A new patch is now available for Primal Carnage: Extinction on Steam.
This patch primarily addresses an exploit with the compound bow that would make it fire like a minigun. We fixed this ASAP as it also allowed scientists to continue firing while pounced or being eaten.
In addition to the bow fixes, we resolved a long-standing problem with default loadout availability. If you are unable to connect to the economy servers, you will now still have access to the entire default inventory instead of only a handful of items.
Previously, if you weren't fully connected you'd be unable to use alternate weapons at all. With this patch you can at least still use the complete arsenal even if your customizations are not there.
Patch 2.9.32 Changelog:
Fixed being unable to use all of the default items when not connected to economy
Fixed an exploit that could cause the bow to fire at ludicrous speed
Fixed the Prime Cerato skin being missing from the customization list in-game
Fixed the Battleburned Tupa skin having fibers
We're working on a bunch more quality of life fixes such as these for future patches, in addition to a bigger rewrite of server connectivity that should roll out later this autumn. Thanks for playing!
MELTDOWN EVENT
The Meltdown Event is still running and will be here until mid September! A second helping of sizzling special deals has just gone live, with dozens more classic items returning in addition to the spicy new set added with our most recent major update. Get 'em while they're hot!
A new patch is now available for Primal Carnage: Extinction on Steam.
This version addresses a few issues with our recent Meltdown update, improves colour slider functionality and makes some tweaks to the new visual effects.
Patch 2.9.31 Changelog:
fixed the Battleburned Tupa not being shown in the Tupa skins list
fixed various Spinosaurus skins erroneously using the T-Rex body mask for colourization
updated eye blending for simple colour sliders
wider range of selectable colours on the simple eye slider
eye and body colour on glowy skins will now be more similar when adjusted via slider
capped the intensity of body glow colourization
lower minimum damage for explosive arrows
slightly shorter max charge-up time for explosive arrows
fixed an auto-fire issue when shooting the bow on spawning
fixed an odd delay between shots when firing special arrows
smoothed out camera animations for all jumping and melee attacks
updated screen effects for spawning/healing
reset loadouts to fix Scientists who kept the bow in the secondary slot from previous game version
fixed desert eagle being shown as a default Pathfinder customization on first launch even though it was unusable
With our latest major update we've made several spicy gameplay changes and visual tweaks, plus there's a seriously scorching selection of new looks being added. Check it out...
Feature Update:
The Bowverhaul
Having listened to feedback, we decided to radically reposition the Compound Bow's place in the game.
The bow is now a primary weapon and has a lot more customizability with its controls and firing modes. We've worked hard to make the bow feel easier to use, it's now less annoying to quickfire and you can continuously fire arrows without needing to take your finger off the button.
Alternate Control Scheme
There are two control schemes for the bow now in Gameplay settings, the Classic (default) setup that was available previously and the new Combined control method...
Classic: Charge up by holding secondary fire, tap primary fire to shoot
Combined: Charge up by holding primary fire, release primary fire to shoot
Tap the secondary fire button in Combined mode to cancel a shot, saving the arrow from being fired.
Bow Auto-Fire
Three new auto-fire options for the bow in Gameplay settings control when an arrow is released...
Half: Auto-fires the bow when your shot is half charged.
Full: Auto-fires the bow when your shot is fully charged.
Max: Default behaviour, only auto-fires when you lose control of the arrow after several seconds.
By selecting an auto fire option you can continuously fire by holding the primary fire button in Combined mode or primary+secondary together in Classic mode. As always, half charged shots do half damage and will not ignite targets if you are using explosive arrows.
Bow Rebalancing
Although a lot of actions with the bow have been made faster, we deliberately made using explosive arrows take longer now. The draw time is over twice that of regular arrows even for half charged shots, making them less of a "quick win button."
Turning the bow into a primary weapon is as much about making it feel better to use as it is removing an overly deadly combination. The devastating one-two hit of assault cannon + explosive arrow was an incredibly lethal and unsporting tactic that Scientists could use previously. There's interesting potential for combining the DoT effects of arrows and darts with the bow's new loadout position, but it's not the crazy almost insta-kill on smaller dinosaurs that could be exploited previously.
Regular arrows have seen a modest buff to their damage output, and the bow no longer has a muzzle flash when fired, which would give away your position before.
