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Primal Carnage: Extinction News

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]

HOTFIX 3.1.93

[p]A new hotfix is now available for Primal Carnage: Extinction on Steam... [/p][p][/p][h3]Version 3.1.93 [/h3][h2]CHANGES:[/h2]
  • [p]Fixed an issue with Flamesaw fire interval causing it to instantly overheat when tapping[/p]
  • [p]Fixed an issue with Flamesaw where secondary fire (saw) would become "stuck" on[/p]
  • [p]Fixed an issue with Flamesaw overheat audio playing many times on top of itself in 3rd person[/p]
  • [p]Removed log spam from reloading weapons[/p]
  • [p]Additional server / client optimizations[/p]
[p][/p][p]We're looking at doing another "TLC patch" later this September with more balance changes, bug fixes and improvements based on player feedback. See you soon![/p][p][/p][h3]Thanks for playing,[/h3][p]-The Primal Carnage Team[/p]

TLC Patch 3.1.92 Now Available

[p]A new update is now available for PCE on PC! [/p][p]Please restart Steam to make sure you receive the download.[/p][p][/p][h3]A Bit of Tender Loving Care[/h3][p][/p][p]Instead of waiting until Halloween, we decided to release a collection of smaller fixes and improvements earlier. This "TLC Update" adds a few things the community has been asking us for years about, while also fixing a bunch of annoyances to improve the feel of gameplay.[/p][p][/p][p][/p][p]The headliner is Tyrants are now free to use their secondary attacks when eating humans. [/p][p]One of the most-requested features for PCE, this multi-tasking makes Tyrant classes much more versatile and able to defend themselves better in battle. We realize this might have the effect of being a fairly big buff, so have made an initial reduction to Tyrant armour while eating. We may also look at reducing their secondary damage output when they've got someone in their mouth for our next update if they prove to be too powerful.[/p][p][/p][p]Aside from that, we've been getting into the nitty gritty of controls lately. Several functions have been re-coded to make things less frustrating. For example, tap-firing with both weapons and dinosaur attacks is now smoother - your button presses are no longer at the whims of timers that ignore you if you tap at the wrong moment.[/p][p][/p][p]There's also several visual improvements, such as fixing Tyrants jittering when sprinting left/right or the vibrating camera when running up steep hills as humans. We also fixed probably one of the weirder bugs we've encountered - where if your framerate was up in the hundreds your acceleration to top speed would be much slower.[/p][p][/p][p]Check a look below for the full list of fixes and improvements![/p][p][/p][h3]FULL CHANGELOG[/h3]
PATCH 3.1.92
[p][/p]
  • [p]Tyrants can all now use secondary attacks while eating humans[/p]
    • [p]Reduced tyrant damage mitigation while eating from 25% to 20% to compensate[/p][p][/p]
  • [p]Widened tyrant trample damage radius so that Rex and Spino can step on humans more easily[/p]
  • [p]Smoother animation blending when sprinting left / right as Tyrants[/p][p][/p]
  • [p]Fixed secondary attack cooldown not working properly for Bruisers[/p][p](had defaulted to using animation duration previously)[/p]
  • [p]Carno now has a 0.48 second timeout after using head swing secondary[/p][p][/p]
  • [p]Swapped the animations that were used for roared/unroared attacks on Pachy[/p]
  • [p]Slightly longer attack interval in rage mode for Pachy (is shorter when un-roared)[/p]
  • [p]Reduced fall damage for humans when hit by Pachy primary when roared[/p][p][/p]
  • [p]Fixed an issue with character acceleration being slower at very high framerates[/p]
  • [p]Recoded dual pistols to behave better when tap firing[/p]
  • [p]Recoded how scoped firing code works for better reliability and smoothness[/p]
  • [p]Fixed spaz secondary kill icon not showing[/p][p][/p]
  • [p]If you let go of primary attack but tap it again before the attack has finished, you will now continue attacking[/p][p][/p]
  • [p]Fixed first person camera jittering when going up and down slopes online[/p]
  • [p]Fixed issues with humans auto-exiting sprint when trying to sprint sideways[/p]
  • [p]Fixed a bug that was causing fake hit markers with weapons[/p][p][/p]
  • [p]Fixed beartrap mesh showing on CTE ragdoll compy[/p]
  • [p]Fixed Impossible Cryo skin missing extra neck quills[/p]
  • [p]Fixed Calico Feathered Nova's feathers glowing pure white all the time[/p]
  • [p]Fixed reload animations continuing to play when pounced, grabbed, etc.[/p]
  • [p]Fixed some 3rd person reload animations breaking when sprinting[/p]
  • [p]New trapper melee 3rd person animation that doesn't break his face[/p]
  • [p]Dual pistols now have correct 3rd person animations for each hand when firing / reloading independently[/p]

