SPRING CARNAGE
The Spring Update is now available for Primal Carnage: Extinction on Steam!

This March we're addressing more bugs and balance issues highlighted by the community, along with major feature improvements based on your feedback. Oh and there's some green stuff too.
[h2]Flyer Overhauls[/h2]
A big portion of today's update focuses on further renovations to our two pterosaurs. For years the flying mechanics have been tinkered with in PCE. We've added new quality of life features over time and tried to make things smoother. Based on player feedback, we've made a few more changes...
[h3]Getting Flight Right[/h3]

You now have much greater tolerance before being forced out of flight whenever brushing against objects or at low altitude. This means you can fly along the ground without landing for about a second, allowing you to pull up and avoid becoming a ground pterosaur.
True Flyer Mains who want to stay airborne at all costs can now activate the Avoid Auto Landing option under Gameplay settings. The option allows you to skim along the ground as long as you want without popping out of flight, unless you hit a wall super hard. To avoid exploits with Tupa, you can't balance on your nose for very long, but if you're flying normally close to the ground this feature prevents you from ever exiting flight.
Note: holding crouch while flying low will always make you land.
We've got some very positive feedback for these changes in testing, so hopefully they make life less frustrating for Ptera and Tupa players.
[h3]These Broken Wiiiings...[/h3]

A fun visual update is if you become severely damaged while playing Flyers, your wings will now get shredded and have visible holes in them. This is another community suggestion we decided to implement, which turned out pretty cool we think. It also applies not just to the wings but Tupa's crest as well!
[h2]Reigning in the DB[/h2]
For a long time the double barrel shotgun had gone untouched compared to the other shotguns. Both other pathfinder primaries had seen range reductions due to the more reliable hit detection, now the DB has been adjusted to be more in line with its brothers. This is not meant to be a super long range weapon, with apologies to those of you who were using it like a sniper rifle...
Alongside a hefty effective range reduction, the double barrel shotgun's spread has also increased (because it didn't have any before). We're interested to see how things go with the DB in the wild. It's still a formidable weapon in terms of damage, but hopefully is in a fairer place where it won't need changing much further.
[h2]Chopping That Meat[/h2]
Over several patches we've been fixing and improving the machete. This time we've fixed the bleeding, since the debuff wasn't being applied when playing on dedicated servers (for charged hits).

This instantly made the machete much more powerful. To compensate, the attack cooldown is longer and instant hit damage has been reduced. Combining the heavy attack + bleed will deal the same overall damage together as the heavy attack dealt before bleed worked.
[h2]Better Bleed[/h2]

Speaking of which, we're following up on some feedback from you guys that *annoying* bleed may be better than strong bleed. Bleeding status now lasts longer, but deals less damage each tick. This means dinosaurs can more easily escape to heal, but can also survive a little longer if they choose not to run.
Aside from that, it now takes more arrow hits to start bleeding as smaller dinosaurs. The exception being Tyrants, who actually start bleeding with fewer hits in order to counteract the lower damage they receive. Bleed status also no longer applies when hitting super strong points such as the Pachy's dome skull.
Hopefully these changes leave bleed in a better state than we had previously. By the way, if you didn't already know - sprinting makes bleed more painful, and crouching will make it less painful.
[h2]Tyrant Roar Buffs[/h2]

To make Tyrants more valuable to the team, their roars buffs have been... buffed. All of our big boys now have longer lasting team boosts, making their roar abilities much more useful.
The biggest beneficiary this update is our stompy friend - Acro's roar now heals over time and the healing is percentage-based. Instead of just giving you a flat amount of HP and that being the end of it, you now receive health over time that is proportional for each class. This makes Acro's roar way more helpful to Bruisers in particular, who only received a very small amount before.
[h2]And More![/h2]

There's a whole bunch of other additional feature improvements and balance tweaks in this update, from adding more noticeable body roll when dinosaurs turn to making bruiser groundpounds more painful.
Check the full change list below, and see all the latest fan-made cosmetics on our special Trello page!
[h2]Version 3.1.3 [/h2]
FLYER UPDATES
[h2]New Art Available![/h2]

The featured artwork from this month's update is now available as physical merch from the online store! This is the final piece in our dinosaur portraits collection, highlighting both pterosaur species in a heavenly tableau created by artist Aram Papazyan.
[h2]Steam Spring Sale![/h2]

Save 50% when buying Primal Carnage: Extinction, the PCE 4-Pack and all DLC until March 20th as part of the Steam Spring Sale!
We've got more major updates just around the corner, and a lot more planned for Primal Carnage in general this year. The PlayStation relaunch should be here within a couple months, and our next Steam patch will be out in time for Easter. We hope to see you then!
[h3]Thanks for playing![/h3]
-The Primal Carnage Team

