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Primal Carnage: Extinction News

WINTER CARNAGE 2025

[h3]We've got an update to make you merry! [/h3][h3]Welcome to Winter Carnage 2025... [/h3][h3][/h3]
Update Highlights
[p][/p][p]Working with dedicated testers in the Carnage community we've made several balance changes and gameplay adjustments that are included in today's update..[/p][p][/p][h2]Weapon Balance[/h2][p][/p][p]Several changes have been made to various weaponry based on community feedback. Firstly, the dart pistol no longer provides brief invulnerability, instead it's now focusedp purely on healing. The quasi-godmode it gave humans before was just not fun to play against in the end.[/p][p]A bigger change is that all shotguns have a new hit detection system. [/p][p]This works by guaranteeing a minimum amount of damage depending on how many pellets hit, effectively rounding up to be a bit more generous. This makes shotguns feel massively more reliable and fun to use, they are a lot more lethal now. To compensate, their falloff distances have been made a bit more rapid.[/p][p]Double barrel shotgun has a new secondary fire that shoots each barrel one after the other in rapid succsesion instead of both at once. This makes the gun a bit more fair to fight against and introduces a skill element with the timing of the second blast, whilst giving more of a reason to use single shot mode.[/p][p]A balance change that's actually a bug fix is that flames are no longer buffed by flames. Dinosaurs on fire are made weaker to various types of damage, but fire itself was never meant to be one of those. Oops.[/p][p][/p][h2]Cosmetic Improvements[/h2][p][/p][p]With the help of community artists such as Spinoraptyrex and Abranca38, we've gone back to give some older cosmetic items a few touch-ups. A few of the most ancient T.Rex skins have received a new lick of paint, plus Battlescarred Rex has been remade with new textures and now supports mutations![/p][p][/p][p][/p][p]The most notable upgrade is a new feathered tyrannosaurus model in the same vein as the feathered novaraptor style, creating a more 3D look and using a brand new texture set. At least one feathered rex already had its own model, while the others had a simple scute-less look. As of December, the new model will be standard for all feathered tyrannosaurs going forwards.[/p][p] [/p][h2]Special Store Event[/h2][p][/p][p][/p][p]We come bearing baubles! Dozens of new items created by the Primal Carnage community have been accepted this winter, check out most of the cool new looks below.. [/p][p][/p][p]We've also got a handful of festive free drops landing today as well! You can check out the full selection of new cosmetic items on our Special Event Trello board![/p][p]That's all in addition to the hundreds of classic winter items that are never going to leave. Ever.[/p][p]And to top it all off, we're enabling DOUBLE DROPS for the next few weeks again![/p][p] [/p][h2]GIVE THE GIFT OF CARNAGE THIS CHRISTMAS![/h2][p][/p][p][/p][p][/p][p]Do you have friends waiting to jump into the carnage? Been holding off on grabbing a skin bundle?[/p][p]During this year's Steam Winter Sale we've got 25% OFF Primal Carnage: Extinction + the PCE 4-Pack, with 50% OFF ALL DLC as well until January 5th![/p][p][/p][p][dynamiclink][/dynamiclink] Save more when you buy edition bundles! Deluxe and Ultimate combine with other discounts![/p][p][dynamiclink][/dynamiclink][/p][p][/p][h2]Version 3.1.97[/h2]
FULL CHANGELOG:
[p][/p]
  • [p] NEW double barrel alt fire: [/p][p](now fires two separate shots consecutively instead of both at once)[/p][p][/p]
  • [p]all shotguns now use new hit detection system that is way more reliable[/p]
  • [p]added separate crit damage values when scoped with standard issue shotgun [/p][p](experimental)[/p][p][/p]
  • [p]reduced effective range of shotguns to compensate for greatly improved accuracy[/p]
  • [p]fixed various shotgun-related bugs[/p][p][/p]
