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

This update brings various optimizations, visual improvements and new customization items as part of the ongoing Summer Heatwave event....

Patch 2.5.1 Highlights

Server stability improvements

This patch brings a few small but important optimizations for servers, fixing some log spam that could slow games down and reducing the chances of crashing. We're hopeful that server stability across the board will be improved with the changes we've implemented.



We'll be continuing to investigate ways to increase performance and fixing further server-related issues in future updates.

Visual Changes

There are a number of small visual fixes and updates with this patch. Scientist skins which have a different hair colour now have proper custom ponytails, so there is no longer a colour mismatch...



A few character textures have been upscaled with more detail, and several mutations have been adjusted slightly to work better with attachments such as collars.

Elsewhere, the default grass has received a bit of a touch-up, with cleaner edges and a higher resolution texture. Large raindrops now visually distort the background when close to the camera, and certain attachments such as the aforementioned Scientist's ponytail are affected by the wind.

Finally, throwable weapons like the frag grenade and molotov are bigger making them easier to see, with more noticeable particle trails emitting from them...



Minor Balance Tweaks

After adjusting how stamina is affected by Novaraptor's roar last update and seeing the results, we decided to adjust that some more. The consumption rate is now higher for slash attacks while under the influence of Nova's roar ability, so it is now more important for players to watch their bar before initiating a frenzy.



Another change is for Ceratosaurus. We recently introduced speed blending for dinosaurs with regards to how fast they turn when sprinting vs. walking. The Ceratosaurus was negatively impacted due to this change, so we have increased its turning speed when walking and crouching.

Similarly, the Pterosaurs now have better momentum conservation when exiting a dive and should no longer lose speed out of nowhere.

There's a bunch more fixes and adjustments (including a few small map tweaks) with patch 2.5.1.
Scroll down toward the end to read the full changelog!

Heatwave, Part 2

This patch introduces a second heatwave to the in-game store!



A new set of featured items has been added on top of all the hot cosmetics available from the June update. So if you had something you wanted to pick up from last week, don't worry it's still there. We just have a bunch more for you now...



Today's refresh brings 8 new mutations, 9 new skins and an Assault Rifle Skin Pack with 5 different designs for the Commando's boom tube.



To see all the items available in the ongoing Summer Heatwave event, visit our special Trello board:
https://trello.com/b/FXE3SzJo/special-event-items


Full Changelog

Here is a complete list of changes included with version 2.5.1...
  • Increased stamina drain for attacks while frenzied as Novaraptor
  • Increased walk and crouch turn speed of Ceratosaurus

  • Fixed occasional sudden speed loss in mid-air for Flyers
  • Added smoother blending when coming out of a dive as flyers

  • Can no longer swap arrows when running
  • The kill 20 Ceratos Challenge is now Kill 20 Bruisers

  • Fixed an issue with not being awarded the kill when a target suicides after hitting them

  • Tyrant roar popups now properly inform the Tyrant player what they do
  • Fixed bruiser roar buff triggering on spawn sometimes

  • Scientist ponytail is now affected slightly by the wind when idle
  • Fixed a bunch of scientist skins having incorrect ponytail hair colour

  • Fixed the Nade Love spray being unusable
  • Fixed missing Mosaic Cryo skin

  • DeadTide map: reduced post process bloom intensity
  • DeadTide map: fixed some rock and airplane collision problems
  • DeadTide map: disabled ragdoll collision on perimeter blocking volumes
  • ForgottenOutpost map: fixed an exploit spot for humans
  • PC-Docks map: lowered the central water tower so it's easier to jump up to as raptors
  • Adjustments to fog and lighting on main menu map

  • Increased size of a few throwable objects
  • Added more visible particle trails to molotov and hand grenades
  • Improved grass textures with cleaner, higher resolution opacity masks
  • Heavy damage "scratch" overlay can now be disabled as part of the Show Damage option

  • Various mutation fixes, improving alignment with collars etc. for certain models
  • Disabled collision on a whole bunch of stuff that was throwing errors in the maps
  • Fixed some heavy server log spam
  • Removed a debug command

Next Week: Extinction SDK Update

Next week we will be releasing an update to the Primal Carnage: Extinction development toolkit, bringing all of the latest changes and content to the editing tools. We'll have a proper announcement with more details when that is ready to go, but be sure that there's a lot of additions, from the recent weapon sets to updated character assets and the new Dead Tide map.

We'll also be including the starter set for our upcoming class: Pachycephalosaurus!



