Primal Carnage: Extinction - dinosauriac
Update 2.3.5 has been released! Today's patch kicks off Bruiser Week, and features a large number of fixes & refinements in several areas for a big quality of life update to the game.

First though, a strange transmission.
Possibly a new DNA genome being processed...?
Watch this space...



Patch 2.3.5 Highlights

Flamethrower Flash Burn

A new feature has been added to the flamethrower half of Pyro's flamesaw. The high octane fuel canister it uses now has a visible pressure gauge. This is a new mechanic where if you don't fire for three seconds, pressure builds up and you are able to do a more devastating initial burst of damage.



This is what we call Flash Burn, a bold blue burst of intense heat that deals triple what the usual flamethrower dishes out for a brief second. The reason behind this change is to add more tactical play to the Pyro, and discourage them from simply walking everywhere holding the fire button down. Being mindful of the gauge in the bottom right might just save your life.

Since recharging your flamethrower pressure requires you to hold off the gas for a moment, we've observed it creates a more interesting rhythm of play during testing with Pyros not wanting to waste their lethal edge. We'll be continuing to tweak weapons and add new functionality in future updates, so let us know what you think after you've had a chance to try out (or fight against) the newly upgraded flamethrower!

Tyrant Playability Improvements

For this patch we looked into improving Tyrant range of motion, specifically for their bite attacks.



Things were a bit stiff before, now they can aim in all directions, turning their heads side to side when looking either up or down. This allows Tyrants to eat humans standing above and below them much more easily than before, and even reach over the top of objects to eat cowardly mercs hiding on the other side, without just phasing through. They also have a greater reach, turning with their shoulders so as to be able to hit targets to the side better.

The other major change to Tyrants is in their maneuverability. A sprinting Tyrant will now find it much harder to turn around than a walking Tyrant. This change goes hand in hand with an increase to Tyrant sprinting speed, but a reduction in acceleration rate, so it takes a little longer to reach max speed.

Finally, the Tyrant stamina has been buffed in general to allow them to run greater distances and use their special attacks more frequently.

We're hopeful that with the latest adjustments Tyrants can actually do their job properly and we'll have fewer cases of Tyrant players being unable to eat people. The goal of continued tweaks to Acro, Spino and Rex is that they should be serious threats, but ones which are manageable, not unstoppable tanks.

Capture the Egg BETA

Those eggs won't capture themselves! We hope everyone's had a chance to try the revamped CTE mode, we got some great feedback from the last build and have added several new features this time.
We'll be extending the Capture The Egg beta to more maps in future updates, but decided to focus our efforts this past month on fixing some of the more annoying issues players have encountered.



Most important might be the Minimum Players option - this prevents the round from starting unless the required player count is met. Since CTE doesn't really work very well in a 1 v 1 scenario, there is now a default requirement of 4 players before the game begins. While waiting for players you are free to run around the map but no scoring can take place before the round starts.

In addition to a raft of bugfixes, we've started polishing up CTE a bit more with additional music that plays when a round is about to start or end and new UI sound cues for certain events that happen during the match. We've also adjusted the positions of some nest sites that were a little too easy and there is a new Perfect Omelette achievement for winning a game of Capture the Egg!


Cosmetic Compatibility

Thanks to the efforts of community artists like Alijar and Feilong, we have been able to expand the compatibility of certain cosmetics in the game.

"Alpha Carno" skins previously required a custom model for their extra spikes, which prevented them from being used with Mutations. They have been reworked and can now be used with all the other genetic varieties of Carnotaurus.

An extra bit of love and care has been lavished on our human skins as well, with nearly all of them featuring custom arm textures now. Might not always be obvious with a giant gun in your hands, but you should definitely notice the difference on some of the bolder skins.


Extinction Store Updates

The 6th Anniversary Event is now over and a brand new rotation of items is now available on the in-game store!

FEATURED CLASS WEEKS

Every week for the next month we will be highlighting a specific dinosaur class family, with fresh new skins and mutations being added plus the return of some old favourites to the store.



We're starting off with Bruiser Week today, which includes several new skins for Carnotaurus and Ceratosaurus, and two new Cerato mutations!



Tyrant Week stomps into the store this time next week. Check back every Friday for new items!



NEW ULTIMATE SKINS!

The second batch of Kilowatt Ultimate Skins is here. Gaze upon their golden glory, glowing with ungodly amounts of electricity flowing through their bodies...



How can they exist in this state? Why aren't they deathly afraid of coming into contact with water? Nobody knows. But one can imagine an advantage to such an affliction - instantly cooking human flesh for them as they consume it. Now there's a thought.

As before, all of the new Ultimate Skins can be obtained as highly rare drops or by crafting 25 legendary items to create one Ultimate skin.



FULL CHANGELOG

General Changes
  • Reworked server browser, it is now split into three separate tabs:

    • Competitive [TDM, GTTC, CTE]
    • Cooperative [Survival]
    • Custom [FR, etc]
  • Completely rewrote item and loadout replication
  • New more efficient process for loading character textures and items into memory
    • should mean faster loading times to reach main menu and lower resource usage
  • Improved server map rotation to never load the same map twice in a row
    • this extends to snow versions of the same map as well, if the regular has just played
  • New server config option for idle kick: bUseAggressiveKick
    • (enables advanced idle player detection as used on official servers)
    • with this set to False, the "regular" idle kick is purely based on movement

  • It is now possible to receive assist points while waiting to respawn

Capture The Egg BETA Changes:
  • CTE now has a minimum required player count (default 4)
    • This is controlled by a new server config parameter: MinimumCtePlayers
    • While waiting for players you can run around the map freely
  • All CTE maps now have +15 seconds difference between humans leaving their base and dinos being unleashed

  • Collision improvements and nest re-positioning on ForestChasm and ForgottenOutpost
  • New announcement popups notify everyone when a player has been taken out
  • Fixed spectator camera in Capture The Egg reverting back to your death position
  • Fixed wrong player count being shown when someone dies in CTE
  • Reduced distance that humans can grab eggs from
  • Started adding more sound events to CTE
  • Added countdown music at 10 sec and 40 sec for CTE
  • Added new UI effect cues for CTE

  • Added a new achievement for winning a game of CTE

Dinosaur Changes
  • Improved range of motion for Tyrant bite attacks
  • Tyrants are now able to turn their head left and right when holding key to look up or down
  • Tyrants now look up instead of forward when the camera is pointing behind them
  • Adjusted bite attack timing for Tyrants to be more logical and predictable to use
  • Reduced Tyrant secondary attack stamina cost
  • Reduced Tyrant sprint stamina consumption rate
  • Moderate increase to max Tyrant sprint speed
  • Tyrants now take longer to reach max sprint speed
  • Tyrants now turn much slower when sprinting and take longer to slow down
  • Tyrants now turn slightly faster when walking
  • Increased Tyrant tranq recovery speed
  • Increased range of Spino slash.
  • Reduced tyrant slowing speed

  • Increased Ceratosaurus walk turning speed
  • Increased healing when dealing damage as Carnotaurus when roar is active:
    • 2x more health restored from regular attacks
    • 3x more health restored for body swipes

  • Fixed several map areas where Tyrants couldn't bite people and a bunch where they shouldn't

  • Bruisers now take 3x more bleed damage from beartraps
    (applies faster when running vs. walking, crouch to heal)

  • Fixed cerato tailswipe only doing dust effects on one side
  • Fixed an issue where classes would not play surface-specific jump/land sounds if they had them (Bruisers)

  • Various model & skin cosmetic fixes
  • Converted spiked "Alpha Carno" skins to use overlays instead of a custom model, they should now fully support mutations

  • Reduced volume but increased audible distance of Tyrant steps
    Increased audible distance of Bruiser steps

Human Changes
  • New mechanic: Flamethrower Flash Burn
    • Not firing for a few seconds will build up pressure in the the fuel tank
    • When pressure is high it unleashes a more powerful burst of bold blue flame
    • Pressure level is displayed as a gauge in the bottom right corner of the HUD
    • Flamethrower takes 3.5 seconds to recharge pressure from full drain.
    • Flamethrower bonus damage burst lasts 0.8 seconds.
    • As a result, flamethrower base damage has been lowered from 4 to 3.5

  • Dynamite now takes a little longer to explode when cooked by fire

  • When dual wielding you will now only ever reload the hand that is empty through clicking, to reload both at once use the reload key

  • Increased chainsaw damage from 320 to 400/sec
  • Reduced spread on flamethrower, increased max range of flamethrower
  • Increased fire rate of assault rifle slightly
  • Reduced minimum spread of assault rifle

  • Fixed the Trapper not playing voice lines when grabbed by Ptera
  • Humans now yell for help when pounced regardless of which direction they were hit
  • Fixed hitmarkers not appearing for flaregun and commando rockets
  • Fixed flares not disappearing after their owner dies
  • Reduced sound effect volume of "party" weapons

Menu / UI Changes
  • Possible fix for UI freezing in some cases when overlay effects are onscreen