  • [p]fixed flames being one of the damage types that are boosted by... flames[/p][p][/p]
  • [p]fixed dartgun healing 10 instead of 15[/p]
  • [p]dartgun no longer provides armour buff, only healing[/p]
  • [p]increased poison dart rifle clip size[/p][p][/p]
  • [p]reverted deagle fire rate to original speed [/p][p](unscoped and scoped remain consistent with eachother)[/p][p][/p]
  • [p]added tyrant idle growls when standing still so they're less assassin-like[/p][p][/p]
  • [p]included alternate menu maps to swap to in the game files:[/p]
    • [p]FrontendTest_Snow[/p]
    • [p]FrontendHorror[/p][p][/p]
  • [p]Waterlogged map updates :[/p]
    • [p]added a tonne of more spawn points[/p]
    • [p]lighting and shadow optimizations [/p]
    • [p]improved water leak effects[/p][p][/p]
  • [p]fixed incorrect crouch idle anim for pyro launcher[/p]
  • [p]fixed incorrect pyro launcher melee anim reference[/p]
  • [p]fixed incorrect animation reference for 3P flamesaw firing[/p]
  • [p]fixed floating while using world items sometimes[/p]
  • [p]fixed input buffer bug which could cause firing after reloading[/p][p][/p]
  • [p]added alternate menu maps to swap to[/p]
  • [p]swapped gift opening sound to xmas version[/p]
  • [p]updated all feathered rex skins with new textures and model[/p]
  • [p]feathered rex skins can now be used with mutations[/p]
  • [p]updated battlescarred rex skin with new textures[/p]
  • [p]battlescarred rex is now usable with mutations[/p]
  • [p]fixed lighting on Breacher Spaz shotgun skin[/p]
  • [p]reworked a few ancient skins such as Permafrost Rex[/p]
  • [p]fixed humans sometimes not showing cosmetics when they die[/p]
  • [p]added new winter items [/p]
[p]
[/p][h3]Merry Christmas and a Happy New Year![/h3][p]-The Primal Carnage Team

Join the Official Primal Carnage Discord!

[/p]

The Turkey-less Update

[p]A new patch is now available for Primal Carnage: Extinction on Steam! [/p][p]It features no new six foot turkeys.[/p][p][/p][h2]UPDATE HIGHLIGHTS[/h2][p][/p][p]This patch we made a few minor balance changes to human weapons based on what we'd observed lately. Bigger adjustments are still on the way such as the shotgun overhaul, but for now we're mostly occupied with launching the new PlayStation version so only minor changes are being pushed to live.[/p][p][/p][p][/p][p]One small but notable tweak is there's now no chance of escaping a bear trap. If you touch it, it's on you. Previously there was a possibility you wouldn't get trapped if you ran over it fast enough. This ultimately just led to confusion and the bear traps not being very effective. Something this change should remedy.[/p][p]Several bugs and issues have been fixed for this update, like the flamethrower absolutely wrecking the stamina of bracing Tyrants and a "latency exploit" that let players resupply at super speed.[/p][p]A couple of minor content changes snuck in as well, with a few new human voice lines included. Enjoy![/p][p][/p][h2]STORE ROTATION[/h2][p][/p][p][/p][p]We felt that those troublesome turkeys had taken over the store too many years in a row, so this time around there are NO Oviraptors. At all. That'll teach them.[/p][p]The latest store rotation is a little lighter than average, featuring a handful of autumnal themed new looks for Acro, Pachy, Dilo, Cerato and T.Rex...[/p][p][/p][p][/p][p]There's also a selection of new sprays / avatars in a distinctive almost Aztec-like style, now added to the free drop pool. Just FYI - you can get these as stickers or mugs on the official merch store![/p][p][/p][p][/p][p][/p][h3]FULL CHANGELOG[/h3][h2]Version 3.1.96[/h2]
  • [p]increased Deagle armour piercing from 20% to 25%[/p]
  • [p]restored Deagle fire rate consistency, is no longer faster when unscoped[/p]
  • [p]reduced fire rate of standard MK pistol[/p]
  • [p]very slightly longer delay before crits are enabled when scoping with snipers[/p]
  • [p]made low ammo pitch adjustment more noticeable on guns[/p]
  • [p]removed chance of not being beartrapped when touching a beartrap[/p]