GENERAL CHANGES
DINOSAURS
A few classes have been rebalanced a bit or received fixes / tweaks that make them handle better.
Tyrannosaurus now has new tail swipe animations, these are faster and swing out lower down while also stretching more to the side. This gives the attack greater reach and flexibility, making it much more effective and more in line with the Cerato's tail swipe.
It's leg day for Ceratosaurus, who can now sprint for longer without getting out of breath, andi has much faster stamina regeneration. The Pachy has also been taking notes and is now able to reach max sprint speed quicker, jump a little higher without roaring, and has a slightly more damaging knockback slide.
Finally, the Oviraptor has been buffed with more health along with its primary attack and pounce speed being faster. This makes it a more compelling alternative to the Novaraptor.
HUMANS
Aside from the bowverhaul, a few of the guns have received some TLC. We're mainly fixing some annoyances, like being unable to heavy melee with the Spaz by using the actual heavy melee key (you can still use the secondary fire button if you really want to).
The big changes were to the burst rifle, making it a more accurate weapon, particularly when scoped. Its primary damage is slightly less, but the much better spread and falloff make up for this. The burst rifle's blade actually deals a bit *more* bleed damage, it just occurs over a shorter period of time. It's also a lot easier to melee now with the burst rifle, since firing can be interrupted.
A Taste of 3.0
VISUAL UPDATES
As part of evolving the PlayStation side of Primal, we've been adding a whole bunch of new visual flourishes to the game. These range from purely cosmetic touches to indicators that help you in combat.
When fighting as dinosaurs, successful melee or charge hits will show a more noticeable impact particle. Landing a critical hit as a dino will show a dust effect with subtle red claw swipes on impact.
Several new screen overlays also appear for certain gameplay events such as healing or being stunned, and getting a kill causes a subtle flash of the screen. If you're too close to an incendiary explosion or are using the flamethrower, the screen will turn hot in addition to having new screen shake motions...
Moving fast whether as a result of SpeedGreed or by diving as a Pterosaur will cause "speed lines" to appear on the edges of your view....
A lot more camera shake effects have been added to many in-game actions, which add extra weight and impact when they occur. Everything from using heavy melee to being knocked back by a tailswipe or just jumping around will play unique camera motions now.
We feel this connects you a bit better to the character you're playing and makes actions like chainsawing feel much more visceral. However, if you wish to disable these, the Camera Shake option in Gameplay Settings has been expanded to cover more than just Tyrant footsteps and explosions.
Updated Feature:
COLOUR SLIDERS
By popular demand, we have reimplemented the simple colour slider adjusters for dinosaurs!
These still have the same limitations as they always did, being unable to save the colours permanently. The simple sliders are remembered per-class, not per-skin, and are not guaranteed to remain selected between sessions. However, they do offer an easy way of tweaking the body and eye tones.
For more in-depth colour customization that can be saved, the paint crafting system is still usable and can actually be combined with the simple hue sliders for interesting results. As a reminder, all paint tools can be obtained as drops now.
There are even more visual upgrades in the works for 3.0, not least of which will be another round of revamps to the game's maps. Expect overhauled post processing, lighting, and denser details while also being better optimized for performance when it arrives later this year!
In-Game Event:
MELTDOWN 2023
Welcome to MELTDOWN 2023! Our annual summer event is now LIVE in-game, with loads of awesome new community-created items being added. There's a brand new Summer Gift in-store today, alongside the Smouldering Saurian Selection which includes TEN scorching dinosaur looks!
Humans get some love with the frankly stylish Dapper Duster Trapper and Gambler's weapon skins...
There are also new dinosaur taunts and a collection of new mutations in this year's featured store set!
Outside of the store, there's a whole bunch of new free drops being added, from the Veteran Acro and Rostrum Cryo mutations to exotic weapon skins, glowing Red Welder Goggles and a new Acro taunt!
And don't forget that classic items from previous summer events are also returning! Check the Specials section for some HOT discounts!
Those are all the highlights. For a full list of changes, see below...
