A new MAJOR update is now available for Primal Carnage: Extinction on Steam, this is the initial release of Version 3.0!
This major update brings many refinements to the game including over 20 remastered maps, numerous gameplay and visual upgrades plus enhanced sound design.
There are so many big and small changes in this update it would be difficult to list them all. For a deep dive into some of the major reworks arriving today, check out our blog post series ”The Road to 3.0”...
Here's a rundown of just some of the many changes included with 3.0...
GENERAL
Remastered the majority of the game's maps with layout, visual and collision improvements
NEW: nighttime variants of the following TDM maps: ForestChasm, Docks, Transfer, U-Base
NEW community map: FR-Redwoods
Game-wide optimizations, shader overhauls and texture refinements
NEW: weapon "sanity check" - spread and impact calculations are now tested twice for better lag compensation, which should mean humans hit more of their shots
NEW: client-side hit detection for machete
increased effective range of burst rifle
fixed Land Mines dealing excessive damage to Bruisers when "stacked"
reduced thrown Speedgreed energy drink buff duration from 15 to 10 seconds
increased thrown ammokits lifespan from 30 to 45 secs
NEW: added low health animations for all Tyrants
NEW: automatic shoulder camera swap for tyrants / bruisers, viewing angle no longer limited
bracing Tyrants will not receive critical damage and are impervious to darts
armoured areas on dinosaurs now block darts
Bruiser charge collision rework to fix dealing knockback through solid objects
increased Spino claw swipe damage from 110 to 125
modest speedboost for Acro
Fixed attack speed not being boosted when Pachy roars in multiplayer
Cerato now has exploit prevention check - can no longe interrupt bite with tail swipe and vice versa
Tweaked Cerato attack cooldown timers
Raptors are now staggered if they run out of stamina while pouncing someone
Added more bones to small dino gore archetypes for better "crit detection"
large dinos (Pachy and bigger) can now "Goomba Stomp" the humans
fixed some rivers not extinguishing dinos that are on fire
SPITTER CHANGES
Cryo / Dilo now do a spit explosion if headshotted while charging spit
Cryo / Dilo now drop a spit puddle when killed
Cryo can now melt more types of throwables - Medkits, Ammokits, Energy Drinks
Fixed some throwable utilities still being usable after they are hit with acid
POUNCE OVERHAUL
Added a form of "lag compensation" for pounce - raptors who fail to pounce their target but land close enough are now allowed to begin mauling.
Added entirely new pounce velocity calculation algorithm, allowing pounces at angles that would not be possible before and for charged pounce to be a similar speed to quick pounce
Pounce arc trajectory rewrite - fixed ridiculously high (and slow) jumps when aiming near to you
Charged Pounce indicator now more accurately shows where you will land, instantly swaps between red / green for valid jump locations
added raptor pounce "ready up" animations when aiming
HEAVY MELEE OVERHAUL
NEW: heavy melee dash - closes the gap to a dino if you melee when they are nearby
heavy melee now staggers Raptors and Spitters briefly to stop them moving or attacking
doing a heavy melee attack now uses over 70% of your stamina if you miss
FLYERS
Tupa groundpound now has variable damage for low height and high altitude dives
Tupa groundpound can now deliver more massive damage on direct hit (if diving from high up)
Reduced tupa divebomb radius
Tupa air ram deals more damage now
Better behaviour while holding "crouch" to land, so that you don't get stuck in crouch mode on impact
MAPS
NEW: weather effects on characters when playing rainy maps
fixed collision exploits and stuck spots on all maps
added interactive physics props such as boxes, traffic cones, paint cans, mugs, etc.
added more corpses and corpse variety to many maps
All GTTC maps now have consistent starting times on the clock (6 minutes)
prevented players from camping inside the GTTC chopper
fixed ending cinematics getting cut off in GTTC
fixed Flyers being able to grab sentry turrets in GTTC
DeadTide: fixed the background Stegosaurs being set to hidden in-game, added more NPC variety
GTTC-Falls: fixed the earlier objectives not adding round time when captured
GTTC-Ruthless: added windows to the first capture point
GTTC-PhantomCave: set longer capture times for control points
fixed Alpha Raptor boss AI shows as a normal raptor
fixed AI dinos don't show randomized skins
SOUND
Re-voiced the Commando, Scientist, Pyro and Pathfinder (with much more additional dialogue to be added later)
NEW radio dialogue for chopper pilot on all GTTC primary objectives (Also includes final objective idle dialogue if not captured with 60 seconds left)
NEW weapon sound design with more punch and depth
NEW customizer sounds for selecting loadout items
NEW sprint breaths that get louder as stamina is drained for humans
made new sounds for scoping, reloading and equipping multiple guns
added sounds to inspect and melee animations that were missing them
Improved foley sounds, with more variety for movement effects between classes (WIP)
death sounds for dinos you kill are now more "present" in the audio mix when faraway
VISUALS / OTHER
implemented hot barrel glow for all guns
interactive water now uses 3D tesselation
generated static environment reflections for water puddles
added new floor slope alignment system for dinosaurs going up and down hills
NEW more optimized molotov firepool effect
Overhauled all muzzle flash effects
Updated colour grading and screen fx
Fixed a dozen or more missing kill feed icons
Crosshair centre dot now grows or shrinks depending on if targeting weak or strong points
fixed missing 3rd person human animations for holstering and melee attacks
Fixed spectator "death cam" failing to work after a few deaths and getting stuck on the floor
Gamepad rumble effect updates for weapons, roars and much more
HUD fixes and improvements for CTE mode
added gold interactive object highlight when close enough to use something
fixed camera on customization / class select not activating correctly after map load
This is just part one of the Evolution Update, which ushers in a new era for PCE on PC!
