Congratulations to everyone who survived 2020! We're back once again for another year of Carnage.
To start things off, we are celebrating the creators who participated in the firstOfficial Mapping Contest! Also, check a look at the latest update to the Primal Carnage: Extinction development toolkit, and some important new info for content creators...
Mapping Contest Finale!
Before we reveal the winners of the inaugural Primal Carnage: Extinction mapping contest, let's all take a moment to go through the varied and imaginative levels that were submitted by everyone...
We don't have enough awards for everybody, but wanted to single out a couple of honorable mentions that didn't quite crack the top spot on our list...
Railyard
by SpinoRavenger
PC-Railyard is a great little Team Deathmatch map with a very strong theme of being a freight depot. Featuring actual moving trains that hurtle through the level at dangerous speeds, this is one really solid submission with good overall game flow. It's well detailed with a nice balance between open areas and more maze-like zones. The train cars also look pretty convincing for kit-bashed assets and work well.
However, it being essentially a completely flat playing field does hold it back somewhat, and we struggle to think how the area sequestered over the bridge would really play into gameplay very much. Despite all that, Railyard earns our Kismet Wizardy award for its suitably dynamic map hazard!
Aquarium Research Center
by ArchShiranui
The aquarium facility created by ArchShirnaui (maker of SandStorm Valley, Pandoria) is a really well thought out concept for a location. This place feels like it has a history. There are so many great details found around the map, from signage explaining the evolutionary journey from fish to raptors, to signs of past fighting with bulletholes leaking water out of the various containment tanks. And those fish!
In terms of playability, it's quite a rat's nest of interconnecting areas, making it hard to orient yourself, and trying to navigate the maze of pipes and catwalks will be difficult for flyers. The sheer number of plants being used to decorate the overgrown areas is creative, but may pose performance problems.
We do love the idea of an aquatic research lab (it's something we've considered making ourselves) and for the level of effort put into this map's theme, we're honoring it with our Conceptual award.
Primal Park
by spinoraptyrex
We were saddened that more people didn't take up the Whitebox Warriors challenge, although maybe the requirements weren't clear enough. The hope was that by being focused around just using the most basic tools to create a map layout, it would encourage people to try map making who wouldn't have the time or know-how to produce a fully detailed, working level. As it stands, our choices were fairly slim.
Nevertheless, we did want to highlight Primal Park here as being a rather interesting idea for a level. It's unlikely this theme would be used for an official map, (due to that *other* dinosaur franchise featuring parks) but we're impressed at the design ideas on display here.
Using only blocks, Primal Park is able to convey a pretty convincing zoo environment with different types of enclosures and even cages. There are also hints as to some interesting setpieces such as a globe statue and the twisting paddock areas. Primal Park is honored with our Layout Inventiveness award.
Contest Winners
Even with fewer submissions than we expected, it was still quite difficult to narrow down the finalists for these top three winners. If you didn't make it this far, don't give up! There was something great about each one of the entries we saw, some just need a bit more time in the oven before they're quite ready.
And now without further ado, here are the winners of our first official mapping competition...
Whitebox Warriors Award
Seashore Crag
by Coelurus
The winner of the Whitebox Warriors category is a beautifully elegant layout with sweeping curves that flow in and out of a central rocky outcropping at the head of a cliff.
This is a Capture the Egg map, with the precarious delicacies perched on rock spires that have humans jumping for their lives. It's easy to see how this map would work in a real world setting, even if we think it might be CTE on "hard mode"! Excellent ideas on display here.
For their prize, the winner of the Whitebox Warriors Award shall receive any 5 in-game items of their choosing and a £25 Steam Gift Card!
Mapping Maniacs, 2nd Place Award
Waterlogged
by Avisaur
The second place winner of the Mapping Maniacs contest is a visual feast. Dark and moody, the map was designed with Hunt mode in mind and creates a nicely claustrophobic atmosphere...
This is one entry that focused on sound to great effect. The ambience is palpable, with rolling thunder, odd distorted transmissions echoing around, and the facility shuddering under the storm raging above.
Water leaks everywhere on this level, flowing as indoor rivers from one zone to another and forming large pools. The map lives up to its name. You can't go five feet without encountering the drip drip drip of leaks from above. Lighting is impeccable here, with beautiful use of shadows and volumetric effects. Dynamic lightning flashes that illuminate the dark facility complete an incredibly impressive spectacle.
However, in its construction we found some flaws.
We advise against using BSP geometry when creating maps intended for use in regular gameplay, it's a much less efficient method than working with static meshes. Plus, from what we understand it can cause crashes on PS4 (which would be an issue were we to include community maps on that platform). Brush geometry should only really be employed as a blockout tool, if it is used at all.
For their prize, the 2nd Place Award winner shall receive any 5 in-game items of their choosing and will collaborate with us on a custom-designed skin for themselves, in addition to a £50 Steam Gift Card!
Mapping Maniacs, 1st Place (Grand Prize)
Dead Tide
by ToaMetru6
First place goes to Dead Tide, a huge tropical island map where players must battle around massive rock arches and in brilliantly vibrant seaside pools. The intense use of colours such as the sapphire blue ocean water really gives this map a unique feeling of being an exotic (and HOT) location.
There are numerous interesting setpieces littered throughout the environment, from a beached tanker vessel with its cargo scattered about to the giant bones of behemoths jutting out from some of the rock formations.
As with many of the levels in this contest, it features NPCs roaming around the outskirts, but the creator of this one went even further by having custom beach-themed skins for them!
Such attention to detail for minor background elements is really impressive, though we can't help feeling that the boundaries of the map are a little arbitrary and unnatural. More consideration will have to be taken regarding the flow of the area as well for it to be a good deathmatch environment. However, for its striking aesthetic and intricate construction, Dead Tide is awarded first place!
1st place receives not only 5 in-game items of their choosing, not only a custom-designed skin, but also a $500 USD grand prize!!!
Congratulations to our winners!
And thanks again to everyone who took part in this event!
We've been constantly impressed at the creativity and clever use of resources in these levels, from makeshift freight trains to custom vending machines, there was some real ingenuity!
Several levels featured interesting shortcuts for smaller dinos to use which is a design choice we're hoping to include as part of official maps where possible in future.
We'll be reaching out to the winners shortly to arrange their prizes, and look forward to working with ToaMetru to further refine Dead Tide for when it is officially added to Primal Carnage: Extinction later this year!
Toolkit Update - PCE SDK
Now that things have calmed down after getting the mammoth 2.0 update out this winter, we're releasing a new version of the Extinction development tools for everyone to use.
This latest update to the SDK brings all of the new content that was added up to version 2.0, such as ultra high resolution character textures and a slew of new environment assets, materials and more. Please be aware that the size of the SDK is naturally quite a bit larger than before as a result of this new content (just under 30GB), and you may need to compile shaders for some time upon first launching the editor.
Highlights of today's new SDK content:
Added new human animation sets and classic humans
Added global Tags to deprecated content (DoNotUse means do NOT use)
Added global Tags to core character assets (Human and Dino base content)
Added numerous pose animations for creating cinematic screenshots (thanks to Maxsentia)
Added new "blank bases" to use when making skins for classic humans (thanks to ___)
Added new ultra HD 4096x4096 base textures for almost all playable dinosaurs
Added scalar to control dino eye reflectivity (set to zero on skins using eye masking for glow FX)
Added controls for "swizzling" dinosaur overlay textures using tiling noise
Added various new & updated props
Added the Tropical environment kit
Added new background resources (mountains, hills, cliffs...)
