MARCH MUNITIONS update
A new game update has been released for Primal Carnage: Extinction on Steam!
March Munitions introduces new human weapons for the Trapper and Scientist, brings new gameplay improvements and fixes up a bunch of lingering bugs.
There are some major changes to the human loadouts this update, reshuffling who is equipped with which items and adding new functionality to existing guns. We also have a bunch of new gameplay fixes and improvements for dinosaurs. But before we get to those, let's go over the JUICY stuff..
[previewyoutube][/previewyoutube]
[h2]PX Assault Cannon [/h2]
This magnificent beast is a heavy anti-tank rifle, recently adapted to be an anti-Tyrant rifle!

Packing insane stopping power, the PX Assault Cannon fires armour-piercing rounds that can punch through the thick hides of large dinosaurs, ignoring their strong points completely. This makes it an essential companion for the discerning huntress in her fight against theropods.

But the PX Assault Cannon can do you one better- its high velocity shells can penetrate multiple targets, meaning if your aim is true... you can take out two dinosaurs with one shot!
[h2]PX Sub Machineguns[/h2]
A rapid fire fully-automatic sidearm for close quarters skirmishes.
Why not take two?

The SMGs are Trapper's two new best friends. Capable of spraying an insane amount of bullets in the general direction of any hungry Tyrant, the SMGs are a handful but treat them well and you'll go far. Similar to the dual pistols, each of them can be fired and reloaded independently.

Continuously shooting with one SMG is more accurate than firing both together, though burst firing with them at the same time can be quite an effective strategy.
[h2]NEW THROWABLE ITEMS[/h2]
[h3]Gas Mines[/h3]
What's that smell? Gas.

The Scientist has a new throwable trap in her arsenal. Gas Mines explode in a cloud of noxious stamina draining chemicals. The dinosaur that triggers the trap receives massive stamina loss instantly in the explosion, and a toxic cloud lingers afterwards that will sap stamina from any dinosaur that gets close.
[h3]Bear Traps[/h3]

The Trapper has been getting nostalgic for his poaching days, so put in a requisition order for this spiky old classic. Bear traps are throwable items that, despite their name, work just as well on big hungry lizards. These wicked fellas can ensnare smaller dinosaurs, and have the ability to inflict bleeding damage.
[h3]Zap Traps[/h3]

Another throwable utility that the Trapper now finds himself with is the Zap Trap - an electrified mine that can stun smaller dinosaurs briefly.
Similar to land mines and sensor mines, the new throwable traps can also be safely dissolved by tactical use of Cryo acid.
[h2]Reworked Dual Wielding [/h2]

A long-awaited change to dual wielding debuts with the March Munitions update. YES! You can now fire and reload both weapons independently. Want to fire one gun while reloading the other? You can do it. Want to fire both at the same time for double damage? DO IT.
This change has been hotly anticipated by many in the community and on our wishlist for literal years, so we're proud to finally have this feature in-game. Both the dual revolvers and SMGs benefit from independent firing and reloading, we hope you'll have a blast with them!
[h2]Loadout Reshuffle[/h2]

It's been a long time since we last did this, and after many discussions we have decided to reassign some of the throwable items to different classes once more.
We think this reshuffle helps reinforce the gameplay roles of the different classes. For example, Commando is now a fully equipped front-line specialist, able to hold his own and resupply teammates in the most dire situations.
The Pyromaniac is all too happy to have received some new sticks of dynamite, which he can now ignite to make them blow up faster. And although deprived of land mines, the Scientist has received gas mines as compensation this update.
[h2]Overhauled Weapon Spread System[/h2]
We have completely reworked how the underlying inaccuracy calculations are applied to all of our weapons. Previously there were a lot of strange modifiers being used to determine how much "spread" a weapon would have when firing, but where your bullets go are now decided by a much more elegant formula.
The upside of simplifying the system is that it allowed us to do more interesting things with it, instead of needing to make adjustments to several values to see any change.
Each weapon now has a bloom factor applied to it, where the cone of fire expands the longer you keep shooting. How fast and how extreme the spread is varies from weapon to weapon. Generally, burst firing will help you a lot more now when trying to hit enemies further way. There is also am accuracy penalty applied when moving. All of this is easily conveyed by the newly standardized expanding crosshair in the center of your screen, which is used by nearly all guns now.
We hope that the changes to weapon spread and dynamic crosshairs make human combat less of a guessing game, let us know what you think!
[h2]New Weapon Abilities[/h2]
[h3]Pyro Utility[/h3]
As mentioned earlier, the Pyro's flamethrower can now ignite dynamite that he has thrown. This means that you can make it explode a few seconds earlier by cooking it with napalm. You can even go for the skill shot and ignite dynamite while it's still in mid-air!
One additional bonus ability for Pyro is that the flaregun can now instantly ignite pools of Cryo acid, as a quicker alternative to expending flamethrower fuel to do so.
[h3]Machete Upgrade - Heavy Melee Attack[/h3]
Pathfinder's dedicated melee weapon now has an alternate fire ability! Hold secondary attack whilst wielding the machete to wind up a bigger slash attack. The longer you hold, the more damage you do. Fully charged heavy attacks for the machete have 30% wider slash range and inflict bleeding.
The cost of performing a heavy slash with the machete is that it drains a chunk of your stamina.
As an extra bonus, the Pathfinder now does a quick swipe with the machete as he unsheaths it. This makes you less vulnerable when equipping the machete.
[h3]Stungun Overcharge[/h3]
The stungun has been completely reconfigured to use a charging up mechanic. Simply tapping the stungun does little damage, and will not stun enemies in place (though it will stop them from biting).
To stop certain dinosaurs in their tracks, you'll need to hold down the fire button to charge up a more powerful shot...