Although it will not be playable in-editor, community creators can start working on skins, taunts and more for our newest dinosaur from next week. The initial content will include near-final base textures & material instances, plus placeholder animations for the Pachy's model.

Alongside the SDK release will be a resource pack to help artists quickly get to grips with the Pachy, including a Blender template file to easily create taunt animations. We'll be posting this on the official Discord when the SDK update goes live, so keep an eye out!

August Update

Right now we're still hard at work bringing the Pachy to life and will be testing it in the coming weeks. This unique creature will be able to eat both meat and plants, and is the most agile of the Bruisers.



We're very excited for how it's going to shake up the gameplay, and hope you'll join us when our hard-headed friend arrives this August.

See you then!
-The Primal Carnage Team

Jun 24, 2021
Primal Carnage: Extinction - dinosauriac
Feel the HEATWAVE!

Running for over a month, the Summer Heatwave Event starts today with a hot new game update!

The new Dead Tide map is now available to play on, we've added a whole bunch of new UI features, shaken up a few combat mechanics, and thrown in some vacation wear to sweeten the deal.

So enjoy the sun, visit the beach, and grab some sizzling new looks!
Here are the Heatwave highlights...


NEW MAP: Dead Tide

Dead Tide is the latest map developed in collaboration with the community, and was the winner of the first official mapping contest for Primal Carnage: Extinction!



A largely deserted stretch of white hot sand caressed by the ocean, Dead Tide's beach is an exposed and dangerous zone littered with the bones of those who thought it'd be fun to go paddling. Venture deeper inland and the jungle takes over, with lush greenery spilling out from the tropical interior and oasis-like pools of brilliant blue water.



We hope you'll love this new addition to the Team Deathmatch rotation!

If you wish to show your appreciation to its creator, there's a new Dead Tide map stamp available to buy on the in-game store. A majority of profits from map stamps goes to community creators and you will receive a special Precursor Spinosaurus skin for your generosity. You may recognize it from somewhere.

Congratulations once more to map maker Toa Metru 6 for getting their level into the game!


Roar Ability Updates

Novaraptor Frenzy Roar

Previously, your stamina would be almost instantly gone after roaring as Novaraptor. This made it hard to really get into position to use your boosted attack speed, and often led to raptors just being killed right after they roared since they couldn't run away.

We've totally shaken this up now, by removing the instant stamina loss upon roaring. Instead, you are unable to *regenerate* stamina while under the effects of your roar. When the roar is active, every time you attack you drain a little stam until you have none left. You can still attack after depleting your bar, but you will be unable to run or jump during this time.

This is a change we hope makes Novaraptor's roar ability less awkward, and which we feel promotes slightly more tactical play with the need to watch how much of your bar is full before roaring.


Carnotaurus Ravenous Roar

We recently updated the Carnotaurus roar to give more health back from attacks while it is active. That plus changing it to where ALL Carno attacks give health back while under the influence of your roar certainly helped it. However, we thought it still needed a little extra.

So we decided to look at its duration - having it wear off so quickly made this ability less useful because it would often run out before you'd closed the ground to an enemy. As of this update, Carno's roar now lasts 50% longer, affording you more opportunity to actually use it and reap the rewards.


Roar Notifications



A major new UI feature is the roar popup notification system. Whenever you activate your roar ability, or receive a buff from another player's roar, you will get a centre-screen popup informing you of the effects it has granted you. Buffs received from other players even tell you who has bestowed the effect on your character.

These roar popups are other helpful tips can be turned off in the gameplay options menu if you're familiar enough with the game. We will be looking at further ways of tutorializing concepts in future to help players get to grips with all the different classes and abilities.

One last additional HUD feature clues you in to when you are able to roar again. If you look to the bottom right, you will now see the roar icon in the corner flashing and hear a new UI sound cue when your roar has just finished recharging.


Stungun Modifications



There's been some additional tinkering with the stungun to hopefully give more control to the player. You can now quickfire the stungun by tapping primary fire, or charge up a more powerful shot by holding alt fire (default right mouse button).

A good deal of engineering work was done to remove unwanted lag when you let go of the stungun's trigger, so it should now feel more responsive with no delay between releasing and firing.


Summer Heatwave Event

In-game Store Update

Summer Heatwave unleashes a special store event on the in-game store! There's a new gift available containing over 24 potential items inside, open it on a server to shower everyone with hot stuff. You'll receive the Falcatus Tupa mutation for your generosity!