  • [p]reduced sprint stamina consumption for Tupa[/p]
  • [p]fixed flamethrower sometimes instantly draining stamina on bracing targets[/p]
  • [p]fixed a latency issue where players could use resupply objects like corpses at 2x speed or more[/p]
  • [p]added new voice lines for weapon inspection and when using survival vending machines[/p]
  • [p]optimizations for a few cosmetic attachments[/p]
  • [p]disabled the Halloween theme, removed skele skins from default inventory[/p]
  • [p]added new Thanksgiving store items[/p]
  • [p]added Primal Pinball ball avatar to the drop pool[/p]
  • [p]fixed crested king nova skin[/p]
[p][/p][h2]DLC Discounts![/h2][p][/p][p]This week you can grab up to 66% OFF all Primal Carnage: Extinction cosmetic DLC![/p][p]Primal Carnage: Extinction itself is also 25% off, with 50% OFF the PCE 4-Pack![/p][p]Discounts last until December 1st, get them before they go extinct...[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h3]View all DLC here![/h3][p][/p][p][/p][h2]ALSO AVAILABLE[/h2][p][/p][p]Our first official crossover with another game recently went live, with a special DLC table pack for Zaccaria Pinball themed around Primal Carnage! Own the pack and receive exclusive skins for PCE![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]We'll be back with another game update this December, until then...[/p][p][/p][h3]Happy Thanksgiving,[/h3][p]-The Primal Carnage Team[/p]

PRIMAL PINBALL!

[p]Since some of us here at Primal Carnage are kinda into pinball AND we actually have some friends over at Zaccaria Pinball, it seemed like a match made in the Mesozoic...[/p][p][/p][p]We're proud to announce this special DLC pack for Zaccaria Pinball, which is not only pretty damn cool in itself, but also rewards PCE players for owning it![/p][p][/p][h2]FOUR TABLES, FOUR EPIC ERAS[/h2][p][/p][p]The official Primal Carnage Pinball DLC includes 4 different tables, all with totally unique artwork and mechanics. From "switching teams" to "capturing specimens", each one has different dinosaur vs human goals to reach for. See them in action below...[/p][p][/p][previewyoutube][/previewyoutube][p]Like a journey through time, the tables run through different eras of pinball. Starting off in the Retro era, through to Solid State, on to "Remake" and the more modern Deluxe style with animating dinosaurs ready to steal your balls![/p][p][/p][h2]CROSS-GAME UNLOCKS[/h2][p][/p][p]Owning the Primal Carnage pinball DLC for Zaccaria Pinball will reward you with skins for PCE! [/p][p]Enter the Tables tab while playing Zaccaria Pinball and scroll down to Primal Carnage - you'll see a little gift box icon on the top right of the options inside. Click this to reveal your unique item code! [/p][p][/p][p][/p][p]You can then launch PCE on PC and open the ingame store to redeem the key. Be sure to include all of the dashes in the code when you enter it. Sorry, but we don't support copy/paste in PCE currently.[/p][p][/p][p][/p][p]After entering your code, you will receive a dozen special themed skins spread across both the dino and human teams, including full outfits for the trapper and pathfinder. [/p][p]Don't worry if everything isn't displayed at once after entering the keycode. You'll have the full item set, we've just never had to serve up so many items in one go before! [/p][p]Future updates to the ingame store will add proper support for pasting codes into the key redemption box and displaying more than 6 purchased items onscreen. We'd have done it already, but our engineers have been busy preparing for the launch of Primal Carnage: Evolution so haven't had the time.[/p][p]Check a look below at the special skins you will receive...[/p][p][/p][p][/p][p]The full items reward list includes:[/p]
  • [p]Z Striped Nova [/p]
  • [p]Z Striped Carno [/p]
  • [p]Z Striped Rex [/p]
  • [p]Z Striped Dilo [/p]
  • [p]Z Striped Ptera [/p]
  • [p]Z Striped Spino [/p]
  • [p]Z Trapper [/p]
  • [p]Z Netgun [/p]
  • [p]Z Stungun [/p]
  • [p]Z Shotgun [/p]