  • Scoreboard now displays player ranks & evolution levels
  • Fixed the TDM scoreboard having swapped death icons
  • Added a setting in the options menu for whether scoreboard is toggle or hold
  • Fixed cases where you are unable to click on somebody in the scoreboard
  • Moved user selection popup to below the scoreboard itself to prevent accidental clicks

  • The "mute" option on the scoreboard now actually blocks chat messages
    • messages from muted users are replaced with the word BLOCKED

  • Added a new hint message to watch out for the flamethrower pressure gauge
  • Weekly challenge goals are now displayed on the in-game pause menu
  • Challenge goals are displayed in the unlocks area at end of round if uncompleted

Other Changes
  • Various map exploit fixes on Docks, Transfer, DesertionPoint
  • Fixed idle kick incorrectly booting players on round end

  • Exploit prevention:
    • Removed RedeeemKey console command
    • Removed commands for modifying fog density & start distance
  • Non-standard characters / symbols should no longer be usable for nametags or description tags
    • Items using these should also no longer cause a crash
Hotfix 2.3.6
  • Fixed server browser sometimes taking you to the wrong match
  • Removed the "Orangutan Pyro" (apologies to any of his fans)

  • Added a workaround for servers losing their configured name on update, add the following to your launch command parameters (just avoid using special characters / symbols):
    • ?ServerName=This_Is_A_Server_Name_With_Spaces

That's all, folks!

We'll be back next week with more on what that strange transmission was about.

Happy hunting!
- The Primal Carnage Team





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Primal Carnage: Extinction - dinosauriac

6th Anniversary Celebration!

As mentioned in our last post, it's Extinction's 6TH birthday.
Wow, time flies... has it really been SIX YEARS?!

Let's party!



To mark the occasion, we are offering a FREE party pack that all players can claim during this special event. Simply click REDEEM KEY on the in-game store, then enter the code below to grab yours!

2015-0404-2012-1029

Inside you'll find two weapons with special effects applied - the Party Cannon and Party Pistol, a commemorative T-shirt, the classic shotgun, and some festive party hats including The Dapper Raptor...



Our special Anniversary Event will last for just under 3 weeks, so don't miss out!



Capture the Egg BETA

This being our (belated) Easter update... well, we thought it was high time to completely revamp how Capture the Egg mode works. This is a radical reinvention, removing a lot of elements whilst adding new gameplay features in the process.

We felt that although there was some merit to the old version, it was just ultimately too repetitive and the small scale of the play area was stifling the fun out of things. So we rethought things altogether...

The Perfect Omelette



CTE mode has been reinvigorated as a fast-paced experience with short, dangerous rounds. There's no more taking turns to see who can capture the most eggs. In fact, you'll usually only need to return one egg back to base as humans in order to win, but it will be quite an intense jog back. CTE now makes use of the entirety of the maps, with up to 3 eggs spawned on random nests throughout the level.

There are number of other interesting wrinkles to the mode now, such as being unable to run when holding an egg (these things are pretty heavy!). You can drop the egg by pressing the Use key, and it will be auto-dropped if you're damaged. Eggs can be picked back up for a limited time after they have been dropped. Their shells are hard enough that they won't immediately smash if you lay them down now.

Oh, and the Tyrants are here.

Every Life Counts.



Lives are an experimental feature of the CTE beta. Each player has a limited number of respawns (lives) in a match. By default this is set to 2. After you've exhausted your lives, you are out of the round and must wait in spectate view for it to complete (we'll be adding better spectator mode functionality in future to make the wait less tedious).

The total number of lives combined for each team is shown at the top of the HUD in CTE mode.

We feel that this change makes Capture the Egg a lot more tense that it was previously, and have had some real "clutch moments" during testing where it's just one human left making it back to base in the nick of time. Speaking of which, if you are the "last one standing" you receive a damage buff.

Dino Defenders


A bunch of new changes have been made so that it is more rewarding to play as dinosaurs in CTE.

Dino players are now tasked with eliminating all humans to prevent them from capturing any eggs. If the dinosaur team manages to take out the entire human team, they win the game. To do this means draining all of the Lives that the humans have remaining.

Dinosaurs can also return dropped eggs to the nest they were stolen from, in order to slow down the humans and get some extra points. These lizards don't want to smash their unborn babies to pieces though, so move more carefully when holding the egg - you cannot jump or run with it in your claws.

Gametype Customizability

We've included several server config options that community hosts can tweak to find what works best for them. These range from preventing humans from using their guns when carrying eggs, to setting different warmup times for the two teams. Presently, the humans have a 15 second head-start on the dinosaur team to give them a chance to reach the eggs first.

Future Beta Updates

We're excited to see the reactions to the newly revamped CTE, and look forward to finding out which variations work the best. The mode has been relaunched as a beta and currently only supports 3 maps at present:
  • ForestChasm
  • ForgottenOutpost
  • UtilityBase
The next patch adds additional map support for new CTE along with fixes & tweaks based on what we see people saying. We expect to continue fine tuning things for a little while yet, and hope you'll give it a try.

As a little extra incentive, there is DOUBLE EXP for playing Capture the Egg right now!


Forgotten Outpost Redux

As part of our ongoing overhauls to various parts of Extinction, the much maligned Forgotten Outpost map has seen some long needed TLC. The overall layout has been adjusted quite a bit to be more interesting to fight in, with the bases either side closed off during TDM to prevent camping.

The map is generally smaller than it was previously, with less empty spaces around the edges and more flowing combat arenas. Cover is thicker thanks to larger ferns, marsh trees, vast clumps of tall grass, and additional rock formations that break up line of sight a little.



We will have some further improvements and adjustments to Forgotten Outpost's layout in future (along with a few other maps), let us know what you think of it so far!


BALANCE CHANGES



This update introduces a long list of balance adjustments to the game based on both general community feedback and statistics taken from the more popular deathmatch servers.

Tyrant Tweaks



After the reduction of Tyrant health a while ago, they have become less of the unstoppable monsters they once were, but are still lethal in the right hands. To give newer players a better chance of survival when playing them, we have changed how their health restoration works when eating people. Tyrants now get two doses of health, a smaller one when they bite someone and a bigger amount when they have finished swallowing. This helps offset the vulnerability that comes from the time they need to chew their food.

We have also changed how weakpoints work for Tyrants; instead of the whole head being a crit zone, you can now only land a critical hit by shooting around the eye area. The rest of the head doesn't count and Tyrants can reduce the chances of being hit in their weakspot by holding the "jump" key to keep their head held high.

Further adjustments have also been made to Tyrant bite attacks- the range of them has been fine-tuned and they are now able to grab enemies earlier in the animation.

Putting Pyro in His Place



For the longest time the Pyro was just getting absolutely clobbered, with possibly the worst kill / death ratio of any class. He was recently given a leg up (several legs, even) in the form of flamethrower focus fire damage, fire ignoring armour, and just generally doing more damage, plus having extra health compared to other humans. However, this all might have made him just a tad too strong.

We still envision Pyro as a bit of a tank for the human team, so he is keeping his extra health (stat variations like these are something we might even look into for other humans in future). However, to balance things out a bit - flamethrower damage has been toned down, and its ammo reduced by one quarter. Pyro receives more fall damage than other humans, and of course can become a dangerous missile to his own team when bodily launched by enemies.

Fall Damage Reduction

The threshold for receiving fall damage has been adjusted for several classes to be more forgiving. It is still relatively easy to hurt yourself compared to ages past, but you won't be near death if you jump off the UtilityBase ramparts as a human anymore. Classes which rely on speed and jumping a lot such as our Raptors and Bruisers are also a bit tougher when falling off drops now.

Falling With Style



Flyers now enter free-fall if they collide with something hard enough during flight. We've swapped in a different animation for this to sell the wind buffeting your wings as you drop like a stone. If you're falling from high enough, you can still potentially recover and begin flapping again by holding the jump button. This change gets around some awkward animation glitching between walking and flying modes when brushing against 90 degree angles and acts as a minor punishment for careless swooping.

The maximum speed of flight has been reduced slightly compared to last update, but you will still receive a significant boost from dive-bombing straight downwards as a Flyer.

One last change with Flyers is that the Tupa's health has been lowered from 350 to 300 flat, to offset its entire head + crest being armoured.

Raptor Re-jig



Oviraptor players have been outclassing their Novaraptor peers for some time now. The advantages it had in agility and pouncing meant that it was seen as the more viable choice way too often, so we've taken steps to bring the two raptors closer together in terms of combat effectiveness.

Oviraptor's roar has a longer recharge time now and has a smaller detection radius, it was proving too overpowered in CTE mode. As a penalty for being so fast, Oviraptor now has heavier stamina drain than Novaraptor, and its stamina regenerates slower than it did previously. Novaraptor now consumes less stamina in general, and its pounce is both less costly to execute and more deadly to the victim. Oviraptor's pounce can still kill a human faster than Nova's but not to such a massive extent as before.

