Today's patch includes a selection of new customizations on the in-game store and a few minor fixes. Summer Warmup is here, and we have a second set of taunts, skins and mutations now available...
The fourth generation of Royal Dilophosaurus now sit the throne, with a fresh quartet of premium skins...
Several new mutations have appeared, ranging from the extra-bulky Exaltus Spino to the Allosaurid infused Fragilis Dilo and the nicely rounded Chubutensis Cerato...
All that and a handful of new regular skins, not to mention some really fun new taunts for the Ceratosaurus, Pathfinder and Pachy classes!
We're extremely busy right now with most of our engineering time occupied by overhauling the PS4 side of things. So over the next couple of months we hope you'll understand why patches will for the most part be cosmetic-focused.
On that note, our yearly MELTDOWN event is coming up. We're gonna have dozens upon dozens of new items, both in-store and free drops! Expect that to arrive later this June, alongside a certain yearly sale...
Patch 2.8.6 Changelog
Optimized several more sounds
Adjusted volume of some taunts
Reduced audible radius of Tyrant footsteps
Fixed an issue where weapon sounds could get stuck looping during cinematics / end of round
Changed some audio parameters that might help with sound stutter
Minor changes to health and stamina bar graphics
Added second set of Summer Warmup cosmetic content
Tweaked subsurface colour and intensity for Ceratosaurus
Adjusted glow colour and intensity settings on a variety of skins, with emphasis on Cerato
Fixed a couple of recent Cerato mutations missing full support for cosmetic attachments
Please make sure to restart your Steam client to receive the latest patch for the game.
You may need to verify the integrity of the files on your hard disk if you encounter settings issues.
Simply right click Primal Carnage: Extinction in the Steam library and go to Properties > Local Files > Verify Integrity of Game Files.
Today's patches include fixes for some audio engine issues, various other bug fixes, further tweaks to skins on the new master shaders and a fresh batch of items in-store.
Summer Warmup is here, with a new selection of taunts, skins and mutations now available!
From the dramatic display gestures of Carnotaurus and the malevolent growl a threatening Spinosaurus, to the down to earth Pyro re-adjusting his backpack, we have a bunch of new animations to deploy...
Keep an eye out for Summer Warmup, Round 2 arriving next month!
Changelog
Patch 2.8.2
Fixed an issue where the Tyrant timeout in TDM would not work 100%
Optimized several weapon sounds
Adjusted volume properties of some weapons
Reduced audible radius of various impact effects
Added first set of Summer Warmup cosmetic content
Updated assault cannon specular map & base texture
Tweaked subsurface colour and intensity on a few skins such as Diamond Rex
Fixed a few Ultimate skins looking incorrect, such as missing masks for Flyers
Fixed reflections being inverted on assault cannon bullet shell casings
Fixed missing pre-cached physics scale on a couple of plushies
Patch 2.8.3
Increased engine max audio channels from 64 to 128
Weapons and dino vocals now take priority over footstep sounds
Fixed server log spam from weapon sounds that caused slowdown
Fixed two Dilo skins being swapped - Yellow Belly and King of the Shoreline
Fixed an incorrect model reference for Praeliator Cryo mutation
Fixed missing item text / descriptions for a few cosmetics
A new patch is available for Primal Carnage: Extinction on Steam. This release addresses various problems found in Update 2.8.0, and includes some new improvements.
You can scroll down to the bottom for a full list of fixes and changes in today's patch. First, we have a few morsels of info about upcoming special events for Primal Carnage this year...
Primal Events
As mentioned above, update 2.8.0 came out last week with a major Flyer Focus, revamping both the Ptera and Tupa in many ways and bringing a whole bunch of brand new Flyer cosmetics to the game. It was one of our biggest updates yet, even as it brought the game down to one third of the file size it used to be. However, there's much more coming this year to PCE and Primal Carnage in general!
The Primal Carnage franchise has its 10th anniversary in October, and we'll be celebrating across the year with big announcements for PlayStation in the coming weeks and our yearly extravaganzas on PC from this summer onwards, which will be even more... extravaganza-y!
We're full Steam ahead towards the Meltdown Event in June at the moment, which will be adding the motherlode of new items to the game, featuring dozens of new free skins on top of the usual store stuff!
But why wait til June?
Just recently we kicked off our Summer WARMUP by reintroducing a classic summer gift each week.
The Box of May-Hem and Summer Sunset gifts return today, with more on the way!
But we're doing more than bringing back those dusty old items. Starting next Tuesday, keep an eye out for a fresh new batch of hot summer looks and snappy new taunts being added every ~2 weeks, culminating with the main Meltdown Event in the second half of next month!
In addition to this, over the next few weeks we'll also be running various flash sales on everything from skin packs to paint tools, and will be adding more colours to customize with!
Looking Further Ahead
We'll of course be having a spooky horror-themed special occasion in October, closing out with some celebratory freebies to commemorate the franchise's first decade. That's followed by the winter wrap-up for 2022, which will be bringing oodles of festive gifts to the game!
During all this time we're going to be continuing to support PCE with further overhauls and bug fixes. We're looking into some major renovations for a couple of game modes, enhancing the abilities of certain dino classes, and even hope to bring in some new firepower for the humans this year as well!
And on top of everything else, we're bringing as much of this as we can to console too. It's going to be a wild year!
That's all for now. Until next time...
Thanks again for playing!
- The Primal Carnage Team
Patch 2.8.1 Changelog
Here are all of the fixes and improvements included in today's patch:
Fixed being unable to play Tyrant for the first minute of TDM when class limit requirements are met
Cryo spit vision now lasts only half as long before it starts to fade out compared to Dilophosaurus
Minor reduction to spitter base movement speed (sprint speed lowered from +85% to +80%)
Added more hints for Ptera and Tupa abilities
Increased size of audio memory streaming pools to prevent stutter
Optimized / updated first person sounds for sniper rifle, flaregun
Updated sound class settings, adjusted volume & distance filtering of weapon / explosion sounds
Fixed the Scientist not playing footstep sounds when moving around with the compound bow
Fixed looping weapon audio persisting after death and into cutscenes sometimes
Fixed heavy weapon melee on a few guns triggering weapon fire effects
Fixed a bug on listen servers where others would hear your 1st person weapon sounds everywhere
Fixed lighting not being built on PhantomCave
Fixed a shipping container not being solid on DesertionPoint
Fixed bumping into invisible walls when flying inside the Borealis ice cave chasm
Reduced the chances of the "double spawn issue" occurring (still happens with poor latency)
Fixed the Viridescent Green colour bucket being inconsistent between Colourizer and in-game
If you colourize more than one skin in a row, they should now all have their correct colours without needing to restart the game.