Several major new features are still in the pipeline, such as the new Sandbox Mode, Dialogue System, Expanded OST and more. They will be arriving over the next couple of months alongside the release of Primal Carnage: Evolution on PlayStation.
This winter will see the remaining snow maps remastered, along with all the other levels not currently in the game receiving overhauls big and small.
Having said all that, today's update is amongst the largest we’ve ever done for PCE on PC, so please bear with us if there are any teething problems. We’ll be keeping an eye out for any major issues and will have a few extra fixes and improvements with the Halloween patch in a couple of days.
NEXT: Special Event
Our annual Halloween Horrors event is right around the corner! Be ready for a monstrous amount of nightmarish new looks at the end of October...
The Shotty now only has a 10% chance to cause a Penalizing Grenade explosion, down from 25%. It was doing basically 1 million damage per run on higher tier difficulties, purely off of the explosion itself, unbuffed.
Rerolls have been buffed to offer higher rewards based on how much money you spend per roll.
Brainsnails have been buffed to grow bigger and recover more health, posing a bigger threat.
Turrets now have a small animation when they are placed; just an idea I had since the very beginning but never implemented due to time.
Hey all, Wanted to finally update everyone on the status of Modbox.
In 2022 Modbox was acquired from Alientrap by a large tech company. The Modbox dev team also moved to the company, and had a positive experience working on a new version of Modbox. But unfortunately development on Modbox paused in 2023, and some of the Modbox team returned to Alientrap to work on new projects.
I apologize that we didn't announce anything sooner. It wasn't certain development had stopped, or that it was okay for Alientrap to announce. But it's now clear there won't be any more updates for Modbox. The '3.0' version was such a large change that it would have meant no older creations were compatible, so wasn't releasable without a lot more development work. We also looked into the option of Alientrap being able to update 'Modbox 2.0' ourselves, but it's unfortunately not possible. Thankfully we were able to keep the version of Modbox on Steam as is - including the Steam workshop and online servers.
With this update, the time of mysticism, riddles and, of course, incredible rewards will come.
THE HAUNTED SHIP
Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold glow of moonlight, every corner holds mysterious stories and eerie surprises.
What mysterious pumpkins have appeared on the ship? Who knows what secrets they might be hiding…
HALLOWEEN PASS
Immerse yourself in the Halloween atmosphere with our unique "Halloween Pass". Similar to the Battle Pass, this special pass provides access to exclusive rewards with a distinctive Halloween spirit. Collect them all and rise to the next level!
Attention, collectors: for a limited time, you have the opportunity to purchase last year’s Halloween watch!
TRICK OR TREAT!
HALLOWEEN BOOST
Earn extra bonuses by fighting the dark forces and becoming a hero in this horror night. From October 27 to November 10, each match will bring you an additional 100% of credits and experience! This is your chance to use the magic of Halloween and raise your skill level to a new height.
OTHER CHANGES
Fixed tree foliage display when MSAA is enabled;
Join our Discord. There you can find news about the game faster, get quick help with any problems, and also take part in various contests with in-game rewards.
You can also support us on Patreon and get unique rewards, including an exclusive skin for weapons, as well as information leaks from development and early access to game updates.
The Tournaments game mode will complement the TimeAttack one but will introduce virtual credits, which can be spent to be eligible for any tournament you want. The fastest player in each tournament will earn the most credits, but prizes will still be given throughout the top 10.Are you going to be the new King of TrackDayR tournaments?
NEW YAKUZA PROSTOCK DRAG BIKE
Pro Stock drag racing motorcycles are designed for straight-line racing, with blistering acceleration over short distances. These bikes use powerful engines, producing between 350 and 400 horsepower. They are built to be lightweight and aerodynamic, with specialized tires for maximum traction and reinforced frames. They can reach speeds of over 300 km/h in just a few seconds.
