Winter is here! A new update has just been released for Primal Carnage: Extinction! Read the highlights below or scroll to the end for an extensive full change log...
New Deathmatch Map
"Waterlogged"
Our latest new level is an expansive deathmatch map, situated in the secretive location of "Atrium B" which was used to store and analyze marine reptiles offshore.
The once bustling labs now sit abandoned, and the facility is slowly being swallowed by the sea. As its passages fill up with water, the cryogenic specimen tanks have gone into overdrive to compensate, freezing an entire section in cold ice.
With the facility in disarray, the map has a number of hazards to avoid. Players must watch out for being hurled into the churning ocean, avoid electrified water, and steer clear of scorching hot steam vents.
Developed in collaboration with the Primal Carnage community, Waterlogged is one of the biggest and most intricate maps to be officially added so far!
New Human Ability:
Long Gun Melee
The mercenary team now has a new backup attack they can use when holding their primary weapon. Tapping the melee button now does a bash attack that will fling aside smaller dinosaurs. This stuns dino players for a brief moment, allowing the human player the chance to take them out if they're fast enough.
Long gun heavy melee is an ability that was teased with the recently added Burst Rifle, with its bleeding bayonet attack. The chainsaw now has a similar effect as of the winter update. Using melee while holding a primary weapon costs stamina, however, it's a worthwhile trade in many cases such as interrupting a raptor that is pouncing towards you.
Dinosaurs React!
Alongside the human heavy melee ability is a new set of hit reactions for dinosaurs. Each land-based creature now has both light and heavy impact animations, with variations depending on which side of their body they were hurt from.
These new features wouldn't be possible without the help of half a dozen community animators lending their talents to the project. Things are not perfect just yet, but considering the time pressure they've done an amazing job.
Winter Goodies
Starting this week and running for almost an entire month is the special winter event, with time-limited cosmetic items dropping during the festive season. We have everything from glow-tastic firearms to brand new mutations to modify the look of your dinosaurs.
DOUBLE DROPS
During the winter event you can receive up to twice your weekly limit of random item drops while playing!
There's a wide range of new festive items available through simply playing the game, from seriously *cool* skins to fresh new animated sprays!
NEW STORE ROTATION
A gaggle of winter goodies is hitting the in-game store today! The winter event collection contains 17 new dinosaur model mutations, 3 new taunts, new skins and more...
Mr. Blue struts his way into the game as a premium item alongside the second generation of intricately detailed Royal Dilophosaurus, and a brand new winter gift box is here to shower the whole server with cosmetics such as plush toys whenever a player opens it.
Not to mention, we're bringing back every Christmas-y item from the game's long history (with some Jurassic-sized discounts)!
Economy connection may fail the first time the game initializes, resulting in no inventory being visible. Simply restarting the game should resolve this in most cases. Additional troubleshooting advice can be found in the pinned threads of the Steam issues subforum.
Connecting a gamepad after the game has already started may sometimes not have it be detected properly. It is advised to have it already plugged in and not disconnect during gameplay, as it may not be recognized when connected a second time. Restarting the game will usually fix this.
Human Changes
added heavy melee attack to long guns such as sniper rifle, netgun, flamesaw, etc.
flamesaw heavy melee does bleed damage similar to burst rifle
updated burst rifle first person melee animation to have more of a stabbing motion
increased bleed time and bleed damage of burst rifle
dual pistols can now be fired much faster
reduced dual pistol damage from 75 to 60
reduced un-scoped fire rate of sniper rifle
reduced spread on sniper rifle and burst rifle
reduced final bullet spread multiplier on burst rifle
less damage falloff for assault rifle and burst rifle
Small increase to effective range of standard shotgun
Spaz12 has slightly better damage at max falloff distance now
set a cap for maximum camera speed as human
you can no longer scope in during melee animations
adjusted model offsets for almost all weapons in first person
fixed M4 and MK pistol animation playing too slow when aiming down sights
fixed reload animations don't play unless crosshair has finished re-centering to normal size
updated double barrel shotgun reload camera animation
made camera motion for reloading the assault rifle line up better
added more noticeable camera shake when chainsawing an enemy
minor increase to pistol camera recoil
fixed classic commando missing backpack socket
updated default Pyro mesh to have more detailed hair modelling
enhanced particle effects for various weapons
updated flamethrower fire effect with a more three dimensional core jet
Updated explosion lights, fixed commando rocket and molotov not having one (as a result, made it so that molotovs now light up the scene for their firepool duration)
Map Changes
NEW deathmatch map added: PC-Waterlogged
added new volumetric light coronas around various lamps throughout the game
added new color grading style to Airbase map (experimental)
updated Airbase with thicker fog and darker ambience
closed a main entrance on the second Verdant big building
added more cover to Verdant in general, both in the compound and on the edges
added more spawns around the edge of Verdant
updated snowy version of UtilityBase to be closer to regular Ubase
new lighting pass for the ice cave area of Borealis
fix for low health transparency issues on ForgottenWorld map
basictesting map has been temporarily replaced with wintertesting map
swapped to the winter main menu map
Dinosaur Changes
dilo spit vision now fades out gradually instead of completely blinding you for several seconds
reduced max dilo spit damage from 78 to 40
reduced minimum dilo spit damage to 20
reduced cryo acid damage from 90 direct hit to 80
reduced cryo acid minimum splash damage 40
reduced cryo acid overlay duration
raised "eye height" of Tyrants so camera is higher
made acro stomp impact effect bigger and fuller
added more dense tyrant footstep particles
fixed tyrants not having a specific grass footstep particle effect
fixed spino not able to taunt sometimes after using secondary attack
fixed net breaking sound playing on already dead netted dinosaurs
fixed smoke emitters on dinosaurs that have been burned to death not appearing on listen servers
changed master dino shader to allow stronger emissive effects unaffected by light direction
Added mutation compatibility for the following Cryolophosaurus skins:
Various fixes and remakes for certain skins including:
_bearded feathered nova _savage feathered nova _dark classic nova _greenhorn carno _bloodhorn carno
New Options & Enhanced Gamepad Support
A big focus over the past 2 months has been improving controller support, with the goal of making it much more comfortable to play using a gamepad and offering more options to customize your experience. These are also features that will be added to the refreshed PlayStation version next year...