Refinements to dinosaur skin roughness and reflectivity
Fixed problems with lighting on a bunch of feathered dinosaur skins
Adjustments to a few human skins, reduced first person arm brightness
Removed broken first person arms model from Agent Trapper skin
Model fixes for Serratus Cerato and Primigenus Tupa mutations
Fixed missing opacity masks for a few Flyer skins
Changed default eye intensity value to be less bold
Fixed eye intensity/colour "resetting" when you first begin moving the sliders
Fixed some skins missing collar eye glow masks which caused their whole body to glow
Fixed skins that used eye masks for glow effects not being glowy enough, or glowing incorrectly
Fixed renamed items not showing correctly in the inventory
Fixed item names appearing without their prefix/suffix in some cases (Frosty, Combustible, etc.)
Fixed NOT OWNED showing sometimes when nothing is equipped in a colourizer slot
Fixed a few typos
Extinction Point amounts for completing Weekly Challenges are now listed on the main menu
Increased challenge reward EXP - new values for each tier are 2000, 4500 and 9000
Fixed only being able to see 3 of your 4 challenge reward items on the end round unlock screen
Fixed end round summary not showing challenge progress in some cases
A new major update is now available for Primal Carnage: Extinction on Steam.
We've been hard at work the last few months, optimizing and improving things ahead of returning to PlayStation development this summer. This update has many features and tweaks requested by the community, ones we hope to bring across to console later as well.
Major changes include overhauling the flying classes, a new way to "Colourize" dino skins, and proper team shuffle when playing in ranked. Read on for more highlights, or scroll down to the bottom for the truly epic full changelog...
New Secondary Ability:
TUPA DIVEBOMB
Tupandactylus finally has a unique secondary ability... (It only took 7 years!)
Divebomb is a new manually triggered ability that can be performed while in flight, complementing the passive ram attack that Tupa has by providing an alternative with more control.
Gain height then tap alt-fire to initiate a divebomb, rocketing ahead in a downwards arc for up to 1.5 seconds. You can also turn left and right during this speed boost. Divebombing while at high altitude is useful as a dodge move, and it can be a good way of quickly landing on the ground. However, it does have offensive capability as well.
If a Tupa hits the ground while their divebomb ability is active, they will trigger a ground pound...
This radial shockwave deals moderate AOE damage and knockback. Anyone standing directly underneath will receive severe damage. Since a ground pound causes you to land, the Tupa can choose to cancel it before landing by tapping alt-fire again (if they are still high enough in the air).
One extra tweak for Tupa is your roar now also regenerates a chunk of stamina!
Updated Mechanic:
Pteranodon Grab Ready-up
For a long time there's been an unintentional learning curve with grabbing people as the Pteranodon. It required precise timing, initiating the grab at the right distance, and guessing how long after that point in the animation your feet would be "allowed" to latch onto a target. This made using the class's key ability overly fiddly and annoying, especially with poor ping.
This update extends Ptera's grab ability with a "ready up" option. In addition to just tapping grab when near someone, you can now also anticipate the grab by holding the secondary attack button down. While doing this your flight stance changes, claws extended in front of you, ready to grab on.
Readying up a grab makes it much easier to successfully execute the attack, but will rapidly drain your stamina. This means it's only doable for just over a second.
We'd like to say a special thanks to community animator Mr. Troodon for helping us create these new abilities for our flying classes!
Optimizations
COOKING BETTER
This update we rolled out a big change in how we package PCE's game files. Previously we shipped things in a much looser way, which meant the game took up more space than it needed to. The new method "cooks" all of the files down into compressed packages, reducing the install footprint and making things more efficient overall.
Here's some numbers:
Average install size, Version 2.7.5 ~31 GB New install size, Version 2.8.0 ~10 GB
That's a saving of around 20 gigabytes! You should see faster loading times, with booting up the game being much quicker. Future updates will be greatly reduced in filesize as well.
Changes to Custom Map Support
The only downside to the new cooking process is that custom maps may no longer be 100% compatible with the game. That said, we will be keeping the option to subscribe to Workshop maps available and would still love to see more new levels submitted.
We are exploring the option of adding a Mapmakers Test Beta, where creators can continue play-testing custom levels. Keep in mind that some assets may not match exactly as of the next SDK release (coming soon).
We're already working with a handful of community creators to add more maps this year, and look forward to seeing what ideas people come up with for new levels in future.
Changes for Server Operators
As part of the new content optimizations, dedicated server binaries are no longer shipped with the game itself. This means hosting is a little more complicated. Community server operators need to have the official PCE Dedicated Server tool installed.
The process is the same as most other games on Steam that have a dedicated server tool. Just follow these steps:
Create a new folder on any place you want
Download steamcmd from here and extract it in that folder.
Then double click "steamcmd"
Type: login anonymous
Press Enter
Type: app_update 336400 validate
-> Done!
After this you can now create a simple batch file to run your server. For more support, check the official discord.
GENERAL GAMEPLAY CHANGES
Updated Mechanic:
Oviraptor Roar Enhancement
As a refresher - the roar ability for Oviraptor has previously let it scent out humans, revealing the outlines of enemies (to itself). We have expanded on this over time, giving Oviraptor the power to mark mines for teammates, and its ability has now been upgraded once more!
In addition to being able to mark every type of throwable now, Oviraptor's strong sense of smell can sniff out weaker humans. Enemies with good health appear in shades of grey, weaker damaged humans stand out with bold red outlines when scented.
