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EASTER CARNAGE

A new update for Primal Carnage: Extinction is now LIVE on PC!

We've got several major gameplay overhauls, numerous fixes and quality of life improvements, and of course our special Easter event starts today. Read on for all the details...

[h2]PACHY REVAMP[/h2]

This update introduces what we hope is the final form of Pachycephalosaurus, finessing its kit and stats to build a speedy Bruiser that's easy to get to grips with but has some mastery involved.



Its roar ability has changed to boost knockback on the primary attack, which can now be used while sprinting. The fall damage from this attack while boosted can be lethal, and the knockback gives Pachy an even better way of breaking up groups. To balance this out, the attack speed no longer gets faster and does 10 less damage when roar is active.



Instead of boosting mobility so heavily when a Pachy roars, we've increased their sprint speed by default (and then some!). They can now run faster than a Carnotaurus without needing to roar, and gain a slight acceleration boost to reach charge speed faster when the roar is active. To balance this out the Pachy now has a slower turning rate, but the straight line speed and increased default jump height make up for this.

[h2]OTHER GAME CHANGERS[/h2]

[h3]CERATO COMEDOWN[/h3]



Feedback over the last couple months has been that Cerato is a bit of a handful to deal with, simply due to its survivability. For this update the big Bruiser gets a health reduction from 1420HP to 1300. This -120 isn't a massive loss, but means it will not last as long in a fight and may just be enough to turn the tide.

[h3]FLYER TWEAKS[/h3]



Pterosaurs make loud wingflaps as a clue for players who don't look up that there's something about to get them. We've observed that only veterans really pick up on this, which makes longtime players able to instantly wheel and take out an approaching flyer. We still think it's a useful element, but decided to give flyers a way to be stealthy.

If you glide without input, your wing flaps will be quieter. Additionally, hover mode wing flaps are now heard only at close range. The actual regular flight flap sounds now get muffled with a low pass filter at long range, making them slightly less present than before.

[h3]SUBMACHINEGUNS & BOOMSTICKS[/h3]

Finding the right balance for the SMGs has been tricky, as against large targets they can still be effective even with high spread (which tap-firing effectively negates). They *have* received a minor spread increase, but the main change this update is a slower rate of fire for SMGs - so that their overall damage ouput is lower without actually changing how much each shot hits for.



While we felt that the actual range of shotguns did not need adjusting, it seemed reasonable to give both the regular shottie and the spaz a mid-range damage boost. The max distances are the same, but the falloff modification means they now do 50% damage at the midpoint compared to 30% they did previously. Hopefully this makes them pack more of a punch at standard engagement distances, while not turning them into an overly viable long range option.

[h2]NEW: Aiming Arcs[/h2]

We've improved the spitter targeting indicator, replacing the laggy dots with a much prettier arc that matches the colour of your spit (bright green for cryo, bold violet for dilo). The arc doesn't just look nicer, it's much more efficient in terms of performance too.



We were so happy with the new arc system that we decided to add it for the raptor pounce as well. When "charging up" a pounce you will now see the arc of your pounce drawn between your raptor and the destination point. Since pounces can often be interrupted by various objects on the way to your jump target, this arc helps tell whether you'll end up where you really want to go.

[h2]NEW: Ragdoll Physics Overhaul[/h2]

Force imparted to dead body ragdolls is now more consistent and detailed than before, taking into account which bone was hit at the moment of death and applying force to that point.



The way momentum is applied to living targets from knockback has also been updated, to further improve reliability of abilities such at tail swipes. Instead of flying off in randomly different directions each time, your hits should send humans in more predictable directions.



[h2]MAP UPDATES[/h2]



Additional dino feeding corpses have been placed across several maps. Some of these are risk / reward resupply options in highly trafficked areas, where it's potentially worth the extra danger of stopping to eat. Others offer resupply spots closer to objectives in Get to the Chopper mode.



Many more spawn points are now on maps such as UtilityBase and TheFalls, with TheFalls now having human spawns inside the dome for the first time in years. Extra cover has been sprinkled around, for example - there's a new building inside TheFalls, and one of the dome exits has been narrowed with low fences to give a little protection to small dinos healing inside.



Bigger changes are afoot in Snowbound, which now has a major new tunnel route from the lower cave to the upper chasm. Most entryways have been widened to offer better views and reduce friction, while a couple of new anti-Tyrant / anti-Flyer zones are now present.



Snowbound has received a good number of new health and ammo pickups as well, since it was probably the map with the fewest items previously. These are just some of many minor tweaks and improvements made across many of the game's maps for this update, from extra water sources to a tonne of collision fixes.


[h2]Easter Carnage Event[/h2]

As always, this Easter we've got a range of eggcellent new looks for you! There's a big focus on our resident "egg thief" Oviraptor along with fresh skins and mutations for several other classes.

Check out some of the featured items in-store below...

[previewyoutube][/previewyoutube]

We got new free drops too, so be sure to check out our Trello for the full selection!