Both of the raptors now have shorter primary attack ranges, with a reduced window of time in which their bite/slash attacks can deal damage as well. This requires raptor players to use more finesse and actually aim when engaging enemies. It was a little too easy to just hold down attack and run forward to rack up kills previously.

Gun Feel



There's a bunch of little things that can add up to some of the weapons feeling not so great at the moment. We'll be working on larger scale improvements to things like weapon animations and sounds for some of the older guns at a later date, but have been addressing some of the little quibbles recently to make them feel smoother to use.



Several guns now have shorter reload times. The stungun shouldn't be such a chore to use in combat now with both a 50% reduction in reload time and charge-up time. The Spaz-12 reloads shells much quicker than it used to as well.

To differentiate the two most commonly used shotguns a little more, the Spaz now has an even faster fire rate than previously (we're also considering an alternate function for it in a future update!). Similar adjustments were made to the assault rifle and M4, with the former having a slower rate of fire but being more damaging.

Spread has been tightened up on a few the weapons such as the SMGs, MK pistol and Spaz-12. Simply spraying gunfire everywhere is still not really the best strategy, but your first few shots ought to be more accurate now.

We have swapped the MK Pistol to using single shot instead of continuous fire, as general feedback has been that it felt better to use in that form (the minimum time between shots is also shorter as of this update).

Trap Tune-up

Zap Traps have received some tweaks to make them more effective. We saw some players complaining that they weren't a very useful tool, so made some changes for this update. Firstly, their arming time is much shorter, as is their re-fire delay. This means that zap frequency is much more often and there's less of a chance that a dinosaur can escape before it goes off again. Zap Trap range has also been increased, and they do a smidge extra initial damage when triggered.


NEW ITEMS

Anniversary Store Rotation



This event commemorates our exit from Early Access way back in 2015, so on top of a brand new selection of cool new looks, we have both returning items from last year and the mists of time as well!



The new Featured content includes a collection of exotic new mutations and our first Easter-themed gift, plus several dino taunts inspired by the classic Harlem Shake April Fools video from eons ago...





Don't forget to redeem your free Party Pack on the in-game store to receive a bundle of goodies that are only available during the event period!



Ultimate Skins, Wave 3

The third batch of Ultimate dinosaur skins has been added! This set includes 6 brand new Kilowatt skins, pulsing with electrical energy and scorched by static discharge.



Batch 302 will deliver the remaining Kilowatt Ultimates in a future update to the game. For now the first six are available as exceedingly rare drops, and will be added to the crafting system by the end of the day. As a reminder, 25 legendary skins are required to craft a skin of Ultimate rarity.

You can view all of the anniversary event's items on our Special Event Trello board here.


Community Scavenger Hunt!



It's time for our third community scavenger hunt! Players must work together to find clues in-game, and every clue is a riddle that you must decipher the meaning of. Each one reveals a fragment of a special item code, piece enough fragments together and you have a key to redeem in the store.

There are 25 items to uncover, and the rewards shall remain a mystery until they are found...



You can join in the fun and help crack the codes by participating in the Primal Codebreakers channel on Discord, and we will be adding newly discovered items to Trello as they are revealed.

That's only Phase One of the scavenger hunt though. Phase Two will take place out of game with clues found online, and will lead to even more exciting surprises that will be coming in future updates. We're really looking forward to this and hope people have fun puzzling their way through this year's gauntlet!



FULL CHANGELOG

Capture the Egg BETA, Phase One:



Fundamental rework of Capture the Egg mode now in BETA...
  • Updated CTE with new win conditions:
    • - If any team runs out of lives, the other team wins.
    • - If humans capture 1 egg when there are 2 or 1 eggs, humans win.
    • - If humans capture 2 eggs when there are 3 eggs, humans win.
    • - Otherwise if the timer runs out, the dinosaurs win by default.

  • Players now have a set number of lives in CTE, with respawning prevented after losing them all

  • There is now a warmup period before the round begins in CTE
  • You cannot leave the base until the warmup countdown timer has completed
  • You can respawn to change loadout during this time, but not after the round starts
  • Enemy classes are hidden on the scoreboard until the warmup period has ended in CTE
  • Similar to Survival mode, players must wait until next round if they join a CTE game in progress

  • Flyers are *not* playable in CTE, however Tyrants *can* be used now...

    • Proportional limits are set by default, requiring at least 9 players for a Tyrant to appear
    • Tyrants are the only class which is not allowed to pick up eggs
    • Eating an egg carrier will make the egg respawn on its nest

  • Egg spawn location(s) are now randomly selected from the available nests
  • Players spawn either side of the level in team safezones that deactivate when the round begins
  • Tyrant-blocking blue lasers in CTE prevent them from camping human capture zones
  • Levels are now much foggier in CTE mode, thick enough to obscure at distance
  • Jungle sounds are much quieter in CTE mode, use stealth to your advantage!

  • Picking up an egg requires holding the Use key on it
  • Added a circular progress indicator that shows when holding to pick up an egg

  • By default you are unable to sprint when holding an egg
  • You can drop the egg you are carrying by pressing the Use key (default E)
  • Hints display for everyone when an egg has been dropped/picked up
  • Dropped eggs can be picked back up by players on both sides
  • If hurt by an enemy while carrying, you will auto-drop your egg
  • Dropped eggs will automatically respawn at their nest after 20 seconds
  • Dinosaurs can pick up their eggs much faster than humans can
  • Dinosaurs are forbidden from jumping when holding an egg
  • Dinosaurs can return dropped eggs back to the nests they were stolen from for bonus EXP

  • Added new scoreboard with its own sorting method for CTE
  • HUD now displays lives remaining at the top of the screen in CTE instead of points
  • Added outlines and UI indicators for eggs, so you can see where they are
  • HUD icon swaps when dinosaurs pick up an egg, to show which nest to return it to
  • Added egg status indicators to the top of the CTE game HUD
  • The red and blue egg indicators show which team has possession of the egg(s)
  • Egg(s) that are captured have a tick next to their indicator

  • Added new server config variables for Capture the Egg:

    • MaxLives - how many respawns are allowed per human player
    • CteEggCount - how many eggs are on the playing field (maximum of 3)
    • PreparationTimeDinos - how long the warmup period lasts for the dinosaur team
    • PreparationTimeHumans - how long the warmup period lasts for the human team
    • bAllowFiringWhileCarryEgg - true/false: lets human players shoot if holding an egg
    • bAllowHumanEggCarrierRun - true/false: lets humans run when holding an egg
    • bAllowDinosaurEggCarrierRun - true/false: lets dinosaurs run when holding an egg

  • Default CTE game settings:

    • allowed to fire while holding
    • prevented from sprinting while holding (both)
    • default egg count = 2
    • default round time limit of 240 seconds (4 minutes)
    • default preparation time = 25 secs (both)
    • max lives = 2 per human
  • Certain CTE server options may be removed in future and are only here for testing in beta.
  • PreparationTime is added onto a default start time that is hard-coded.
  • There will always be an additional few seconds before dinosaurs spawn in after humans do.

  • CTE matches enter overtime if someone is still holding an egg at the end (max 20 seconds)
  • Removed CTE maps that have not been updated yet from the map rotation
  • Reduced scoreboard display time from 15 secs to 9 secs in CTE
  • The last one standing on either team in CTE now receives a 25% damage buff



HUMAN CHANGES



  • Reduced stungun charge time to 1.5 seconds (half original duration)

  • Reduced flamethrower ammo to 150
  • Reduced flamethrower instant hit damage from 5 to 4

    MK pistol:
    • Reduced damage from 50 to 45
    • Faster rate of fire, effective fire interval (no spread bloom): 0.224
    • no longer able to be fired continuously by holding the fire button, must continue tapping.
    • Fixed "kill 15 dinos with pistols" challenge to work for the MK Pistol

    Zap Traps:
    • Reduced arming time of zap trap
    • Reduced hurt interval of zap trap
    • Increased range of zap traps a little bit
    • Increased damage of zap traps from 75 to 80
    • Slightly reduced shock immunity duration after being hit by a zap trap

    Spaz-12:
    • Reduced reload time of Stungun from 3 seconds to 2.5 seconds
    • Reduced SPAZ 12 pellet spread by 50%
    • Reduced shell reload time for SPAZ 12
    • Reduced fire interval of SPAZ 12 from 0.66 to 0.6

    Assault Rifle:
    • Increased assault rifle recoil and spread
    • Reduced assault rifle fire rate
      Reduced reload time for assault rifle clip from 3 secs to 2.75 secs
      Increased damage for assault rifle bullets from 33 to to 40

    Double Barrel Shotgun:
    • Reduced maximum range of regular shotgun
    • Reduced damage of Double Barrel Shotgun to 40
    • Increased accuracy of double barrel
    • Increased double barrel shotgun rate of fire
    • Disabled automatic reload on double barrel shotgun
    • Reduced reload time of double barrel shotgun from 4 to 3.6 secs

    Dual SMGs:
    • Reduced reload time for SMGs from 2.5 secs to 2.3 secs
    • Increase damage for SMGs from 23 to 26
    • Increased SMG reserve ammo from 100 to 120
    • Reduced spread bloom and recoil for SMGs

    Other:

  • Increased damage for Deagle from 80 to 90
  • Faster rate of fire and reload speed for M4
  • Increased M4 damage from 30 to 34
  • Minor reduction to heavy assault cannon fire delay
  • Fixed weapon fire sounds playing twice for their owners
  • Fixed weapon dry fire and holster/unholster sounds not playing properly in multiplayer.
  • Weapon dry fire sounds now also play when current clip is empty.