  • [p]Z Cap [/p]
  • [p]Z Pathfinder [/p]
  • [p]Spray: Z Logo [/p]
  • [p]Spray: Z Swish[/p]
[p]Although the DLC tables are not available for the PS4 version of Zaccaria Pinball (yet!) the item codes from the PC pinball game will also be redeemable in Primal Carnage: Evolution for PlayStation as well! [/p][p][/p][h2]GET IT TODAY![/h2][p][/p][p]Zaccaria Pinball is free to play, with the tables themselves being the only purchases. [/p][p]You can get the Primal Pinball DLC for Zacarria Pinball here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]It's exciting for us to finally have our first official crossover live! [/p][p]Yeahhh, it might have taken a long while for us to get to this point, but we've had so much fun doing this that we're definitely going to look at other collaborations in the future. Stay tuned![/p][p][/p][h3]Thanks for playing![/h3][p]-The Primal Carnage Team[/p]

HALLOWEEN HORRORS 2025

[p]A new update is now available for Primal Carnage: Extinction on Steam![/p][p]This latest patch marks the start of our annual Halloween Horrors event and brings a number of small fixes and improvements as well.[/p][p][/p][h2]GAME CHANGES[/h2][p][/p][p]A lot of the tweaks in today's patch relate to the introduction of the Friendly Fire option in Freeroam, adding support for more weapons and attacks to hurt "team mates" when this is enabled. [/p][p]Various game mechanic modifications have been made to have things work a bit better when Friendly Fire is on, after the positive response and player feedback from its initial implementation. [/p][p]For example, some attacks have been tweaked to work a little better in a free-for-all scenario, such as charge impacts on other dinosaurs being a bit less stratospheric. Team outlines are also being modified to be much more proximity based when friendly fire is enabled on a server.[/p][p]None of this means that Dino Vs Dino is going to be a thing anytime soon, if ever, but it's a fun thing to mess around with in Freeroam and will likely continue to be tinkered with when Sandbox arrives.[/p][p]Outside of FR, we've kept fixing various bugs and exploits, while also finding a moment to make a few tweaks to the humble frag grenade that might make it slightly more viable. [/p][p]Check the changelog further down for all of the latest tweaks...[/p][p][/p][h2]SCARILY GOOD STUFF![/h2][p][/p][p][/p][p]It's that time of the year again! A spinetingling collection of spooky new skins has arrived with the return of our Halloween Horrors event, featuring several terrifying mutations amongst them...[/p][previewyoutube][/previewyoutube][p]The mercenaries also get a few new stylish addons to play fancy dress with, and there are a bunch of new free drops outside the store as well as classic Halloween drops from the past that are returning![/p][p][/p][p][/p][p][/p][p]You can check out all of the latest items on our special event trello board...[/p][p]In addition to everyone getting access to the skeleton skins in their default inventory again, all of the classic spooky skins from yesteryear are still in-store! We even made retro Halloween Gifts more easily findable by putting them all into the Featured tab along with the latest horrors![/p][p][/p][p][/p][p][/p][h3]Version 3.1.95[/h3]
Changelog:
[p][/p][h3]GENERAL[/h3]
  • [p]added new Halloween content[/p]
  • [p]frag grenade tweaks: damage is now 400, reduced fuse time from 3.3 to 1.9 secs[/p]
  • [p]fix to ensure Flyers cannot start or continue flying if netted, stunned, bear trapped or dead[/p]
  • [p]fixed bug where flame damage always resulted in +100 assist score.[/p]
  • [p]fix for Survival dinos being bloody when spawning on lower waves with less than a full team[/p]
  • [p]another possible fix for projectiles impacting teammates in competitive when their owner dies[/p]
  • [p]only dev viewmode that can be enabled / disabled while ingame is now Unlit, to prevent exploits[/p]
  • [p]improved animation blending when readying up a pounce in motion[/p]