Minor Patch 3.1.91

[p]A new patch is now available for Primal Carnage: Extinction on Steam.[/p][p]This latest patch includes additional fixes, general improvements and minor balance tweaks....[/p][p][/p][h3]FULL CHANGELOG[/h3][h2]Minor Patch 3.1.91[/h2][p][/p]
  • [p]more crash fixes and stability improvements[/p]
  • [p]added extra safety checks throughout the code[/p]
  • [p]updated texture streaming settings[/p]
  • [p]fixed server log spam[/p][p][/p]
  • [p]increased thrown energy drink radius[/p]
  • [p]upped max uses of thrown energy drink canister from 3 to 4[/p]
  • [p]reduced thrown energy drinks boost percentages...[/p]
    • [p]WAS: 20% sprint and 35% walk NOW: 15% sprint and 30% walk[/p][p][/p]
  • [p]closed up a problematic crate on Borealis[/p]
  • [p]fixed a few collision exploits on Borealis[/p]
  • [p]map layout adjustments to DeadTide beach[/p][p][/p]
  • [p]tweaks to overlay lens effects[/p]
  • [p]enhancements to weapon particle effects, particularly in Survival mode[/p]
  • [p]general fx updates and optimizations to fire and smoke particles[/p]
  • [p]fixed fire particles never showing if pyro does multiple burns in rapid succession[/p][p][/p]
  • [p]updated spino swim animation with better looping[/p]
  • [p]fixed ovi crouch attack anim being slower than uncrouched[/p]
  • [p]fixed masking issues with Tupa head crests[/p]
  • [p]fixed royal dilos not having proper descriptions[/p]
  • [p]fixed missing killfeed icons for spaz secondary fire and sentry turret[/p]
[p][/p][p]If you still encounter persistent problems with crashing, please let us know on the official Discord. [/p][p]After a mid-game crash, find the most recent .log and .dmp files from the Logs folder of the game and drop it in #bug-reporting for us to take a look at.[/p][p][/p][h3]Thanks for playing![/h3][p]-The Primal Carnage Team[/p]

New Patch + Royal Spinosaurus!