MAP CHANGES
  • First phase of overhauling the Forgotten Outpost map:
    • Can no longer enter the bases at the edges of Forgotten Outpost in TDM mode
    • Major layout rework, shrinking the overall area and creating new combat arenas
    • Added more cover to Forgotten Outpost, and more spawns in the jungle
    • Updated lighting and overall ambience, with more of a swampy vibe

    Added support for new version of Capture the Egg to:
    • PC-UtilityBase
    • PC-ForestChasm
    • PC-ForgottenOutpost
  • The other maps which previously supported CTE will not work properly until next update
  • PC-ForestChasm: added more thin trees and log blockers, opened a new pathway for Tyrants
  • PC-UtilityBase: added more routes up and down from the main buildings for dinosaurs
  • Various maps: added clues for the second Easter Scavenger Hunt - good luck!


DINOSAUR CHANGES



  • Changed the way Tyrants get health back from eating humans:

    • Tyrants receive an initial small amount of health immediately when they bite a human.
    • A much larger amount of health is then given when they finish consuming their prey.
    • Possibly fixes the "phantom health" bug for Tyrants
  • Changed weak points for Tyrants to only be the upper back portion of the skull, around the eyes.

  • Novaraptor now has faster stamina regeneration, less stamina drain from running
  • Increased pounce maul damage for Novaraptor from 20 to 27
  • Reduced stamina drain while mauling for Novaraptor
  • Oviraptor now drains stamina quicker while sprinting, has slower stamina regeneration

  • Reduced distances of raptor and tyrant bite attacks
  • Reduced duration of raptor primary attack damage window
  • Adjusted timing of raptor and tyrant primary attack windows
  • Reduced oviraptor marking distance slightly
  • Increased oviraptor roar recharge time by +5 secs

  • Reduced maximum speed for Flyers
  • Reduced health of Tupa from 350 to 300

  • Swapped in a different falling animation for Flyers
  • Slightly faster diving speed for Tupa than Ptera
  • Reduced tupa vertical charge momentum when doing knockback

UI / Other Changes
  • Changed text above scoreboard in TDM and CTE to say whether Humans or Dinosaurs are in the lead, instead of Red Team / Blue Team.

  • New icon for Scientist class on the scoreboard
  • Added icons for dead human and dino players in scoreboard
  • Added current round number to HUD

  • Changed interaction hint text from "Press" to "Hold"
  • Renamed FAMILY_PREDATOR to FAMILY_FLYER in server code / settings
  • Limited HUD overlays to only be applied once per second, may fix freezing issue for some users


Thanks for playing!

We hope you'll have fun with our birthday celebration, we wish we could've got it to you sooner!
Here's to more years of Carnage ahead..




Until next time!
-The Primal Carnage Team






Primal Carnage: Extinction - dinosauriac
This past weekend marked over half a decade since we officially launched way back in 2015, and today we're kicking off a bunch of festivities to celebrate. But first, let's look back at 6 years of Extinction...

Evolving the Dino Shooter

Recreating the Primal Carnage experience with Extinction was a difficult task for the scrappy bunch of modders and indie devs who came together after Lukewarm Media disbanded all those years ago.



The team tried hard to differentiate the game from its predecessor by introducing concepts such as sub-classes, adding new weapons and maps, and tried out a bunch of exciting new gameplay features during early access. Production realities unfortunately meant we couldn't do everything we'd planned and Extinction's launch didn't go as well as we might have hoped.



Since then, most of the development crew have moved on to other projects, and we have attempted other ventures such as exploring VR combat with Primal Carnage: Onslaught. However, some of us felt there was still a lot more potential in Extinction. In late 2019, after managing to work out a sustainable development plan, we returned with a massive update to the game.



Since then we have continued overhauling and improving the experience tenfold. Over the past year we've tightened up numerous mechanics, rewritten weapon hit detection, introduced countless new features, and even added a brand new dinosaur class.

We've finally been able to achieve some of our original plans we had for Extinction years ago, and the response from the community after coming back has been a delight to see. Our crew has grown from three to seven people since returning, and we're not slowing down yet! We're committed to making Extinction all it can be and have big plans for 2021 on Steam and beyond.



A Dedicated Community

We're continually humbled and impressed by our dedicated fan community.

Even when the game suffered a drought of updates, we saw new Primal Carnage art being created and people posting their ideas for the future. Hell, some of you even kept playing in that time (!).



The creativity you guys have shown is astounding.

Since opening the Steam Workshop for Extinction we've accepted hundreds upon hundreds of unique skin designs and cosmetic items, fan-made maps and more.



Community initiatives to rework the dinosaur models led us to introducing the concept of Mutations to the game, and eventually hiring artists from the player-base to help create massive new updates such as bringing the Ceratosaurus to life in Primal Carnage: Extinction.



We're continually excited to see what new creations people come up with, and are thrilled that all these years later there is still a dedicated and growing community who get a kick out of our little dinosaur game. We wouldn't be here without the support you guys have shown us over the years.

From everyone on the team, thankyou for playing!



Alright, alright.
Enough of the love fest. Let's get onto the festivities...


Christmas in April!

Some people say "Spring forward!" but we're digging into our past with today's store event. Every classic gift we've ever added is back for a limited time, and they're available at less than half price!



Maybe you're in a summer mood, maybe you missed out last Christmas, well now's your chance.
This flash sale will only be available for the next couple of days!



And with Easter still in people's minds, we've brought back last year's selection to the store with a discount, check the Specials section for some returning retro items at a low price.


Community Scavenger Hunt

Like last year, we're going to be running another community scavenger hunt soon. The event will start with the launch of the next major update, and will last for just under 3 weeks.

Players must work together to find clues in-game, which they must decipher the meaning of. Each clue leads to a fragment of a special item code, piece enough fragments together and you have a key to redeem in the store.

There are 25 items to uncover, and the rewards shall remain a mystery until they are found..



That's only Phase One of the scavenger hunt though. Phase Two will take place out of game with clues found online, and will lead to even more exciting surprises that will be coming in future updates. We're really looking forward to this and hope people have fun puzzling their way through this year's gauntlet!



Arriving Soon:
The (Fashionably Late) Easter Update

The next major update is a shipment of eggs that were delayed in customs. Yes, it's the Easter update.



We hoped to have launched this a little earlier, but this omelette needs a little more time in the oven.
You can expect the next major update later this week.

Key features will include:
  • Capture the Egg BETA - completely reworked game mode

  • Newly overhauled Forgotten Outpost map

  • Large-scale gameplay rebalance

  • Free 6th Anniversary Celebration items
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[/list]
We've spent several weeks refining a new, more streamlined version of Capture the Egg that we think will be a lot more fun to play. In addition to using the entirety of the map (with special reworking of Forgotten Outpost in particular) the win conditions are much clearer.



Dinosaurs will take a much more active role, by actually being able to beat the humans. Current CTE is basically taking turns to see "who is the best human team?" with the dinosaurs not having much to do. The new version will allow dinosaurs to return eggs to the nests they were stolen from, and they can win the game by eliminating all humans before they have captured the egg(s).



We'll be launching this newly updated version of Capture the Egg in BETA form, with several new config parameters that server owners can tweak. These include settings such as how much of a head start the humans have, whether you can shoot while holding an egg, how many eggs can spawn, and so on.

Much time and effort has been put into reworking CTE, so we hope you'll give it a try when it launches! We're eager to see the response and which flavour of the mode ends up being most popular!

Happy Hunting!



We should be back later this week with the next major update for Extinction.
You can keep up with all the latest news on the game via Facebook, Twitter, or join our Discord server...



Mar 17, 2021
Primal Carnage: Extinction - dinosauriac
A new game update has been released for Primal Carnage: Extinction on Steam!

March Munitions introduces new human weapons for the Trapper and Scientist, brings new gameplay improvements and fixes up a bunch of lingering bugs.

There are some major changes to the human loadouts this update, reshuffling who is equipped with which items and adding new functionality to existing guns. We also have a bunch of new gameplay fixes and improvements for dinosaurs. But before we get to those, let's go over the JUICY stuff..



NEW WEAPONS!

PX Assault Cannon

This magnificent beast is a heavy anti-tank rifle, recently adapted to be an anti-Tyrant rifle!



Packing insane stopping power, the PX Assault Cannon fires armour-piercing rounds that can punch through the thick hides of large dinosaurs, ignoring their strong points completely. This makes it an essential companion for the discerning huntress in her fight against theropods.