[p][/p][h3]FREEROAM[/h3]
  • [p]added simplified spawn rating system to free roam[/p]
  • [p]team outlines are hidden if friendly fire is enabled in Freeroam[/p]
  • [p]humans can now be netted with friendly fire on, added new netted human mesh[/p]
  • [p]bruisers can charge other dinosaurs if team damage is enabled[/p]
  • [p]bruisers cannot charge very heavy dinosaurs (tyrants)[/p]
  • [p]bruisers can only charge other bruisers if the relative speed is high enough with friendly fire[/p]
  • [p]armor works against team damage if friendly fire is on[/p]
  • [p]made team kills count in free roam when friendly fire is on[/p]
  • [p]dynamite, tranqs, hatchets, AR and frag grenades now work with friendly fire[/p]
  • [p]Added system that can track if players are "heard" by other players and show their outlines when within range of those players (only affects Free For All freeroam)[/p]
[p][/p][h3]HAPPY HALLOWEEN![/h3][p]-The Primal Carnage Team[/p][p][/p][p]Join the Official Discord...[/p][p] [/p]

October Update 3.1.94

[p]A new update is now available for Primal Carnage: Extinction on Steam![/p][p]Featuring a complete rework to flight code, major bug fixes, new options for servers and deep optimizations among many other improvements, read on for the highlights...[/p][p][/p][h2]"HYBRID SERVER" SUPPORT[/h2][p]The ability for a server to rotate between different game modes is something that a few enterprising server operators managed to hack in by themselves, but was never official... until now.[/p][p][/p][p]As of this update, we've added new options and checks in the game code to make "Hybrid Servers" officially supported. This is a more robust implementation than the workarounds server owners have tried in the past to achieve multi-mode matches, and will be coming to the new PlayStation version as well. [/p][p]Currently it swaps between Get to the Chopper and Team Deathmatch, with the number of rounds for each able to be specified in the server's config file. Map rotation will auto-swap between the two modes based on these variables, making for a consistent experience.[/p][p]The values for dedicated server owners to edit in PrimalCarnageGame.ini include:[/p]
  • [p]NumberOfRoundsUntilTDM[/p][p](2 by default) [/p][p][/p]
  • [p]NumberOfRoundsUntilGTTC[/p][p](6 by default) [/p][p][/p]
  • [p]?bHybridServer=True[/p][p](add to URL to enable)[/p]
[p]Note: NumberOfRounds must be greater than 0 for the switch to happen, so if it's currently TDM and the NumberOfRoundsUntilGTTC is set to 0 or less, it wont switch.[/p][p]There are several other sever-related improvements this patch, from increasing the client-server data rate to reduce packet loss and optimizing netcode in genreal, to reducing the likelihood of map rotation selecting a variant of the same map, and fixing issues with teleporting / jittering at high ping.[/p][p][/p][h2]QUALITY OF LIFE CHANGES[/h2][p]Over the past couple patches we started introducing "button buffering" which stores inputs ready to be used when timers / cooldowns are up. It's something that makes gameplay feel a lot smoother in general, and has been expanded to almost all areas of the game as of this update. Whether it's holding the use button while running to a corpse, or just being able to jump more reliably, controls will feel less clunky.[/p][p]Various actions like swapping weapons and melee have had animation tweaks and timing adjustments to be more responsive. You can now swap between double tap or hold for heavy melee attacks with the new Heavy Melee Mode gameplay option (Hold is now default).[/p][p][/p][h2]FLYING FIXES AND UPGRADES[/h2][p]This update has major overhauls to how flying works and feels, with new options and mechanics![/p][p]Flying is now a much smoother experience, with less chance of being knocked out of flight when brushing past objects. Landing now ocurrs based on angle of descent combined with how long you've been angled that way. [/p][p]Due to how much the new system has improved things, the Avoid Landing option has been removed since it was no longer needed, especially with this next new feature...