All classic Easter store items are of course available too, along with EVERY ITEM EVER.



Finally, for those who are unaware - you can get the featured Oviraptor artwork from this event as a poster from the official merch store along with a whole range of other character portrait posters! More new art pieces will be added to the online store near to Evolution's release, so keep an eye out...


[h2]Version 3.1.6[/h2]
FULL CHANGELOG:


[h3]PACHY CHANGES[/h3]

Basics:
  • increased Pachy sprint speed to be faster than carno
  • slightly slower turn speed for Pachy in general
  • lower stamina cost for bracing as Pachy
  • increased trace distance of pachy primary attack
  • reduced default Pachy primary attack damage from 50 to 40
  • shorter stungun stunned duration for Pachy from 1.8 to 1.5 secs
  • fixed Pachy being able to continue bracing when eating / stunned / netted
  • added several safety checks aimed at fixing / mitigating Pachy double hits
  • increased Pachy default jump height to comfortably clear cargo containers
  • higher stamina consumption for sprinting and jumping as Pachy
  • 2x longer jump timeout for Pachy
Roar:
  • Pachy roar now lets you use your primary attack while at charge speed
  • Pachy roar buffs primary attack with more powerful knockback than its charge
  • Pachy primary attack under roar deals much heavier fall damage to humans as a result
  • Pachy primary initial impact damage is lowered to 35 when roar is active
  • Pachy no longer gets sprint speed boosted when roar is active
  • Roar still retains boosts to jump, turning and acceleration but they are more minor

  • (NOTE: hints have not been updated yet)


[h3]GENERAL GAMEPLAY[/h3]

  • Tyrant roar cooldowns now last 60 seconds

  • reduced Cerato health from 1420 to 1300
  • minor increase to Cerato jump height

  • 20% slower fire rate for dual SMGs
  • adjusted SMG spread to be proportional to the new fire interval
  • increased SMG clipsize from 25 to 28, reserve ammo to 140

  • increased midrange damage for regular and spaz shotguns from 30% to 50%

  • reduced flaregun projectile lifetime from 8 to 6 seconds
  • set heavier gravity on flaregun shots to make them not travel as far

  • reduced Tupa air ram timeout from 3 seconds to 2.6 seconds

  • made it possible to heal from Dilo bite poision kills
  • added new spitter targeting arcs with custom coloration for each subclass
  • added new raptor pounce targeting arc indicator

  • fixed double damage being dealt sometimes by bruiser impacts
  • fixed a bug with fully charged arrow shots not instantly applying bleed
  • fixed a bug where holding sprint and moving sideways / backwards could stop guns from firing

  • knockback code rewrite for better consistency when using momentum-based attacks
  • dead ragdolls physics now replicates hit bone and applies local forces from point of impact


[h3]MAPS[/h3]

  • added an extra corpse or two on GTTC Falls, GTTC Docks, GTTC Downpour
  • GTTC-Ruthless: fixed side door / skylight of Point A being closed in freeroam mode

  • Snowbound: new tunnel route through central mountain from lower to upper zones
  • Snowbound: added many more health and ammo packs
  • Snowbound: new anti-tyrant / anti-flyer areas, opened up rock maze a bit

  • fixed getting stuck by wedging yourself into the bow of the ship on Docks

  • added a clamp to airspeed on humans so they can't be sent to the stratosphere when colliding with dinosaur bodies

  • added more spawn points and details to UtilityBase
  • added more crates to TheFalls interior + new lights + details

[h3]OTHER FIXES & IMPROVEMENTS[/h3]

  • fixed a minor animation "bump" when going from walking to sprinting as Bruisers
  • fixed 1st person flameslammer shotgun sounds cutting out when firing too fast
  • flyers now have quieter wing flaps when hovering or gliding
  • tyrant footsteps now make large foliage shake up to several meters away
  • added more intense acro stomp attack foliage interaction

  • general performance improvements for experimental AI bots
  • fixed human bots getting stuck running in short loops over and over
  • fixed human bots firing behind themselves when looking the other direction

  • fixed bloody claw slash screen effect shown when receiving pyro bomb damage as human
  • fixed raptor pounce not having a kill icon
  • added new kill icons for bruiser ground slam (radial damage, not direct hit currently)

  • added new Easter cosmetic content
  • fixed Moloch Pachy missing some sockets
  • fixed broken human arms when previewing certain taunts in-store
  • fixed missing economy icons + more optimized economy icons
  • fixed a few description typos, Desert Eagle is now always Deagle
  • changed Show Damage in options menu to read Show Hit Markers to be clearer

  • item rename / description tools now check for invalid characters to prevent crashes

  • fixed inconsistent progress tracking for Clear Skies sniper challenge

  • fixed an admin command used for ending games early - enter ForceRoundEnd after using admin enablecheats to instantly end a round


[h3]Happy Easter![/h3]
-The Primal Carnage Team



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