But the PX Assault Cannon can do you one better- its high velocity shells can penetrate multiple targets, meaning if your aim is true... you can take out two dinosaurs with one shot!

PX Sub Machineguns

A rapid fire fully-automatic sidearm for close quarters skirmishes.
Why not take two?



The SMGs are Trapper's two new best friends. Capable of spraying an insane amount of bullets in the general direction of any hungry Tyrant, the SMGs are a handful but treat them well and you'll go far. Similar to the dual pistols, each of them can be fired and reloaded independently.



Continuously shooting with one SMG is more accurate than firing both together, though burst firing with them at the same time can be quite an effective strategy.

NEW THROWABLE ITEMS

Gas Mines

What's that smell? Gas.



The Scientist has a new throwable trap in her arsenal. Gas Mines explode in a cloud of noxious stamina draining chemicals. The dinosaur that triggers the trap receives massive stamina loss instantly in the explosion, and a toxic cloud lingers afterwards that will sap stamina from any dinosaur that gets close.
  • Small dinosaurs and Bruisers have their stamina rapidly drained by Gas Mines
  • Tyrants trigger gas mines, but their heads are so high up off the ground they're mostly unaffected
Bear Traps



The Trapper has been getting nostalgic for his poaching days, so put in a requisition order for this spiky old classic. Bear traps are throwable items that, despite their name, work just as well on big hungry lizards. These wicked fellas can ensnare smaller dinosaurs, and have the ability to inflict bleeding damage.
  • Small dinosaurs who move slowly over bear traps are captured
  • Small dinosaurs who sprint over bear traps have a chance to escape (but still trigger it)

  • Bruisers who trigger a bear trap are not captured, but receive bleeding damage over time
  • Sprinting while bleeding hurts more, walking hurts less, and crouching ends it sooner
  • Bruisers who walk over more than one bear trap have their movement speed slowed

  • Tyrants can destroy bear traps by walking over them, receiving minor damage

Zap Traps



Another throwable utility that the Trapper now finds himself with is the Zap Trap - an electrified mine that can stun smaller dinosaurs briefly.
  • Zap Traps re-arm themselves every couple of seconds while they are active in the world
  • The closest dinosaur to the trap is zapped, preventing them from using their primary attack

  • Electrocution only lasts for one second, does not stun-lock enemies in place
  • Zap Traps that hit enemies in water do 50% bonus damage

  • Tyrants can destroy Zap Traps by walking over them, receiving minor damage
Similar to land mines and sensor mines, the new throwable traps can also be safely dissolved by tactical use of Cryo acid.

Reworked Dual Wielding



A long-awaited change to dual wielding debuts with the March Munitions update. YES! You can now fire and reload both weapons independently. Want to fire one gun while reloading the other? You can do it. Want to fire both at the same time for double damage? DO IT.

  • Each pistol has a separate ammo pool, displayed on the HUD
  • Firing both pistols together is less accurate, shoot independently for better accuracy
  • Dual Pistols are single shot weapons now (can no longer hold the button down to keep firing)
  • Reloading after having fired a shot from both guns will reload both guns
  • Reloading after having fired from only one gun will reload just that gun
This change has been hotly anticipated by many in the community and on our wishlist for literal years, so we're proud to finally have this feature in-game. Both the dual revolvers and SMGs benefit from independent firing and reloading, we hope you'll have a blast with them!


Loadout Reshuffle



It's been a long time since we last did this, and after many discussions we have decided to reassign some of the throwable items to different classes once more.
  • Pyro now has the dynamite
  • Landmines have been returned to Trapper
  • Commando default throwable is now ammokits to encourage cooperation
We think this reshuffle helps reinforce the gameplay roles of the different classes. For example, Commando is now a fully equipped front-line specialist, able to hold his own and resupply teammates in the most dire situations.

The Pyromaniac is all too happy to have received some new sticks of dynamite, which he can now ignite to make them blow up faster. And although deprived of land mines, the Scientist has received gas mines as compensation this update.

Overhauled Weapon Spread System

We have completely reworked how the underlying inaccuracy calculations are applied to all of our weapons. Previously there were a lot of strange modifiers being used to determine how much "spread" a weapon would have when firing, but where your bullets go are now decided by a much more elegant formula.

The upside of simplifying the system is that it allowed us to do more interesting things with it, instead of needing to make adjustments to several values to see any change.

Each weapon now has a bloom factor applied to it, where the cone of fire expands the longer you keep shooting. How fast and how extreme the spread is varies from weapon to weapon. Generally, burst firing will help you a lot more now when trying to hit enemies further way. There is also am accuracy penalty applied when moving. All of this is easily conveyed by the newly standardized expanding crosshair in the center of your screen, which is used by nearly all guns now.

We hope that the changes to weapon spread and dynamic crosshairs make human combat less of a guessing game, let us know what you think!


New Weapon Abilities

Pyro Utility

As mentioned earlier, the Pyro's flamethrower can now ignite dynamite that he has thrown. This means that you can make it explode a few seconds earlier by cooking it with napalm. You can even go for the skill shot and ignite dynamite while it's still in mid-air!

One additional bonus ability for Pyro is that the flaregun can now instantly ignite pools of Cryo acid, as a quicker alternative to expending flamethrower fuel to do so.

Machete Upgrade - Heavy Melee Attack

Pathfinder's dedicated melee weapon now has an alternate fire ability! Hold secondary attack whilst wielding the machete to wind up a bigger slash attack. The longer you hold, the more damage you do. Fully charged heavy attacks for the machete have 30% wider slash range and inflict bleeding.

The cost of performing a heavy slash with the machete is that it drains a chunk of your stamina.

As an extra bonus, the Pathfinder now does a quick swipe with the machete as he unsheaths it. This makes you less vulnerable when equipping the machete.

Stungun Overcharge

The stungun has been completely reconfigured to use a charging up mechanic. Simply tapping the stungun does little damage, and will not stun enemies in place (though it will stop them from biting).

To stop certain dinosaurs in their tracks, you'll need to hold down the fire button to charge up a more powerful shot...



Hold for long enough and the stungun will heat up, allowing to fire an "overcharged" shot. This deals extra damage and stuns smaller dinosaurs for several seconds.

Be warned, holding the charge for too long causes a dangerous discharge, electrocuting yourself.

TIP - shooting the stungun at targets standing in dynamic water is more damaging!


And Much Much More!

There are lots of new gameplay tweaks included with the March Munitions update, some affecting the dinosaurs. One nifty little ability we'd like to highlight is that Dilophosaurus can now extinguish Pathfinder flares with its spit...



To see a list of all the changes that are part of today's update, see the full changelog further down!

Happy Saint Patrick's Day!

Today is St. Patrick's Day and we're kicking off a two-week community celebration, with new lucky drops added to the game and special items in-store. Available for a limited time only, get yours while you can!



Additionally, during this special event we have enabled DOUBLE DROPS so you can earn twice your weekly limit while playing!



To see everything you can obtain during the St. Patrick's Event, see our special items Trello board here.


Full Changelog

See all of the exciting new changes that have arrived today below!

General Changes
  • Increased fall damage across the board
  • Pyro in particular takes heavier fall damage than other humans
  • Added 3 new achievements!
  • Added new challenges!
  • St Patricks Event!

Human Changes
  • NEW Weapon: PX Assault Cannon - heavy piercing sniper rifle
  • NEW Weapon: PX Sub Machinegun - rapid fire, dual wielded

  • NEW Throwable Item: gas mines for Scientist
  • NEW Throwable Item: bear traps for Trapper
  • NEW Throwable Item: zap traps for Trapper

  • Implemented a newly refined weapon spread system
  • Added new expanding crosshair to display cone of fire, scales based on screen resolution
  • Halved default scale of weapon crosshair
  • Added center dot to dual pistol crosshair

  • Increased health of Pyro to 185
  • Pyro can now use the flamethrower to burn his dynamite and make it explode quicker
  • Now has faster ammo resupplying for flaregun when using ammo crates
  • Flaregun shots can now instantly ignite Cryo acid pools

  • Reduced firing interval of dual pistols
  • Dual Pistols are now a single shot weapon, do not fire continuously
  • Fixed reload cheat time for dual pistols being really short

  • 10% lower rate of fire for Desert Eagle in unscoped mode
  • Stungun now uses a charging mechanic
  • Tapping the stungun will not immobilize dinosaurs
  • Tranq rifle has higher rate of fire, but with pronounced spread bloom
  • Slightly worse accuracy for MK12 pistol (trade off for no bloom vs Deagle)

  • Reduced sensor mine lifetime to 25 secs
  • Reduced sensor mine marking time to 5 secs
  • Fixed dynamite floating above water volumes

  • Changed the dartgun scope sensitivity modifier from 0.15 to 0.5
  • Added charge indicator for Stungun
  • Fixed some cases where hit markers appeared when attacking dead dinosaurs

  • Added loadout UI indicator for "armour-piercing" weapons
  • Added loadout UI indicator for "pass-through" weapons
  • Fixed the Pyro having hatchets as default throwable sometimes