Improved native support for DualShock 4 and DualSense controllers (no extra software required, just plug and play)
Rewritten controller support to allow compatibility with a wider range of gamepads
Added option to invert vertical aim axis
Added option to swap left and right analog sticks on controllers
Added option to invert forward/backward movement on left stick
Added option to change deadzone settings for left and right stick
(controls how much movement input is needed before the game responds)
Reworked gamepad aiming- the right stick is now tighter in the center but looser around the edges
Split controller look sensitivity into separate X and Y axis sliders
Reduced vertical sensitivity scale for gamepads
Fixed an issue where diagonal gamepad aiming was slower than up/down/left/right
Fixed getting stuck in team selection using gamepads if trying to select a "full" team
Fixed the Share button being used to toggle scoreboard on PS5 controllers
There is now only a single toggle button for swapping weapons on controller instead of having additional buttons for previous weapon and next weapon on the D-pad.
Steam Winter Sale
We're running a deep discount during this year's Steam Winter Sale!
You can grab 50% OFF the game itself, the official soundtrack, and even the PCE 4-pack for ultimate multiplayer mayhem! So why not give the gift of Carnage this Christmas?
We hope you all enjoy this latest update to Primal Carnage: Extinction. More to come in 2022!
Massive thanks go out again to the community artists, animators and testers who helped create the winter update. We *really* couldn't have done it without you.
From everyone on the Primal Carnage team, We wish you a Merry Christmas and a happy new year!
We're back with a little status check today. It's been a busy month, with several large development tasks taking up our time...
The process of overhauling the PS4 version continues slowly but surely, and we've been making various fixes and improvements for the upcoming winter update. Out of everything on our to-do list though, the most exciting thing coming to Steam next month is our brand new team deathmatch map!
The Waters are Rising...
You may have seen glimpses of it before, but here's a more extensive sneak peek of our next map...
Waterlogged is a new level developed in collaboration with community creators such as Othello and Spinoraptyrex, it was a close runner-up in last year's official mapping contest.
The setting is the secretive "Atrium B", which was used to store and analyze marine reptiles offshore. It now sits abandoned, the facility slowly being swallowed by the sea as its passages fill up with water. The cryogenic storage tanks have gone into overdrive to compensate, freezing an entire section in cold ice.
This map has a number of hazards to avoid, from falls into the churning ocean, to electrified water. We're excited to start playtesting it soon and you can expect to see it officially added to the game with the winter update later in December!
Dinovember Finale - Wild Week
As the end of #Dinovember draws near, we're running one last week of gargantuan sales, and it's about to get pretty crazy!
Wild Week features some of the more exotic mutations and skins that have graced the game in the past, returning with hefty discounts applied. From a frilled Dilophosaurus, to a literal Dodo, there's a great collection of wild and wonderful looks back in-store for the next 7 days!
Steam Autumn Sale
If anyone has yet to jump into the Carnage, or has friends who might be interested in unleashing their inner dinosaur, Primal Carnage: Extinction and the PCE 4-pack are presently 50% off until the end of the Steam Autumn Sale. Grab a great bargain before December 1st rolls around!
A new patch for Primal Carnage: Extinction is now available! This patch features fixes to several bugs and issues, while also addressing gameplay balance.
Today also marks the start of the Dinovember Sales, with dozens of classic items returning to the store at record discounts! Find out more below…
PATCH 2.6.6
Human Changes
Improved damage for shotguns in the mid-range
Reduced spread and increased recoil for sniper rifle
Increased fire rate for standard “MK” pistol
Increased max range for Desert Eagle and MK pistol
Increased burst rifle reserve ammo by 40
Increased fire rate slightly for burst rifle, minor reduction to its spread
Increased size of thrown landmine and sensor mine models to be more visible
Survival: fixed the flamethrower losing its start / stop sounds when upgraded
Survival: fixed hotkeys for primary and secondary weapon being swapped after upgrading
Moderate increase to human sprint speed
Damage over time effects now prevent humans from using large resupply crates
Added weapon info icons (armour piercing, etc) to class select
Fixed seeing highlighted pickups as dino on round 2 if you had low ammo at the end of round 1
Fixed catsuit scientist having a ponytail in-game
Dinosaur Changes
Reduced Acro stomp radius by ~25%
Applied damage falloff to Acro stomp impacts, it is now less forceful the further away you are
Increased max sprint speed of Carnotaurus
Fixed an issue where Carno would sometimes only deal 5 damage when charging into people
Added a default carno mutation: Robustus Carno
Reduced spitter sprint speed slightly
Small boost to spitter jump heights
Reduced duration of Cryo acid spit overlay effects
Increased splash damage of charged Dilophosaurus spt explosions
Spitters now only slow down from sprinting if the spit they are charging up is halfway ready
Spit explosions now have no falloff, applying constant damage to anyone in the blast radius.
Fixed regular spit impacting the floor being able to blind humans if they were too close to it
Fixed cancelling a charged spit by looking backwards keeps you in the charged spit animation
Fixed landing a direct hit with Cryo charged spit sometimes dealing 0 damage.
Fixed being able to do charged spits while netted
Successful pounce kills now give health back for raptors
Fixed "tail armour" being missing from most of the smaller classes
Fixed only the very tip of the beak counting for pecking people as Flyers
Fixed taunting not working half of the time, especially for bruisers.
Tyrants are now allowed to freelook when eating people
Added more intense camera shake for Tyrant footsteps, they are now felt further away
Adjusted dino shader, skins now desaturate when they are burned
Fixed the AI in Survival only using their default skins in online games
Fixed a handful of raptor skins that had no colour
Updated the texture for undead Pachy skin
Fixed weight painting issue on Mortis Pachy mutation model
Remakes for various older legacy skins such as Lilypad Cryo, Arctic Venom Dilo, Darter Carno, Sediment Carno, Crimson Spino, and several more.
Added randomized tongue action to raptor tranq idle animations
Optimizations to ionizing foot trail effect
Map Changes
Fixed a non-solid mesh on DesertionPoint
Fixed projectiles going through parts of the Docks ship tower
Fixed Transfer main building having no collision on the upper walls on one side
Fixed a couple of CTE map blockers being present on TDM Forestchasm
Fixed a stuck spot on UtilityBase
WhiteForest: fixed an unpurchasable gate
WhiteForest: made sure opposing purchase consoles are disabled when gates are bought
Renaissance: fixed the Acro boss AI falling through the map on spawn
Adjusted ledges up to the roof of the main building on UtilityBase so it's easier for Spitters
Made blue barriers disappear when round starts on CTE
Other Changes
Re-added assists column to scoreboard by popular demand
Capture the Egg: fixed only one egg spawning on 2nd round
Capture the Egg: nests that are not in use are now hidden
Capture the Egg: fixed eggs respawning a couple of minutes after being captured
Added a warning popup when changing graphics settings that you may require a restart
UI enhancement: red X is now shown when a skin does not support cosmetic attachments
Disabled the halloween main menu
Added post-halloween promotional art
Deactivated the skeleton skins from halloween
Removed setname command
Fixed a challenge typo
Dinovember!