Added numerous new decals and materials
Updated hundreds of textures with higher quality versions 2-4x their original resolution
New "HD" floor/wall material with parallax bump offset effect
Added raindrop option to floor master material
Updated water rendering with edge foam and paintable vertex foam
Added support for dynamic normal maps to master water shaders
For optimized interactive water settings, use the examples on the BasicTesting map.
Added "HD" landscape texture sets
Updated landscape shader with basic specularity and more intense normal maps
Note: Do not disable the SimpleMud switch when making landscape materials. Doing so breaks landscape rendering completely.
Editor Fixes
As part of this latest SDK release we have also endeavored to fix as many editor crashes as we could. Using the PlayInEditor (PIE) option to play on maps should no longer result in an instant crash for most users with sufficient hardware, although we still advise against extended sessions.
When using PlayInEditor, tab out and click the red stop button at the top of the editor to close your PIE session. Trying to exit via Quit Match / Quit Game will only cause it to lock up.
If you save a package or map and the lighting / materials suddenly change to look flat, there is no cause for alarm. Simply restart the editor to fix the renderer.
Asset export is now re-enabled for the SDK as of this version. Use of exported SDK assets for anything other than creating content for Primal Carnage: Extinction is strictly forbidden.
Exploit Prevention
The latest update to Extinction will make it so that only players who are admin can use console commands that fall under cheat functionality. Because of this, certain developer console abilities may not be instantly available to you when using the SDK.
To remedy this, follow these steps:
Find PrimalCarnageGame.ini in the Config folder of the SDK
Search for the heading: [PrimalCarnageGame.PCBaseAccessControl]
Underneath that, add the ID number of your Steam profile, like so...
+Admins=776561198006301038
Save the file and you should be good.
Steam Workshop Tool
We'd like to remind everyone that the upload tool for submitting items to Steam Workshop is available in the Tools section of your Steam library. We will be removing the "loose leaf" version of the upload tool from the SDK itself soon.
For now, there is a bug that means you need to launch the Steam Workshop Tool manually otherwise your upload will result in a blank submission. Follow these steps:
Right click the Workshop Tool in your Steam library,
Click on Manage > Browse local files,
Run PCWorkshopTool.exe,
Upload your content.
The Steam Workshop Tool will be receiving more updates and functionality soon, that should mean you won't have to do these extra steps for too long. With the *next* SDK release, we will be requiring skin makers to submit their own in-game icon as well. This will require another Workshop Tool update, and we'll be providing steps on how to go about this when it is ready.
For more resources on using the development tools, check out these links...
We're hoping to release more frequent SDK updates in future (there may be another this month!) but please understand that it does take time out of regular development to prepare these releases, and we can't always guarantee the SDK will be kept up to date.
As we get deeper into 2021, we definitely plan to run more competitions and community events such as art contests, scavenger hunts and more. We have a new patch for Extinction landing in the next few days, and will be back with themed events throughout the year for special occasions like Easter.
If you're interested in creating themed items for the game, please make sure you submit them to the Extinction Steam Workshop in time! A list of important deadlines for upcoming special events is below...
VALENTINES submissions .......................... January 29th
ST Patrick's Day submissions .................... February 26th
EASTER submissions .................................... March 19th
[/h3] [/list]
Now get creative!
Want to stay in the loop about everything Primal Carnage? Come join the official Discord server to keep up to date, chat with other players, or maybe show off what you're working on!
If you want hints and tips about creating your own items or maps for Extinction, the friendly folks over at the SDK Discord can help you out. It's also a treasure trove of useful assets, tutorials and more.
A new patch has been released for Primal Carnage: Extinction, it will download automatically next time you restart Steam. This patch addresses some of the more immediately problematic bugs found after the release of the major winter update this christmas.
Whilst there are a few minor visual and collision problems that still need resolving, we have fixed the more glaring glitches with items such as Tyrant chains being able to crash servers.
Patch 2.0.1 also enables support for the full winter drop list and winter store rotation as seen here.
We apologize all of these were not available earlier, but some of the items had configuration problems making them either not appear or be usable by the wrong class. These issues have now been fixed.
Full Changelog
Added / fixed up archetypes for a number of cosmetics including Tyrant chains
Corrected an issue with tranqs where dinos got stuck in the overdosed state forever
Fixed the pyro trying to play animations that don't exist
Fixed novelty antlers being backwards
Updated sizes and positions of human hats
Adjusted size of head cam for raptor and cerato
Fixed incorrect pattern masks on some weapon skins
Fixed cerato harness using a translucent material
Fixed atrox dilo mutation using old sockets
Fixed all Dilo mutations floating a couple inches off the ground
Fixed missing Venatrix Nova skin
Updated settings on a few raptor skins
Fixed some icons appearing overly dark
Fixed some half-transparent icons
Fixed some icons being missing
Removed some server log spam
We trust that your Extinction experience will be a smooth one now, And wish everyone a happy new year! -The Primal Carnage Team
It's the most wonderful time of the year... Primal Carnage: Extinction 2.0 is here...
Major netcode upgrades.
All-new human animation system.
Ultra high res dinosaur texture sets.
Extensive reworks for several maps.
In-depth gameplay rebalancing.
And much, much, more....
Welcome to 2.0
This Christmas we are debuting the largest update Primal Carnage: Extinction has ever had, with changes to fundamental core game systems and huge overhauls in numerous areas.
From completely rewriting hit detection, to dislodging that stick that's been stuck up the human team's butt for the better part of a decade, we've focused heavily on making the mercs more fun to play. We'll keep refining and improving, but are already amazed at how much of an effect these changes under the hood have had.
The entire game has been lavished with a lot of fine tuning, enhancements and extra options suggested by the community. These range from upgraded weapon effects, to dinosaur mobility improvements, large scale layout overhauls of certain maps, and various new quality of life features.
Join us this festive season as we enter a whole new chapter of Extinction...
Hit Detection Rework
From day 1 we knew we had our work cut out for us with Extinction's netcode. We've battled for years to patch up the code under the hood, but it was only recently with a growing team of talented programmers we've been able to dedicate a large chunk of our time solely to reworking the game's hit detection.
The systems for verifying weapon and melee hits have been completely rewritten from the ground up to be much more efficient, cutting down the server response time and dramatically improving the feel of the game in the process. This means that unless you're playing on the moon, if you hit somebody with a hitscan weapon, you WILL hit them.
There are still exceptions that we're still working on, projectile-based weapons which use physics such as the netgun and flamethrower have been improved but are still not perfect. We're going to keep improving these going forward into next year.
As part of this process we have also taken the time to update our hit detection UI. There are now three different types of crosshair hit indicator to provide feedback on the area of a dinosaur you are hitting.
Dull X hit markers signify you are shooting an armoured strong point, doing reduced damage.
Bright white hit markers are used for hitting regular flesh on a dinosaur.
Red spiky hit markers will show when you are landing shots on a creature's weak spots.
A Matter of Scale
As of this update, the human team members have all been resized. Doing this to the mercenaries as part of our animation system overhaul allowed us to inject a lot more personality into each character in how they move. It also makes them easier to read at a glance due to more noticeable differences in height.
On the whole, the mercenary team are shorter than they were originally, and their eye height has been adjusted to account for this. They aren't the only ones who have received a resizing though.
Raptors can now look you in the eye. Aside from this being just utterly menacing, it does have the effect of rendering headshots easier against these fast moving predators.