VERSION 2.9.30 Changelog
The BOWVERHAUL
made the bow a primary weapon
now possible to fire bow continuously with ease
swap between two control schemes (Classic and Combined)
tap alt fire in Combined mode to cancel your shot
added bow auto-fire options to gameplay settings with 3 options (auto-fire arrow when half charged / fully charged / default)
adjusted bow firing interval times
tracker arrows fire at the same speed as regular arrows now
explosive arrows now take much longer to fire than regular arrows
most other bow actions are now faster
increased regular arrow max damage from 140 to 165
shortened explosive arrow burn damage duration from 2.5 secs to 2 seconds
increased max burn damage over time for explosive arrows from 40 to 48
increased the amount of arrows received when resupplying the bow
running out of one arrow type now always makes you auto-swap to the other
fixed the bow having a muzzle flash light when fired
HUMAN CHANGES
fixed dual wielded weapons not applying recoil when you're firing with just the right hand
fixed Spaz not allowing you to do heavy melee attacks with the actual heavy melee button
slowed down the Assault Cannon heavy melee attack
updated Double Barrel Shotgun melee animation
reduced burst rifle reload by 0.15 seconds.
tweaked burst rifle spread to not bloom quite as much
buffed burst rifle damage falloff to be closer to the Assault Rifle
reduced burst rifle primary fire damage from 45 to 40
tweaked burst rifle recoil and spread in scoped mode so you can actually hit stuff
reduced bleed duration for burst rifle from 4 seconds to 2.6 secs
reduced bleed damage per tick for burst rifle from 18 to 16 (total damage down from 72 to 64)
burst rifle can melee after having fired 3/4 bullets of the burst (saves 0.16 seconds)
started addressing the "double shot" issue when hold-firing weapons continuously
various skin fixes
began updating human shader (WIP)
fixed incorrect default throwables for humans on first launch
DINO CHANGES
added new T-Rex tail swipe animations
reduced Tyrant stamina drain while bracing, now costs less than half its previous value
Roar refresh should now remove the poison status (if you're not marked for death)
Tyrants and large bruisers do not receive screen shake when hit by melee attacks now
Fixed fully tranq'd dinos having no camera effect when hit by poison dart rifle
Fixed bleed icon for heavy melee not shown for small dinos
faster acceleration to max speed for Pachy
increased Pachy default jump height to reliably be able to jump on top of cargo containers
longer threshold for Pachy auto-ending a charge due to time spent in the air
made the Pachy slide ability do more damage and slightly more knockback
minor increase to Pachy slide and jump stamina cost
increased stamina regen speed for Cerato
reduced sprint stamina consumption rate for Cerato
increased Oviraptor health from 280 to 300
reduced sprint stamina consumption for Oviraptor
slightly faster primary attack speed for Oviraptor
minor increase to Oviraptor primary attack damage
minor increase to Ovi pounce maul damage to be exactly double that of Nova
fixed Cerato/Pachy technically not having a default skin on first launch
consistency fixes between head and body for glowy Rex skins
re-implemented classic simple colour slider options for dinosaurs - has same limitations as before, cannot save non-crafted skin colours permanently - can be used in combination with the multi-layered paint system
AUDIO
tweaked soundclass prioritization
removed AlwaysPlay from regular footsteps
enabled AlwaysPlay on large dino steps and weapon sounds
reduced the chance of throwable items playing impact sounds over and over
increased max sound concurrency on roars
VISUAL CHANGES
Camera animations:
new screen shake when using the flamethrower and chainsaw
jumping up now has more shake as human
jumping now pulls the camera up and back as dinosaurs
shaking when diving at high speed as flyers
screen shake when using quick knife
screen shake when using heavy melee
new shake when hit by heavy melee as dinosaur
intense screen shake when receiving knockback as human
new machete camera motions for quick slash, heavy slash and winding up
new shake when being hit by trample damage and Acro stomp
camera bobbing when fully tranquillized or poisoned
Screen FX:
hot glow when firing the flamethrower
speed blur when using speedgreed or diving as a flyer
pulsing effect when you start being healed
extra effect when receiving burst rifle bleed damage
extra effect when stungunned as non-Tyrant
short screen flash when getting a kill
subtle flash when spawning
Impact FX:
dealing "critical" damage as a dinosaur (removing 50% health) shows a special impact effect
red "claw dust" appears when a Bruiser / Tyrant lands a secondary attack
A new patch is now available for Primal Carnage: Extinction on Steam. Please restart the Steam client to receive the latest version and update any servers you are hosting.
