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Primeval News

Small Update

Baryonyx is now an amphibious creature.

Baryonyx had its running and sprinting animations swapped, and animation speeds adjusted.

Juveniles can once again spawn in the wilderness.

A creature's tail animator is now disabled upon death.

Now, bleeding stacks are removed every 1 second, or faster, instead of being extremely drawn out the lower your bleed stacks were.

Creatures now have a "Body Type", which can either be "Lean" or "Bulky". A creature being "Bulky" is now taken into consideration when calculating how much damage it will take from other creatures, and they can take less damage.

Passive health regeneration can now happen while a creature is bleeding, but is reduced to 10% of its normal rate.

Bleed damage is now based on maximum health, so it should function approximately the same for smaller and larger creatures. Though the more stacks of bleed damage you have the faster you lose health.

Creatures should no longer get stuck running around a dead creature in circles, after it had died while they were chasing as it was fleeing.

Medium, large, and huge carnivores have new eating sounds.

Carnivores that inflict bleed damage had their normal damage reduced by 50%.

Herbivores that inflict bleed damage had their normal damage reduced by 25% and their bleed damage reduced by 50%.

AI creatures should no longer be attacking more often than their attack cooldown.

The fog color has changed in The Great Sands map to a more yellow color instead of a blue color.

New Combat Mechanic for AI

A new combat mechanic for AI has been added to the game. Fleeing. Now if a creature is low on health it will attempt to flee from combat.

Now you can tell which of your permadeath-mode creatures are dead while looking at the list of your saved creatures. If dead, a gravestone icon will appear on the listing button for that creature. This way you can delete the save file instead of logging in to a dead dinosaur that you can't do anything with. (Steam Cloud Saves sometimes do not delete your save file when a permadeath-mode creature dies so you need to manually do it)

Brachiosaurus' attack cooldown was changed from 6 seconds down to 4 seconds for the player.

Larger creatures now take less damage from smaller creatures, based on body size difference.

The amount of health regeneration, stamina regeneration, maximum health, damage, and stamina gained from each evolution point you spend has been reduced from 5% to 1% to make advancing these core stats more long-term.

The maximum amount of evolution points you can get for health regeneration and stamina regeneration is now 200.

The maximum amount of evolution points you can get for stamina is now 400.

The maximum amount of evolution points you can get for health and damage is now 900.

2 New AI Combat Mechanics

A new advanced combat mechanic for AI has been added to the game. Repositioning, the creature will reposition itself somewhere else around its target. Frequency of reposition is determined by its species.

A new advanced combat mechanic for AI has been added to the game. Circling, the creature will circle around its target. Frequency of circling is determined by its species. Duration and direction of circling is randomly chosen each time circling occurs.

Argentinosaurus' max health has increased from 86,000 to 130,000.

Creature Footstep Fix

Creature footsteps are once again playing.

Bleed Damage Adjustments

Bleed damage has been slightly changed. You still bleed less while sitting or sleeping and you recover from bleeding faster as well. Bleeding now generally lasts longer and is more drawn out. Consecutive attacks that deal bleed damage will stack and increase the bleed effect and duration.

Bleed damage values have been adjusted for all species that could bleed their prey.

Tyrannosaurus Rex's max damage has decreased from 4,000 to 3,000.

Giganotosaurus' max damage has increased from 3,000 to 4,000.