This allows Oviraptor to focus on specific targets that might be less of a threat, useful for a weaker predator that is geared around ambushing.
New Team Shuffle
This update introduces the second part of re-engineering "rounds" for PCE. When a brand new map is loaded by the server, teams will now be shuffled so that players are re-sorted instead of maintaining the exact same team composition.
It was never our intent for teams to stay locked in place unchanging from match to match, which was a side effect of the previous update. We apologize for things being a little monotonous lately.
Team tracking is still enabled and will ensure players are swapped sides after "Round 1," but this functionality is now confined to the current map and is no longer persistent between matches. We'll be monitoring how the changes play out and keep tweaking the systems.
Tyrant Availability
Until now, when you killed a Tyrant in team deathmatch it was possible they'd be back in just a few seconds to fight you again. This often led to the same player dominating an entire match...
To combat this, there is now a cooldown in place after you lose your slot as a Tyrant in both GTTC and TDM. The same player cannot select Tyrant again after dying for a period of time. This immediately frees up that Tyrant slot for other players to have a chance as Rex / Spino / Acro, and means humans don't have to deal with the same Tyrant right away after having defeated them.
There are other more radical changes being discussed for Tyrants, which may be headed for the game in the not too distant future. Watch this space.
Spawn System Update
Having observed the results of last year's spawn system changes for several months, we decided to revert a core element we believe was responsible for what has been called "the ball of death."
Previously, the spawn system would ensure Tyrants spawned as far away as possible from humans, and vice versa. It led to humans always appearing way across the map from dinosaurs.
This spawn weighting is now removed, which has reduced the chance of allies appearing right next to each other. It still avoids placing humans next to dinosaurs, but no longer prioritizes being max distance from them, and will no longer deliberately attempt to put allies next to each other in TDM.
We have also expanded the check radius for whether an enemy is near a spawnpoint when the game decides where to place you. We feel these tweaks should greatly improve the moment to moment experience, but will be watching closely to see how they play out.
Feature Update:
COLOURIZING
We received a lot of positive feedback relating to the dinosaur colour adjuster added in the January update, but definitely heard loud and clear that the functionality was too limited and not really noticeable on certain skins. For this update, we have worked hard to totally overhaul this feature into something much more advanced...
NEW Colourizer Menu
This is a new feature of the customization area. In the Colourizer, you can now select up to 4 different colours to mix together to radically influence the look of a skin.
Specific colour buckets are used when colourizing instead of simply using a sliding scale. Each input of the Colourizer corresponds to a tonal range in the dinosaur's skin texture, differentiated from light to dark. You can equip up to 4 custom colours in different combinations when colourizing.
Try experimenting with different ratios for each layer to find the perfect blend. Layers stack on top of eachother, with the sliders controlling how much influence each layer has. As an example, to see more of Layer 2 you may need to reduce the amount of Layer 3.
With a starter palette of 32 different shades there are approximately 1,048,576 possible colour combinations when using the new Colourizer menu!
As this is part of the game's crafting system, the Colourizer requires special paint tools...
NEW Paint Tools
A limitation of the previous colour changer was that you would have to redo your custom colors every time you swapped skins out. To fix this problem, we have extended the economy/crafting systems to support Colourized Skins as a way to save your results.
Paint Buckets are a new crafting tool used when colourizing skins. These are available at a low price in-store (check out the new Tools tab). They can also be acquired as regular drops in game, and are part of both level-up awards and challenge completion bundles.
These tools are single use items which are consumed when a Colourized Skin is saved, so be certain you have the perfect combo before hitting Save Changes!
You can preview what a skin will look like with different colours even if you haven't acquired any tools. Just open the Colourizer Menu in customization, every colour is available to preview with. However, if you don't have the required tools (unobtained paint buckets are marked Not Owned) you won't be able to save it.
Finally, to craft your Colourized Skin you will need to equip a Paint Mixer.
At the end, you have a personal Colourized Skin, tailored exactly to your liking. Right now you can only colourize a skin once, but removing custom colours and recolouring recolours are on our to-do list for future updates. (Please note that as they are Personal quality, colourized skins are non-tradable and non-marketable).
(While almost all dino skins support colourization, there are exceptions. Default items and skins that do not use the standard overlay system are unsupported).
VISUAL UPGRADES
In addition to the new Colourizer setup, we have overhauled many of our master shaders, including materials for humans, dinosaurs, weapons and more! Drink it in...
New Master Dinosaur & Flyer Shaders
Skin now has more advanced subsurface scattering and new roughness properties, reacting more realistically to the light. New eye shading allows for a greater range of colour tinting and for collar eye glow to be changed.
New Master Human Shader
Human skin shading is more realistic, with better specular highlights, light scattered naturally throughout the surface, and ambient reflectivity from certain angles. Hair shading is also improved to have more of a "sheen" to it on some characters.
New Master Weapon Shader
The biggest update is perhaps the new shading model for guns. Previously there was a sort of "brushed metal" effect that overpowered things when looking at bright lights. This has now been removed, resulting in much smoother shading across all weapons with nice highlights and subtle reflections (see the environment colour reflected on your gun!).
And the cherry on top - weapons now receive shadows if you have dynamic shadows enabled...
Some weapons even received new texture masks and resolution boosts to their base textures, including ones which never had "blank bases" before. These will be included in the next SDK release.
Lighting Updates
There have been game-wide improvements to lighting and post processing, with several maps featuring new color grading. Bloom is now more present, new environmental effects have been added and we have made an effort to optimize the maps during this process as well.
Elsewhere, there are visual flourishes such as dynamic lights emitting from spitter puddles and new projectile light effects.
MARSH MAKEOVER
Poisoned by Atrium C, half of the map is now decaying, making for a striking visual. The layout and lighting of the map has also been completely overhauled.
We hope that you enjoy this new version of an old classic!
SOUND OVERHAULS
As part of our ongoing effort to optimize the game, some of our guns have been reworked with a new sound system. Instead of spitting out dozens of separate sound cues a second, automatic weapons now use a more efficient looping setup. Previously, these guns were overwhelming the audio engine and eating up every available sound slot, essentially "stealing the voices" of other sounds in the world.