DINOVEMBER is here and today's update marks the start of three weeks of Jurassic-sized sales! Yep, we'll be rotating in another set of classic skins on the in-game store every week this month…
Raptor Week & The Spooky Spillover
From the vivid and striking to the subtle and camouflaged, 18 retro raptor looks are back with deep discounts! This week is a little special though, in that we have a few extra items that didn’t quite make it into the Halloween Horrors update.
In addition to Raptor Week, several late but not least arrivals are here today. Among these are the menacing KRONOS Rex mutation, savage REGALIS Pachy mutation, the unnerving UNIFORMIS Dilo, and new skins such as the intricate Isidalwa Carno.
And as the cherry on top, the Ornatus Tupa mutation is now available as a free drop.
Sales Upon Sales!
Week 2 has the Tyrants stomp back into the spotlight with classic skins for Acro, Spino and T.Rex returning. They will have a handful of fan favourite mutations coming back, in addition to around two dozen classic looks for our fearsome threesome.
Let's Go Wild
Dinovember concludes with Wild Week 3, featuring some of the craziest looks to ever grace the game returning for a limited time. Oh, and one final thing...
Carnotaurus Robustus
As of today, we’re giving everyone who owns Extinction a FREE default mutation for Carnotaurus, who has been left out in the cold until now. ROBUSTUS Carno is genetically enhanced with extra muscle mass, becoming so bulky it’s developed a bison-like humpback and stronger facial features.
You should have the mutation available to equip the next time you launch the game after updating.
Winter is Coming
We'll be back with the winter update mid-December, bringing a brand new deathmatch map developed alongside the community plus the usual avalanche of festive goodies!
We hope you enjoy this latest update to PCE and look forward to seeing you again next month, -The Primal Carnage Team
A nerve-wracking, bone chilling new update has just launched for Primal Carnage: Extinction on Steam!
Today marks the start of our Halloween Horrors event, bringing not only a shiver-inducing collection of ghasty new looks, but a monster-sized shakeup to gameplay.
Here are all the gory details…
THOSE SPINE-TINGLING SPITTERS...
Every major update we tend to take a class family and focus our energies into trying to improve them the best we can. For this update, we felt it was time to give the Spitters a good polish up. For starters, spit detection has been greatly improved, with Dilophosaurus now consistently blinding people no matter where their venom spray hits the target.
Movement speed for both Spitters has been increased, allowing the softest targets on the dinosaur team to outpace the humans and make a quick getaway if they need to. They also have a new ability that is sure to leave you positively petrified…!
CHILLING CHARGED SPIT!
Adding another layer of depth to Spitter gameplay, Cryos and Dilos can now “charge up” their special attack to hock up a giant corrosive loogy that explodes with a huge splash radius. Holding down alt fire will begin the charge-up process, and reveal a targeting indicator when it is ready, showing roughly where it will land. You can go for AOE coverage to blind several people at once, or try to get a direct hit for massive damage.
A fully charged Cryo acid glob has the potential to melt a human on direct contact, burning them down to the bone and leaving behind a discoloured skeleton. Spooky…
The humans do have a fighting chance against the acid rain though. The large spit globs can be shot out of the air if you see them coming, even awarding a few bonus EXP for doing so. Shooting the spit renders it harmless, if your reaction time is good enough.
ENHANCE
Finally, there are some aesthetic improvements to Spitters such as new animations to further differentiate Cryo from Dilo, and different coloured spit slime that appears around their mouths. Cryo has persistent glowing green drool, whereas Dilo has bold purple drool that shows after it has used its venom spray. There are now sounds for spit projectiles with different impact cues for acid pools, venom pools and charged spit.
For more info about various quality of life improvements and other Spitter enhancements, see the full change notes at the bottom of this post.
HORRID HUMANS
For balance reasons, we have adjusted the movement speed of humans this update. They are now slightly slower than before and cannot sprint for as long. However, their stamina will regenerate faster and not have so much of a delay before it begins to come back.
Weapon damage ranges have been reduced across the board, so that dinosaurs aren’t being harassed by a wimpy pistol from several miles away. Shotguns are now legitimately close quarters weapons, whilst the spread of certain weapons like the flaregun has been improved so that you can hit targets more accurately.
On the flipside, the sniper rifle has seen a heavy reduction in accuracy when not scoped in, which is magnified by persistent fire and when moving. This is intended to be a long range weapon, and though it may still need tweaking, it should be harder to pop off an easy headshot on something that’s mere feet away from you.
We have been focusing a lot of our energies on Survival mode, so we have made sure that the latest weapons actually work in Survival now (solo mode) and can be upgraded. Weapon upgrades in Survival are also more meaningful compared to in the past, where previously the v2 version of a weapon was sometimes less powerful due to mismatched stats.
DEVILISH DINOSAURS!
Even after so many years, finding the right spot for Tyrants within the game still proves difficult. Bullet sponges are generally not super fun to fight, but at the same time these are meant to be rather tanky individuals. For the October update, we’ve provided them with more situational advantages.
When eating a human, a Tyrant now receives a 30% armour bonus (that applies to their whole body), until they have finished swallowing their meal. This helps “hit and run” Tyrants to get out of the danger zone while they consume their prize.
Unfortunately, some hidden animation errors caused Tyrants to be unable to reliably land attacks last update. These issues have now been resolved, so biting and swiping should feel a lot more natural and precise. For the Bruisers, we resolved a rather devious control lock problem where you could not use your secondary attack if you had also just used your bite.
We have been watching closely how our recently added Pachycephalosaurus has been performing since it went live. This update introduces some changes to reign in its abilities somewhat. Pachy can now only slide once it’s up to a certain speed, requiring you to properly initiate a sprint instead of doing it from a near-standstill. It also now costs stamina to drift in this way.
On the other hand, the handling of Pachy during a charge has been improved a bit, so that it’s slightly easier to angle yourself towards enemies. Bracing is also more effective than it was previously, though consumes more stamina as a result.
THE CURSE OF CAPTURE THE EGG
Some of you may know that we’ve had a beta running for Capture the Egg mode (CTE) over the last few months. The community has been really helpful in helping us experiment with several different win states, lose conditions, how many eggs are needed and more to find the final setup for CTE.