Similarly, the spitters have been upscaled by the same amount proportionally. They are no longer mere ankle biters, but still occupy the smallest niche on the dinosaur team and can hide in the undergrowth just as well in a lot of areas. You just don't need to be looking at the floor all the time to hit them now when playing human. We hope this makes fighting the small fries a bit less frustrating for those without perfect aim.
Tyrant Takedown
Lastly we come to the Tyrants. To be honest, it has been difficult finding the sweet spot for these behemoths in Extinction, where they are of course intended to be the tanks of the dinosaur team but cannot be bullet spongey enough to be a chore to fight.
With this update we are hoping to find a midground that makes Tyrants more threatening but not quite so much of a pitched battle when you come up against them. T.Rex, Spinosaurus and Acro have been reduced in size slightly, allowing them to enter more enclosed areas to flush out humans and turn more quickly.
You haven't known true terror until you've faced a Tyrannosaurus inside the Utility Base main building. We hope this change livens up combat encounters with Tyrants and makes it more fun to play as them.
Redesigned Tranquilizer Mechanic
We decided to try something different with the scientist's toxic arsenal for this update, to better differentiate the dargun and tranquilizer rifle and reward good aim. The reworked tranquilizer is geared around focusing your fire on a target, in order to stack the dosage of poison in their system, which deals damage over time (DOT).
If you land every shot in quick succession, you will inflict massive DOT in a relatively short period. However, if your shots miss or are more spaced out, the dosage level of the target will rapidly fall off and do less damage. You need to sustain it.
The tranq rifle is especially good against larger classes, harder to use against smaller, more agile ones but potentially lethal with just a couple well-timed shots to something the size of a raptor. On the other hand, the dartgun now has much more stamina drain and is the better option for slowing targets with its rapid rate of fire.
These are just some of the major gameplay changes introduced in Version 2.0 For all the juicy details, scroll down to the full list at the bottom of this post!
Human Animation Overhaul
Our veteran animator Maccollo, who created animations for the original Primal Carnage, has been hard at work crafting custom movesets (and more) for our favourite mercenaries (because crab-walking everywhere is so last decade...)
The video above showcases different movement styles for each character, each member of the team has much more personality than they did before.
In addition to remaking all of the human third person animations, we have a new attachment system in development. So, for example: if you are using dynamite or land mines, they will appear at your side. And if you swap from a primary weapon to a handgun, the rifle will be slung on your shoulder. This feature is still work in progress and will be developed further in future updates!
Visual Upgrades
The winter update includes a graphical refresh for Primal Carnage: Extinction, with improved texture resolution across the board, ranging from 2x to 4x quality boosts in some areas. More advanced shaders and lighting have given the game world a graphical boost, adding a new level of detail across many surfaces found around the newly revised maps. We have also added optimized interactive water in some areas (that can even put you out if you are on fire!).
While almost every map in the game has received a new lick of paint, several havealso received more fundamental reworks this winter. This is due to certain locations in Team Deathmatch and Get to the Chopper being more than a little one-sided. So you may notice some new areas on locations such as Forest Chasm, UtilityBase and more!
We're going to continue re-designing large portions of maps to support additional avenues of attack as we move forward into 2021, with more escape routes for humans and small dinosaurs. Visibility on levels like ForestChasm has already been improved so that humans aren't just lost in the wilderness.
Did someone say PRESENTS?
Winter Reward Items
During the winter event, the drop pool will be adjusted to have almost exclusively seasonal-themed items! There's going to be a whole sleigh-full of new festive goodies here FOR A LIMITED TIME ONLY!
We have dozens of new items as winter rewards, from Ultimate Cold Fusion skins, to new mutations, and even some adorable plush toy dinos for your humans to play with. So complete all your weekly challenges, rank up, or just play the game during the winter event for a chance to receive sweet new loot!
Many items that were previously only available in winter crates have also now been redistributed, so that they are obtainable once again. You can acquire these through either classic winter gifts or as random drops during the festive period.
We will be adding previews to this in the next couple of days to feast your eyes on!
New Ultimate Skins
Batch 102 of Ultimate tier dinosaur skins has now been added to the game. These include the final two Centigrade skins and the brand new, exceedingly *cool* Cold Fusion skin set, a collection of dinosaurs that pulse with some form of mysterious radiation...
These new Centigrade and Cold Fusion skins are already in the drop pool right now, and the rest of the winter rewards set will be rolled out in waves over the next 24-48 hours. A new crafting tool will also be added into the mix, the strange FROSTY energizer. Use this in crafting to apply a wintery snow trail that emits from a dino skin's eyes and feet!
2020 Winter Store Update
From premium skins such as the Wetiko Novaraptor, to new taunts and human weapon skins, we have dozens of fresh new items arriving in store with the winter update. Among these are several new skin packs to purchase, including the first Ceratosaurus bundle pack with 6 different looks for our recently added Bruiser class.
These items will only be available for the next few weeks until the winter event concludes this coming January, so grab them before they go extinct!
We'd like to thank all of the community creators that contributed their content to this update, from the talented MrTroodon overhauling our dinosaur base textures to DrCuttlefish and X-Seide's extraordinary designs for the Cold Fusion ultimates, and all the community animators who helped bring the legacy human taunts onto the newly updated rig. Here's to another year of amazing collaboration!
FULL CHANGE NOTES
GENERAL GAMEPLAY CHANGES
Updated default score and time limits for TDM
Changed sorting method of scoreboard to rank based on K/D ratio instead of pure points
Killing a Tyrant is now worth double, adding +2 to the overall kill score
Fixed the Tyrant Takedown bonus EXP being given to people who didn't land the killing blow
Added a separate assist type for *helping* to kill a Tyrant
Added bonus EXP for solo killing a Tyrant (90% or more damage)
After 4 kills without dying, players now receive +5 killstreak bonus EXP
Added bonus EXP for blinded enemies (Human/Flare or Dinosaur/Spitter)
Added revenge kill bonus EXP
Low health visuals now appear sooner
HUMAN CHANGES
NEW focus fire mechanic for tranquilizer weapons
NEW third person animation system for all human characters
Re-sized all of the human characters making them more visually distinct
Humans can now swap weapons much faster
Slightly faster reload speed for regular shotgun and Spaz12
Players with low health are now highlighted to humans who have medkits equipped
Increased dual pistol damage from 60 to 70
Increased sniper rifle damage from 160 to 180
Reduced damage of assault rifle bullets from 32 to 28
Increased damage of M4 carbine to 30
Increased MK pistol damage from 40 to 50
Reduced recoil of Spaz12
Increased sniper rifle fire interval from 0.85/s to 0.9/s
Adjusted damage falloff curve for sniper rifle so that it drops off more slowly over distance
Increased base dosage amount of tranquilizers
Increased the Dartgun's stamina drain per shot to 12
Changed tranq rifle clip size to 9, reserve ammo to 36
Faster tranq rifle reload speed
Reduced arming time for land mines
Increased blast radius of land mines
Increased damage of land mines from 200 to 230
Water now bumps rockets away instead of having them explode on impact
Fixed net not doing direct hit damage, only splash damage
When netted, small dinos (Raptors, Spitters, Flyers) now have an outline visible to the Trapper who netted them
Made flamethrower firejet render in front of other translucent objects (should fix it disappearing on docks waterfront)
Reduced recoil on flamethrower
Increased chainsaw damage from 212/s to 320/s
Updated flamethrower jet effect with new visuals and tighter spread
Updated weapon muzzle flashes and ejection effects
Added smoke trails to tranq-based weapons
Brightened weapon crosshair textures
Tracer smoke trails are now replicated to other players
Fixed custom arm meshes not showing for skins that have them
Fixed being able to shoot while sprinting in some cases
Fixed hatches/flares dissappearing in water
Tranq DOT hit markers no longer trigger when target has died
Increased audible radius of certain human dialogs
DINO CHANGES
NEW base textures applied to almost all dino skins
Dinosaurs now take 30% less damage to their armoured StrongPoints compared to regular hits
Added sprint camera modifier
Fixed camera zooming off when ragdolling as raptors
Increased air control / turn speed for all dinosaurs
Increased air turning speed and diving speed for Flyers
Increased air acceleration rate for Flyers
Re-sized raptors to be taller, making them easier to headshot
Re-sided spitters making them slightly larger
Re-sized all Tyrants, now shorter than before
Moved oviraptor and novaraptor closer together in terms of manoeuvrability
Added ambush EXP bonus for Novaraptor
Doubled maul damage for Oviraptor while pouncing
Doubled stamina drain rate while Oviraptor is mauling someone they've pounced
Reduced minimum interval between using slashes as raptor
Raised health of Cryo from 210 to 280
Raised health of Ptera from 300 to 360
Raised health of Nova from 300 to 360
Lowered health of Oviraptor from 350 to 300
Increased health of Cerato from 1200 to 1300
Reduced duration of dilophosaurus spit blind vision
Reduced pteranodon peck damage to 40
Reduced cryo acid instant hit damage from 80 to 65
Reduced cryo acid pool tick damage from 45 to 30
Reduced primary attack damage of Carno from 47 to 40
Reduced secondary attack damage of Carno from 65 to 50
Increased health restored by killing with claws or teeth as smaller dinos (now 35%)
Added +15 to Carno's base health restored through biting during its roar ability
Made it so the Acro roar buff does not negate tranq overdose effect
Reduced netted time length for Bruisers
If you are on fire, running through interactive water will now put you out after a second
Reduced direct hit damage of Cryo acid from 100 to 80
Made impact velocity consistent for knockback attacks regardless of where pawn is hit.