[p]A new patch is now available for Primal Carnage: Extinction on Steam! [/p][p]This latest version includes crash fixes, gameplay adjustments and fresh new looks for Spinosaurus...[/p][p][/p][h2]Fixes and Balance Tweaks[/h2][p][/p][h3]STABILITY IMPROVEMENTS[/h3][p][/p][p]Today's update brings a bunch of stability improvements and crash fixes which we hope will improve things a great deal. Several code optimizations have been made by the programmers in response to game and server logs supplied by the community. [/p][p]If you continue to have issues, please pop onto our Discord server and provide your crash files for us to take a look at. Detailed instructions can be found in the pinned messages of the #bug-reporting channel.[/p][h3][/h3][h3]PACHY IN WAITING[/h3][p][/p][p]We're aware that Pachycephalosaurus can feel a little "clunky" at times currently. At the moment there's plans to make it more responsive, such as allowing you to enter brace while sprinting (exiting sprint) instead of having to slow to a crawl first, and taking another look at the attack delays. [/p][p]For today's patch the Pachy is only getting a few minor tweaks, with better charge hit detection and a shorter headbutt cooldown. Just know that it's going to get a lot more quality of life improvements in the next few patches.[/p][p][/p][h3]SHOTGUN UPDATES[/h3][p][/p][p]The SPAZ shotgun has received some extra fine tuning this patch after its major rework last time out. These are mainly quality of life fixes, such as removing some awkwardness with reloading and fixing a few missing effects / animation errors. On the balance side, the primary fire has been made slightly faster to be a little more competitive with its new secondary. [/p][p][/p][h3]UPCOMING SHOTGUN REWORK[/h3][p][/p][p]All of the shotguns will be getting tweaked in future updates with a new spread calculation system. The goal of this upcoming system is to make shotguns more consistent, since currently you can go from 300 damage to 32 depending on how many of your pellets hit, even at close range. [/p][p]Our new system will address this, with a guaranteed amount of damage when hitting a target that's in your face, plus extra hit checks for enemies further away. It's going to be a lot of tweaking to make them feel good while also not being overly effective over distance. [/p][p]That's why we've shipped a test version of the new default shotgun this patch...[/p][p][/p][h3]EXPERIMENTAL SHOTGUN[/h3][p][/p][p]If you want to try out the upcoming shotgun changes, be an admin, then open the deveopler console with ` or @ or F7 and do admin enable cheats followed by: [/p][p]Admin GiveWeapon PrimalCarnageGame.PCWeapon_Shotgun_NS[/p][p]This will grant you an Experimental Shotgun that has the new features applied. We've given it a little workout in Open Testing lately and had some pretty positive feedback. Our hope is to continue this overhaul and have it ready in time for Primal Carnage Evolution's release this summer![/p][p][/p][h2]Here To Claim The Throne...[/h2][p][/p][p]Stomping into the game fashionably late, we have the debut of our new Royal Spinosaurus skins today, featuring a completely new model and unique textures![/p][p][/p][p][/p][p]We set out to create premium skin that had more of a visible history this time round, taking the idea of a battle-scarred dinosaur and elaborating on it. [/p][p]It's a creature that's seen a lot of action, reflected by its wounds. This ranges from a torn sail that has been ripped in combat, to the many scratches along its body, pieces of armour plating that are almost ready to pop off, and even a chipped toenail. This sense of history extends to the coloration as well, with the animal's usual skin tones obfuscated by many layers of environmental build-up. [/p][p][/p][p]Aqua Royal Spino rises from the depths, with layers of sediment and sea salt encrusted across its skin...[/p][p][/p][p]Amber Royal Spino has coated its wounds in tree sap, with many splashes of warm tones along its body...[/p][p]Alongside our ongoing Meltdown Event, both of these premium new looks are now available in-store![/p][p]We hope you enjoy the latest additional to the "royal family", it was an epic task creating such a uniquely elaborate set of skins, involving months of hard work and difficult technical challenges. [/p][p]This truly is the year of spinosaurus...[/p][p][/p][h3]VERSION 3.1.9[/h3][h2]FULL CHANGELOG[/h2][p][/p]
  • [p]faster fire rate for SPAZ shotgun primary[/p]
  • [p]reduced default SPAZ crosshair scale[/p]
  • [p]fixed SPAZ secondary fire still shooting after being grabbed by Ptera[/p]
  • [p]attempt at making SPAZ reload more consistent[/p]
  • [p]fixed SPAZ primary fire sometimes reloading on its own when button mashing[/p]
  • [p]better blending of SPAZ reload animation[/p]
  • [p]fixed 3rd person SPAZ not playing secondary fire animation[/p]
  • [p]fixed 3rd person tracer effects not showing properly for SPAZ[/p][p][/p]
  • [p]added experimental shotgun with new spread / hit detection setup [/p][p](access via test code)[/p][p][/p]
  • [p]slightly shorter headbutt cooldown timer for Pachy[/p]
  • [p]increased Pachy charge attack radius[/p][p][/p]
  • [p]multiple crash fixes[/p]
  • [p]fixed events causing spam in game logs[/p]
  • [p]character on fire particle effect optimizations[/p]
  • [p]fixed small character fire particles not being visible up close[/p]
  • [p]fixed compies and flyers using overly large fire emitters[/p][p][/p]
  • [p]added Royal Spinosaurus content[/p]
  • [p]new Spino swimming animation (no longer uses a fall animation!)[/p]
  • [p]added injured idle animation for Scientist when using rifles[/p]
  • [p]fixed missing icons for various skins and items[/p]
  • [p]large scale skin content rearrange for efficiency (ongoing)[/p]
  • [p]modified PC texturegroup properties / settings for sharper skins[/p]
  • [p]added keybind for sorting the Featured section of the ingame store (oldest / newest)[/p]
[p][/p][h3]Thanks for playing![/h3][p]-The Primal Carnage Team[/p]