorn no longer stalk pioneers but instead only attacks if provoked. Citizens of Primal Eden take note; the closer you get the higher the chance of sudden impalement!
* Server tracking error fix