NEW TRACK - THE COMPOUND
This amazing new track combines a SX training track with a big jumps playground track where you can train on whips, oppo whips, frontflips, backflips, wallride, quarter pipes, etc. The SX Training track is ready to be raced online and in timeattack on the other hand, the playground track is ready to record super video to share with your friend!
NEW LEADERBOARD GRAPHICS
In the TimeAttack and Tournaments modes, new graphics have been implemented for those who manage to place among the top of the leaderboard for both the Telegram and Discord channels. Now all you have left to do is to be among the top in the leaderboard!
MATH AND PHYSICS FIXES
A major update to the game's physics engine: an issue related to angle calculations that affected “gimbal lock” associated with Eulerian angles caused distortions in physics calculations, sometimes compromising the gaming experience, has been fixed. With this update, angle calculations have been optimized, ensuring smoother and more realistic movements. Players will now enjoy gameplay that is true to the laws of physics and with improved bike control in all phases of riding.
Added Auto Drive feature(Still Wok in Progress so might not work as expected some times). Cruise has been replaced by Auto Drive, Press LB or CTRL to activate.
For version 0.8, we have made changes to the cutscenes in the battle. The new system offers us new possibilities for further features and for balancing the levels. The new cutscenes are generally completed faster and can also be skipped once the NPC troop calculation is complete.
What has been changed?
The situation is as follows: Troop I moves from A to B. Troop II then throws a hand grenade at the new position B, causing a soldier from Troop I to flee to position C. Troop III then moves to position C and captures this soldier. The calculations for the NPC troops are turn-based, so all this happens in a single cutscene.
Due to the way the individual events were linked, the NPC troops' calculations were previously paused in certain situations (e.g. when a hand grenade was thrown and a soldier's position changed) until the in-game display caught up. This was the easiest way for us to implement and didn't pose a problem prior to version 0.7, as such links occurred very rarely. However, with the introduction of melee combat and the revision of the grenade mechanic, the cutscenes sometimes became very long, which is why we decided to write a completely new system for them.
With the new system, the display is completely decoupled from the logic. Actions, movements, injuries and other value changes now take place in the background. All these things are then forwarded to a system that progressively processes the actions in the display.
This not only results in a better and clearer code structure, but also makes it possible to skip the cutscene once the calculations are complete. Furthermore, the cutscenes are also faster because events that occur independently of each other are played in parallel.
The gear symbol in the bottom right corner indicates that calculations are still being carried out. If it is no longer displayed, the cutscene can be skipped by pressing the ESC key.
The new system also offers us further possibilities:
Previously, if a soldier was wounded by a rifle shot, we had no ‘proper’ display for this in order to avoid further chaining and thus slowing down the time between rounds. So far, the soldier has walked to his target position and played his wounding animation there. We have found that this automatically led to the effectiveness of, for example, overwatch being rated as too low, because it was often not clear what exactly the consequences were. With the new system, we can now better depict such moments.
From version 0.8 onwards, rifle shots will be assigned directly to a specific soldier and displayed accordingly.
Furthermore, the new system now allows us to do a text-based simulation of a battle in the engine to better balance the individual levels. This involves replacing the player group with a NPC troop and running through a level multiple times at the push of a button. This allows us to see which levels have one-sided odds and adjust them again.
The rework of the cutscenes was not originally planned for 0.8, but arose from the frequently expressed feedback to be able to skip cutscenes. We are looking forward to your feedback on the new system!
1. Improved Russian translation. 2. Fix the issue that scoring item "Can'T Help" can not finished in Dream Tower mode. 3. The Dream Tower mode adds a single limit to each scoring item, making the theoretical upper limit score 4375 points. The details are as follows:
Subject MaxCount
Hypnosis 50 Deep Hypnosis 25 Hypnosis Completed 1 Cool 25 Can'T Help 5 Dream Depth 50 Dream Of A Millionaire 1 Dream Of The Rich 1 Dream Of The Wealthy 1 Flawless 25 Perfect 1 Lightspeed 1 Quick Hypnosis 1 Ordinary Means 1 Favorites 1 Dictionary 1 Preferences 50 Unique 1 Bliss 1 Quick Hands 1 Abundant 1 Dreamstone Fan 1
Therefore, the records on the leaderboard that exceed the maximum score limit will be removed.
If you encounter any bugs you can send your log files and related information to the email address NakuKinoko@gmail.com or contact us in the community. The log files are located in the directory "C:\Users\{UserName}\AppData\LocalLow\Naku Kinoko\Hypnosis Card 2 Happy Life" as Player.log and Player-prev.log.
If you have any suggestions or comments about translation, please contact us.