Prevented thrown ragdolls from getting stuck on living pawns.
First test of custom hit effects and footsteps for certain cosmetics with Robo Rex
Various skin fixes
MAP CHANGES
Visual and gameplay updates to the following maps:
GTTC DOCKS
GTTC FALLS
GTTC PHANTOM
GTTC DOWNPOUR
TDM FALLS
TDM TRANSFER
TDM DOCKS
TDM FORESTCHASM
TDM VERDANT
TDM UTILITYBASE
NEW optimized interactive water added to the maps mentioned above
GTTC: added laser grids to several areas which prevent dinosaurs passing through
GTTC: sub-objectives take longer to deplete after humans have been cleared from the point
GTTC: Fixed capture timer becoming stuck when a dead body is on the point
GTTC: Added automatic sentry turrets to starting safezones on Docks and TheFalls
GTTC: Fixed capture points on GTTC Falls not awarding time after being captured
Moved grass to a more optimized material
Fixed some collision issues on Docks and ForestChasm
Enabled snowy BasicTest map and Main Menu map
OTHER CHANGES
Added dirt on camera effect for close-up explosions
Added separate FOV slider for dinosaurs
Minimum available FOV for dinosaurs is now 60 via slider, and 20 via command
Added sprint zoom on/off to gameplay options
Added an option for toggle run
Added option to hide kill confirmation notification
Added separate option for Show Dino Crosshair
Removed the "option removed" option from the options menu
Adjustments to default class limits: -Increased max limit for each human class to 6 in general -Increased spawn limit for Tyrants from 2 to 3 in TDM -Increased spawn limit of Bruisers from 2 to 3 in GTTC -Increased spawn limit of Bruisers from 3 to 4 in TDM
Fixed class select counter not being synced between client and server (correctly shows subclasses as unselectable when family limit is reached)
Removed annoying popup when clicking on a class that's full
Changed behaviour of ProportionalLimit server variable:
The value now represents the amount of players currently in a game.
Has been fixed so the specified class cannot spawn until this threshold is met.
Example: a Tyrant proportional limit of 10 = no Tyrant spawns until 10 players are in the match.
Added new generic hints for: --freeing dinos using melee slash, alternate loadout guns, extinguishing with water
Fixed an issue that could prevent idlers from being kicked
Fixed an issue where Flyers would not be idle kicked while hovering
Fixed the consecutive suicides counter not working in some cases
Fixed an issue where suicides via explosives wouldn't result in a kick
Leftover crates can now be used as common items in crafting, no minimum amount
Removed the infamous Survival mode challenge
Added new AdminJoinSpectator command
Known Issues:
Gifts can be consumed in crafting (side effect of crates being craftable)
Certain cosmetics may be aligned incorrectly or display with the wrong scale
Some legacy dinosaur skins may appear overly shiny at present
WARNING: Some cosmetics (Tyrant chains) were initially causing the game to crash. If you have not done so already, please make sure you have updated to the recently released hotfix v2.0.1
Merry Christmas!
2020 has been quite a year for everybody, so wherever you are and whatever you celebrate, we hope you all stay safe and that PCE 2.0 helps make your year end with a smile!
We wish you all the best and a happy new year! -The Primal Carnage Team
This is just the beginning... Join the Official Primal Carnage Discord server to stay up to date with the game as it evolves in 2021!
Today we've got a little questions and answers session with the one and only MrTroodon!
As the man behind some of Primal Carnage: Extinction's most popular dinosaur mutations and our very own Ceratosaurus, we thought it would be interesting to shine a light on the creative process that goes into these designs and what MrTroodon might be cooking up next....
Please introduce yourself and your background for those unfamiliar..
Hello there, it is a pleasure to be doing this Q&A! I'm MrTroodon, a dinosaur fan from Mexico, and I've been doing 3D work for about 3-4 years though only gone full-on with it the last two.
The history behind the "MrTroodon" name is a pretty simple one, I wanted something that represented me as a person but also recognizable with my work, and so far I think it works (ignoring the fact that Troodon is now an invalid genus, but, that adds in some comedy I´d say!) Plus I also thought a Troodon with a top hat and a monocle would be funny.
I always considered Primal Carnage a classic, nowadays you have all these "paleo games" coming out but, back in the day it was THE dinosaur game. I mean in part dinosaurs like Carnotaurus are as popular as they area thanks to the game. Although back then I wasn´t able to play the original game or Extinction at first, I followed the development for quite a while, still remember watching gameplays from when things like the Cryo and Tupa were brand new.
What got you into creating content for Primal Carnage: Extinction? Did you have past experience making models or skins?
My experience at making digital models comes mainly from my background at creating mods. I always like the ability to create my own content in the games I like, what's better than being able to play with your own creations? This is what got me into modding in the first place and it lead me to improve my skills and be more confident getting into bigger projects.
At first I modded (or at least attempted to mod) games like Zoo Tycoon 2 and JPOG, more recently I got into modding Jurassic World Evolution which is what many of you may know me from.
As to what got me into creating content for Primal Carnage: Extinction, it was really just timing. Making the Ultimasaurus mod for Jurassic World Evolution gave me confidence enough to say, "Hey I can create nice things, why not see what else I can do in other games?"
So I looked at Extinction again, the fact that I finally had a laptop that could actually run the game made me investigate the kind of things I could create for it. I thought I can make a couple of nice skins to play as, but then there's this announcement- now there are these so-called Mutations that modify the in-game model of the dinosaurs. And I´m like... I´m in, hell yeah let´s get into this!
Later I redid the Stegosaurus NPC model (because why not?) and this would lead to me being hired to create the Ceratosaurus for Primal Carnage: Extinction.