This March we're addressing more bugs and balance issues highlighted by the community, along with major feature improvements based on your feedback. Oh and there's some green stuff too.
[h2]Flyer Overhauls[/h2]
A big portion of today's update focuses on further renovations to our two pterosaurs. For years the flying mechanics have been tinkered with in PCE. We've added new quality of life features over time and tried to make things smoother. Based on player feedback, we've made a few more changes...
[h3]Getting Flight Right[/h3]

You now have much greater tolerance before being forced out of flight whenever brushing against objects or at low altitude. This means you can fly along the ground without landing for about a second, allowing you to pull up and avoid becoming a ground pterosaur.
True Flyer Mains who want to stay airborne at all costs can now activate the Avoid Auto Landing option under Gameplay settings. The option allows you to skim along the ground as long as you want without popping out of flight, unless you hit a wall super hard. To avoid exploits with Tupa, you can't balance on your nose for very long, but if you're flying normally close to the ground this feature prevents you from ever exiting flight.
Note: holding crouch while flying low will always make you land.
We've got some very positive feedback for these changes in testing, so hopefully they make life less frustrating for Ptera and Tupa players.
[h3]These Broken Wiiiings...[/h3]

A fun visual update is if you become severely damaged while playing Flyers, your wings will now get shredded and have visible holes in them. This is another community suggestion we decided to implement, which turned out pretty cool we think. It also applies not just to the wings but Tupa's crest as well!
[h2]Reigning in the DB[/h2]
For a long time the double barrel shotgun had gone untouched compared to the other shotguns. Both other pathfinder primaries had seen range reductions due to the more reliable hit detection, now the DB has been adjusted to be more in line with its brothers. This is not meant to be a super long range weapon, with apologies to those of you who were using it like a sniper rifle...
Alongside a hefty effective range reduction, the double barrel shotgun's spread has also increased (because it didn't have any before). We're interested to see how things go with the DB in the wild. It's still a formidable weapon in terms of damage, but hopefully is in a fairer place where it won't need changing much further.
[h2]Chopping That Meat[/h2]
Over several patches we've been fixing and improving the machete. This time we've fixed the bleeding, since the debuff wasn't being applied when playing on dedicated servers (for charged hits).

This instantly made the machete much more powerful. To compensate, the attack cooldown is longer and instant hit damage has been reduced. Combining the heavy attack + bleed will deal the same overall damage together as the heavy attack dealt before bleed worked.
[h2]Better Bleed[/h2]

Speaking of which, we're following up on some feedback from you guys that *annoying* bleed may be better than strong bleed. Bleeding status now lasts longer, but deals less damage each tick. This means dinosaurs can more easily escape to heal, but can also survive a little longer if they choose not to run.
Aside from that, it now takes more arrow hits to start bleeding as smaller dinosaurs. The exception being Tyrants, who actually start bleeding with fewer hits in order to counteract the lower damage they receive. Bleed status also no longer applies when hitting super strong points such as the Pachy's dome skull.
Hopefully these changes leave bleed in a better state than we had previously. By the way, if you didn't already know - sprinting makes bleed more painful, and crouching will make it less painful.
[h2]Tyrant Roar Buffs[/h2]

To make Tyrants more valuable to the team, their roars buffs have been... buffed. All of our big boys now have longer lasting team boosts, making their roar abilities much more useful.
The biggest beneficiary this update is our stompy friend - Acro's roar now heals over time and the healing is percentage-based. Instead of just giving you a flat amount of HP and that being the end of it, you now receive health over time that is proportional for each class. This makes Acro's roar way more helpful to Bruisers in particular, who only received a very small amount before.
[h2]And More![/h2]