Almost a dozen new mutations have arrived in total, from the weird and wonderful to the majestic...



There's also some new beachwear for a couple of our mercenary friends! Commando has taken up lifeguard duty and the scientist found her wetsuit, though we don't recommend the diving around here!




Specials

In addition to the new hotness, there are boatloads of cosmetic items returning from yesteryear with a tasty discount. Check out the Specials area in-store to grab some classic gifts and customizations!



Not to mention, there are several new free drops entering the game today as well...


Ultimate Skins, Wave 4

Ultimate skins feature special animated emissive effects that run throughout the body, obtained either as uber rare drops or through crafting legendary items together. The fourth wave of these special items is now stomping into the game!



THALASSIC ultimates are themed around deep sea bioluminescent creatures, with intricate strands of pulsating glows emanating from within. They have a vaguely pearlescent appearance punctuated by dozens of tiny jewel-like orbs that are reminiscent of beautiful nightmares from the dark abyss. The first six Thalassic skins debut today, with the second six arriving alongside the next major update.

Click here to see ALL the new items on our special event Trello board!


Visual Updates

There are a few shader upgrades with this latest version, adding some extra layers to certain effects and materials. The two most notable changes are for pickup items and dinosaurs that are on fire.



Ammo pickups in the world are now more obvious, whereas they were quite hard to spot sometimes previously. They're now labelled and have a golden glow effect applied. The throwable ammo kits will be receiving a new lick of paint as well in future.



If a dinosaur is ablaze, their skin will now heat up over time as the flames burn. Should the dino survive its brush with burning, they will now appear slightly charred and blackened by soot. This burnt skin effect persists for a short while before slowly fading out, and is removed if you heal up to full health again.



Full Changelog - Version 2.5.0

For the full list of changes in version 2.5.0, see below:

  • NEW deathmatch map: PC-DeadTide

  • NEW info popups for when a roar is activated and when a buff is given/received

  • Changed stungun controls to have separate tap / hold functionality
  • Fixed delay after clicking when firing the stungun

  • Novaraptor no longer loses all of its stamina upon roaring. Instead, it cannot regenerate until it has exited frenzy mode.

  • Carnotaurus roar ability now lasts about 50% longer.

  • Fixed an issue where Flyers experienced sudden speed loss in mid-air
  • Reduced chances of Tupa being able to nosedive forever along the ground without landing

  • Updated textures & shaders for health and ammo items
  • Added new skin glow effect from being on fire
  • If a dinosaur has been burned but lives, they now look a little scorched

  • Crosshair hit indicators are now more accurate / reliable
  • Added bonus EXP for double kill / skillshot (using assault cannon)

  • Updated localization text strings for some cosmetics and UI messages
  • Fixed a couple of MK pistol skins being usable by trapper
  • More optimizations and refactoring of economy item code
  • Fixed an issue with nametags and description tags not persisting

Steam Summer Sale

You might've noticed it's that time of year! If you have yet to jump into the carnage or know someone who would have a blast being (or hunting!) a dinosaur... have them check out our Jurassic-sized sale!

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/

We're 70% OFF until July 8th during the Steam Summer Sale!
Pick up Primal Carnage: Extinction or a 4-pack bundle for your friends!


Our Next MAJOR Update

We're not quite sure how long it will be until this one will be in your hands, but we're already hard at work on the next major update to Primal Carnage: Extinction, which will feature our newest playable dinosaur: Pachycephalosaurus!



Keep an eye out for more info in the coming weeks about our hard-headed friend.
We can't wait to get this thing out in the wild!

Until then, have a great summer!
-The Primal Carnage Team





Join the official Discord server:



Interact with other players, participate in community contests, maybe even start making skins and maps!

Jun 12, 2021
Primal Carnage: Extinction - dinosauriac
A new update is now available for Primal Carnage: Extinction on Steam.

This release brings a collection of small but important improvements across the board to gameplay, UI and more. Today also marks the start of a special Flyer-themed event in store, with dozens of new Pteranodon and Tupandactylus items being added!

This is the first of two game updates for June, with the second kicking off the Summer Heatwave event when it arrives in just a couple of weeks. You can read the highlights from today's update below, for a full list of changes scroll to the bottom.


Tuning up the new Weapons



This update adds extra polish and stat tweaks for the compound bow & burst rifle which were recently added to the game. Using the bow is now much smoother, with less hitching when firing multiple shots in a row. It's faster and has extra regular ammo, but you must be more mindful of spread when pulling back a shot. There's also new details such as unique effects for charged up explosive arrow hits.