Where does the inspiration for your items come from?
It depends on the item, I like to have a broad variety in my work yet also a style people can still recognize, "Hey these are things that the Troodon dude did."
This is one of the reasons as why I like to go with what I refer as "themes". Although i´d say what makes me go that route is I think that makes the item feel more special, kinda like if you were a child getting a figure of that new Jurassic movie, I really enjoy that, makes people happy. Brutalsaurus for example, was mostly inspired by what I would call "old school" paleo media, this would be depictions from the 90s and early 2000s, like the dinosaurs in Peter Jackson's King Kong.
For some of the items I plan to work on in the future I've found a general inspiration from action figures, things like Kenner toys or the G.I. Joe. Specially for having both dinosaur and human items within a same theme, meant to go with each other.
What was it like creating the Ceratosaurus model?
I really enjoyed working on the Ceratosaurus, as in the past I had done some small commissions but this was much bigger so it was thrilling to work on it, a really neat experience. Although I'd be lying if there wasn´t some pressure present there on the back of my mind, since this was like the first new subclass since Acro which was years ago!
What software, tools and techniques do you use?
The softwares I use for modeling are Blender to work on the mesh itself and Zbrush to do the sculpting, meanwhile at the moment for what would be the texturing I use Substance Painter mainly with something like Photoshop or Gimp after that for minor tweaks.
When making mutations I first ask myself, what do I want to achieve with the item/s in question? Based on that I look for references I would use for the project in question, both for the model and texture. This can be from movies, paleoart, games, even modern day fauna. As an example, for the Novus mutations (New Generations) I like to use skeletals in order to get more accurate proportions.
Do you have a particular workshop item you're proud of?
Oh there's no contest here, the Emu. The absolute absurdity of that made me fell like a mad scientist while creating it. I had LOTS of fun making this bird...
Lastly, is there anything you're working on that you'd like to share?
Hehe, there's a couple things...
Thanks again to MrTroodon for chatting with us!
With the release of the winter update later this month, almost all of the dinosaur classes will be receiving brand new high resolution base textures as part of a visual refresh to the game as a whole.
MrTroodon has done an excellent job bringing the classic Primal dinosaurs into the current decade and we can't wait for you to play with them! If you'd like to see more from MrTroodon, check the links below..
Considering that "Turkey Day" is almost upon us, we figured we'd put a spotlight on our feathered fauna! Although we have to say, these things are more likely to eat YOU.
New Store Rotation
We're featuring Oviraptor this week, with a bunch of shiny new looks available for our favourite egg thief, including some brand new mutations (and one weird-looking bird)...
Of course, there's one more feathered beast debuting today, the Spinocheirus:
This new premium skin is a crazy combination of Spinosaurus and Deinocheirus, complete with thick feathery coat and hard duck-like bill instead of a toothy snout.
Alongside these, the Autumnal Novaraptor Bundle is back (on special offer!) and there are new skins for Oviraptor, Novaraptor and more...
Oh, and if you thought you had missed out on the Fall Feathered Dilophosaurus or Arctic Feathered Rex, they are here for one final week before migrating out of the store...
We do have a couple more store rotations remaining this year, so if you'd like to keep up with all the latest skins, mutations and more being added, be sure to find us on Twitter, Facebook and Discord!
Happy Thanksgiving!
Whether you're visiting family or cooped up at home, stay safe everyone! (And slay some dinos while you're at it)
Firstly, we'd like to give a warm welcome to all our new players from Extinction's free weekend event! Whether you're here to kill or chill, we've got some exciting updates on the horizon!
(Ends November 23rd, 17:00 UTC)
As the mutation madness winds down and we grow closer to the holidays, we thought we'd share what you can all look forward to this December...
Progress update:
Human Animation Overhaul
Our veteran animator Maccollo, who created animations for the original Primal Carnage, has been hard at work crafting custom movesets (and more) for our favourite mercenaries.
The video above showcases different movement styles for each character, and if you look closely you can see they're not stuck with a totally blank facial expression anymore (!)
In addition to remaking all of the human third person animations, we have a new attachment system in development. So, for example: if you are using dynamite or land mines, they will appear at your side. And if you swap from a primary weapon to a handgun, the rifle will be slung on your shoulder.
The animation overhaul is currently targeted for the winter update, so if all goes to plan you'll have this in your hands by the end of December!
Upcoming Gameplay Overhauls
Alongside the human animation update, the general feel and pace of the game is being fine-tuned. These adjustments range from more minor adjustments (like faster weapon swap as human, or making raptors tall enough so that they line up nicely for a headshot), to bigger changes such as tinkering with maximum speeds of various species.
We've observed that players on the human side often require lightning reflexes (or almost supernatural precognition) to actually take out the faster dinosaur classes. There are two factors behind this, one is spotty hit detection combined with network latency, the other is that these dinos are simply speedy killing machines in the first place, which by necessity makes them hard to deal with in close quarters.
Winter testing will focus a great deal on just how fast they really need to be. Creatures like the Tupa feel like fighter jets when you are attacking them, but don't really feel that way when playing as those classes. Our plan is to experiment with a combination of reduced velocity but greatly increased maneuverability, particularly things like better air turn speed while jumping as Novaraptor.
How far these changes will go are yet to be decided, but they have been a long time coming, and we will be closely monitoring their impact on gameplay by doing rigorous testing. However, there is the other side to this problem that we're attempting to address this winter...
Netcode & Engine Fixes
Our intrepid programmers are tackling some rather large engineering tasks right now....
A whole new system for hit detection is currently being investigated. We know that latency between client and server causes many issues in the current version, but if the new setup works as we hope, both human and dinosaur attacks should benefit greatly and be much more reliable.
Reworking a core feature like this is a daunting technical challenge considering the age of the game's codebase and the complexity involved in network replication. However, we are cautiously optimistic this will be one of the nicer presents arriving with this year's winter update.
Another ongoing effort is upgrading the engine somewhat. The PC version actually runs on an old branch of Unreal forked specifically for PS4 support. Moving it from this branch to the latest stable release of Unreal Engine 3 is something that should resolve a number of issues, such as various crashes and graphical glitching that can sometimes occur.
As for the console version, work is progressing slowly but surely, analyzing platform-specific bugs and evaluating which changes are safe to merge in. Our primary focus in the new year will be improving the PS4 edition after the current round of PC engine fixes and overhauls are complete.
We've got some seriously talented programmers and our coding crew has grown from 1 to 3 people recently, but these things take time. We thank our players for your patience as we embark on these long and difficult engineering tasks.
Visual Upgrade
The winter update will include a graphical refresh for Primal Carnage: Extinction, with improved texture resolution across the board, ranging from 2x to 4x quality boosts in some areas.
More advanced shaders will give the game world a graphical boost, adding a new level of detail across many surfaces found around the maps, with improved specularity making them feel less flat. We will also be adding optimized interactive water in some areas, which you can see a quick test of below...
Other effects such as explosions, muzzle flashes and Tyrant footsteps are being enhanced as well, to give more impressive feedback when interacting with both enemies and the world.
Map Rehauls
While every map in the game will be receiving a new lick of paint and lighting updates, several will also receive more fundamental reworks this winter. This is due to certain locations in Team Deathmatch and Get to the Chopper being more than a little one-sided.
We're going to be re-designing large portions of these maps to support additional avenues of attack, with more escape routes for humans and small dinosaurs. Visibility on levels like ForestChasm will be improved so that humans aren't just lost in the wilderness. We will also be looking at the viability of Tyrants on a few maps, restricting their ability to access certain areas, but also opening others up so that they can enter previously safe strongholds.