[/p][p][/p][p]FREEFALL is a new ability where by pressing R you immediately start plummeting downwards vertically. There's a terminal velocity but it's a good way to both land quickly and avoid incoming gunfire in the air. [/p][p]You can exit freefall by tapping the special move key (default Alt) to enter hover mode, or holding "Jump" to ascend, maintaing a little momentum in the process. Note: stamina does not regen in Freefall.[/p][p][/p][p]Hover Mode has also been reworked a bit to be more responsive and fix various exploits / bugs with it. When using gamepads, tapping the Use button in flight now enters Freefall while holding is hover mode.[/p][p]SPIN ATTACK is a variation of Tupa's air ram, a skill move that involves landing from freefall then instantly taking back off next to an enemy. This triggers a special spinning charge attack if you time it right...[/p][p][/p][p]Flyers no longer automatically enter flight shortly after walking off a ledge, instead they'll enter the freefall state. This allows for some skilled ambush attacks. The old behaviour of auto-recovery from ledges is now a gameplay setting, but flying too hard into a wall still causes the fall to flight behaviour.[/p][p]Various bugs have been resolved relating to flight and flyers in general, one of the biggest fixes is to do with Pteranodon's grab attack. We're hopeful that the upgrades we made will no longer allow humans to be dropped under the map and prevent Pteras from phasing through the ground when grabbing. [/p][p]Due to these fixes, you can now fly downwards after grabbing as Ptera again, however there are limits to how low you can go and you move slower while doing so.[/p][p]Finally - killing a Ptera at the splitsecond they grab someone should no longer result in their victim being stuck in a state of demonic possession (we're aware there's other ways to cause this, but are still waiting for our local exorcist to get back to us after last time).[/p][p][/p][h2]EXPERIMENTAL: [/h2][h2]Alternate Flamesaws (Preview)[/h2][p]There are few changes to the Flamesaw's flamethrower this update, the biggest is that it now briefly accumulates damage when firing if particles miss the target. So within a small window of less than a second, if some of the flames don't quite land they'll still count and deal damage. We felt this neccessary to improve the flamethrower's reliability since it uses the actual flame particles to determine valid hits.[/p][p][/p][p]However, the more exciting inclusion is an entirely alternate version of the Flamesaw![/p][p]Lately in Open Testing we've been playing around with reworks to a few weapons, starting with shotguns and now the Flamesaw. These rehauled guns may make their way into Phase Two if they end up working out. For now, you can try them yourselves by activating a few development console commands. [/p][p][/p][p]As admin with EnableCheats activated, enter the following to try the new Flamesaw(s) out:[/p][p]Admin GiveWeapon PrimalCarnageGame.PCWeapon_Flamesaw_Reverse[/p][p]Admin GiveWeapon PrimalCarnageGame.PCWeapon_FlameSaw_OverHeat[/p][p][/p][p]The major difference with the Alternate Flamesaw is a reversed pressure mechanic, where damage builds up over time instead of it being a short window at the start of blasting. This is all still highly experimental and requires tuning. It's probably more than a little OP currently. [/p][p]Our reasoning for the reversal is that it just felt more natural in general - users were having a hard time being effective with the current overpressure mechanic. It'll take a bit more tinkering, but basically this test weapon is pretty close to how the flamethrower will behave when Version 3.2 arrrives.[/p][p][/p][p][/p][h3]Version 3.1.94[/h3]
FULL CHANGELOG
[p][/p][h3]SERVER CHANGES[/h3]
  • [p]NEW server option for running "Hybrid Servers" - swaps between TDM and GTTC[/p][p](launch map with ?bHybridServer=True to enable)[/p]