Burst Rifle melee has been made much snappier and more responsive, with more animation polish. Additionally, the burst rifle scope overlay is now cleaner and higher quality with no transparency issues.



Tyrant Roar Sanity Check



The roar buffs that the Tyrant classes provide can seriously turn the tide of a battle if deployed at the right moment. This has always been one of the goals for them, to make having a Tyrant around a valuable thing. However, we recently discovered that it was possible for multiple roars of the same type to stack. So with specific timing, you could end up with a 3x damage boost if three Rexes happened to roar close enough to each other. This was obviously unintended, so it has been fixed with today's update.



After feedback from the community, we have also reduced Tyrant roar buff duration from 30 seconds to 12 seconds for all Tyrants. This makes it less likely that you will have overlapping buffs from e.g. Spino and Rex at the same time, plus reduces the chances that Tyrants can do a rolling buff after dying.

Rolling buffs are where a Tyrant has roared before being killed, and due to buff duration that buff is still active when they respawn (with a new roar instantly ready to buff again). If they're fast enough the Tyrant can keep their team buffed indefinitely. It's somewhat of an exploit that we're looking to cut down with this change and will be keeping an eye on.


Speed Blending



Dinosaurs now smoothly transition from their slower sprint turning speed to their faster walking turn speed. Previously, you would instantly swap from one to the other if you stopped sprinting, which made certain classes able to turn much quicker than they were supposed to.

This change mainly affects Bruisers and Tyrants, who now have more momentum when exiting a sprint. They now take a moment to slow down from a full-on charge, and have much more natural feeling blends between walking and running. The handling of these classes now properly reflects the heavy weight of the animals, with it being harder to change direction the faster you're going.



Some TLC has been lavished on the other dinosaurs movement characteristics as well. Flyers now have more consistent diving momentum and carry that speed for longer when coming out of a divebomb. Finally, raptors have increased acceleration to let them dash off into a sprint quicker now.




HUD Help

We're continuing to add new features to the in-game menus and user interface with this update, including helpful notifiers for certain gameplay events. After roaring as a dinosaur, you will now hear a sound when your roar has recharged coupled with the roar icon glowing for a few seconds. A new UI sound also plays when a buff is applied to your dino. This will be expanded in our next update with a whole new popup info system for dinosaur roars.

On the human side, there are new quality of life improvements for the weapon HUD. For starters. you can now choose between the standard RELOADING indicator text or a simplified circular reloading indicator. The charging indicator for weapons such as the stungun, machete etc. has been updated with a smoother animation that's cleaner to read and the size of the chargeup spinner is now adjusted by the crosshair scale setting.

After much tinkering, the weapon HUD is now visible when using sniper scopes. This means that if you are aiming, for example, the burst rifle or sniper rifle - you can now actually see how much ammo you have left. Previously, scope overlays covered up this vital information.

Another new function is the crosshair will now turn red when hovering over a target you can hit with your gun. This has been a long requested feature and has definitely improved human gameplay from what we've seen.


Flyer Store Takeover

Flyer Season is here, and the birds have come home to roost...



Until the next update arrives, these flying fiends are taking up residence in the in-game store. There are dozens of new Pteranodon and Tupandactylus skins available and a handful of new mutations such as the Guidracos Ptera and Pirarucu Tupa.



There are also a whole flock of classic Flyer items returning, including several taunts. As of this update, we have added taunt previews to the in-game store, so you can finally try before you buy. Simply click a taunt in the store to play that animation on a loop and see how it looks!


Full Changelog

GAMEPLAY CHANGES:
  • Tyrants now take longer to slow down from sprinting to walking
  • Faster walking to sprint speed acceleration for raptors
  • Reduced cerato walk turn speed
  • Reduced carno sprint turn speed

  • Reduced minimum speed required for air ramming as tupa
  • Adjusted momentum on Flyers when going from divebomb to regular flight
  • Flyer diving speed multiplier is now the same 3x boost regardless of whether you are sprinting

  • Reduced control lock time on Ceratosaurus tail swipe

  • Reduced secondary attack stamina cost for Carnotaurus
  • Reduced secondary attack refire delay / control lock time for Carno

BURST RIFLE CHANGES:


  • Updated burst rifle scope overlay
  • Fixed burst rifle scope-in animation "stuttering"
  • Made burst rifle melee attack more responsive
  • Fixed melee animation playing in 3rd person when shooting the burst rifle
  • Made sure burst rifle melee does not apply knockback to bruisers / tyrants