While adapting the AR, M4 and SMGs to work with this new system, their actual weapon firing sounds have also received some polishing up. The rifles in particular have a lot more punch!
The dinosaurs have received some audio tweaks here and there as well. Tupa features updated roars and the flyers both have new attack calls, plus incidental chirps and new wind sounds when flying at high speed. Elsewhere, you'll no longer hear Spinosaurus growls when attacking as Tyrannosaurus.
Store Event:
FLYER SEASON
In celebration of Tupa getting its new special ability, we're adding a collection of new Flyer items today! These brand new cosmetics include several new model mutations, a variety of new skins for both Ptera and Tupa, plus a selection of new free drops for the flying classes!
(All these and more available now!)
In addition to all the new content, we're also running a special Flyer-themed sale in-store. Grab dozens of classic skins, mutations and taunts for both Ptera and Tupa at a seriously low price!
Selectable In-Game Avatars
We've added an option to customize your in-game avatar using some of the sprays in-game by clicking the empty box near your name on the main menu. These images show up on the your profile card and the in-game spectator panel / kill cam.
You have 6 default avatar images to choose from in your inventory. More avatars will be added in future as a new type of random drop.
Player Profile
There is a new option on the main menu to "View ID Card" - this is your Player Profile, which displays data such as how much EXP exactly remains until your next level. This is a feature we will be expanding on greatly in future updates.
FULL CHANGELOG
GENERAL GAMEPLAY
Teams are now shuffled when swapping to a brand new map
Optimizations to level transitions, should mean quicker loading times and less crashing when going from match to match
Spawn system updates:
increased minimum required "safezone" when selecting a spawn point (how far enemies need to be from it for spawning to be desirable)
fixed spawns artificially clumping members of the same team together
removed the "Tyrant test" for spawn point weighting
GTTC Updates:
Control point capture speed is now halved if a dinosaur is standing on the control point.
Reduced wave respawn time from 17 seconds to 12 secs
Reduced default round time from 15 minutes to 6 minutes
Fixed Bruisers not being able to spawn for 60+ seconds at the start of a match
SURVIVAL: Prices of items at vending machines are now multiplied every 10 waves (2x, 3x, etc.)
Tyrants now have a timout after death before the same player can select them again
Added a 7 second timer when clicking the Change Class menu option in ranked modes, to prevent players from instantly suiciding in combat.
Removed forced spawn for dinosaurs in Freeroam mode
Fixed tyrant limits being active in Freeroam mode
DINOSAUR CHANGES
Weapons do 25% less damage to all dinos during their roar animation
Dinosaurs are slightly weaker to bullet damage when they are on fire
Reduced duration of "afterburn" from various sources from 5 secs to 2.5 secs
Waterfalls / leaks can extinguish dinos
NEW Tupa secondary: DIVEBOMB
Use alt fire to get a burst of extreme downward velocity in midair
Divebomb into a radial ground pound that deals low damage, high knockback
Cannot be activated unless you are high enough off the ground.
Tupa roar changes:
marking lasts for half as long compared to Ptera
roar instantly restores a chunk of its stamina
secondary attack take less stamina while roar is active
secondary attack divebomb lasts 25% longer while active
Lowered minimum speed required for auto-charging as Tupa
Pteranodon Changes:
New setup for Ptera grabbing - hold button down and if close enough to target you grab
Ptera can no longer grab when flying too slow (i.e. hovering)
Ptera can no longer fly downwards while holding a grabbed victim
Ptera now has a brief delay after grabbing a human before stamina drain starts
Stamina is drained heavily while readying up a grab as Ptera
Stamina cost of holding someone you've picked up is now 50% less.
30% faster stamina regeneratiion for Ptera
Reduced grab radius for ptera
Minor increase to Ptera diving speed
Flyers now recover stamina faster while they're on the ground
Adjustments to Flyer movement, animation blends and turn rates
Flyers now flap less often when flying slowly
Re-positioned Flyer shoulder cam
Pachy Changes:
Reduced walk speed of Pachy slightly
Pachy now moves slower when bracing
Pachy bracing now has more noticeable stamina drain
Increased health received by grazing as Pachy from 60 to 75/sec
Attempt at making Pachy float less off the ground
Reduced blend time on Pachy slide and increased slide damage radius
Fixed the Pachy being unable to ram people if you slide while charging, then continue to charge.
Stopped bruisers and tyrants colliding with each other for less frustration
Bruisers now only lose half of their stamina when stepping on gas mines
Fixed randomization being applied incorrectly when Carno or Pachy charged into people -now properly applies random momentum direction during charge hits.
Added an extra +40 bonus health restored for all damage dealt when using Carno's roar ability
Removed a neck bone from the Carno's weakspot calculation
Ceratosaurus can now use its tail whip while walking
Increased Cerato roar duration from 20 to 25 seconds
Increased Cerato tailswipe cooldown from 0.9 to 1.1 seconds
Cerato roar changes:
Now has faster speed and acceleration while roar is active
Bite hits after roaring are now guaranteed to always restore stamina, regardless of whether the target has stamina left to "steal"
Reduced roar effect duration of Cerato from 25 to 20
Reduced roar cooldown timer from 55 to 45
Increased movement speed of Spitters
Increased Dilo spit blind duration: minimum from 1.8 to 2.15 secs, maximum from 4 to 4.5 secs
Fixed charged spit collisions so that they don't phase through certain objects / force fields
Cryo drool now appears only after spitting, persists for 60 seconds
Spitter pools now light up the world
Tyrants can now sprint while netted
Tyrants can no longer hold down primary fire to automatically continue biting repeatedly
Fixed an issue where Tyrant bites would sometimes not pick a player up but do a "fake bite" instead
Fixed: Tyrants being able to bite during net escape animation
Acro now does its stomp attack a little faster than before
Extended camera shake effect for Tyrant roars to Acro and Spino
Added new Spino bite animation / attack setup:
has head tilting to the side for more horizontal reach
requires more specific timing, jaws must close shut on target
features a new Out portion for missed bites (SNAP!)