The example above is one of many tweaks to GTTC levels, showing a work in progress of the new run up to Ruthless first objective, featuring three main lanes of attack that interlink. The hope is that these changes improve overall gameplay by offering extra choice in how you approach (or flee from) skirmishes. Testing will see which layout changes we ultimately keep.
Additionally, for Get to the Chopper mode we will be adjusting elements such as capture times and spawn positions. This will be done on a case by case basis, finding what works best for each part of every map.
Stay Frosty.
We hope you're as excited as we are for the largest update in Primal Carnage Extinction's history!
We'll be sharing more with the community as we get closer to the winter update next month, and testing new features with the help of our dedicated players.
If you've never had the chance to chow down on someone as a Spinosaurus, blast a raptor's head off or hurl someone into the ocean as a Pteranodon, now is your time.
Primal Carnage: Extinction is having a FREE weekend!
Jump into the prehistoric mayhem that is PVP human vs. dinosaur combat, with intense matches pitting claws and teeth against bullets and bombs!
Customize your creatures with a wide array of skins and mutations that can even make them look like other species! This week is a double drop event, with rare cosmetics returning to the fold. Don't miss out!
Hunt humans, slay dinosaurs. This is Primal Carnage: Extinction.
Dust off the cobwebs, shake out the skeletons, Halloween is over and Dinovember is here.
We've got a new game update for Primal Carnage: Extinction today, bringing dozens of player requested tweaks and fixes alongside an avalanche of dinosaur mutation items! Check it out...
A More Helpful HUD
One of the main drives for this patch was to help players out a bit by adding more HUD information about what's happening while you're playing. There are several new status indicators that appear in the bottom left for various gameplay events, these helpful timers let you know how long you'll be netted for, what type of Spitter blinded you, which Tyrant buffed you and more.
We have also added many new UI sound effects that trigger based on various conditions, these range from minor notification beeps when hints and EXP is displayed, to more intense flesh impacts that let you know when you landed a melee hit as dinosaur.
We're going to be continuing to improve things like tutorializing in future as we strive to polish the core gameplay over the next couple of months.
There are many other changes in this update, but we thought this was one important to highlight. See the full patch notes below for the whole list of gameplay changes, visual updates and more...
Mutation Madness!
We're putting a spotlight on model mutations this week, that's right - it's Mutation Madness!
This update introduces over half a dozen new model mutations, plus another 14 classic mutations will be cycling back in from previous rotations! These retrosaurs also come with a special discount!
A handful of free mutations from the summer scavenger hunt have also found their way back to the game. Complete weekly challenges for a chance at acquiring items such as the Gigas Acro mutation.
Mutation Madness is for this week only, so get 'em while they're hot!
New Premium Skins
As the days grow ever-colder, the dinosaurs have started feeling a bit of a chill. It seems some have developed an extra layer of feathers as a response to the cold! Because of that we now have a few new feathered premium skins - the Fall Feathered Dilophosaurus and Arctic Feathered Tyrannosaurus.
Don't let that fluff fool you, they're still deadly predators.
Premium skins feature custom models that have extra detail modelling not possible with mutations, because of this they are limited to a specific look.
Two final store arrivals include the Mudtiger and Violet forms of Majungatholus - premium looks for Carnotaurus that have it sporting the most intimidating unibrow in existence...
As developers, we have to say we're continually impressed by the quality of content posted to Extinction's Steam Workshop. Over 700 community items have been brought into the game so far and we can't wait to see what wild and wonderful creations people come up with next!
If you'd like to get involved in making custom content for the game yourself but don't know where to start, consider joining the official discord server where other artists will be able to help you.
Centigrade Batch 102
This update sees a new batch of Ultimate centigrade skins released into the wild, adding more magmatic monsters infused with fury to the game.
These ultra-rare items can be obtained through crafting Legendary skins together, or if you're really lucky - as an elusive drop reward while playing. There are 4 new Ultimates added today:
Centigrade Acrocanthosaurus
Centigrade Dilophosaurus
Centigrade Pteranodon
Centigrade Tupandactylus
Full Patch Notes
We're always listening to feedback from the community, and this update includes a bunch of tweaks and improvements suggested (and tested) by our dedicated players. Check out the full list of changes, new features and fixes included with version 1.19.1...
General Changes
Ended the Halloween Horrors event
Upgraded official dedicated server hardware
Updated game's core engine code to mitigate dedicated server crashes when under heavy load
Fixed being unable to create a Team Deathmatch session from the Host Game menu
Updated server browser default sorting method
Made it possible to use RoundTimeLimit variable for GTTC
GTTC: Fixed some issues with Overtime on second round
GTTC: Overtime now occurs for any contested control point, not just the final objective
Fixed the Character Selection screen automatically appearing above end round scenes / scoreboard
Re-balanced assist types, reduced assist point amounts in general
You now receive +10 EXP for making a Critical Hit kill
Added assist points for Tyrant roars (15 EXP)
Fixed "Hold the Fort" ceratosaurus challenge
Human Changes
Increased human stamina regeneration rate
Sped up cooldown time before human stamina regeneration starts
Reduced left/right strafing speed for humans while sprinting
Minor reduction to human eye height
Reduced human quick-melee damage from 75 to 60
Fixed the Trapper's instant kill melee ability being unreliable (nets / stungun combo)
Fixed reloads instantly completing when switching weapons
Removed auto-reload from grenade launcher and stungun
Reduced duration and scan radius of sensor mines
Accuracy boost for snipe rifle now only applies once scoped animation has completed
Minor reduction to flamethrower recoil
Increased flamethrower fuel tank supply from 100 to 200
Reduced afterburn time from 8 seconds to 5 for flamethrower
Increased burn damage over time amount from 5 to 8 /sec
Reduced "health" of Cryo acid pools, now have a quicker conversion time to fire
Updated acid firepool challenge to now unlock by simply converting acid puddles
Increased travel speed of flaregun shots
Reduced flaregun instant hit damage from 100 to 90
Faster, smaller hot bullet tracer effects
Fixed missing smoke trails on weapon tracer fire
Updated beam tracer effect for stungun
Dino Changes
Reduced Tupa charge cooldown time from 1.4 secs to 1 second
Reduced range of Ptera marking roar
Added a cooldown between sprinting and using special attacks for Bruisers
Prevented the Bruiser classes from being able to use special attacks in midair
Reduced netted time duration of Cerato from 6 to 4 secs
Reduced netted time duration of Carnotaurus from 9 to 7 secs
Reduced Carnotaurus secondary attack damage from 75 to 65
Reduced Cerato tailwhip stamina cost
Increased Cerato tailwhip base damage from 70 to 75
Increased Cerato tailwhip crit damage from 1.3x to 1.5x when performing a skill move
Increased Cerato acceleration speed slightly
Increased Cerato bite damage from 60 to 65
Fixed dilophosaurus spit sometimes dealing double damage on impact
Tupa can no longer apply knockback to teammates under certain conditions
Fixed the Acro buffed overlay not showing on dinosaurs (it's green)
Tyrant roar buff UI indicator now shows which Tyrant species you received it from
Cerato and Carno now have timer indicators for how long their roar abilities last
UI Changes
Added UI status timers for being netted, stunned, marked and spat on
Added more UI sound feedback for gameplay events such as: - Hitting enemies as dinosaur - Being shot as a dinosaur - Critical hit kills - Receiving drops (both dino and human) - Class hint popups -Dying in Survival or Hunt mode - Buff / debuff status effect timer popups - Zap sound for when hit with electricity
Added hint message if player spawns when Overtime is active on Get to the Chopper mode
Added new icon on loadout screen for when a skin does not support mutations
Fixed misaligned challenge rewards UI on end round screen, made background transparent
Other Changes
Content optimizations for the Pandoria map
Pandoria is no longer part of the default TDM rotation
Fixed some server log spam
Updated controller functionality - hold specific button to taunt, tap to spray (default R3).