This release makes some minor changes to server connections, with the aim of reducing crashes when experiecing heavy load. Overall stability should hopefully be improved.
Connection spam may now be less likely to take down a server, but joining a match could still be difficult depending on how hard the server is being stressed.
There are more substantial changes to the networking infrastructure that we're exploring for future updates later this year. However, our engineering time for the PC side is limited with the PlayStation beta starting soon. Our team will keep monitoring the situation going forward.
A new patch is now available for Primal Carnage: Extinction on Steam. Today's patch mainly focuses on a few minor fixes and various code optimizations.
Changelog, Patch 2.9.25
fixed Acro brace animation not blending in properly, causing it to slide around
fixed inspection animations playing in the background when a weapon is not equipped
fixed having to click on a class after team sorting to see customization area
added inspection animations for shotguns and burst rifle
added a red muzzle flash environment light for the flaregun
Check out the latest selection of superb summer items which includes new mutations, premium skins, taunts and more alongside years of classic summer content back at a discount!
Summer Meltdown will bring another wave of hot new looks next month. We're also building towards the major 3.0 release later this year, which will bring all of the massive amounts of improvements and polish we're putting into the PS4 relaunch over to PC. From new voice acting and visual effects to new lore, HUD overhauls, map reworks and variants... there's a lot to look forward to!
A new patch is now available for Primal Carnage: Extinction on Steam. Today's patch includes the first iteration of our team sorting system for competitive matches.
In Team Deathmatch and Get to the Chopper, there is now a waiting period at the start of a new match. During this time while players are connecting, the game sorts teams in the background by rank to have as close as possible to an even distribution of player levels.
We've done a few rounds of initial testing with this and the response was incredibly positive. Because of that, we decided to patch it to live right away instead of waiting for the next major content update.
This change should largely address the issue of "team stacking" where many high level players would end up on a single team versus mostly low level players. We'll be monitoring with server operators to see how well it works in the wild, and are still exploring additional sorting factors such as taking into account your previous match performance.
Changelog, Patch 2.9.24
added new team sorting method to TDM and GTTC
shortened flameslammer slug shotgun fire interval
reduced timeout between firing and melee on burst rifle
fixed debug trace lines visible when using machete and burst rifle melee
fixed spitter heads inflating way too much during charged idle animation
fixed regular acro movement animation blending being slightly off
We have just released a hotfix for Primal Carnage: Extinction. This minor patch primarily addresses various visual errors with skins that appeared after our most recent round of optimization.
As of this patch the new Dilophosauropteryx skin pack is now available in-store, issues with its model and shaders have been fixed along with several other item glitches.
Thanks to our community for helping spot bugs and providing renovations for several assets in this patch!
A new update for Primal Carnage: Extinction is now available on Steam. Check out all the details below!
In-Game Event:
SUMMER WARMUP
It's not quite Meltdown, but things are heating up...
We close out Jurassic June with our SUMMER WARMUP event! A selection of scorching new looks is here, from uniquely detailed premium skins to marvellous mutations and even new taunts!
Outside of the store, there's a bunch of new free drops being added to the game as well!
And of course ALL previous summer item sets are back in the Specials section today, with some spicy discounts too. Why not bag some Big Blazing Bundles? Or spread the summer fun with over half a dozen legacy Summer Gifts returning!
The community continues to make some seriously impressive stuff, and we'll have even more fan-made customizations coming your way later this summer (alongside bigger updates to core gameplay).
Get 50% OFF when buying Primal Carnage: Extinction til July 13th during the Steam Summer Sale! Got some friends who haven't jumped into the carnage yet? The PCE 4-pack is also discounted!
And don't forget, if you already own Primal Carnage: Extinction on Steam, you get a sweet discount on upgrading to the PCE Deluxe Edition. This bundle includes over 400 items for your dinos and humans!
Lastly, we're enabled DOUBLE DROPS for the next two weeks! Earn twice the number of weekly random items simply by playing the game!
