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
We're delighted to announce the arrival of update 0.11
. This update integrates new construction and manufacturing possibilities, while making the start of the game more pleasant.
- The Assembly block has been added to increase manufacturing possibilities, and new items can be made and exported.
- The length of the demo has been extended, giving you more time to enjoy the new gameplay possibilities.
- Blocks no longer cost money to make, they only consume resources and their construction time has been reduced.
- The employee shuttle now runs twice a day - having to wait a whole day for new employees was a real hassle.
- The technology tree has been rearranged so that certain technologies can be accessed more quickly.
- The night shift is activated more quickly, making the tutorial more pleasant and logical.
- Station customization makes its appearance. At the start of a new game, you're asked for your company's name, logo and color. For the moment, color is only used in the corridors, but as graphic elements are added, customization will take on its full meaning.
- Employee grades have been redesigned and brought to the fore. Depending on the infrastructure present in your station, the minimum grade of candidates is impacted. Some blocks require a minimum grade to be used.
Future work will focus on user experience, interface and ia.
Thank you for continuing to share your impressions and criticisms with us - it really helps!
Mission Control here! A Corgi-sized meteor is approaching Earth Tomorrow! Take shelter with us for the Pawsome ProtoCorgi Launch Event on June 15th between 11:45 and 1:30 GMT-3.
Join us as we play the game, exploring the universe of Bullet and his companions. Our team will be answering your questions in both English and Spanish. Plus, don't miss out the chance to win a copy of the game!
Added feedback functionality in the main menu: We value your input! Now you can easily provide us with your feedback directly from the main menu of the game. Let us know your thoughts, suggestions, and any issues you may encounter. Your feedback is crucial in helping us improve and deliver the best gaming experience possible. Bug Fixes:
Fixed a rare crash issue during gameplay. Addressed a minor graphical glitch in certain areas. Resolved an audio bug that caused intermittent sound cutouts. Optimized performance for smoother gameplay on various hardware configurations.
General:
Implemented various quality-of-life improvements and optimizations. Updated localization for better language support. Polished UI elements for a more visually appealing experience. Fixed minor text and translation errors. Improved overall stability and performance. Thank you for your continued support and valuable feedback. Your contribution helps us make The Endless Dream an even better game. Stay tuned for more updates and exciting new content!
I spent a lot of time working on commissions the past two weeks, but I've also started creating all the new characters that will be appearing in File 02. I think I may have mentioned this, but there are six suspects this time — a big step up from the two that appeared in File 01, as well as some more characters you will meet. Hopefully this will keep you guessing about who the true culprit is until it is finally revealed ;)
Designing characters is definitely one of the parts of production that I actually look forward to and enjoy. Unlike writing, I don't have to literally force myself to sit down and start working. I am still getting through the remaining commissions, but since they are stopping in July, I'm feeling a lot less burned out.
I'm hoping July will be my most productive month yet.
Project Anomaly: Urban Supernatural Investigator - Dark Science
After a year of not being in development, we're back! Also we just released a new Demo update v0.35 for bug fixes and QoL improvements just now!
!!! If you already played the demo and want to try the latest changes, please start a new game or delete the save data !!!
Bugs Fixed in v0.35:
We heard all of your feedback and here are the things that we fixed:
Missing Player Settings. Now added BGM Volume, SFX Volume, & Mouse Sensitivity
Controls are slidey/slippery (change how the player transform is modified)
Cases that require you to tame anomalies didn’t load properly when opening a save file
Interacting with an object a few seconds before the shift ends will softlock the player
Interacting with an object too quick can softlock the player as well
Game doesn’t scale with monitors that are not 1600:900 & performance are highly reduced
Hide PDA button & icon during a dialogue
Loading a save file after quitting can’t load the unlocked filter anymore
Filter can be reenabled during the camera on/off transitions
Plans for the future:
Things that will be in development for the full game:
Controller support
3D environment polishing
5 new levels which include new cases, characters, & anomalies
5 new camera filters
Currently the game is just being developed in a part-time manner by just one person (me). If we got a lot of support or funding, the game will be developed faster with more consistent progress. If you are interested in being a programmer, 3D artist, or a technical artist, feel free to reach us out! :)
If you enjoyed the demo, wishlist & share the game demo with your friends if you haven't! It's hard to get attention where everyone only looks out for things that are already popular and we would highly appreciate your help!
Also don't forget to follow us on Twitter & Instagram (@darksciencelabs).