Increased blinding duration for spit (there is now a short delay before spit overlay starts to fade out)
Adjusted charged spit arc indicator to be more accurate
Slightly faster charged spit travel speed
Reduced distance for raptor claw slash attacks
Updated oviraptor attack animation to have more of a "pecking" motion
Various animation blending adjustments to make dinosaur attacks look smoother
Oviraptor roar changes:
roar now marks healthy enemies in subtle gray outlines
low health enemies appear bold red
roar also highlights dynamite now
flyer marking no longer "overwrites" oviraptor's own vision mode
Changed how dinosaur collar eye glow is handled, added collar eye glow for Pachy
Updated Gurneyi and Aerosteon mutation models to improve compatibility
HUMAN CHANGES
Humans now have 40% less time to wait before their stamina starts regenerating
Reduced health of Pyro from 185 to 180
Removed the Deagle from Pathfinder (default secondary is now standard "MK" pistol)
Halved respawn timers for in-world health & ammo pickups
Fixed not being able to interrupt reload / fire animations
Disabled weapon sway when scoped in
Slight reduction to sniper rifle scoped firerate
Sniper rifle now does guaranteed quad damage on long range headshots (smaller dinos only)
Updated sniper rifle scope material to have more noticeable reflection when walking around
Sniper rifle scope lens is now highly reflective in third person
Assault rifle damage now drops off slower over distance
Extended max damage distance of assault rifle bullets
Small boost to dual pistols effectiveness over distance
Simplified shotgun crosshairs
Spaz-12: max damage distance extended from 3300 to 4096 units
Spaz-12: increased per pellet damage from 20 to 24
Spaz-12: quicker damage falloff
Spaz-12: reduced damage at long range from 30% power to 10%
Shotgun: increased per pellet damage from 30 to 32
Shotgun: increased max damage distance from 3500 to 4400 units
Shotgun: much quicker damage falloff, reduced damage at max range from 30% power to 10%
Double Barrel: increased per-pellet damage from 38 to 40
Double Barrel: reduced spread when firing single shot
Double Barrel: damage falloff curve is now less rapid
Increased amount given back for double barrel shotgun and flamesaw when picking up ammo
Converted acid firepools now deal 25 damage, instead of only 7
Reduced assault rifle grenade max flight time from 3 seconds to 2
Reduced maximum rocket bounces from 3 to 2
Flamethrower firejet now goes through more targets (max 8)
Increased afterburn damage per tick from 5 to 7 for flaregun, from 8 to 9 for flamethrower
Added new first person reloading animation + reload sound for the M4 carbine
Minor fixes for a few 1st person weapon animations
Fixed pathfinder 3rd person movement animations being too slow
Fixed sniper rifle 3P reload anims not playing
Fixed chainsawing animation not appearing in 3P
Fixed netgun 3P "fire animation" playing too quickly
Increased force feedback from firing guns, rumble amount is now balanced between both sides
Sped up assault cannon & tranq rifle heavy melee
Fixed you can do heavy melee while scoped
Fixed an exploit where heavy melee could be used to fire ridiculously fast
Fixed: you can continue shooting while taunting when holding the button
MAP CHANGES
Major map optimizations to: GTTC Downpour, GTTC Docks, ForestChasm, UtilityBase, Airbase, Transfer, TheFalls
PC-Marsh:
Major overhaul to level layout, adding more differences in elevation and extra cover
Completely reworked lighting, fog and color grading
Added a "dead half" of the map that has been poisoned by pollution
Converted static water into interactive water volumes
Collision and exploit fixes
GTTC-Docks:
2x cooldown speed on primary capture points (uncapping)
Adjusted spawn point locations, added more tyrant spawns
Placed more cover and water around the map
GTTC-Falls:
Adjusted spawnpoint placement, moved Tyrant spawns outside of the dome
Added more cover and adjusted sight-lines to final objective
Placed additional healing corpses throughout the map
GTTC-Ruthless:
Added more foliage cover and tried to direct humans better to the caves
Sprinkled various types of flowers at different elevations
GTTC-Downpour:
Updated & optimized lighting
Placed more cover on the way to the final objective
Painted lots of new types of flowers to denote different map zones
PC-Docks:
Updated Docks with new fog settings and color grading
Sand is now more vibrant on Docks, added more details to the map
Added some water troughs around Docks for dinos to extinguish themselves
Resolved some human exploit locations (climbable boxes)
Fixed annoying trees blocking the camera
UtilityBase:
Fixed a collision issue in the Ubase central building
Added new foliage and map debris details
Fixed missing tree shadows
Fixed walls and gates not having correct positions / heights on UtilityBase Snow
Other:
PC-Borealis: fixed missing ambient alarm sounds of Borealis interior building
PC-DeadTide: fixed a tyrant collision problem zone
PC-ForestChasmSnow: fixed a corpse that was under the map
FR-Valley: rebuilt and optimized level lighting
PC-Waterlogged: collision fixes, lightning and level optimizations
Swapped winter testing map for standard basic testing map
Updated basic test level with new lighting, latest pawns, less weird collisions
Added new foliage assets, even more optimized grass
Reworked one of the main road scaffolding ramps on VisitorCenter to help the AI
MENU / UI CHANGES
Added player ID card to main menu that shows remaining EXP to next rank
Added customizable avatars for player ID / spectator cam (click image next to your name on the main menu to change)
Added a new Tools tab to the in-game store for viewing crafting items
Fixed gifts still doing the christmas opening sound
Fixed skin icon border colour in spectator module
Fixed an incorrect item description (we had two coastal pteras)
Fixed a few typos
VISUAL CHANGES
Updated generic blood splatter particle effect
Optimizations to flamethrower and impact particles
Updated the upgraded flamethrower effect in Survival mode
Fixed an issue where rain splashes were visible through solid walls, improved rain splash fx
Game-wide post processing tweaks:
adjusted bloom threshold and intensity, more objects now catch the light
color grading style updates on various maps including Docks, Ubase, TheFalls, Marsh
added lens dirt effect to sun flares
increased contrast levels
NEW master shaders for humans, weapons and dinosaurs
new specular lighting features
environment colour is now reflected on weapons more vividly
first person weapon models now receive dynamic shadows (if they are turned on)
SOUND CHANGES
Reduced default volume level of the game overall
Added a little beeping noise to timed frag grenades
Added new looping weapon sounds for Trapper SMGs, M4 carbine and assault rifle
Adjusted fireloop sound for flamethrower, can hear more clearly in 3rd person as well
Optimizations to dual pistol and shotgun sounds
Updated Tupa sound set
Added some new Ovi, Rex sounds
Added sounds to Dilo & Cryo spit charging and spit idle animations
Increased audible radius of idle breathing sounds for several dinosaurs
Fixed the in-air sound of launcher grenades looping for a while after they blow up
OTHER CHANGES
Fixed controller analog stick deadzones defaulting to zero
Fixed server log spam & stats writing that may have affected performance
Removed a couple of specific debug console commands that were being exploited
Fixed current round not being displayed on HUD
Deprecated running P2P servers with Steam Sockets
Started fixing issues when playing matches using the Host Game feature:
Fixed Pachy drift takes no stamina
Fixed various dino melee attacks that weren't dealing damage
Fixed outlines flickering on all people in the server
It's here again! Saint Patrick's Day has returned and brings with it an assortment of visually stunning items infused with the colour green.