This update brings a new level of polish to the mode, with extra details such as humans wearing egg-filled backpacks and dinosaurs being able to stuff eggs into their mouths to return them to the nest. All maps from legacy CTE are now also fully updated with the latest version, having the entire level in play instead of a small portion of it and dedicated dino / human bases.
You can now play Capture the Egg on the following levels:
PC-Docks
PC-TheFalls
PC-ForestChasm
PC-ForgottenOutpost
PC-UtilityBase
To avoid potential griefing from players just never capturing the egg, it now has a finite lifespan. You must return an egg either to the human base or to its nest within 90 seconds, or it will “hatch”. A little dinosaur will pop out, dead from being away from the warmth of the nest for too long. You monster.
The final rules for CTE are as follows:
There are always two eggs, spawned in randomized locations around the middle of the map.
Humans need to capture both eggs to win the game, by bringing them back to base.
When you are holding an egg, you cannot sprint. Nobody wants to make scrambled eggs.
If you take damage while carrying an egg, you will drop it at your feet.
Dinosaurs can grab a dropped egg and return it to its nest, earning EXP in the process.
If the dinosaurs exhaust the human team's respawns, or the humans fail to capture, dinos win.
Each team has 30 lives available to them. Every time a team member dies, this number goes down. If one team respawns enough that they use up all their lives, the other team wins. This means the dinosaurs can potentially claim victory if they take out enough humans. On the other hand, if both eggs aren’t captured, the humans have failed to meet their quota and dinosaurs will win by default.
The dinosaurs have a limited roster, Tyrants and Flyers cannot be used in CTE for balance reasons. There is a minimum required playercount of 4 for a match to start, and the mode has a max player limit of 16.
SURVIVAL SPOOKTACULAR
Our second major focus for the October update has been to resolve all of the lingering bugs with Survival mode and make it a much more playable gametype. This meant tackling everything from minor annoyances like your weapon skin getting applied to your arms when you upgrade, to always being forced to respawn as a Commando regardless of what class you were just playing when you died.
Players can now choose any class they want when they re-spawn in Survival, however, if you select a new class you will lose any weapon upgrades you purchased.
The turrets in Survival mode are also ALWAYS upgradeable now, whereas before there were restrictions on when and which ones could be bought. To help lessen frustration with those sneaky Compies, the last 5 dinosaurs left alive in Survival are now highlighted to help track them down. And as a final added bonus, kill assists now grant cash in Survival mode.
MORTIFYING MAPS
We have given all of the Survival mode maps a major overhaul this October, with a big focus on adding more verticality and points of interest.
WhiteForest and VisitorCenter now feature new elevated positions that you can use to get the upper hand on the dino horde.
Be warned though, it can just as easily lead to your doom if a Carnotaurus gets a lucky head swipe on you 50 meters up.
All of the Survival maps now have more gates to unlock over the course of a match, restricting the movement of the dinos and providing more opportunities to spend your earnings. These unlock pathways to the new elevated areas such as clifftop outposts and the dam causeway on White Forest, or the rooftop defence points on VisitorCenter.
GET READY FOR THE RENAISSANCE!
With this update we have introduced a fourth Survival level – AI-Renaissance, named after the colossal shipwreck that dominates the view wherever you are on the map. You start off on a white sandy beach, before unlocking the way into a fortified campsite and moving back to a clifftop overlook.
The beached tanker holds a horrifying cargo, waiting to be unleashed. Hold out as best you can by unlocking higher routes to rain down fire on the approaching dinosaurs. Watch for movement in the thick jungle, too dense for humans to venture into, where lithe agile raptors and spitters are waiting to attack.
We hope you enjoy this new addition to the Survival map rotation, and all of the enhancements that are now part of the legacy Survival maps!
TERRIFYING TRANSFER
Outside of Survival mode, the Team Deathmatch map Transfer has received a major upgrade this October, both in gameplay and visuals. The jungle has started to creep in, with greater foliage density and small trees dotted around the facility. There is much more cover, both natural and man-made, breaking up the extremely long sight lines that were there previously.
New routes have been opened up to sneak around certain areas of the map, and there are two extra acid pits for Pteras to drop their catches into. And if you need a cooling bath after being set on fire, there are a few extra water puddles on Transfer as well.
HALLOWEEN HORDE O’PLENTY
We couldn’t let the spooky season go by without including some frightfully good new looks. The in-game store has a horrifyingly huge selection of scary skins, terrifying taunts and mortifying mutations available. Not to mention, a ghoulish new gift box containing yet more terrors to be unleashed!
Halloween brings two new Strange effects for use in crafting, which complement the previously added Kilowatt and Thalassic ultimate skin lines. Applying the Tesla Tool leaves a trail of golden lightning behind you and makes your eyes burst with sparks, whereas the Energy Tool applies an ionizing effect with gaseous clouds left in your wake and spectral energies emitting from your skull.
These new crafting tools are obtainable as drops while playing, as rankup/evolution rewards, and challenge completion rewards.
We are still investigating a way to directly apply Strange effects to items instead of relying on the lucky dip of crafting, however this may be quite a way off. The programmers are pretty busy these days with the porting process for PS4. Certain PC niceties that were planned will have to be set aside / delayed in some cases as we get deeper into that process.
SPOOKY SPRAYS
Time for some Primal Fear (animated)...
A chilling collection of new sprays is now available as free drops in-game. These range from ghoulish green skull faces to legendary motion sprays. We’ll be cranking up their drop rate during the Halloween event, they’ll become much rarer after the spooky season is over.
UNLEASH YOUR INNER FOSSIL
Everyone has a free time-limited set of skeleton skins to parade around in for the duration of the Halloween event. These critters were re-vivified in a freak lightning storm accident at the island’s museum, and are now loose in the jungle, their bones held together by some unholy force that science has no answer to – except bullets!
FUTURE SHOCKS
Keen observers may notice our AI has learned a few new tricks in Survival mode. We are putting more energies into upgrading them going forwards, and hope to have bot support for ALL game modes in future. This means AI versions of all the dinosaurs that don’t currently feature in Survival mode (but will in future updates) and further improvements to our AI behaviours.
The idea is AI bots will be something server owners can enable to fill up empty matches until real players join to replace them, but we are toying with the idea of allowing offline practice versions of gametypes such as TDM, GTTC etc. when the bots become more advanced.
We also have a new map in the works for Team Deathmatch, built in close collaboration with the community. PC-Waterlogged is planned to be added this winter! A moody atmospheric research facility, this map houses the fabled Atrium B, where experiments were performed on marine reptiles. Now, flooded and abandoned, the sea threatens to swallow the facility up.