Dinosaur Changes
  • Reduced dino health restored by bite / claw attacks from 35% to 30%
  • Added camera "overzoom" requirement for shoulder view, to prevent accidental entry

  • Increased the diving speed boost multiplier for flyers
  • Added a special whistling sound effect to flyers when they are dive bombing

  • Reduced oviraptor roar cooldown to 40 secs
  • Reduced oviraptor roar detection radius from 6000 to 5000

  • Dilophosaurus spit can now extinguish pathfinder flares
  • Fix for Cryo acid being able to do fire rescue sometimes

  • Tupa can now headbutt enemies without needing to sprint by dive-bombing
  • Modified character collision on Flyers to stop them bumping into stuff so much

  • Added a camera overlay effect when suffering blood loss
  • Added camera effects for dinos being hit by heavy sniper and mines

  • Renamed mine melter EXP to trap disabler
  • Removed EXP for "blinding" dead bodies
  • Added EXP for extinguishing pathfinder flares
  • Added EXP for melting bear traps, zap traps & gas mines
  • Added status icons for bear trap and gas mine
  • Added beartrap and gas mine marking for Oviraptor

Map Changes
  • GTTC Ruthless REMASTERED:
    • Overhauled level layout with new routes to take
    • Major spawn placement overhaul across the level
    • New lighting style and many more map details
    • Reworked background vista (don't worry, the Brachs are just on migration)
  • ForestChasm: added a smoother side ramp up to the central ridge
  • ForestChasm: increased tree and palm density, thinner chasm rock bridge

  • UtilityBase: added new pipes to climb up the side of the main building
  • UtilityBase: added new light fixtures to side of mini hangar for dinos to jump on

  • Airbase: fixed collision stuck spots / exploits, added light fixtures to mini hangars
  • Airbase: added new details such as flapping tarps

  • PC-Docks: fixed a dangerous dinosaur spawn point
  • PC-Docks: fixed Tyrants climbing on boxes at bow of the ship
  • PC-Docks: added minor obstructions to central causeway (forklifts, palm shrubs)

  • PC-TheFalls: reduced sniper sight lines on parts of the map's exterior
  • PC-TheFalls: replaced all of the river with interactive water volumes
  • PC-TheFalls: collision fixes for TheFalls river rocks
  • GTTC Falls: humans must capture the dome's sub-objectives before Tyrants can spawn

  • Added optimized foliage level of detail models to various plants and trees
    (uses lower density meshes at long range, hopeful performance boost)

Other Changes
  • Updated vignette post process
  • Fixed a client crash that could occur when server changes maps
  • Moved option for kicking idlers to right section

Known Issues
  • Equip/unequip/dryfire sounds don't seem to trigger for new guns
  • Achivement tracking may be inconsistent

Good Hunting!



Phew, that's a lot. We haven't brought new artillery into Extinction for a long time, so we're excited to see how these new munitions fare in the wild!

And we still have a lot more planned for the game this year, with a pretty big egg-themed update for Easter that we hope you'll get a thrill out of. See you next time!


Official Discord Server

Join the Official Primal Carnage Discord to stay up to date with development, chat with other players and get tips on making your own Primal creations!



Primal Carnage: Extinction - dinosauriac
The latest patch for Primal Carnage: Extinction marks the end of our Valentine's Event, and brings a host of minor fixes and tweaks to the game. You can check out those at the bottom of this post, but first we'd like to share with you a look at what's coming to PCE later in 2021...

Rough Roadmap

What follows below is our overall plan for content updates through the first half of this year...
(NOTE: this not a complete list, and some features may be subject to change or delay)

March

March Munitions is our next major update and revolves around everyone's favourite mercenaries!



This will be where we start expanding the arsenal of the human team, introducing two brand new weapons and making some major changes to existing ones. The human focus doesn't stop there either, as we will be adding even more polish to their animation sets with the March update, plus bringing in hot and cold Ultimate skins for the human team and much, much more.



With every major release this year we also plan to touch up the remaining maps that have yet to receive gameplay and graphical overhauls. GTTC-Ruthless is receiving the special treatment this March, with the Contingency deathmatch map getting a complete makeover not long after.

This update falls pretty close to St. Patrick's Day, so expect some emerald extravagance in-store!



April



Early April sees the debut of a newly reworked Capture the Egg mode, which will use the entire map instead of one small portion of it. The teams will have clearer goals and a way for dinosaurs to properly win, and eggs won't be strewn all over the place.

Although speaking of eggs.. the April update will mark the start of our second Easter Scavenger Hunt!

We will have a whole bunch of nice surprises for players to unlock as they decipher mysteries both in-game and out!

May



Survival mode has gone unloved for a long time. With our programming team expanding, we are now considering ideas for updating this game type. Various fixes and quality of life improvements will be rolled out over the next few months, but May is when we plan to release a bigger overhaul to Survival mode as a whole.

We'll be sharing more details as the year goes on, but some of our goals include adding more AI types to fight against and allowing you to turn the tables and take on waves of enemies as a dinosaur!

May will also see the introduction of at least one more new human weapon, which may or may not involve sharp objects being fired by a pull-back mechanism.

June



Summer Meltdown 2.0 begins this June with the release of the next officially added community map - Dead Tide. This is the perfect place for a summer getaway, with beautiful beaches and cool clear water.



A second Summer Scavenger Hunt will be in play as well, with new free cosmetics being unlocked by the community when certain goals are reached. There may also be some big surprises revealed if players work hard enough!

Late Summer



Whilst we're first and foremost a dinosaurs vs. humans game, we've always taken note that there's a lot of players who just want to hang out as their favourite dino or mess around instead of playing the objective. We added Freeroam as a small gesture of support for these players back in the day, but have lately been thinking it may be time to revamp that mode and make it something more interesting.

This revamp would change Freeroam into a full-on Sandbox mode with much more options for server customizability, and various tools and activities available at your command.

From playing as herbivores to introducing light survivability mechanics, the current ideas and features being considered for Sandbox are many and varied. This all involves a lot of hard engineering work, so we can't guarantee when it will release, but we're hoping this will be ready by the end of summer.

Overview

We hope you're as excited as we are for what's coming next to the game!



Looking to the Future



We intend to continue active development for Primal Carnage: Extinction throughout the rest of 2021, adding more community content such as new maps and skins in addition to wholly original features as mentioned above.

As we get into the second half of the year, the team will be focusing more on the PlayStation version of the game. Despite pandemic-related delays and a lack of development hardware, work has been progressing well upgrading Extinction to the latest PS4 platform feature set (PSN services have seen a lot of changes the last few years). There is still a lot left to do, however.

We'll be sharing more info as we get further into the year.
Keep an eye on the official Twitter, Facebook and Discord for more news on everything Primal Carnage!



Patch 2.1.3

New Store Rotation

The Valentine's Event is over and a brand new batch of mutations, cosmetics and skins are now available in-store! A collection of classic items are also returning with a discount in the Specials tab. The next new item set will debut in time for St. Patrick's Day, but we will be cycling in some more retro skins and mutations in the weeks leading up to that.




Patch Changelog

Today's patch brings a few minor balance adjustments, some feature tweaks based on feedback from the community and an assortment of minor fixes...

  • Reduced flamethrower focus fire bonus damage by 25%
  • Double Barrel Shotgun now ignores armour completely, instead of mostly.
  • Added armour-piercing hit indicator (light orange shields)

  • Made it harder to land accidentally when flying at charge speed as Tupa
  • Swapped the Ptera takeoff animation for something a little snappier
  • Increased flyer takeoff speed and adjusted takeoff angle

  • Reduced max number of UI hit sounds that can play at once
  • Tweaked text for a couple of assist notification messages
  • Fixed Transfer not being in default TDM rotation
  • Removed Volcano from default TDM rotation
  • Removed some server log spam

  • Increased default idle kick time
  • Updated idle kick to be better at removing players who are not actively participating
    (this change only applies to ranked game modes)

  • Enabling cheats on a server now disables EXP gain synchronization for all players in that match.
  • Enabling cheats on a server now disables challenge progress sync for all players in that match.

  • Fixed three mutations that were crashing the store when clicked on
  • Possible fix for some users experience crashes when scrolling through the Browse section
  • Fixed numerous minor cosmetic issues
  • Fixed some item icons being overly dark

Hotfix 2.1.3

  • Tweaked idle kick requirements slightly to reduce likelihood of false positives
  • Fixed attachments such as antlers being oversized when using Barbarous Nova mutation
Primal Carnage: Extinction - dinosauriac
Love is in the air!

We're back with the annual Valentines Update for Primal Carnage: Extinction!
It's not all roses and chocolates though, we've got some real meat on this update....

Airbase Remastered

In line with reworks some of the other maps have received recently, Airbase has been given a serious makeover this update. The overall flow of the map has been improved with fewer dead ends and more ways for dinosaurs to jump up and out of the main structures. It's also had a major lighting and effects overhaul with new interactive water, rain effects and shadow effects...