BOW CHANGES:


  • Increased bow default ammo reserve to 32
  • Increased regular arrow max damage to 140 (charged shot)

  • Slightly faster rate of fire / reload speed for bow
  • Crosshair is now hidden when you are not aiming the bow
  • Charging a shot now quickly reduces the spread over time as you draw back
  • There are now different effects for charged & uncharged explosive arrows

  • Fixed some issues with spam clicking when using the bow
  • Fixed explosive arrows causing bleed status sometimes
  • Fixed explosive arrows not dealing enough damage to their owner
  • Fixed arrow model still being visible when no arrows are left
  • Fixed no arrow being visible on bow unless you press alt fire
  • Fixed arrows incorrectly disappearing sometimes
  • Fixed solo mode showing the wrong arrows

MENU / UI CHANGES:
  • Crosshair now turns red when aiming at a target in weapons range
  • Added new weapon charge-up indicator with smoother animation

  • Can now choose between default RELOADING text or circle indicator in options menu
  • Crosshair scale option now affects weapon charge indicators too

  • Fixed ammo counter / weapon HUD not being visible when scoped in
  • Fixed round number not being shown on the HUD in GTTC

  • Added taunt animation previews to the in-game store
  • Added new flyer themed scene variants to main menu

DINOSAUR CHANGES
  • Added a sound for when roar is fully charged
  • Added new sounds for activating / receiving a buff
  • HUD roar icon now has a pulsing glow that shows up briefly when roar is recharged

  • Fixed tyrants sometimes being able to run while netted
  • Reduced tyrant roar buff duration from 30 secs to 12 secs
  • Fixed multiple tyrant roars (of the same type) being stackable

OTHER CHANGES
  • Decreased respawn wave timer in Get To The Chopper mode from 20 secs to 15 secs
  • Fixed certain plants and vines blocking weapons fire on PC-ForestChasm

  • Updated integrum rex mutation model
  • Fixed only one eye animating on the Cerato Prayer Taunt
  • Fixed some regular MK pistol skins having Party Pistol properties
  • Fixed urban camo MK pistol having wrong texture applied

  • Upgraded texture resolution of several assets
  • Updated post processing effects

We'll be back with the next major update for Primal Carnage: Extinction later this month! It's going to be a big ol' beach party with the arrival of the new Dead Tide map...



See you when the heatwave hits!
-The Primal Carnage Team
May 30, 2021
Primal Carnage: Extinction - dinosauriac
A new patch is available for Primal Carnage: Extinction, please restart Steam to make sure you are on the latest game version!

This is a minor hotfix to address a few issues encountered with the release of yesterday's major update. As a reminder, the MAY-HEM Event is currently active and will conclude in just under two week's time.

If you encounter any further problems, please post in the Issues subforum on Steam or on the official Discord community.

Patch 2.4.1 Change List:

  • - fixed skin for the keratinos carno causing crashing in the store
  • - possible fix for getting stuck moving in one direction sometimes
  • - fixed burst rifle fire sound looping forever
  • - made bow drawback cues mono instead of stereo
  • - smoothed out a few hard edges on the new weapon models
  • - disabled some server logging

May 29, 2021
Primal Carnage: Extinction - dinosauriac
MAY-HEM is here.

Today's game update adds two brand new weapons to Primal Carnage: Extinction, brings an assortment of new human cosmetics and even our first mercenary-only gift box!



We're excited to finally include some long-requested additions to the arsenal and have been hard work on improvements to human gameplay. Read on for highlights of the May-Hem update, version 2.4...


NOW IN GAME!
COMPOUND BOW

The bow is an incredibly versatile addition to the Scientist's arsenal. With this secondary weapon you can choose to either fire as fast as you can, or ready your shot for longer to deal more damage.



When using the bow. you must always hold alt fire (default right mouse button) to ready an arrow before firing, then tap primary fire (default left mouse button) to release your shot. Shots can also be cancelled, if you want to save an arrow. Simply let go of alt fire without pressing primary fire.



The bow is equipped with over two dozen standard issue arrows. Their raw damage may not be massive, but if you keep landing shots on a target it will cause them to start bleeding out. The amount of arrows before bleed begins varies between classes, with raptors requiring only two shots and Tyrants taking 12 hits before it starts. Use more powerful charged bow shots to reach bleed status quicker.