We’re really looking forward to bringing this map to fruition and can’t wait to show more of it!
FULL FRIGHTLOG:
Capture the Egg
Disabled the use of Tyrants and Flyers in CTE mode
Players can now join late and start playing when a CTE round is already in progress
2 big egg possession icons are now shown up top to say who has the egg
Humans are now shown with a bagpack that gets filled with the egg in CTE
CTE now uses set amount of LivesPerTeam instead of LivesPerPlayer
BOTH eggs need to be captured now, not just one
A stillborn Compy ragdoll appears and your egg "dies" if it is not returned soon enough
added animations for Spitters and Raptors holding eggs in their mouths
prevented roaring while dinosaurs are carrying the egg
added new hint message that the player can not run when picking up an egg
fixed sprint camera effects playing if someone attempts to "sprint" when holding the egg
fixed egg locator icon becoming stuck in CTE (making it look like there's 3 eggs)
egg possession icons at top of HUD are now hidden when the round hasn't started yet
Made vital info message text larger and more noticeable
Fixed "wait for players" still showing after the round has started in CTE
Survival
AI can now use special jump points to leap higher
The last 5 dinosaurs left alive are now highlighted to help track them down.
Fixed the Survival / Solo scoreboard not working
Kill assists now reward cash in Survival mode
You can now press B to throw cash
Fixed some weapons being worse after upgrading them in Survival mode
Added upgrades for recently added primary weapons in Survival mode
You now keep your weapon upgrades when respawning as the same class in Survival
Fixed turret upgrading being inconsistent, should now work in all maps.
Fixed turret log spam & turret-related server crash
You can now change class after a wave has completed in Survival mode, however, you will lose your weapon upgrades if you decide to swap (a popup warns about this)
Fixed always respawning as a Commando in Survival, even if you were a different class beforehand
Fixed spectating not working properly in Survival mode
Fixed secondary skin is applied to your primary weapon after upgrading in Survival mode
Fixed missing / incorrect HUD weapon icons in Survival mode
Fixed accidentally accepting class when sending a message on ready-up screen
Alpha Nova boss now has its correct skin in multiplayer
Alpha Nova boss can no longer be netted
Alpha Nova boss is now larger than a regular raptor
Updated hunt raptor cloaked skin effect
Updated the VisitorCentre map:
now has multiple accessible rooftops via ramps
main statue raised area is no longer blocked off
generator is now located on second floor of a gated building
various lighting and detail adjustments
Updated the WhiteForest map:
you are now able to walk on top of the dam outflow area
added ramps and walkways to elevated positions
added purchasable gates to unlock sections of the map
added more points of interest to the level
DINOSAUR CHANGES
Spitter Changes:
Spitters now run faster than before
Higher sprint stamina consumption rate for spitters
Cryo roar recharge time reduced to 30 seconds
Increased base damage for Cryo acid hits to 50
Reduced regular spit cost for dilo from 25 to 16
Reduced regular spit cost for cryo from 25 to 22
Reduced blind time for Cryo acid direct hits
Fixed dilophosaurus spit projectile collision cylinder, should now blind much more reliably.
Fixed spit overlay effect on human models not working in some cases
Fixed spitters being able to spit behind themselves
Spitter stamina bars are now split with a dividing line to show when charged spits are possible
You now see a targeting indicator after fully charging your spit to see where it will roughly land
If you don't have enough stamina for a charged spit, you'll just spit normally
Stamina regen is locked while charging spit
Charged spit uses more stamina than regular spit
Charged spit projectiles can be destroyed when shot at
Added new EXP bonus for shooting charged spit out of the air
First set of updated animations for Cryo and Dilo, fixing some minor glitches and differentiating them further
Added new spit impact sounds for dilo and cryo
Updated cryo sounds, featuring new pain and death cues
Cryo now has persistent green drool hanging from its mouth
Dilo now gets purple drool after spitting which persists for a few seconds
There is now a dissolve effect on human ragdolls when they die to Cryo acid
Spit is now destroyed when player leaves, gets auto-balanced, etc. to prevent friendly fire
Fixed dinosaurs seeing the venom overlay effect when standing in dilo spit puddles
Other Dino Changes:
Dinosaurs now have 40% damage reduction for strongpoint hits (previously 30%)
Increased Tyrant roar effect buff duration from 10 to 20 seconds
Increased effectiveness of Acro heal buff from 12 HP/sec to 15 HP/sec
Doubled the radius of Acro stomp attack
Moderate increase to Acro stomp damage
Reduced netted time for Tyrants from 9 seconds to 5
Increased damage of Rex tailswipe from 100 to 125
Tyrants take reduced damage when eating someone now (30% extra armour until they swallow)
Sliding as Pachy costs stamina now
Pachy must be near max sprint speed to initiate a slide
Made the Pachy charge turn speed a bit quicker
Can no longer taunt while sliding as Pachy
Fixed the attack timing and trace distance for raptors and Spino, should hit much better now
Fixed an issue where Cerato's tail whip would not deal damage if used directly after its primary attack
Increased bonus health of Carno ravenous bite, from damage +50 to damage +100 (+140 if secondary attack)
Fixed a lighting issue that was present on nearly all Spinosaurus models
Optimizations to dino master shader
Fixed jump landing animations not really playing
Updated novaraptor run animation head posture
Fixed a couple of Tyrannosaurus skins
Updated the Teratus Rex mutation model
Tweaked bodyfall sounds for tyrants
Updated subsurface scattering mask for Flyers so it's not just the wings that let light through
Human Changes & Fixes:
Minor reduction to human ground speed
Increased sprint stamina consumption rate for humans
Shorter delay before stamina begins regenerating as humans
Fixed being able to charge up heavy melee with machete if you don't have stamina
Halved max range of standard pistol
Faster damage falloff for desert eagle
Lower max range and faster damage falloff for default shotgun & double barrel shotgun
Reduced spread for unscoped flaregun
More intense spread values for the sniper rifle when unscoped
Sniper rifle now has less of an accuracy bonus when crouched
15% reduction to SMG crit damage
Minor reduction to desert eagle max range
Fixed default commando model absorbing its dogtags
Fixed a gap on the SMG model
MAP CHANGES
General:
Added foamy effect to interactive water waves
Improved collisions and removed exploits across several maps
Optimizations to multiple levels
Visual improvements and upgrades to Survival map lighting
PC-TheFalls:
Fixed the map not properly supporting new CTE
Widened one of the side entrances to the main atrium where the river flows out
PC-Docks:
added more dino corpses
added more cover and additional routes
removed most of the old CTE actors, started setting up new CTE
added dry grass to the level that transitions to lush grass inland
fixed main tower of the Docks ship not blocking spit
various level optimizations