  • [p]added config values for number of rounds before switching modes for Hybrid Servers[/p][p]( NumberOfRoundsUntilTDM / NumberOfRoundsUntilGTTC )[/p][p][/p]
  • [p]reduced likelihood of map rotation swapping to a variant of the map you just played on[/p]
  • [p]added extra sanity checks to verify a map exists before map rotation tries swapping to it[/p]
  • [p]fixed the game only doing one round when swapping between different modes on map travel[/p]
  • [p]increased client-server data rates to avoid complete global saturation[/p]
  • [p]fixed a desynchronization issue where reloading then sprinting could make you "teleport"[/p]
  • [p]optimizations to reduce how many packets need to be sent from clients[/p]
  • [p]the "friendly fire" server cheat now takes into account more damage types[/p]
  • [p]can now launch a map with the command ?bFreeRoamFriendlyFire=True[/p][p](enables it without requiring cheat input first, FR-only)[/p]
[p][/p][h3]HUMAN CHANGES[/h3]
  • [p]fixed heavy melee attack not being cancelled if grabbed by Ptera while dashing[/p]
  • [p]tweaked the melee timers, can melee slightly earlier while equipping a weapon[/p][p][/p]
  • [p]fixed certain burn types such as molotovs not igniting Cryo acid pools[/p]
  • [p]fixed blowing up dynamite with the flamethrower being framerate dependant[/p]
  • [p]input buffering now works better when switching fire modes with the Flame Slammer[/p]
  • [p]fix for Flamesaw sometimes auto-firing when spawning[/p]
  • [p]fix for a muzzle flash occurring when holding alt fire while swapping to a scoped weapon[/p]
  • [p]fixed Pyro's default throwable STILL being dynamite, as molotovs are clearly more in-character[/p][p][/p]
  • [p]fixed dual weapon reload sounds getting cancelled when loading one then the other[/p]
  • [p]fixed bug where throwing or meleeing then reloading would not play a reload animation[/p]
  • [p]fixed a visual bug with sniper rifle scope overlay when holstering[/p]
  • [p]fixed a visual bug with experimental 3D sniper rifle scope[/p]
  • [p]fixed an issue with input buffering and scoping[/p][p][/p]
  • [p]attached net ball to Trapper's hand during net pitcher taunt[/p]
  • [p]smoother transitions for first person animations such as melee and weapon swap[/p]
  • [p]made sprinting cancel firing animations on weapons in a more natural way[/p][p][/p]
  • [p]scaled up the flamethrower third person fire effect[/p]
  • [p]animation fixes to make Flamesaw able to be aimed up and down better[/p]
  • [p]flamethrower damage calculation now has a bit of leeway when particles miss smaller targets[/p]
  • [p]fixed bug where clipping into something would prevent any bonus damage from being applied by flamethrower[/p][p][/p]
  • [p]EXPERIMENTAL: Added new version of Flamesaw with "reversed" pressure mechanic[/p][p](currently equippable via cheats / console command) [/p][p][/p]
[h3]FLYER CHANGES[/h3]
  • [p]NEW Freefall ability for Flyers - press R in flight to instantly start falling[/p]
  • [p]You can recover from Freefall by pressing "jump" or tapping the special movement key[/p]
  • [p]On gamepad, tap the "Use" button to enter / exit Freefall, or hold it to enter hover mode[/p]
  • [p]Entering regular flight from Freefall will maintain your momentum / speed[/p]
  • [p]Stamina restoration is blocked while in Freefall[/p]
  • [p]Similar to diving, Freefall will extinguish pterosaurs who are on fire[/p][p][/p]
  • [p]NEW bonus attack for Tupa - if you manually Freefall to the ground then take off fast enough, you will fall do a special spinning charge attack.[/p][p][/p]
  • [p]Major rework to hover flight mode fixing several bugs and inconsistencies with it[/p]
  • [p]Ptera is now forced out of hover mode after grabbing someone while they were hovering[/p][p][/p]
  • [p]Modified engine flight physics to reduce getting caught on terrain or walls in flight[/p]
  • [p]Fix for Flyers shooting up into the sky when bumping into certain objects[/p]
  • [p]Flight in general should be smooother when playing at high ping[/p]