That's what it's all about right? Some sort of plant-related celebration? That's why there's all the 3-leaf clovers, and the drinking... no...?
Anyway, if you check out the store today there's some great deals on classic emerald finery, from returning mutations to classic veridian skins. And there's more...
Lucky Drops are here again!
From today until the next game update, Lucky Dropshave been enabled! The drop pool is now saturated with St. Patrick's event themed items and you can earn twice the maximum random item drops while playing the game.
These items are only here once a year, so don't miss out!
Major Update Coming Soon...
We're currently testing the March update for Primal Carnage: Extinction, and it's a doozy. From new mechanics for Flyers to reworking the spawn system, here are some of the highlights:
New manual divebomb ability for Tupandactylus
Reworked grab ability for Pteranodon
Updates to roar abilities for Oviraptor and Ceratosaurus
Brand new weapon shaders
Weapon sound overhauls for certain guns
Entirely revamped Colourizer menu for customizing dinosaur skin tones
Team shuffle when the server swaps to a brand new map
Filesize optimizations and performance improvements
All this and more will be coming your way soon, and we're looking forward to porting these latest improvements and upgrades to the PlayStation platform as well.
Until next time, happy St. Patrick's Day everyone! -The Primal Carnage Team
We hope everyone has a great Valentine's Day today!
While the development team is hard at work on the next game patch, we have a whole bunch of classic items coming back to the store with some seductive discounts.
Check out the details below and read on for a hint at what's next for Primal Carnage: Extinction...
Valentines Store Event
We have dozens of returning skins, mutations and taunts back today. From the spiky Saevus Rex to the adorably cute Spitter Rolling Taunt, this week's selection shows off some of the lighter side of making things extinct.
Pick up a Valentine's Gift to share the love, showering up to 24 other players on the server with presents and receiving a special item as a thankyou for your generosity!
Up Next: Flyer Focus
Currently in testing are some fairly big adjustments to the flying classes. The next update for Extinction will be a major TLC pass on Pteranodon and particularly Tupandactylus. We're experimenting with changes to how Ptera grabbing works to make it a bit more reliable and trying to find a sweet spot with making them a tad more maneuverable without speeding them up too much.
Tupandactylus will (finally) be receiving its secondary ability with the next game update, giving it both a new attack and a way to get a burst of speed quickly. We'll be testing it soon and can't wait to share more about how it will work. Needless to say, you'll want to keep an eye on the sky.
Cooking & Console
As mentioned previously, we're getting close to having our new game cooking process ready to go. This is a different way of packaging PCE's game files, which is much more efficient. Our latest test puts the full game install size at 9.6GB using the new cooker. That's more than 20GB saved! We hope to have the new package cooking process ready to go for the Flyer event in early March. It's an important change that benefits the upcoming PS4 rework as well, optimizing things for both platforms. The team is currently investigating ways of clawing back even more performance on PlayStation 4 in addition to the new packaging process, and those adjustments will have positive impacts for everyone.
With any luck we'll be able to tell you more about all of the additions and improvements coming to console soon, and hope to make an official announcement in the next couple of months about when these will be landing. For now... we have a lot of programming to do.
Happy Valentine's Day!
Thankyou for playing! Keep an eye out, as we'll have Featured Class Weeks returning after Valentines has concluded.
See you again in March for the flyer update! -The Primal Carnage Team
A new patch for Primal Carnage: Extinction is now available for download on Steam.
Version 2.7.6 changes how the game handles rounds. To ensure players get to take a turn on both teams, the map now reloads itself at the end of a round.
The server keeps track of who was on each team previously, so after the map has reloaded, players are then swapped teams depending on which side they played last time. The new setup stops people being stuck playing the same faction over and over again and side-steps certain bugs.
This is a change that we had been considering for a long time. Many issues we've historically encountered would only appear on second round, where everything would attempt to reset mid-game. The new setup forces the map to reload, essentially a hard reset of the game logic between turns, which helps avoid a lot of problems.
In addition to this new setup for TDM, GTTC and CTE, today's patch fixes several issues that had been reported after the recent January Update.
Full Change Log
Updated logic for round reset to force a map reload
Added server-side tracking of team composition that persists to next match
Fixed server browser occasionally being out of sync / sending clients to the wrong destination
PC-Waterlogged: more collison fixes, can no longer phase through the rear wall
PC-Waterlogged: updated customization area, various optimizations
PC-Waterlogged: added new water troughs and flooded floors for dinos to jump in if they're on fire
Adjusted flamesaw hit detection to have a wider side to side reach
Increased analog stick default deadzones to 20, adjust these in the options menu if you have drift
Fixed an issue with Royal Alpha Dilo spikes
Taunts are now cancelled when you enter customization, to prevent ice skating around as much
Fixed colour sliders moving on their own when switching between classes in Customization
Moved main menu options higher to avoid accidentally clicking the social buttons below
Heavy melee camera shake is now affected by the Screen Shake ON/OFF option
Fixed server boolean options failing in some cases
New Server Options
MatchScoreTarget is now hardcoded in the regular competitive modes to allow the new auto team swap and map loading system to work. There are two new server config options added this update:
bRepeatMapsTwice
bSwapTeamsBetweenMatches
These options must remain enabled to ensure players are swapped teams automatically after playing once as each side. Disabling the RepeatMapsTwice option will only have one "round" on each map before swapping to a completely new map.