You also have a small supply of special ammo that you can swap to by tapping reload. For now, this takes the form of explosive tipped arrows, which have a vial of volatile liquid attached to them.



These pack a punch even when quick-fired, but if you draw a heavy charged shot they will explode with extra force and shatter on impact, setting the target on fire.


NOW IN GAME!
BURST RIFLE



Commando's third primary weapon is a flexible mid to long range rifle. Whilst technically fully automatic, it fires in a staccato rhythm, spraying several shots with every recoil of its unique mechanism. These four round "bursts" give the rifle its name.

You will need to watch your spread when hip-firing this thing. Continuing to blast away without taking your finger off the trigger will really hurt your aim. For more accuracy, you can enter into scope view.

One final little surprise the Burst Rifle has is a nifty bayonet attached to the front. This wicked blade isn't just there to look scary. Use melee when you have the rifle equipped to swing it at the enemy, knocking them back and inflicting blood loss. An ideal fallback move when fighting small saurians in close quarters. Naturally, this ability may be... less effective.. against a Tyrannosaur.



More on the Way!

We're excited to put these two fresh new weapons in your hands, and will be looking for feedback on how to tweak them further in future updates. We're hoping to add the melee ability to other primary weapons in future, and are already planning new types of special arrows for the scientist's bow!

Look forward to more weapons coming to Primal Carnage: Extinction later this year...




New HUD features

This update introduces some community-requested HUD features, all of these are optional but some can provide valuable data during battle.

Damage Numbers

A lot of people have been asking to have these for a long time, and we're happy to say they are now fully working. Whenever you shoot a dinosaur or slash a human, you'll see how much damage you dealt onscreen. Critical hit numbers are highlighted red for longer and show up bigger on the HUD.



Ammo Status Prompts

To give more information about your weapon status, we have introduced ammo and reload notifications.

When you are low on ammunition, a prompt will flash center screen. Empty clips will tell you to reload, and there is a notification when you have no ammo left. RELOADING text now appears onscreen and fills up with colour as the reload completes, giving an indication of how long it will take.



As mentioned, all of these are optional hints and can be turned off in the options menus for a more immersive experience. Reloading and ammo prompts can even be toggled off separately as well.

Crosshair Customization

Another new option is the ability to scale crosshair size onscreen to your liking. This is a global setting affecting all crosshair symbols, which can be increased or decreased from their default size. This is the first step towards greater crosshair customization in future, such as colour and opacity adjustment.


MAY-HEM Store Event!

Looking to deck your mercenary out in some sweet new gear? We've got you covered.

Today's store refresh adds several new human outfits such as the Black Widow Scientist and Jungle Pilot Commando, and has our first ever human-centric gift.

The BOX OF MAY-HEM contains dozens of hot new weapon skins, so grab one and rain down lethal weaponry on the server! For your generosity, the opener is rewarded with a cool new eyepiece - the Scout DinoVisor, which can be used by all human classes.

We didn't forget about the dinosaurs, though. There are a handful of new mutations arriving in-store today, such as the knobbly Proceras Cerato, the crazy Keratinos Carno and long-awaited Fragilis Nova.



All these and more are available on the in-game shop until the end of the event. You can see the full list of new items (including new free drops!) on our special Trello page here.

MAY-HEM concludes in just under two weeks time, and will be followed by Flyer Season.


Improved Map Rotation



Rejoice, server owners! Map rotation is now guaranteed never to play the same map twice in a row, that includes not having the snow version of a map you just played pop up next in the list. The map rotation should now go through every shuffled level at least once before any are repeated.

Variety truly is the spice of life.


Achieve More



We discovered some issues with achievements not tracking last update. After some investigation we believe we've fixed the problem as of today's release, although we have had to remove the CTE achievement for now. Achievements should be working properly after updating to the latest version.

If you are encountering any problems on the latest version, please post in the Issues and Bugs subforum on Steam to let us know!


FULL CHANGELOG

Human Changes
  • NEW weapon : Burst Rifle
    • Automatic weapon that fires 4-round bursts
    • Has scope zoom ability similar to sniper rifle, but less magnification
    • Attached bayonet melee deals knockback and 1.5/s bleed to small targets
    • Burst rifle has Weapon Melee ability, knocks back smaller enemies and costs stamina to use.
    • Small dinosaurs also receive 1.5 seconds of bleed damage from burst rifle melee
    • This ability only works when burst rifle is in hands. If sidearm is equipped, your regular knife is used.