We'll be continuing to rework more maps in future releases, overhauled visuals and gameplay are already planned for Ruthless with the next major update. Watch this space!


Get to the Chopper Overhauls

There are some fairly big changes to the flow of Get to the Chopper mode this update.



Instead of the regular respawn timer, humans now spawn in waves when playing GTTC. There is a constant 20 second countdown always in progress and whenever a human team member dies they must wait until the remainder is over before they respawn.

This automatically means the human team groups up since they are likely to spawn together now, which hopefully lets them assault objectives more effectively than when they were always trickling in one at a time. Dinosaurs do not use wave respawning, but have a longer default spawn delay now of 10 seconds before they are back in the action.

We have also placed limits on re-selecting Tyrants or Bruisers. If you are playing one of these classes and your character dies, you cannot immediately select the same class again. Instead there is a waiting period before it becomes available to you once more. The reasoning behind these changes is we're trying to combat players hogging these class slots, and are hoping to reduce how often you'll see a Tyrant be taken down only for another to appear seconds later.

Finally, dinosaurs that are still lingering on a captured safe zone will now be electrocuted to death instead of "teleported" away. This is to prevent characters becoming stuck under the level.


New Dinosaur Camera Option

Dinosaurs now have the ability to zoom into shoulder camera view! This closer, more intimate perspective adjusts the camera's position for all dinosaurs to allow for more precise fine aiming. Small dinos can swivel the camera from left to right, while the larger ones are limited to rotating off axis on each shoulder.



Simply keep scrolling in the camera to automatically pop into shoulder view, or tap the middle mouse button to swap instantly. You can also quickly swap which shoulder the camera is positioned over using the same button (D-pad left/right on controller). This can be customized in the PC controls options menu.

Tupa Touch-up

Our hard-headed charger of the skies gets its skull reinforced even further with this update!



The head and crest of Tupandactylus are now classed as Strong Points, meaning they have armour and take reduced bullet damage. This should help Tupa players in their dive bombing runs to headbutt enemies. Tupa's weak spot has been moved to the center of its chest which is a bit harder to hit.

Pyro Refuelled!

Everyone's favourite firestarter has received some extra love this update. Firstly, the intensity of the flamethrower damage over time effect now stacks the longer you keep the firejet on your target.



We have also made detection for flame particles more reliable so that the flamethrower registers hits on enemies better than it did previously. This makes the Pyro a true force to be reckoned with now!

New Corrosive Ability



Cryolophosaurus can now melt mines by spitting acid on them! Simply hit a land mine or sensor mine with your acid pool and they will be deactivated, melting away in moments. We hope this adds an extra layer of tactical utility to the Cryo and we'll be looking at a new ability for Dilo's spit next update as well.


New Admin Announcements

There are two new types of announcements now available to server admins as of the February update..



The new announcements include a message of the day style popup that appears at the start of each match, and a separate message popup that can be sent through the in-game chat. Both appear for all players. For the MOTD popup, server admins can use HTML tags like in regular TimedAnnouncements.

How to set an MOTD popup
  • Open one of the following files:
    PrimalCarnageGame.ini (listen server)
    PCServer-PrimalCarnageGame.ini (dedi server)

  • Add under the section "[PrimalCarnageGame.PCBaseInWorldGameInfo]"
    MessageOfDay="*html text*"
    (replace html text with the text to show)
How to send an admin announcement popup
  • Log in as admin on your server,
  • Type in the chat box: !announcement "text to show everyone"
    (replace "text to show everyone" with the text you want to send them)
These new announcement popups appear center screen, and close after 7 seconds or if the player presses the Tab key. Remember to include the " marks when sending a message or else it will not show.

Valentines Store Event!

You may notice a certain theme in-store the next 7 days. We're embracing the feels with Valentine's Day occurring this weekend. Check out a charming collection of new community-created items!



New Skins & Mutations



Dozens of new skins will be available, but there's more than just pink-a-plenty in-store today! Pick up several new dinosaur model mutations, or share the love with the shiny new 2021 Valentines Gift available for this week only!


New Taunts

We have three tantalizing new taunts coming to the store! Get all excited with the Novaraptor Tail Wag, say hello with the Ceratosaurus Wave and show off your moves by doing the Flyer Dance...



New Free Drops

Looking outside of the store, there are plenty of new Valentines items that will be made available as free drops through playing the game, ranking up or completing challenges!



Among these are a plethora of new skins and even a rare mutation! If you want to see more, we will be adding previews of all the Valentines items on our special event Trello board HERE.

The store is still being refreshed and it will take some time for all items to appear. We're bringing back all of last year's Valentines content as well!

HOT Fix

In the last few hours there was a hotfix patch released (version 2.1.1) that resolved some cosmetic issues, please ensure you are fully up to date before browsing! We will have another small patch just over a week from now with additional feature tweaks, but that's all for today.

Read the full changelog for the February Update below...


Full Changelog

Get to the Chopper improvements
  • Added respawn waves for humans on Get to the Chopper mode
  • If you die as Bruiser or Tyrant, you cannot re-select them when returned to class select
  • Dinosaurs lingering in GTTC safe zones are now get electrocuted instead of teleported away
  • Increased default respawn timer for dinosaurs in GTTC mode to 10 seconds
  • Fixed some spawn-related bugs

General Map Changes
  • Upgraded version of Airbase:
    • Added interactive water volumes
    • Added new environmental effects, thicker fog
    • Updated lighting to be darker with more man-made hotspots
    • Added more large ferns replacing some of the generic bushes
    • Moved around things in the hangar, airplane is now centered, easier to jump out as raptor
    • Added a new enterable mini hangar along the airstrip
    • Placed more pickup items for humans around the map
    • Improved general flow of the map, fixed some stuck spots
    • Reworked background mountains to be bigger and more impressive
    • Visibility and rain mesh optimizations
  • Verdant: various collision fixes, repositioned container storage wall

  • GTTC-Downpour: replaced some of the river areas with interactive water
  • GTTC-Downpour: added new water fx and stopped it raining inside the tower
  • GTTC-Downpour: various collision improvements

  • GTTC-Docks: added interactive water to several areas
  • GTTC-Docks: fixed unusable health crate on final capture point
  • GTTC-Docks: added more thick grass and plants to some areas for cover
  • GTTC-Docks: changed sub-objectives to only open up after they are captured
  • GTTC-Docks: fixed no safezone projectile protection after point C is taken
  • GTTC-Docks: updated ending sequences

Camera Changes
  • Added shoulder camera view for dinosaurs
  • Added a separate camera offset for humans while being pounced
  • Added camera shake reactions when being damaged as human
  • Reduced explosion dirt camera overlay duration

Dinosaur Changes
  • Increased priority and update frequency of characters to improve player position replication

  • Getting kills with Tupa's charge now gives health back
  • Tupa's head bones are now strong points, its chest is now a weak point
  • Increased stamina regeneration rate for Tupa

  • Fixed pterosaurs getting vertical speed boosts by flying into walls / trees
  • Put more checks in place to stop Ptera grabbing enemies while being damaged
  • Reduced raptor & spitter jump timeout from 1.5 secs to 1.25 secs

  • Added armour on the front upper portion of Carno's head (eyes forwards)
  • Ceratosaurus now properly obeys Family class limits

  • Tyrants now turn slower when they are sprinting (walking turn speed is unchanged)
  • Adjusted trample damage for Tyrants, damage should be more consistent between them
  • Fixed a normal map texture issue on T.Rex

Weapon Changes



  • Pyro flamethrower damage ramp-up over time enabled
  • Increased hit consistency of flamethrower projectiles

  • Fixed issues with stungun damage over time
  • Made the stungun reload time last slightly longer
  • Fixed being able to skip stungun reload super early
  • Stungun now does 15% extra DoT if it hits a dino standing in a dynamic water pool

  • Minor increase to dual pistol fire rate
  • Increased assault rifle damage to 32
  • Removed all spread from scoped sniper rifle and m4 ironsights

  • Fixed nets not stopping dinosaurs from taunting
  • Fixed dinosaurs being able to taunt while they are stunned
  • Fixed fire interval delay stacking when swapping aim modes

UI / HUD Changes


  • Added a new armor hit indicator when shooting dinosaur strong points

  • Added a notification popup for being saved by someone (from nets, grabs, pounces, etc.)

  • Modified restrainer EXP bonus, added new avenger EXP bonus
  • Added "tyrant fed" assist type for Ptera dropping its catch into a Tyrant's mouth (+100 EXP)
  • Added +5 EXP for grabbing someone as Ptera
  • Reduced saviour EXP bonus to +25

  • Added a scrolling hints ticker to the main menu
  • Added a button for hiding the information bar on the main menu
  • Updated endgame summary fonts, made backing cards more transparent
Game Options
  • Added an option to turn Tyrant buff outlines on/off
  • Added new server popups for admins to use

Patch 2.0.1
  • Fixed some store items being unavailable
  • Fixed an issue with Valentines Gifts not appearing in inventory
  • Fixed the Spitter Rose Collar being unusable by Cryolophosaurus

Known Issues
  • Some new item icons may appear overly dark in-game
  • Balauris Cerato, Daemonicus Carno & Mecistops Spino items are disabled due to crashing problems



Happy Valentine's, everybody!