Until Next Time!
We're going to be pretty busy bringing the PlayStation side of things up to date for quite a while, though we may have some smaller patches to fix and improve certain areas on PC in the next few months.
There's also a lovely collection of heart-stopping Valentines items coming back again in February, and more classic skins, mutations and outfits will be returning for St. Patrick's Day and Easter!
Thank you all for playing! -The Primal Carnage Team
A new patch for Primal Carnage: Extinction is now available on Steam!
Today's patch includes numerous gameplay tweaks and fixes, including improvements to melee hit detection and human weapon accuracy.
It also marks the end of our special festive event, with the Winter Finale store rotation...
Check out the highlights or scroll to the bottom for a full list of changes...
Melee Madness
We introduced melee abilities for all long guns with the December update, unfortunately they didn't function as reliably as we'd hoped. As of the January patch we've implemented a new way of doing melee traces for weapons, which is much more consistent and efficient. That means no more being unable to whack a dino that you've netted to finish it off because you just.. can't... quite.. reach it.
Finally, managing to land a killing blow using your primary weapon's melee ability will now return a good chunk of your stamina back, as a reward for pulling off such a feat. So if you were forced to use your last ounce of energy to take your enemy down, you are now newly reinvigorated with bloodlust!
Chainsaw Carnage
Speaking of melee improvements... the Pyro has a new ability!
When using the chainsaw, he now has a degree of damage mitigation. Certain attacks from smaller dinosaurs only deal half their regular damage so long as he keeps the blade spinning to block them. Raptor slashes, Cryo and Bruiser bites are among the damage types he can resist. So, if you see a Pyro revving their saw, you might want to think twice before engaging!
Larger attacks such as Bruiser *secondaries* are unaffected and it won't help him against Tyrants. His new ability is also balanced out by the saw overheating slightly faster than it did previously, and the chainsaw does not have such a long reach now.
After receiving positive feedback during testing, we're interested to see how this update to Pyro's toolkit plays out in the wild!
Muliticoloured Menagerie
A new addition to the customization screen for dinosaurs is the ability to modify the colour tone of your dinosaur skin, adjusting the hue spectrum and intensity. This works for the majority of dinosaur skins and allows a lot of new possiblities when tweaking your dino.
How noticeable the difference is varies from skin to skin. A black and white raptor won't suddenly turn red if you adjust the slider, because there were no colours to adjust to begin with. You can also change the colour of dinosaur eyes with this update to customization!
Many skins use the eye layer of the dino shader for their glow effects, so adjusting eye colour tone on those may change the colour of their glow (with the exception of Ultimate skins).
We hope you like this colourful new feature! This is just our first pass at implementing a wider range of colour customization into Primal, we'll be continuing to improve the feature and are also considering similar adjustment options for human clothing and hair colour in future.
January Store Rotation
The winter event has concluded, but we still have a few frosty friends showing up this week such as the simply magnificent Aurora Spinosaurus and majestic Ice King Rex.
Since we opened up submissions for Royal Dilo variants recently we've had a flood of great designs appearing on the Workshop (link). Today we have two new Royal Dilo skin sets - the Generation 3 triple pack and an Alpha Royal double-pack who bear noble fringes running down their spines.
For the humans, we have a unique remodel for the Desert Eagle, a "premium weapon skin" that gives it a radically different appearance. Pick up the Antique Desert Eagle Bodykit in-store today...
Freebies!
As you may have seen in the announcement video, we have a fresh collection of free drops entering the game with the January update....
These new drops range from the wild and wonderful Howling Cerato, to the understated Cooler Pachycephalosaurus, to the intricate Paisley Double Barrel and even a cheerful Winter Bobble Hat.
All of these will start dropping soon in-game so keep an eye out!
First Signs of Spring
You may notice some new foliage types on a few maps with this patch. We're looking to improve the visual variety in certain areas going forward, so that everywhere doesn't look green and brown if you squint. There were some sprinklings of flowers in the past, but areas like Airbase now have vast fields in bloom to help break up the monotony.
Expect to see more varieties of interesting plant life decorating the world as we get deeper into the year!
What's New In 2022
We have a lot of ideas on how to improve and expand Primal Carnage: Extinction in future. Some of these we've mentioned before such as Sandbox Mode, but for the time being we're going to be focusing on polishing and fixing up issues with the game as it stands. These fixes and tweaks will be making their way to PlayStation later this year and will be taking up the bulk of our time.
Having said that, our rough goals for the first half of the year include:
Finally finishing the Tupandactylus class, giving it a unique secondary ability
Polishing off major revamps of the Contingency & Marsh maps
Adding more customization options for humans and dinosaurs
Further updates to Survival mode gameplay
Fine tuning dinosaur camera controls to be smoother
Implementing even more gamepad options and control schemes
Improving network efficiency and optimizing game download size
That last one is important, as we hope to eventually deliver smaller bug fix patches that do not require large downloads. We managed to reduced the install size of the game from ~30GB to below ~10GB in our testing, and once the issues with the new build process are resolved we hope to roll it out ASAP.
We'll also be continuing to do small visual improvements wherever possible, such as adding new color grading to differentiate each map and updating one or two of our older dinosaur models. One of these is the classic feathered raptor base model. You can see a work in progress render of the new mesh below...
In addition to all that's going on with the game itself, we're also still hoping to launch a Primal Carnage Merch Store this year that will sell official posters and apparel inspired by the game. We're already working with community creators to make some beautiful artwork you'll be able to wear and drink from before too long if all goes well.