  • NEW WEAPON: Compound Bow

    • Ready and charge up your shot by holding alt fire
    • All arrows fly faster if held for longer (regular arrows also do more damage)
    • Tap primary fire to shoot your arrow after readying it
    • Release alt fire to cancel your shot
    • Continue holding alt fire after shooting to instantly start drawing again
    • Swap to special ammo (explosive / incendiary arrows) by pressing reload
    • Quickfiring special ammo will explode on impact
    • Firing a charged shot of special ammo causes it to shatter, setting enemy on fire

  • Regular Arrows inflict bleeding status if a dinosaur has been hit enough times. The amount of arrows required and how much damage is inflicted varies from class to class:
    • Raptors, Spitters, Flyers:
      - 2 arrows to inflict bleed, lasts 4 secs
      - 16 damage / sec

    • Bruisers:
      - 3 arrows to inflict bleed, lasts 5 secs
      - 20 damage / sec

    • Tyrants:
      - 12 arrows to inflict bleed, lasts 5 secs
      - 40 damage /sec

  • Fixed thrown grenades not ignoring humans
  • Gave commando 4 frag grenades instead of 2
  • Ammo kits refill 2 frag grenades instead of 1
  • Added custom barrel glow mask for stungun
  • Fixed a couple of stungun skins where overcharge glow wasn't visible

  • Fixed reloading sounds still playing after changing weapon
  • Fixed tranq darts not being visible on dinosaurs shot by them
  • Changed how weapon skin replication works, should be more efficient
  • Added higher res versions of several human character and weapon textures
  • Fixed scientist shoulders being dislocated in third person

  • Fixed pathfinder having two throwables as its default assigned items, instead of a pistol in slot 2 (when economy is not connected)

Menu / UI Changes
  • Added new gameplay option to scale the Crosshair
  • Damage numbers now appear where your shots land (can be disabled)
  • Critical hit damage numbers appear larger and stay bold red for longer
  • Fixed "show damage" not working, it hides crosshair hit markers
  • Added text prompts centre-screen for low ammo, no ammo, and needing to reload
    (low ammo/reload prompts are not shown for some single shot weapons like flaregun)

  • Added new RELOADING progress indicator that fills with colour to show reload progress percent
  • Added options for toggling ammo status hints and reloading indicator
  • Added various hint popups for the bow such as how to swap ammo

General Changes
  • Modified main menu map
  • Capture The Egg mode code optimizations
  • Fixed getting Tyrant solo EXP when suiciding as tyrant
  • Fixed some Cryo mutations that were sinking into the ground
  • Map rotation should now play each shuffled level once before repeating any
  • Various code changes relating to achievements, should fix being unable to unlock them.



We hope you enjoy this latest update, we'll see you later in June for the Summer Heatwave event!
-The Primal Carnage Team
Primal Carnage: Extinction - dinosauriac
Today we're giving a sneak peek at what's coming soon to Primal Carnage: Extinction. From exciting new weaponry for the human team to a brand new dinosaur, there's a lot to look forward to!

NEW BLOOD

Before we get to the juicy stuff, we'd just like to extend a warm welcome to anyone jumping into the carnage for the first time this weekend!



Our free to try event starts today and ends on the 10th - that means for the next few days ANYONE can join in the fun. You can also pick up Extinction for 65% off during this time, tell your friends!


NEW DINOSAUR

We've been teasing something new is on the horizon the last week or so. Time to make it official.
Pachycephalosaurus is coming to Primal Carnage: Extinction this summer as a new playable class!




Rejected by the Phoenix Genetics Division for being "uncontrollable", a small handful of specimens managed to escape and survive in the wild. These are not your regular garden variety herbivores, having been genetically engineered to subsist on a diet of meat due to their natural food source being unavailable. They can certainly still digest plant matter, but crave the sustenance of flesh.

Whether they're naturally just mean tempered, or have developed a form of rabies, field reports remain unclear due to infrequent encounters in the wild. One thing is for certain, the mercenary team will have their hands full when they're thrust into combat with these angry armored arrivals this summer!



As with our previous class additions, Pachycephalosaurus will be added in a free update to the game, and will be available for everybody to play in every game mode.

We're really excited for this one and can't wait to reveal more about it!
Keep an eye on Twitter, Facebook and Discord for more on the new Pachy class in the coming weeks.


NEW WEAPONS



As discovered through this year's community scavenger hunt, the mercenary team will soon be receiving some serious hardware. May-hem will be unleashed next update with the addition of the new Burst Rifle for Commando and the versatile Compound Bow for Scientist...