-With love,
The Primal Carnage Team


Official Discord Server

Join the Official Primal Carnage Discord to stay up to date with development, chat with other players and get tips on making your own Primal creations!


Primal Carnage: Extinction - dinosauriac
A new update is now available for Primal Carnage: Extinction on Steam!

This patch focuses largely on fixing bugs and gameplay issues, but we have added a number of new small but helpful features along the way. Here are some of the highlights...

Burning Hotter

Pyro's flamesaw has felt pretty weak lately, but we're setting out to fix that.



The flamethrower has been upgraded with a new pass-through ability! The fire jet can now go through multiple targets, doing damage to each one along the stream. Each successive target receives 50% less damage, with the furthest away receiving only afterburn DoT. This new ability makes the Pyro much more effective at crowd control in tight spots.

More overhauls to the flamesaw will be coming in the February update next month!

StrongPoint Shuffle



Tyrants have had their armour reconfigured, most of their StrongPoints are now in the tail with none up front. Having damage reduction from the rear allows Tyrants to pull off successful retreats more easily when they are overwhelmed by large groups. If you are being shot while eating someone, angling your behind towards your attacker can now give precious extra seconds to finish your meal.

Sharp Shooting



Dinosaur headshot zones have been tightened up with this patch, making it more difficult to land critical hits. The sniper rifle has been tuned to reward using the scope instead of hip firing, accuracy is severely reduced when un-scoped. To encourage aiming with precision and give more of a window for dinosaurs to evade, fire rate when using the sniper scope is now slower than when out of it.

Downpour Defendability

As part of ongoing efforts to make Get to the Chopper mode better, the first control point of Downpour has been completely reworked. The capture zone is now much larger and more defensible...



Access is possible from all directions. This has resulted in much more interesting fights, and given humans more of a chance to capture one of the harder zones in GTTC. Dino spawn points have also been moved around a little bit on Downpour. We'll be making further improvements to GTTC this spring.

January Store Rotation

Today's update brings a new rotation to the Extinction in-game store. All winter event items except for the 2020 Winter Gift and Unchained Tyrant Pack have been removed and a fresh batch has been added. You can see some of the cool new looks now available below...



Full Changelog

We'll be back in February with another major game update!
Until then, check out the full list of fixes and improvements in patch 2.0.2...

Dinosaur Changes
  • Made headshot regions smaller on all dinosaurs
  • Fixed cases where interactive water would not extinguish dinosaurs on fire

  • When a buff is received, you now also see a coloured outline around your dino

  • Increased air speed of Ptera
  • Increased sprint speed of Tupa
  • Increased air turn speed for raptors
  • Increased turning speeds of spitters and raptors significantly when not running

  • Lowered Oviraptor health from 300 to 280
  • Increased Novaraptor primary attack damage from 38 to 45
  • Increased Novaraptor stamina from 110 to 130
  • Increased Pteranodon primary attack damage from 40 to 50

  • Reduced Carno special attack stamina cost
  • Reduced Carno sprint stamina consumption rate
  • Increased health restored by Carno ravenous attacks to damage dealt +25

  • Updated the StrongPoint positions on Tyrants, their tails are now completely armoured.
  • Adjusted tyrant bite attack timings and trace distances

  • Fixed dinosaurs being able to eat corpses through walls

  • Fixed a couple of feathered dino skin feathers not using feather shader
  • Fixed midnight dilo not allowing secondary cosmetics
  • Fixed rostratus ovi mutation missing its sockets

Human Changes
  • Changed default m+k binding for melee to X instead of middle mouse

  • Double Barrel Shotgun is now an armour-piercing weapon

  • Added a red light cast by the flaregun projectile
  • Reduced flaregun projectile speed from 5000 to ~4000

  • Added ability for flamethrower firejet to damages multiple targets as it passes through them

  • Increased sniper rifle firing delay from 0.9 secs to 0.95 secs when hip firing
  • Increased sniper rifle firing delay from 0.9 secs to 1.1 secs when scoped
  • Doubled sniper rifle spread when unscoped
  • Reduced crouched accuracy of sniper rifle
  • Increased recoil of sniper rifle

  • Reduced recoil on dartgun
  • Increased recoil on deagle
  • Increased deagle clip size from 7 to 8
  • Reduced spread on netgun
  • Increased scoped spread on tranq rifle
  • Tranq rifle now fires slower when scoped
  • Reduced max effective range of dual pistols

  • Added crosshair dots to a few weapons that didn't have them
  • Added an option for adjusting aim sensitivity (responsiveness when scoped)

  • Increased brightness and radius of dynamic weapon lights

  • Fixed human collision box position not updating when crouched
  • Fixed all humans having two left feet

  • Classic Pyro is no longer just a head transplant, now uses the Classic Pyro body
  • Fixed classic fuel tank looking "blocky"
  • Fixed iced spaz12 using gold spaz12 material

Sound Changes
  • Increased audible radius of various gameplay event sounds
  • Added more unique impact sounds for darts hitting flesh

  • Updated human feel melee sound
  • All humans should now scream for their lives when they are pounced
  • More in-depth sound foley work on some of the human third person animations
  • Added new pulverize / bone chew sounds for when Tyrants eat people

  • Fixed sounds for crafting countdown only starting to play after already crafting an item

Map Changes



  • Further lighting adjustments and new details on various maps
  • Added parallax depth effect to more surfaces and decals
  • Added higher res versions of snow environment textures
  • Restored more high resolution original textures for various props
  • Fixed background tree meshes flickering

  • Major rework of first capture zone on GTTC-Downpour

  • Various optimizations to DesertionPoint
  • Added interactive water to DesertionPoint
  • Added more spawn points and pickups to perimeter of DesertionPoint

  • Fixed collision issues on Downpour, DesertionPoint, Docks, Transfer and UtilityBase
  • Fixed a Ubase tanker truck being invisible on Low detail mode
  • Added more trees to Ubase exterior
  • Fixed a misaligned pipe section on Docks
  • Added more pickup items to Transfer

  • Set basic test map back to non-snowy version
  • Swapped back to sunny main menu

UI / HUD Changes
  • Outline for pounced humans is now bright red
  • Fixed dinosaur character outlines not reflecting model mutations
  • Fixed outlines for thrown health kits being visible to dinosaurs

  • Added overlay post process effects for being bitten, electrocuted, and critically injured

  • Fix for being unable to toggle between scoreboard and challenges on end round
  • Added a button hint for how to toggle between scoreboard and challenges

  • Reduced size of a few crosshair dots
  • Ensured hit markers are shown for DOT attacks
  • Fixed dropped targets not giving hit marker for ptera
  • Fixed knifing teammates showing a hit marker
  • Fixed hit markers showing on dead players

  • Added separate options for Quit Match and Quit Game to the escape menu
  • Can now use L1/R1 on controller to quickly swap between characters in customization
  • Reorganized some UI options so the menus are more user-friendly
  • Removed useless / deprecated options from the menus
  • Typo fixes

  • Fixed some UI crashes related to popups

Other Fixes & Changes
  • Added an option to turn on/off force feedback on gamepad

  • ToggleRun is now the default setting when using a controller, users can disable ToggleRun in the options menu if they prefer to hold the button.

  • Removed next / previous weapon keybinds since PCE has a two weapon limit. Scrolling the mousewheel in either direction will simply cycle through.

  • Killstreak EXP now increases with each successive kill (up to +50 EXP max)

  • Fixed melee attacks not working against pawns when playing on a listen server
  • Fixed challenges / achievements that weren't working after changes to tranquilizer mechanics
  • Fixed voting notification sounds being heard when a vote is not active
  • Exploit prevention - enabling cheats is exclusively an admin ability
  • Exploit prevention -spectators are no longer able to receive drops

  • Fixed some crashes that could occur when playing wave Survival

2.0.3 Hotfix

  • Various fixes for incorrect character outline rotations
  • Fixed cheats not working in standalone solo games
  • Fixed being unable to taunt after eating a victim as Tyrant


Official Discord Server

Why not join the Official Primal Carnage Discord?
Stay up to date with all things Primal Carnage!

Primal Carnage: Extinction - dinosauriac
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 first Official 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...

Official dev wiki:
https://primalcarnage.com/devwiki/index.php?title=Extinction_Editor_Courses

Skin creation for dummies:
https://www.youtube.com/watch?v=RMDvE8dKaBM

Looking ahead...

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.

Until next time!
Dec 27, 2020
Primal Carnage: Extinction - dinosauriac
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



Why not join the discussion on the Official Primal Carnage Discord server?
Primal Carnage: Extinction - dinosauriac
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...)

https://www.youtube.com/watch?v=dzJpOr5aA94

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.

To see all of the items coming in over the course of the winter event, check our special Trello board...
https://trello.com/b/FXE3SzJo/special-event-items

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!

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