VERSION 2.9.22 Changelog
Adjusted fire rate of the Flameslammer shotgun to be faster
Fixed an odd delay when trying to melee with the Burst Rifle
Dinosaurs in general now need to take more damage for healing to be cancelled after a kill
Ceratosaurus and Tyrants are less effected by incoming damage when gaining health from a kill
Melee kill healing for dinosaurs now applies when at full health, allowing you to mitigate damage
Added new summer cosmetic content
Improved compatibility of certain mutations with cosmetic attachments
Fixed some gaps visible in a couple of mutation models
Character asset optimizations and file reorganization
Tweaked statistics logging to gather more in-depth data on matches for future balancing
Known Issue: missing textures for Wandering Poacher's Hat
Known Issue: incorrect specular/glow on certain legacy skins
A new patch is now available for Primal Carnage: Extinction on Steam.
This latest patch fixes a bunch of bugs reported by the community and implements some mechanical changes that might spice up gameplay a little.
TYRANT BRACE CHANGES
Bracing is an ability that allows Tyrants to withstand more damage while it is active. We're considering making it even stronger in future by mitigating crit shots while bracing (among other things) but today's patch modifies it to be a more deliberate stance change.
Tyrants now have unique movement styles when bracing, created by our community animators. They are now forced to slow to regular walk speed and hunker down when using the brace ability. You can initiate a brace while sprinting, but it will cancel your sprint. The charge-up indicator for bracing has also been fixed and now displays properly for Tyrants.
DINOSAUR HEALING CHANGES
Kills through melee attacks such as the raptor's claw slash etc. still give health back with this patch, but it has changed to regenerate over time instead of instantly. This is similar to how picking up a medkit works as a human. The healing period is only a couple of seconds, and in most cases won't inconvenience the dinosaur. However, it does give humans a chance to stop the dino healing with enough damage.
We also modified how Tyrants receive health from eating humans. They now regain HP incrimentally, four times over the course of the animation, instead of waiting for it to be complete before they get anything. Tyrants sharing their kills is now also more fair in terms of health restoration for each.
No changes have been made to Carno or Acro's health replenishment with their respective roars.
MORE USEFUL FLARES
Pathfinder flares now have added utility by removing the Marked status from humans. If a Flyer has marked someone, the human can now run to a flare to remove the marking outlines. Anyone standing near to a flare is immune to being marked while it's still burning.
We think this extra utility makes flares an even more useful part of Pathfinder's kit and will make the Flyers feel a tad less omniscient. To mitigate this new ability, remember that Dilophosaurus spit can extinguish flares!
FIRST STEP TOWARDS TEAM SORTING
PCE game servers now log basic performance data of players from match to match in the background. This is an initial step towards implementing more advanced team sorting.
Being rank 150 doesn't guarantee a player is an elite pro gamer, but it can be demoralizing when all of the Evolved people are on one team. We're going to gather stats from matches with this patch to see how best to engineer our new sorting algorithm. Once ready, the game will sort players according to various criteria when a new match starts to try and have the fairest distribution.
SMOOTHING THINGS OUT
A lot of what we're doing lately is getting rid of some of the rough edges and awkwardness with some of the game's mechanics. One of our focuses has been making weapons feel better, smoothing out issues with various timers that prevent you from doing certain actions. For a complete list of all the fixes and improvements in today's patch, see below...
FULL CHANGELOG, Patch 2.9.21
Added healing over time for dino melee kills, takes 2 seconds
Taking damage doesn't entirely cancel the healing, but reduces amount of health to be restored
Tyrants healing from eating humans is now staggered, triggering 4 times over the course of the animation and checking if the human is still in the mouth.
Made it so both tyrants get the full health when snatching humans from one another
fixed no charge-up indicator for bracing as a Tyrant
implemented custom animations for Tyrants when bracing
using the Acro stomp attack now forces you to exit bracing
tyrants are now forced out of sprinting when initiating brace, and vice versa
fixed Tyrant brace not stopping when out of stamina (below minimum amount required to brace)
fixed tyrant brace not being enabled by holding down the "crouch" button (can use either crouch or special movement key)
Carnotaurus now has reduced attack damage after roaring: - headbutt damage reduced from 85 to 63 while roared - secondary reduced from 50 to 40 while roared
pathfinder flares now remove the marked status from humans if they are within a certain radius
if a human is close enough to pathfinder flares, they are immune to being marked by Flyers
Can now swap weapons while firing more smoothly
Cancelling out of reloading / firing a weapon is now easier
Slightly better accuracy for poison dart rifle + one more round in the magazine
Flamethrower should now have an easier time igniting pools on sloped terrain
Started fixing certain weapon reload animations getting cut off
fixed out of breath sounds for humans not playing in multiplayer
fixed SMG sound glitching when holding fire button during reloading
fixed incorrect rotation for the left SMG muzzle flash (shell casings galore!)
