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Primeval News

Fixes and More

Nests can now only have adults that are the parents of the nest. If this option is enabled, the only adults at the nest will be the parents, if any adults are there.

Nests can now have different combinations of different growth sizes for their creatures. So one nest could only have hatchlings and another nest could have hatchlings and parents, etc.

Fixed an issue where AI creatures would attack and kill insects but would not eat them.

Fixed an issue where the player would get stuck eating a corpse when they weren't actually eating from the corpse.

Carnivore AI can now smell dead creatures and carcasses from much further away.

The player can now smell dead creatures and carcasses from twice as far as they can smell living creatures.

The distance at which the player can smell a creature is now dependent on the creature's size and growth. Larger creatures being able to be smelled from further away.

Wild Packs and Herds

It is now less likely to turn into snowy weather.

Creatures are now less likely to get stuck in their idle animation instead of switching into their walking animation.

Creatures are now less likely to get stuck in the walking animation instead of switching into their idle animation.

Creatures are now less likely to get stuck in the "Chasing Creature" state after their target dies.

Rare creature spawns are now a 20% chance to occur instead of a 25% chance.

Uncommon creature spawns are now a 40% chance to occur instead of a 50% chance.

Territorial carnivores will now only spawn in an area if there are no competing carnivores.

Hatchling and juvenile AI no longer spawn far away from nests and families.

Creatures can now spawn in groups in the wilderness.

Bug Fixes

Fixed a glitch where insect scents were not getting removed when smelling was canceled.

Creature AI now starts with a random amount of hunger, between 25% and 75%. This way they are more likely to start being active sooner.

Made some improvements to adult creatures returning to their nest only if their species guard nests and they are the parents of the nest.

Made some improvements to how far away creatures can drop food when bringing food back to their nest.

Made some improvements to creature AI so they are less likely to get stuck looking for water.

Hatchling and juvenile creature AI will no longer look for water.

Fixed a bug where pack followers would not follow their pack leader.

Pack followers should follow their pack leader more closely now.

Creature "Dominance" value is now equal to their length, in feet. This value determines what creatures will attack another creature when threatened.

Creature chase distance is now a smaller value so you don't have to run as far away from them before they'll stop chasing you.

Creatures will now attack others if they get too close and feel threatened.

Creature fleeing behavior has been improved.

You will no longer step forward when you press the "Precise Movement" key.

Food Update

You can now cancel smelling by pressing the escape key.

Uncommon and rare edible fish, plants, and trees no longer spawn around nests. You'll need to venture further away from nests to find uncommon and rare food.

Food is now worth more growth points in a lot of cases. The rarer or larger food is now worth up to 4x as much growth per bite, this includes fish, plants, trees, and creatures. Now there is more incentive to search out rarer and more nutritious food.

Running is now the default movement speed for player creatures. If you would like your creature to instead walk while moving hold down the "Caps Lock" key.

You now switch to walking speed while in precise-movement mode. (Hold the Left Control key down to use Precise Movement mode)

Update to Smelling

Smelling now works a little different and is a simpler than the previous version.
Now you press smell key to smell the closest creature to you. Pressing the key again will smell the next closest creature to you, and so on. Moving will reset this to smell the closest thing to you again. So if you want to continue to smell new targets, stop moving, then start smelling.