PC-Transfer:
fixed some grass spots not being edible
added more deadly acid pits
added more Tyrant blockers
repositioned dino corpses to reduce line of sight at a distance
added way more cover and additional routes
placed more plant life, trees, bushes etc. around the main square
in-depth lighting pass, reduced height fog
fixed human exploit locations
PC-DesertionPoint:
fixed an invincibility spot that humans could wedge themselves inside of
VisitorCenter:
various level optimizations and collision improvements
set most of the cinematic raptors to use randomized models and skins
updated generic failure cinematic
UI AND MENU CHANGES
Added active server counts on server browser tabs (how many servers of each type are live)
Fixed incorrect weapon being selected when you are auto-balanced twice
Fixed party pistol and grenegg missing weapon icons in class selection screen
Fixed having your last custom first person weapon mesh still equipped after changing to another class (e.g. classic shotgun on commando)
Fixed L1/R1 gamepad buttons breaking class selection if used while in team select
Fixed stungun charging UI can get "stuck"
Added a separate ColorGrading off/on option to graphics menu
Removed the post processing quality option, as it has been split out into other settings
OTHER CHANGES
Fixed blood decals for ragdolls hitting the ground not appearing
Fixed taunt and attacking is possible at the same time as dino
Fixed issue where admin cheats would not work on server
Fixed several crashes across multiple game modes
Updated regular TDM maplist to have DeadTide map as part of it
Known Issues
Sometimes the Acro boss AI will fall out of the world on AI-Renaissance map
Survival AI can become stuck when dealing with gate obstacles on occasion
Older skins from several years ago may have incorrect patterning. We had to remove the old pattern system for performance reasons, but are working to remake these items in higher quality currently.
HAPPY HALLOWEEN
That’s it for this latest update to Primal Carnage: Extinction! We will return with another patch once the Halloween Horrors event is over in a couple of weeks. After that it's Dinovember, where we will have retro store rotations that see classic items returning, followed by the epic Winter Update in December.
Until then, we hope you all have a scary good time! -The Primal Carnage Team
The in-game Extinction Store has been updated with new items today! These include a selection of new mutations and skins, plus two new taunts for our recently added Pachycephalosaurus class...
Store Highlights
We have six new dinosaur model mutations added with this latest store rotation, including a new extra-spiky look for the Pachy! Each mutation comes bundled with its own skin and you can preview them if you have opened the store from the main menu, as can most other store items.
There's more than just dino duds though, we have some brand new human cosmetics available as well...
The amazingly yellow Hornet Scientist collection adds a new outfit, backpack and rebreather mask for our resident sniper. And to keep the bee theme humming along, we also got the Stinger SMGs for Trapper.
New Drops
Outside of the store, we have several new free drop items going live this evening, exclusively made up of new skins for our hard-headed friend. 4 new free Pachy skins will be available via crafting and drops during gameplay including the glorious... Glory Pachy...
Yet more free content will cycle in alongside the coming store rotations throughout the autumn, with both dino and human items. The goal is to have new items rotated in every 2 weeks, so keep an eye out!
What's Next
We're working on a large game update for the end of October, which aside from the usual spooky festivities will include some fairly big fixes and enhancements to Capture the Egg and Survival.
There are some new features that we can't quite talk about just yet, but we're hoping the AI will give you a more varied challenge come Halloween!
We have also continued to make various optimizations and stability improvements. A full list of changes is below...
Dinosaur Changes
Pachycephalosaurus can now use its primary attack (headswipe) while netted
Pachy's primary attack no longer costs stamina to use
Reduced net time length for Pachy from 4 secs to 3
Increased base healing amount for Pachy when grazing on grass
Rebuilt paths on GTTC Falls, added exceptions for Pachy to several blockers so it can jump around the map more easily
A vision effect is now applied for humans standing in Dilophosaurus spit pools
Fixed damage traces for Spino bite attack being misaligned
Adjusted the Cerato tail swipe attack to do damage slightly earlier
Visual Changes
Upgraded several skins that were used the deprecated pattern system to the latest shaders
Optimizations to several skins using the advanced "ultimate" dino shader, reducing memory usage
Fixed missing necklace socket on 2.0 human meshes
Various other fixes and updates for skins and model mutations
Menu / UI Changes
The customization dropdown list now automatically opens when you hover the red name bars instead of requiring you to click them
Made sure customization profile icons for dinosaurs were properly centered
Fixed HTML code showing in customization descriptions for Stat Track items
Fixed dynamite missing a HUD icon, which was causing flickering
Fixed equipping the classic shotgun skin causing the shotgun icon to not show in class select
Re-enabled all other loading screens now Pachy has had a moment to shine
Added new Pachy scene to the main menu
Other Changes
Fixes to challenge tracking for the new Headmaster, Using Your Head and Skidrow challenges
Optimizations & improvements relating to server / client bandwidth
Increased server tickrate from 20hz to 60hz to improve movement replication
Disabled some verbose server logging to improve performance
Fixed a crash that could occur when exiting the game
We will be back with our next major update in October, which has some super secret coolness we've been quietly working on for a little while (watch this space!).
Until then, we'll be rotating in fresh new items to the in-game store every two weeks, including a whole bunch of new looks for our latest Bruiser class!
The community's come up with some amazing new mutations, skins and taunts for our hard-headed friend in just a short time and they'll be heading your way soon...
A new update has just been released for Primal Carnage: Extinction on Steam! Featuring a whole new playable dinosaur class, this is one of our most ambitious releases yet...
New Class: PACHYCEPHALOSAURUS
The "Pachy" is our third and final Bruiser class now playable in-game!
This is the most advanced dinosaur that we've ever created, entailing a serious engineering effort. Our first omnivore, it features multiple brand new mechanics and some interesting new twists on old ones...
With DNA contaminated during the cloning process, this once peaceful plant eater is afflicted by a disease that causes a form of mania. They are irritable, angry and have a craving for flesh.
An armoured little ball of energy, Pachycephalosaurus is the most maneuverable of the three Bruisers, able to leap on buildings and execute quick turns. Its thick dome skull is a "super strong point" that is impervious to all but armour piercing weapons.
Pachycephalosaurus also has *two* secondary abilities...