That about does it for now. You can read all of the January update changes in full below.
Until next time! -The Primal Carnage Team
Full Changelog
HUMANS
200% increase in maximum camera turn speed for humans
Fixed a bug where scoped weapons were using an overly long fire interval when aiming
Pyro now receives 50% less damage from non-tyrant primary melee attacks when revving the chainsaw
List of damage types that are reduced when chainsawing:
TupaPeck
PteraPeck
CarnotaurusBite
RaptorBite
OviraptorBite
CryolophosaurusBite
Reduced time til saw overheats to 2.75 secs
Decreased range of chainsaw
Bleed damage from heavy melee now behaves the same as bleed damage from bear traps for consistency
Heavy melee attacks can now be used instantly after firing a gun
Implemented a new trace method for heavy melee hit detection
Humans now receive a jolt of stamina back when they successfully kill a dino using heavy melee
Updated assault rifle first person melee animation
Fixed muzzleflash appearing in 3rd person when using heavy melee
Fixed heavy melee timing interfering with fire interval for m4 when scoped
Made sure fire interval for m4 is the same whether aiming or not
Should now be able to reload immediately after assault cannon fire animation has completed
Reduced ammo for bow secondary fire from 6 to 3
Reduced unscoped (hip-fire) spread on sniper rifles
Increased crouched spread for sniper rifles slightly
Doubled the damage falloff distance for sniper rifles
Increased maximum range for the following guns: assault rilfe, double barrel, dual pistols, m4, shotguns, snipers
Fixed a reloading issue with shotgun
Updated third person trapper pistols run animation
Updated flamethrower over-pressure particle effect to be a more intense blue burst
More intense generic explosion light effect
Increased arming time of thrown zap traps
Reduced time between zaps for zap traps
Reduced damage radius / shock radius of zap traps
Reduced trigger delay of bear traps snapping shut
Small reduction to scale of land mine model
Timed grenades can now be thrown further
Fixed being able to throw your throwables while holding LMB or RMB
Fixed throwable items phasing through dino healing corpses
MAPS
PC-Airbase: test adding more varieties of flowers
PC-Airbase: updated helipad material to be two-sided
PC-Borealis: adjustments to collision in some areas
PC-Borealis: blocked humans from jumping on top of a shipping crate
PC-Borealis: added more detailed ice meshes to cave area
PC-Borealis: lethal icicles are now placed above the water outlet
PC-Borealis: various content optimizations
PC-DesertionPoint: fixed humans climbing on top of rock formation
PC-Docks: possible fix for a CTE weapons blocker still being present in TDM mode
PC-Snowbound: fixed having dirt footsteps instead of snow steps in many areas
PC-Transfer: prevented a human exploit (the truck)
PC-Transfer- fixed an area lacking collision around the outside of one of the acid pits
PC-UtilityBase: increased tree density outside the main compound and added new foliage assets
PC-Waterlogged: numerous collision fixes and exploit fixes
PC-Waterlogged: optimized stylized lighting and shaders, details pass
PC-Waterlogged: fixed player spawn points not working correctly
PC-TheFalls: added more varieties of flowers
PC-TheFalls: now uses a toned down version of Airbase's color grading
GTTC-Docks: dinosaur player starts for point B have been moved further back
GTTC-Docks: enabled Airbase style colour grading
GTTC-Ruthless: returned the Brachis to the summer background vista with new sequences
Made resupply amounts consistent for health and ammo pickups throughout all TDM maps
Fixed overly long respawn times for health and ammo pickups on several TDM levels
Tweaks to post processing on Ubase and DesertionPoint
Tyrants no longer roar over and over again on the main menu
Main menu map optimizations
Updated a few environment textures
DINOSAURS
Adjusted charged spit gravity scaling / arc, now travels further
Slowed down speed of spit projectiles, fully charged spit should be much easier to hit now with larger globules at the tip
Carnotaurus now accelerates to sprint speed more quickly
Tyrants now take a little longer to accelerate to max sprint speed
Camera shake now appears when receiving heavy melee damage as dinosaurs
Updated Tyrant footstep particles for walking through snow
Softened Tyrant footstep sounds when walking on snow
Added sounds to Pachy digging taunt
Fixed a stutter in the Novaraptor run animation
Minor fixup for Acro bite animation
Added option to customize colour tint and saturation of dinosaur eyes + skin texture
Fixed several Rex and Carno skins that did not have the correct specular maps applied
OTHER
Optimized waterfall particles
Updated rotation and position offsets for a few cosmetic items
Added official social links to the main menu, click to open in Steam overlay
Fixed a crash that can sometimes occur while in class selection
Possible fix for crashing when autobalanced
Added option to disable screenshake (may not apply to all camera effects yet)
Deprecated support for 32bit operating systems
Updated sorting algorithm for scoreboard: - players with zero contribution are now placed at the bottom - sorting order now takes kill assists into account
A new patch is now available for Primal Carnage: Extinction on Steam, addressing several minor issues with the recently released Winter Update.
Change Notes:
boosted the maximum camera sensitivity scale
humans now use their normal knife melee if they don't have enough stamina for heavy melee
fixed Spaz-12 heavy melee not working
increased range of assault rifle heavy melee attack
fixed light melee interrupting heavy melee
disabled being able to scope while reloading
raised flaregun ironsights height
adjusted position of m4 ironsights view
tweaked settings on spawn points for Waterlogged map
fixed a human exploit area on Waterlogged
fixed missing rancorous acro mutation
fixed degrootum acro using incorrect model
updated spotted hyena nova feather mesh
updated fallen tupa with enhanced texture masks
fixed jolly jumper commando not being able to use cosmetic attachments
increased timeout period for connecting to economy
added a server config option: NoRotation=true/false for setting up a single map server
Happy Holidays!
That's all, folks. The Winter Event is now in full-swing with all seasonal items activated! We'll be putting up a couple of 24/7 Waterlogged servers so people can easily check out the new map as well.
The snowy festivities will last into mid-January, when we'll be back with further game refinements and optimizations. Until then, we hope everybody has a great holiday!
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!