updated rumble effects and sound notifies for several weapons
updated TDM scoreboard sorting, is now: max(kills, assists) - deaths
fixed new dinosaur crosshair turning red when looking at already dead humans
fixed multiple-choice death hints changing super fast while waiting to respawn
fixed a rounding issue with the scoreboard that could produce really long score numbers
fixed main menu Evolve button not being pressable sometimes
fixed a server crash related to animation glitching
added end of round stat printouts viewable in server .Log files
It's Getting Hot In Here..
We're currently building towards the release of our PlayStation beta this month, as well as the annual Meltdown event on Steam.
The next update (Summer Warmup) will release at the end of June and bring some initial preparations for the massive 3.0 overhaul. As our focus is more on the PS4 side currently, we'll have a smaller set of new items debuting here. The epic Meltdown motherlode will be heating things up later this summer.
It's going to be a crazy couple of months, and we're looking forward to bringing you lots of new features, maps, and more soon! Thanks for playing! -The Primal Carnage Team
A new patch is now available for Primal Carnage: Extinction on Steam! We have updates to the official merch shop, another retro store rotation and several fixes / tweaks...
Game Changes
We're mainly focusing on minor tweaks and quality of life fixes currently while preparing to launch the PlayStation beta. Today's patch includes several of these changes.
Dinosaurs now have a new more "Primal" feeling crosshair, which turns blood red when hovered over an enemy (those who prefer a minimal look can swap to a simple dot in the gameplay settings). This change is particularly helpful for Tyrants, whose giant heads can obscure the targets they are trying to eat.
The mercenaries can now trigger inspection animations for several weapons by pressing Reload when they have a full clip. We'll be expanding this to *all* weapons in a future patch.
Camera animations have started to be updated, with adjustments to sniper rifles and the netgun motions. Tyrant footsteps now have more noticeable screenshake that persists across a greater distance, with a longer and more pronounced camera wobble which hopefully makes them less "stealthy."
However, our primary focus on PC has been investigating some of the more stubborn old bugs. One of the more devious issues was projectiles "losing their owner" on death, leading to human teammates catching fire or exploding if someone was autobalanced or died at the worst moment.
This has now been resolved, and we're looking into squashing other annoying issues with partial fixes already. If possible, please report any serious bugs you encounter on the Bug-Reporting channel of the official discord and include your latest .log file (found in the Logs folder of your PCE game install).
NEW MERCH!
The official merchandise store now features a new batch of items, ranging from action-packed posters to truly Jurassic-sized mouse mats!
There are brand new dark mugs such as the ominous Novaraptor Stasis, more T-shirt variants, and some lovely stickers to show your dino appreciation.
The latest classic colletion returning today is a real Bruiser bonanza! Bashing their way in-store are over FIFTY different retro Carno, Cerato & Pachy items with great discounts. Check out a sampling below...
You can see all of this week's returning cosmetics in the most recent column of our special Trello page! Up next is Raptor Rampage, where Oviraptors and Novaraptors flock this way...!
Version 2.9.15 Changelog
Fixed explosives losing their owner on death
Projectiles and traps are now cleaned up on death / autobalance
Fixed flamethrower and molotov damaging humans if active when a Pyro dies / gets autobalanced
Fix for when hurt by your own explosive then die by something else being classed as suicide
Fixed the HUD icon for Grenegg going crazy sometimes
Added an alternate crosshair for dinosaurs which goes red when over enemies
Updated the Show Dinosaur Crosshair option in Gameplay settings to allow swapping styles
Humans can now "inspect" their weapon by pressing Reload when their gun has full ammo (WIP)
Updated camera motion + increased radius of tyrant footstep screenshake
Updated reload and firing camera animations for netgun & both sniper rifles
Potential fix for some players being unable to join matches because the server thinks it's full when it's not
Added safety checks in code for dinosaur models, may fix model glitching when swapping sometimes