BRACING For Impact
Bracing is a way for the Pachy to last longer in close quarters combat, allowing you to receive less damage. Hold alt fire (right mouse button) to hunker down and your whole body has an armour buff, lowering the amount of pain you feel. Doing this is strenuous for the Pachy, so drains your stamina.
The other secondary ability Pachy has is enabled by roaring...
MANUAL Charge
The key difference compared to Carno and Cerato is that you have manual control of your charge as Pachycephalosaurus. Just running into enemies won't really deal any damage, you need to roar first to enter ADRENALINE RUSH.
Adrenaline Rush mode makes the creature hyper energetic, increasing agility. This lets it attack faster, jump higher, and most importantly- unlocks your charge.
After roaring, hold alt fire (right mouse button) to launch into a charge directly ahead. It takes half a second to build up speed, then any human in your way will receive serious impact damage.
Be warned though - it is difficult to turn while charging. To get around that, you need to slide...
SLIDE ABILITY
Sliding is a special movement ability you have as Pachy. It lets you perform quick turns, redirect a charge without needing to slow down, and can even deal damage to enemies!
Simply crouch while running to do a slide. Your speed and turning rate will be momentarily boosted and any humans in your path will receive impact damage + knockback.
Food ability: GRAZING
In addition to eating from corpses and getting health from killing humans like other dinosaurs, the Pachycephalosaurus can also restore itself by eating greenery.
If you are standing on grass and low on health, you can begin munching on the ground by holding the use key. Grazing like this is slower than filling up at a corpse, and the higher your health the less useful it will be, but this ability can give you a top-up when you need it most.
Finally Unleashed!
After countless challenging hours of development, we're super excited to finally have this class playable for everyone! Hopefully once you've had a chance to zoom around as it, you'll agree with us when we say that Pachy makes a mighty fine new addition to our dinosaur roster.
We can't wait to see how it affects the overall feel of the game, it's been pretty intense during testing! However, a new dinosaur is not all we have for you today...
Class Select and Customization Rework
It was high time for a refresh. The class selection and customization menu screens have been completely redone, with more than just a new coat of paint. Aside from the reworked theming, both menus are linked together now in-game, with your character's 3D model visible throughout.
This upgrade to the whole menu setup also means you can customize before respawning once more!
Easier to Read & More Options
Our goals with this UI update were to make things clearer and smoother. The text sizes have been increased, as have the icons. You'll no longer need to squint to see these elements if you don't have your nose against your monitor, and item descriptions are always right there next to them.
The customizer also only shows what you want to see when you want to see it, leaving more room for admiring your character model. Just hover over the bar for any item category on the left to reveal its contents and start customizing.
There are even additional shortcuts in customize now...
A and D (or right analog stick) still allow you to rotate your view left and right
H (or controller) now hides the item menus so you can get a view of your whole dinosaur
Double-tap spacebar to quickly exit the customization area and respawn with your currently selected class (if it's available).
The entirety customization and class select menus also have full controller support, with shoulder buttons and triggers used to quickly swap between various tabs and newly updated gamepad prompts.
Know Your Enemy, Know Thyself
Almost all dinosaurs have some areas that are tougher than others. Pachy in particular has the giant dome skull which deflects small arms fire. Anything that's not armour piercing or explosive will not penetrate the dome.
You can now review each dinosaur's strong points and weak points by flipping through the newly updated class select menu, which has helpful diagrams for each species. The different hit indicators for when you land a shot in each body zone are also displayed for reference.
Every class in the game now has several tips on how to play that you can cycle through on the class selection screen. Check the box in the bottom right corner of class select for hints about various weapons, special abilities, team tactics and more. The vital statistics of each class are also displayed, listing their overall health and stamina.
Additionally, all weapons now have stats you can view by hovering over them in class select. There are three bars revealed which show the damage, range and rate of fire for every element in your arsenal.
Loadout Swap (without customizing)
Sometimes you just wanna quickly switch to a different gun. Now, it's easier to grab the right tool for the right job. Humans can swap their equipment on class select without needing to customize.
So, if you want to go from assault rifle to burst rifle, you can now do so with one button press / click while on class select (instead of having to bring up a huge list of items to scroll through).
The limitation with quick swap is that the game can currently only save one customized weapon at a time per loadout slot (primary & secondary). We hope to further improve on this and add more options in future.
More to Come
That's a lot of big changes to the menus for one update, but we're not done quite yet. We'll be continuing to refine and enhance the new class select and customization in future patches, making them even snappier and snazzier!
New Feature: ROAR REFRESH
A new utility for dinosaurs is that in addition to its usual functionality, roars can now "refresh" yourself.
Roar Refresh removes any negative effects such as stamina drain from poison darts or bleeding. It also grants a brief 3 second immunity to de-buffs from the moment the roar key is pressed.
Roar Refresh can quite literally mean the difference between life and death from what we've seen in testing- deploying your roar at the right time can save you from an otherwise lethal overdose or bleeding out. With this change, dino roars are an essential tool for both attacking and escaping.
New Feature: NET ESCAPE
A new ability for Tyrants and Bruisers is being able to free yourself from nets. If you have a roar ready and become netted, you can now use your roar to escape, shredding the net to pieces. The look of trapper nets has been updated as part of this, they now appear constructed of shiny metal wire meshing, and make a distinctive noise when attaching to dinosaurs.
We're hoping that the net escape feature, along with the new Roar Refresh mechanic, makes roaring a much more useful ability for Bruiser and Tyrant players.
New Feature: ARMOUR BLOCKS TRANQUILIZERS
This has been a much requested feature, and as of this update it is now a reality. If a dinosaur is hit by a tranquilizer rifle or dartgun in an area that is armoured (strong point) then they receive no damage over time or stamina reduction from that shot. Only the base damage from the dart impact is felt.
This is a particularly important change for Bruisers & Tyrants since the majority of their heads and tails are reinforced, so unless it's a shot to the side they will usually not feel the poison take hold.
Updates to Flight
One annoying bug we've been wrestling with lately is Flyers will sometimes lose all speed during flight, stopping in midair. This should no longer happen with the latest fixes to flight mechanics.
Another change we've made is that if a Pterosaur flies into a vertical object such as a wall for longer than a split-second, they will now drop out of flight. This is still quite forgiving, and allows flying classes to easily brush past most objects while flying around. The difference is that whacking head-first into a shipping container should more than likely make you plummet out of the sky now.
Map Updates
A few of our levels have seen some improvements with this update to improve the overall game flow and provide more cover for the dinosaurs. UtilityBase has seen its main gates raised higher, preventing humans from jumping wall to wall and offering a way for dinos to break line of sight with pursuers.