Commando's new rifle uses an experimental SnapShot system to rapidly shoot several bullets almost simultaneously, before rotating a new bunch into the chamber. The scientist's bow can fire sharp tipped arrows at high velocity and swap alternate ammunition types in for different effects.

We hope these new additions to the human arsenal will introduce some nice variety, and there are even more weapons in development for later updates!


FEATURED CLASS: TYRANTS

Finally, the Tyrants are having their moment in the sun. For the next week, they are the featured class on the Extinction Store. We have a range of new and returning items - from model mutations, to taunts, to exotic skins, with many available for half price in the Specials area!



Featured Class changes every Friday, so check back this time next week to see who's in the spotlight! Until then, grab some sweet deals on Acro, Spino & T-Rex items before they're gone!



STAY INFORMED, GET INVOLVED!

We'll be revealing more about what's next for Primal Carnage: Extinction in the coming weeks and months across all our channels, but if you want to be first to know- join the official Discord server...



Interact with other players, participate in community contests, maybe even start making skins and maps!



MAY-HEM is on the Horizon

That's the end of today's roundup.
To our veterans: try to make the new arrivals feel welcome before swallowing them whole!

We'll be back later this month with the MAY-HEM update.
Until then...


Good Hunting!
-The Primal Carnage Team
Primal Carnage: Extinction - dinosauriac
LET THE CARNAGE COMMENCE !

Our free weekend starts today - that means for the next few days ANYONE can join in the fun!



The free to try event runs from May 7th - May 10th, and you can also pick up Primal Carnage: Extinction and the PCE 4-pack for 65% off during this time. Tell your friends!



* Note: free weekend players cannot earn item unlocks
(purchase game to enable Steam economy)


GET INVOLVED !

It's a really exciting time right now, with lots of cool new additions on the horizon!
We'll be revealing more about what's next VERY soon, but if you want to stay in the know...

Join our official Discord server:



Interact with other players, participate in community contests, maybe even start making skins and maps!
May 6, 2021
Primal Carnage: Extinction - dinosauriac
A new patch is now available for Primal Carnage: Extinction.

This is a smaller release with a few fixes and minor improvements in certain areas, plus a small handful of balance tweaks suggested by the community.

We've unfortunately had to remove an achievement that wasn't working correctly, hopefully we will be able to resolve the issue for a future update. Can't make an omelette without breaking a few eggs...

If you encounter any problems, bugs or issues please post in the Issues & Bug Reporting subforum on Steam or the bug-reporting channel on the official Discord.


Version 2.3.7 Change Notes

  • Spitters no longer slide for a while after doing a running jump
  • Increased speed at which Spitters slow down from a sprint
  • Made slowing deceleration much snappier for the raptors
  • Adjusted Novaraptor tail physics blending

  • Gas mines now deplete stamina faster
  • Adjusted crosshair sizes and styles for shotguns, netgun, flamesaw
  • Added missing weapons to Survival mode

  • Stungun charge indicator is now split into two colors for stunning and overcharging
  • Added small lightning icon to stungun charge indicator for when you're able to stunlock enemies
  • Stungun chargeup time for locking in place has been lowered from 1.5 secs to 1 second

  • Increased time before egg returns to nest from 20 secs to 45 secs
  • Added bonus points for protecting the egg carrier
  • Aadded team-wide +80 EXP assist when humans capture an egg
  • Fixed mid round joiners increasing the lives counter in CTE
  • Customization is no longer disabled during CTE rounds
  • Added waiting for players message to top of HUD when not enough people are present
  • Reduced human lead time on Forgotten outpost by 5 seconds, Forest Chasm by 3 seconds.
  • Fixed respawn countdown showing at round start when enough players are already there

  • Fixed incorrect Centros Cerato model
  • Fixed the dinobuster goggles being missing

  • Get to the Chopper mode scoreboard is now based on total EXP instead of K/D
  • Official servers are now highlighted in gold on the server browser
  • Adjusted the Aggressive Idle Kick so that it's slightly more lenient
  • Updated the main menu


Bruiser Week ending soon!



Tomorrow is the end of Bruiser Week in-store, before a new Featured Class family takes the stage.

Grab some great deals on Carno and Cerato items while you can, the Tyrants will be stomping in to replace them tomorrow!

Also, stay tuned for more info about what's coming next to Primal Carnage: Extinction VERY soon.



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





Join our Discord server!

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






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