There's a whole bunch of other additional feature improvements and balance tweaks in this update, from adding more noticeable body roll when dinosaurs turn to making bruiser groundpounds more painful.
Check the full change list below, and see all the latest fan-made cosmetics on our special Trello page!
[h2]Version 3.1.3 [/h2]
Full Change Log:
FLYER UPDATES
- added extra obstacle avoidance code when flying close to the ground
- reduced flyer collision height while in flight, allowing them to fit through narrower gaps
- slightly faster fall to flight recovery after hitting objects
- faster descent when holding crouch in hover mode
- fixed HUD icon for being in hover mode not showing
- NEW toggle option for Avoid Auto Landing when in flight
(attempts to prevent Flyers from landing when close to ground unless manually holding crouch) - pterosaurs that "fly" without actually moving anywhere at low altitude are now forced out of flight
(useful for when stuck against walls, does not apply to hover mode) - tupa no longer requires its stamina bar to be at a certain level in order to air ram humans
- tupa can now air ram multiple enemies in a row, but cannot hit
- the same* enemy again for over 3 seconds
- bleed status is no longer applied when hitting dino strong points such as pachy's dome
- reduced bleed amount for tyrants from 60 to 40/sec
- bleed damage for other classes is identical to 3.1.2 but applied across longer timespan
- lengthened bleeding time from 6 to 9 seconds for tyrants
- lengthened bleeding time from 6 to 8 seconds for bruisers
- lengthened bleeding time from 5 to 7 seconds for others
- lowered number of arrow hits required to start bleeding as tyrants from 12 to 9
- increased number of arrow hits required to start bleeding as Pachy from 3 to 4
- increased number of arrow hits required to start bleeding as Carno / Cerato from 3 to 5
- increased number of arrow hits required to start bleeding as others from 2 to 3
- fixed bleeding damage not working for machete
- set a longer cooldown between slashes with machete primary fire
- fixed machete charge attack (secondary fire) not costing stamina on dedicated server
- increased team buff durations for Tyrant roars from the default timer (previously was 12 seconds)
- Acro team buff now lasts 16 seconds
- Rex team buff now lasts 15 seconds
- Spino team buff now lasts 20 seconds
- Acro team buff now lasts 16 seconds
- Acro heal buff now heals a percentage of player health instead of a flat value (roughly 50%)
- reduced base machete damage from 180 to 160
- reduced charged melee attack range multiplier from 1.4x to 1.2x
- reduced machete charge damage multiplier from 1.75x to 1.6x
(maximum instant hit damage now 256)
- faster damage falloff for dual pistols
- faster damage falloff and increased spread for double barrel shotgun
- spino claw swipe attack now has a shorter cooldown
- increased max carno groundpound radius from 360 to 440, max damage from 85 to 100
- increased max cerato groundpound radius from 400 to 480, max damage from 90 to 120
- fixed turning exploit that allowed much faster rotation if dino camera was at a certain angle
- PC-ForgottenOutpost: fixed smaller dinos getting stuck walking onto river bridge
- PC-Marsh: fixed missing collision on a few jungle trees and a couple of stuck spots
- PC-Docks: reduced fog saturation, additional optimizations
- Fixed climbing exploits and updated static shadows on various maps
- Fixed some level sequences refusing to play in TDM (the shark is now working)
- Fixed some odd dino shenanigans on the main menu backgrounds
- GTTC-Downpour: fixed a ramp with no collision
- GTTC-Ruthless: improved dino team blockers for point A after capturing
- GTTC-Ruthless: updated point B electrical substation sounds
- GTTC-Ruthless: fixed human ending sequence not smoothly fading out
- GTTC-Ruthless: all ferns are now interactive
- GTTC-RuthlessSnow: fixed deafening high altitude wind playing when low to the ground (sorry!)
- new and improved dinosaur body roll when turning side to side
- updated Rex bracing animations
- pterosaur wings now look shredded when on low health
- higher quality base textures for tranq rilfe, stungun and flaregun
- reorganized and optimized more Carnotaurus skins
- fixed bullet smoke trails appearing at incorrect location for listen servers
- fixed footstep particles spawning at the origin point of the map if foot is too high off the ground
- fixed tyrannosaurus having two left feet (now produces footstep particles in the right places)
- fixed seam on Vitiosus Cerato mutation
- fixed prairie pathfinder using the wrong model
- fixed issues with glow masks on Anubis / Magmatic / Jasper Spino and Foxfire Tupa
- added a gloriously green selection of new looks in honor of St Patrick's Day
- in-game store now automatically returns you to where you stopped browsing in the item list after previewing
- fixed missing poses when using vehicles as humans
- improved vehicle handling with more solid physics
- Survival: reduced damage done by AI spitter projectiles
- Survival: spaced out AI spawning a bit more to lighten cpu / server load
- Survival: reduced intermission time between waves from 40 to 30 seconds
- Survival: reduced Compy wave size by one third
- made 1st person flamethrower sounds slightly quieter and 3rd person sounds louder
- fixed the Equipped tag showing for "None" in the inventory
- fixed a missing avatar
Note: there may be a few missing store icons for older items after this update, please bear with us as we fix these on the server backend.
[h2]New Art Available![/h2]

The featured artwork from this month's update is now available as physical merch from the online store! This is the final piece in our dinosaur portraits collection, highlighting both pterosaur species in a heavenly tableau created by artist Aram Papazyan.
[h2]Steam Spring Sale![/h2]

Save 50% when buying Primal Carnage: Extinction, the PCE 4-Pack and all DLC until March 20th as part of the Steam Spring Sale!
We've got more major updates just around the corner, and a lot more planned for Primal Carnage in general this year. The PlayStation relaunch should be here within a couple months, and our next Steam patch will be out in time for Easter. We hope to see you then!
[h3]Thanks for playing![/h3]
-The Primal Carnage Team