Fixed FPS lag caused by Skull Cap and Witch Hat cosmetics
Fixed stretching on certain raptor animations
Fixed the Parasaur NPCs having only one eyeball
Fixed the Oxpecker Tupa skin being unusable
Fixed the Echinate Nova not using custom quill set
Fixed missing Steam icons for a couple of skins
Don't forget we've got also got a Mapping Contest running right now...
HALLOWEEN HORRORS has returned to Primal Carnage: Extinction!
We've got a scream of an event in-store for you starting this weekend, with Halloween in full swing and dozens upon dozens of fixes, improvements and feature additions to the game. You can see the full list of changes at the bottom of this post.
First though, let's gaze upon highlights of what horrors await you. Gamer beware, you're in for a scare...
OTHERWORLDLY NEW MAP!
Halloween Horrors adds a new community level to the game, the strange and beautiful Pandoria...
Created by community member ArchShiranui, this map is filled with spooky easter eggs, luscious visuals and even has lower than Earth-standard gravity.
Available for a limited time in regular deathmatch rotation!
SPOOKY SCARY SKINS
As a special halloween present, we've transformed every default skin into a living fossil! This curse will last for the duration of the halloween event, only lifted with the breaking of the unholy storm that is currently ravaging the island. Enjoy.
Working together with creators in the community we have brought you over 100 shocking new looks in this update. Some of these are sure to strike fear into the hearts of your enemies!
There will also be a brand new Halloween 2020 Gift added to the store this weekend! Watch this space.
ULTIMATE & ENERGIZED ITEMS
This update introduces a new rarity tier for items, ULTIMATE.
Ultimate skins feature animated emissive effects on their skins that reveal intricate details beneath the surface. These are ultra rare items that we have specially commissioned from the community. More will be added periodically as we get into winter, with new flavours being introduced.
Right now these items are available as a very rare drop during the Halloween Horrors event.
We are still in the process of making them craftable- you may see a Legendary option when you open the crafting menu. When this is enabled you can use 25 Legendary items to create an Ultimate tier skin. Watch for an announcement on the official discord server for when this new feature is live!
The other spooky new cosmetic we've added this halloween is the ability to Energize items using special crafting tools. The first of these is the Strange Combustible Crafting Tool.
Use the tool when crafting an item to apply special fiery effects to a dinosaur's eyes and add flaming hot trails to their feet! You can acquire these tools as random item drops while playing the game, and there is also a low chance you may receive one as a rankup or challenge reward.
FULL FRIGHT NOTES:
We've gone through intense rounds of testing to bring you a massive suite of game changes that should make your Halloween unforgettable! Feast your eyes...
General Changes
Fixed crashing when switching teams / joining spectator
Fixed a crash that could occur when server changes maps
New algorithm for spawn system, tuned to place tyrants further away from humans and find player starts that are away from large skirmishes.
Players are now auto-spawned into the game if they stay on class selection too long
Sensor mines are now destroyed when their owner dies, the same as land mines.
Fixed GTTC victories not being tracked correctly
Fixed GTTC Overtime having strange end conditions
Players can now respawn during Overtime
Fixed defending points bonuses not being awarded in GTTC mode
New Features
Cryo acid pools can now be transformed into fire pools by Pyro's flamethrower
Dilophosaurus venom spray can now extinguish dinosaurs who are on fire
Dilophosaurus puddles now drain stamina of humans that stand in them
Dilophosaurus can now extinguish fire pools by spitting on them
Small dinosaurs on fire can be put out by Dilophosaurus spit
Pyro receives bonus points for transforming acid pools into fire pools
Dilo receives bonus points for putting out fires
Added alternate hit sounds when bullets impact dinosaur Strong Points
Human Gameplay Changes
Fixed hit marker sounds not playing in multiplayer
Ammo kits (thrown by teammates) no longer resupply throwable weapons.
Can now only replenish throwables by using pickups already placed in the world.
Removed crit damage bonus from quick melee attack
Increased stamina drain from sprinting as human
Fixed hatchets and flares colliding with teammates
Increased fire rate of regular shotgun by 25%
Reduced shotgun damage from 360 to 300
Max Spaz12 shotgun damage is now 200
Reduced max range of double barrel shotgun
Increased fire rate of Desert Eagle pistol by 15%
Reduced damage of Desert Eagle from 105 to 80
Reduced reload time of Desert Eagle
Reduced spread of standard pistol
Reduced headshot damage of standard pistol
Increased clip size of standard pistol from 9 to 12
Increased effective range of standard pistol
Increased travel speed of assault rifle rocket
Reduced max number of rocket bounces from 4 to 3
Increased base damage of assault rifle bullets from 25 to 32
Increased assault rifle ammo per clip from 40 to 60 bullets
Reduced max effective range of assault rifle
Reduced damage at max range for assault rifle
Increased damage at max range for M4 carbine
Reduced spread pattern of M4 carbine rifle
Increased headshot crit damage for M4 carbine to 1.5x
Prevented scientist & commando from being able to interrupt rifle reloads by pressing fire
Increased flamethrower range and damage slightly
Removed spread from chainsaw
Added more intense first person camera motion from weapon recoil
Fixed some weapons returning to their exact starting position after having recoil
Fixed cases where camera shake was not being applied when near an explosion (this was only being applied to impact grenades previously)
Increased rate of fire for sniper rifle
Increased sniper rifle damage from 160 to 170
Increased fire rate of dartgun
Reduced spread of dartgun
Reduced stamina drain & tranq amount per dart for dartgun
Dinosaur Gameplay Changes
Increased tranquillizer tolerance for Bruiser classes
Slight reduction to netted time and stunned time durations for Tyrants
Increased Tyrant step height
Reduced Dilophosaurus spit overlay time to 4 seconds
Doubled stamina regen rate for Dilophosaurus
Increased Dilo venom instant hit damage slightly
Increased stamina cost of Dilo venom spray
Reduced stamina cost of Cryolophosaurus acid spray
Increased cooldown of Cryo roar ability from 30 to 35 seconds
Map Changes
Added new map: PC-Pandoria (danger: low gravity!)
Fixed out of bounds Flyer spawns on Volcano map
Collision fixes on Volcano map
Visual Changes
Updated dino eye shading with simple reflection effect
Fixed the Bobcat Novaraptor skin having incorrect feathers
Fixed the Regalis Dilo model mutation having a gap in the mesh
Updated tomahawk material
UI Changes
Added 3 new challenges:
GOLD: Kill 10 dinosaurs with flame-charged acid pools
SILVER: Kill 15 humans using the Ceratosaurus secondary attack
GOLD : Extinguish 10 dinosaurs using Dilophosaurus venom spray
Added bonus points for sensor mines marking enemies
Added assist points for scientist when marked dinos are killed
Reduced assist points for marked enemy kills from 25 to 15
Possible fix for certain items not obeying togglehud (kill feed)
Updated hint texts to have TIP! at the start of each one
Added hint popups for Cryo, Dilo and Pyro regarding new abilities
Fixed thrown ammo kits displaying +0 AMMO restored when already full.
The Meltdown Event has now concluded! [/url]Two new maps, a whole new playable dino class, and oodles of new cosmetics. It's been wild!
