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Primeval News

Patch 1.3.0 (Edible Plant Revamp)

  • The edible plant/tree/anemone system was rewritten to handle larger quantities of edibles and to perform better. You can still smell the edibles but you can no longer target them. Some decorative plant types in the prairie, deciduous, and coniferous biomes have been changed to be edible plants.
  • Fixed the distance at which AI attack and eat.
  • There is a new graphics option, VSync. You can disable it, or turn it on 1, 2, or 3. Usually 1 is high enough if you turn it on. Higher values can reduce the FPS more.

Patch 1.2.30 (Flesh Increase)

  • The amount of flesh on creatures and carcasses has been doubled. Carry size and swallow size has also been doubled to compensate for the flesh increase.
  • The minimum amount of toxicity that is removed from taking a drink of fresh water is now 1, up from 0.1.

Patch 1.2.29 (4 New Trait Slots)

  • 4 new trait slots have been added to the game. This makes 8 total trait slots.
  • They unlock in pairs, 1 old, 1 new, at every growth stage.
  • This should allow for more customization options for the player and allow for more diverse trait builds. More traits will be added in the future.

Patch 1.2.28

  • Creature AI older than a hatchling will no longer target innocent hatchlings unless starving or attacked first. This should make hatchling gameplay less punishing.

Patch 1.2.27

  • Fixed a glitch that would sometimes happen with AI healthbars, now it should no longer look like the healthbar is stuck at full health if the creature is taking damage.
  • Fixed a glitch with AI aggro. Now if the player aggros a creature and then logs out, the aggroed creature will resume functioning.