  • [p]Added terminal velocity for Flyers when falling (air resistance that scales with fall speed) [/p][p][/p]
  • [p]added a short speed boost during takeoff for Flyers[/p]
  • [p]improved flyer takeoff behaviour, can now change direction while entering flight easily[/p]
  • [p]changed the way take off and landing animations work to look a bit better[/p][p][/p]
  • [p]ensured that Tupa cannot enter hover mode during a dive bomb attack[/p]
  • [p]added more safety precautions around ptera grabbing, such as making sure you're actually in flight[/p]
  • [p]completely rewrote how we handle ptera-human collisions when grabbing someone[/p]
  • [p]any victims who are dropped under the level are now teleported back to ground level[/p]
  • [p]Ptera can now fly downwards after grabbing someone again (but not too low)[/p][p][/p]
  • [p]extra checks to ensure Ptera is forced to drop a victim if netted or stunned[/p]
  • [p]killing a Ptera at the moment of grabbing no longer makes their victim enter a state of demonic possession[/p]
[p][/p][h3]OTHER DINO CHANGES[/h3]
  • [p]added button buffering to dinosaur special attacks[/p]
  • [p]made it easier for smaller dinos to remove nets from allies[/p]
  • [p]dinosaurs can now interrupt the net escape animation by attacking[/p][p][/p]
  • [p]tweaked Cerato tailswipe to be slightly less clunky at times[/p]
  • [p]allowed Cerato head tracking while sprinting in the roared state[/p]
  • [p]reduced instant hit damage of Pachy primary attack in the roar state from 35 to 20[/p][p][/p]
  • [p]fixed bug where raptors could keep mauling a target while netted / stunned during a pounce[/p]
  • [p]fixed targeting arcs for pounce and spit going wonky when aiming on steep slopes[/p]
  • [p]allowed STARTING a charged spit when looking behind (can't release if still looking backwards)[/p]
  • [p]fixed bug where spitters would still have charged spit animations after cancelling a charge[/p]
  • [p]added a minimum delay between spit dry fire sounds to reduce spamming[/p][p][/p]
  • [p]fix for Tyrants being able to sprint while bracing if they initiate a brace when already sprinting[/p]
  • [p]slight reduction in Tyrant trample cylinder size[/p]
  • [p]new corpse eating gore particles for Tyrants[/p][p][/p]
  • [p]Spitters now have more unique animations to set them apart and low health animation blends[/p]
  • [p]various minor taunt animation fixes for Rex, Spino, Cerato and more[/p]
  • [p]Novaraptors can now wear the construction helmet cosmetic[/p][p][/p]
[h3]ADDITIONAL CHANGES[/h3]
  • [p]added more input buffer cases to reduce button clunkiness, such as the Use key[/p]
  • [p]engine now does more efficient terrain checks for whether players are on level ground[/p]
  • [p]fixed a few places where the code was trying to divide by zero[/p]
  • [p]fixed being able to hide usernames with markup tags[/p]
  • [p]fixed exploit that allowed prohibited commands to be used in competitive games[/p]
  • [p]slightly more zoomed out default FOV in customizer[/p]
  • [p]vfx particle optimizations[/p]
[p][/p][h2]STEAM AUTUMN SALE[/h2][p][/p][p]There's less than 24 HOURS left to get 50% OFF Primal Carnage: Extinction and the PCE 4-Pack! [/p][p]Not only that, but every DLC for PCE is also 25% off til the Autumn Sale ends, including the official soundtrack which will be getting a free expansion with more than 40 minutes of new music soon! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]
But I Wanna Get Spooky!
[p][/p][p]This is a pretty big update so we're releasing it earlier in the month to check for any serious issues and get feedback on the new changes, instead of waiting for Halloween. Nothing too spooky just yet...[/p][p][/p][p]Expect a frighteningly good set of fresh new skins, mutations and more coming later this month! [/p][p]For now, we hope you enjoy this latest update! Scare you soon...[/p][p][/p][p][/p][p]Join the Official Discord ![/p][p] [/p][h3]Thanks for playing![/h3][p]-The Primal Carnage Team [/p]