Elsewhere, the DesertionPoint map has seen its trees start to grow back now that the logging company is long gone. The outskirts have greater density of foliage, and bushes have sprouted up within the compound which give added camouflage for players. There are also more spawns out in the woods now so that people don't pop in around the same area as often.
For info on more tweaks to a handful of other maps, you can read the full changelog further down..
New Achievements and Challenges
This update introduces 4 new achievements to unlock and 9 new weekly challenges. There are several related to our new hard-headed friend among them.
Visual Update: NEW Dinosaur Shader
We have implemented a new type of subsurface scattering for dinosaurs, that aims to more closely emulate how light filters through skin...
This effect still needs tweaking in a few areas for certain dinosaurs, but even in its first pass we think it gives quite a dramatic effect, particularly when standing in front of sunlight. You can see the details being highlighted on the edge of the Rex's skin here..
OFFICIAL SERVER IMPROVEMENTS
For this release, we have significantly upgraded the hardware for our official servers. They are now much more robust, less prone to buckling under pressure and we're able to host more of them. Performance should be much improved now as well, with less lag across the board.
If you're wanting to jump right into battle, consider joining one of the gold highlighted options in the server browser!
Special Event: MELTDOWN 2.0
The release of Pachycephalosaurus coincides with MELTDOWN 2.0, a special in-game event featuring new time-limited items, ultimate skins and much more...
Limited Time Store Rotation
The in-game Extinction Store has been refreshed with a brand new set of featured items! These hot new looks include 12 sizzling mutations, including one for our new Pachycephalosaurus class. There are also two taunts for the Pachy, the gleaming Knight Pathfinder outfit, and a bold new feathered Phoenix Pteranodon. Not to mention, the 2021 Meltdown Gift which is filled to bursting with dozens of scintillating new skins.
Animated and very distracting, these babies are now dropping in-game...
Nuff said.
Ultimate Skins, Wave 4.5
The second batch of Thalassic skins are here, along with several Ultimate skins for our new Pachycephalosaurus!
As a reminder, ULTIMATE dinosaur skins feature special animated emissive effects that run throughout the body. They are obtainable either as extremely rare drops while playing, or through crafting together 25 legendary items.
THALASSIC ultimates are themed around deep sea bio-luminescent 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.
Coming Soon...
We'll have fresh new store rotations every two weeks during this autumn, featuring some beautiful community created designs for our new Pachycephalosaurus! Check back regularly for new items!
Full Changelog
DINOSAUR CHANGES
NEW BRUISER CLASS: Pachycephalosaurus
ALL DINOS: roaring now removes negative status effects and grants 3 second immunity
Increased radius of dilo spit puddle
Increased speed of stamina drain for humans standing in dilo puddle
Reduced control lock times for Ceratosaurus attacks
Made it easier to land critical hits with Cerato's tailswipe attack
Cerato tailswipe now does more knockback
Next Gen Netting:
Tyrants and Cerato can now escape a net if they roar
Tyrants now play an escape animation when freed from a net (if they don't roar to escape)
New particle effects for dinosaurs escaping nets (small = sparks, big = net pieces)
Updated the look of nets to now appear more metallic
Added new sounds for being netted and escaping nets
Added more netted vocal sounds for Tyrants
Fixed netted pain sounds not stopping right away after exiting the netted state
NEW subsurface scattering effect for dino shader
Swapped the Spino corpse eating animation
Added a subtle animation morph of the Cryo's neck bulging when spitting
If a dino is burned to death, there should be smoke rising from their corpse now
Fixed character flame emitters constantly resetting when taking extended hits from the flamethrower
Fixed acid not freeing netted Pterosaurs
Fixed invisible acid pools
Fixed bug where dinosaurs can eat and roar at the same time
Possible fix for roar sounds sometimes cutting out
Possible fix for Nova's pounce not working under certain conditions.
Fixed hitting the same enemy twice in a row with charge sometimes (all bruisers)
Fixed charge impact sounds only being heard by the charging player
Set species-specific impact sounds for Chargers (carno, cera, pachy, tupa)
Fixed flesh impact sounds always playing for Carno and Tupa ram animations even when you didn't hit your target
MENU / UI CHANGES
NEW fully 3D combined class selection & customize menu
Added quick-swap for weapons in human class selection
Added weapon stats on mouse-over to class selection
Updated scientist class icon on scoreboard
Fixed "class full" appearing when class is not full anymore
Added dino diagrams to class selection showing strengths and weaknesses
Added full gamepad support for customization and class select
A countdown is now shown for dinosaurs saying how long they have left before auto-spawning.
Forced spawn for dinosaurs now pops you in as the class you're currently looking at in customization/class select (provided that class isn't full)
MAP CHANGES
Fixed extra time not being added instantly when a GTTC point is captured
Added new foliage cover and more water sources to DesertionPoint
A bunch of collision adjustments on DesertionPoint to prevent humans going where they shouldn't
Fixed the roof of Verdant's main building being non-solid in places
Raised the main gates of UtilityBase to prevent humans jumping from wall to wall
Added more tree cover around the Airbase helipad
Tweaks to Airbase map visuals (better water leaks, darker fog)
Fixed some lag on the main menu map
Updated customization area on the main menu map
Upscaled a few environment textures
OTHER CHANGES
NEW achievements and challenges!
NEW legendary animated spray drops
Fixed bruiser class cooldown in Get To The Chopper only working for Carnotaurus
Updated human physics assets (disabled collision traces on their arms)
Reduced max damage distance for all weapons (you could be damaged literally miles away before)
Updated the longifrons acro mesh
Various other mutation and skin fixes
Started process of reworking dino skins that use the old pattern system (more to come soon!)
Added a couple of missing economy icons
Crash fixes for Survival mode
Fixed oversized hunt raptor collars
Various optimizations including performance boosts for core AI and UI code
Various updates to Steamworks libraries
Thank you!
Without the support of our dedicated community, this update and its new class would not be a reality.
The efforts of dozens of artists and testers in the Primal Carnage: Extinction fanbase helped the development team bring our Pachycephalosaurus to life!
From the exquisite character modelling skills of Mr. Troodon, to the texturing finesse of Velociboy and ArchShiranui, the close-knit testing group with committed bug stompers such as Alijar, Gyula and ToaMetru, and many, many more... We thank you all once again for your dedication!
And a big thankyou to all of our players for joining us on this wild ride!
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.
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.
Running for over a month, theSummer 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.
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
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!
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
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