We hope you all enjoyed the past 3+ months of hot new content, there's a lot more planned in future! Halloween is just around the corner, with some spooky surprises coming up at the end of October. Beyond that, the major winter update will bring overhauls to many parts of the game this December.
Just as a reminder: If you're feeling creative, we have our first PCE mapping contest running right now!
SANDSTORM VALLEY UPDATE
We have worked with the original creator of the Sandstorm Valley community map to improve the game flow of its Team Deathmatch version. There is now a lot a more cover to hide behind, or weave your way through to lose your pursuers. The map also had some collision optimizations and lighting tweaks.
We hope you enjoy this new and improved version of Sandstorm Valley!
GAMEPLAY CHANGES
Today's patch introduces a number of gameplay adjustments and fixes. There will continue to be further tweaks and re-balancing over the next few months. Here are some of the highlights...
Momentum Madness
A bug was recently introduced as a side effect from changes to how impact momentum works...
Certain weapons accidentally applied forces to live characters, which resulted in guns like the M4 carbine being able to slow down dinosaurs every time a bullet hit them. Patch 1.18.3 fixes this issue, and allows Bruisers to get some payback with newly updated ragdoll knockback on their attacks.
Over the past few weeks the momentum system has actually been completely reworked, using more efficient code that has better network replication for attacks. This is part of an ongoing effort to optimize and improve our netcode, with larger renovations planned over the next few months.
Respawn Rework
This update changes how respawning works. You are no longer able to respawn right away as the same class, instead you are now returned to the class select menu after the timer has expired. This means the game now frees up the previously occupied class slot instantly for other players.
There are many reasons for this change, which is a long time coming. For one, it can be problematic when the same person keeps respawning as the same class over and over again for a whole match. In the case of something like a Tyrant, this can lead to a human team being utterly dominated, and other dino players not getting the chance to try the class out.
Forcing a return to class selection addresses this, and mitigates several serious bugs that can arise from changing classes or loadouts while dead (we're sure you've seen some nightmarish monstrosities here and there as a result of this very thing). When these errors occur, it places a major strain on the server hosting the match, which can lead to both clients and the server itself crashing completely.
Tyrant Tune-up
One of the biggest new changes is a reworking of the Tyrant classes to be somewhat less invincible...
Tyrant health has been reduced globally. It felt like the time was right, considering recent improvements to their attacks and the fact that devouring enemies gives more health than it used to. There are some changes to offset this though, including an increase to walking speed and the addition of armor.
Tyrants now have strong points at various spots on their body. This means that although their overall health has been reduced, certain parts take less damage than others when shot. Although their head is still their weakest area, the diagrams below should give you a good idea of where (not) to shoot when fighting these behemoths..
Tyrants and Bruisers now have strong points in their tails, so you're less likely to be killed while dashing round a corner because your tail was still peeking out slightly. Moving forward, the strong point system is something that will continue to be extended and refined in future updates.
We hope these changes spice things up! Playing and fighting Tyrants should now take a bit more skill. Info on other balance adjustments included in this update can be found in the full changelog below.
As always, we'll be closely watching how these tweaks unfold now they're out in the wild.
MORE REWARDING CHALLENGES
We are currently modifying the weekly challenge system to reward you with a multi-item bundle once a set of challenges is completed. This change will come into effect in time for the next challenge rotation on Tuesday.
Once this change has gone live, you'll receive an unlock bundle when all three challenges are finished. These unlocks will include:
2 items of either Common or Uncommon quality
1 Rare item that is from a more curated list than the regular drop pool
1 item that can be Common, Uncommon or a crafting tool
We wanted to provide another potential method of obtaining precious crafting tools such as Dino DNA Strands and Human Requisition Orders, so there's a chance to receive one as part of a reward bundle. Something to keep in mind as we will be introducing new crafting tools in future updates.
(Challenges also still reward tiered EXP for completing each one)
STORE UPDATES
We're adding a bunch of fresh new items to the in-game store today, see details on some of the striking new looks available below! Alas, aside from a select few featured items in store, the Meltdown Event has now departed and its item codes have been deactivated.
Bold... Intricate... Orange...
This rotation features the Tarakona Skin Pack, which includes 5 new brilliant dino skin designs in one great bundle. Created by community artist Ruby Talon, these skins have incredibly intricate stripes and one vivid colour palette. The bundle includes Tarakona Ptera, T.Rex, Spinosaurus, Dilophosaurus and yes- Ceratosaurus!
New Gift Giver Rewards
As announced previously, we now regularly rotate in new Gift Giver Rewards for the currently active gifts. See below for a guide to what you will receive for your generosity if you open one of these gifts today...
Summer is just about over, so they won't be around much longer. All three of the Meltdown gifts will be leaving the store towards the end of October, so grab them while they're hot.
Ceratosaurus In Focus
If you look in-store, you'll see for the time being we're putting a spotlight on our new friend Ceratosaurus. So if you weren't around during the Meltdown Event, don't worry! All the Cerato items introduced last month will remain in stock for the next couple of rotations. And we'll be adding a selection of fresh new skins for the big brawler every rotation as well.
New looks available today: Swamp Ceratosaurus, Archipelago Ceratosaurus & Muerta Ceratosaurus.
A new set of Cerato skins arrives to replace these with the next rotation, so snap 'em up while you can!
Elsewhere, we are also bringing back a bunch of classic skins this rotation. Check the Specials tab of the store for a couple dozen blasts from the past at a tasty discount!
Finally, outside of the store- there are three new free drops added with todays update:
We also have the first Ceratosaurus mutation for everyone to enjoy. Falcatus is a default mutation for Cerato, featuring sharp headcrests curving towards the front of the skull. Find it in your inventory today!
FULL PATCH NOTES
Below are all of the changes from today's update.
Please be aware there is an issue with using spectator mode currently, we advise you avoid using it as there's a chance it may crash the game.
End of Meltdown Event
Updated version of Sandstorm Valley with more cover and collision fixes
Changed game flow for respawning.
Prevented access to customization when respawn process has begun to mitigate model glitches.
If a player changes class while alive and was recently damaged, their attacker is awarded a kill.
Completely reworked how impact momentum is handled
Fixed bullet damage applying momentum to live pawns
Fixed momentum not being applied to ragdolls in some cases
Reduced cooldown period between sprinting and crouching
Increased dinosaur corpse healing speed
Increased Tyrant walking speed
Halved special attack stamina cost for T-Rex
Reduced health of Tyrannosaurus from 4000 to 2800
Reduced health of Spinosaurus from 4400 to 3100
Reduced health of Acrocanthosaurus from 3600 to 2600
Made it easier for T.Rex and Spino to trample humans
Explosives now ignore armour strong points
Added armour strong points to various parts of the Tyrant classes
Tyrant and Bruiser tails now take reduced damage from weapons
Increased damage of Trapper dual pistols from 50 to 60
Increased max ammo of Trapper dual pistols to 100
Dual pistols are now more damaging at maximum range
Reduced damage at long range for shotguns
Reduced maximum range for shotguns
Adjusted timing windows of all dino melee attacks to be more responsive
Updated the Spino and T-Rex swipe attacks to use better directional logic.
Increased T-Rex swipe animation speed to 1.3x
Added better loadout verification, optimized server traffic for loadouts
Fixed errors while in the main menu when certain keys are pressed.
Updated specular lighting shader for dinosaurs
Updated electrocution visuals
That's all for now!
We'll be back near Halloween with another frightfully delightful update, see you then! -The Primal Carnage Team