Hold for long enough and the stungun will heat up, allowing to fire an "overcharged" shot. This deals extra damage and stuns smaller dinosaurs for several seconds.
Be warned, holding the charge for too long causes a dangerous discharge, electrocuting yourself.
TIP - shooting the stungun at targets standing in dynamic water is more damaging!
[h3]And Much Much More![/h3]
There are lots of new gameplay tweaks included with the March Munitions update, some affecting the dinosaurs. One nifty little ability we'd like to highlight is that Dilophosaurus can now extinguish Pathfinder flares with its spit...

To see a list of all the changes that are part of today's update, see the full changelog further down!
[h2]Happy Saint Patrick's Day![/h2]
Today is St. Patrick's Day and we're kicking off a two-week community celebration, with new lucky drops added to the game and special items in-store. Available for a limited time only, get yours while you can!

Additionally, during this special event we have enabled DOUBLE DROPS so you can earn twice your weekly limit while playing!

To see everything you can obtain during the St. Patrick's Event, see our special items Trello board here.
[h2]Full Changelog[/h2]
See all of the exciting new changes that have arrived today below!
[h3]General Changes[/h3]
[h3]Human Changes[/h3]
[h3]Dinosaur Changes[/h3]
[h3]Map Changes[/h3]
[h3]Other Changes[/h3]
[h3]Known Issues[/h3]
[h2]Good Hunting![/h2]

Phew, that's a lot. We haven't brought new artillery into Extinction for a long time, so we're excited to see how these new munitions fare in the wild!
And we still have a lot more planned for the game this year, with a pretty big egg-themed update for Easter that we hope you'll get a thrill out of. See you next time!
[h2]Official Discord Server[/h2]

Join the Official Primal Carnage Discord to stay up to date with development, chat with other players and get tips on making your own Primal creations!
March Munitions introduces new human weapons for the Trapper and Scientist, brings new gameplay improvements and fixes up a bunch of lingering bugs.
There are some major changes to the human loadouts this update, reshuffling who is equipped with which items and adding new functionality to existing guns. We also have a bunch of new gameplay fixes and improvements for dinosaurs. But before we get to those, let's go over the JUICY stuff..
[previewyoutube][/previewyoutube]
NEW WEAPONS!
[h2]PX Assault Cannon [/h2]
This magnificent beast is a heavy anti-tank rifle, recently adapted to be an anti-Tyrant rifle!

Packing insane stopping power, the PX Assault Cannon fires armour-piercing rounds that can punch through the thick hides of large dinosaurs, ignoring their strong points completely. This makes it an essential companion for the discerning huntress in her fight against theropods.

But the PX Assault Cannon can do you one better- its high velocity shells can penetrate multiple targets, meaning if your aim is true... you can take out two dinosaurs with one shot!
[h2]PX Sub Machineguns[/h2]
A rapid fire fully-automatic sidearm for close quarters skirmishes.
Why not take two?

The SMGs are Trapper's two new best friends. Capable of spraying an insane amount of bullets in the general direction of any hungry Tyrant, the SMGs are a handful but treat them well and you'll go far. Similar to the dual pistols, each of them can be fired and reloaded independently.

Continuously shooting with one SMG is more accurate than firing both together, though burst firing with them at the same time can be quite an effective strategy.
[h2]NEW THROWABLE ITEMS[/h2]
[h3]Gas Mines[/h3]
What's that smell? Gas.

The Scientist has a new throwable trap in her arsenal. Gas Mines explode in a cloud of noxious stamina draining chemicals. The dinosaur that triggers the trap receives massive stamina loss instantly in the explosion, and a toxic cloud lingers afterwards that will sap stamina from any dinosaur that gets close.
- Small dinosaurs and Bruisers have their stamina rapidly drained by Gas Mines
- Tyrants trigger gas mines, but their heads are so high up off the ground they're mostly unaffected
[h3]Bear Traps[/h3]

The Trapper has been getting nostalgic for his poaching days, so put in a requisition order for this spiky old classic. Bear traps are throwable items that, despite their name, work just as well on big hungry lizards. These wicked fellas can ensnare smaller dinosaurs, and have the ability to inflict bleeding damage.
- Small dinosaurs who move slowly over bear traps are captured
- Small dinosaurs who sprint over bear traps have a chance to escape (but still trigger it)
- Bruisers who trigger a bear trap are not captured, but receive bleeding damage over time
- Sprinting while bleeding hurts more, walking hurts less, and crouching ends it sooner
- Bruisers who walk over more than one bear trap have their movement speed slowed
- Tyrants can destroy bear traps by walking over them, receiving minor damage
[h3]Zap Traps[/h3]

Another throwable utility that the Trapper now finds himself with is the Zap Trap - an electrified mine that can stun smaller dinosaurs briefly.
- Zap Traps re-arm themselves every couple of seconds while they are active in the world
- The closest dinosaur to the trap is zapped, preventing them from using their primary attack
- Electrocution only lasts for one second, does not stun-lock enemies in place
- Zap Traps that hit enemies in water do 50% bonus damage
- Tyrants can destroy Zap Traps by walking over them, receiving minor damage
Similar to land mines and sensor mines, the new throwable traps can also be safely dissolved by tactical use of Cryo acid.
[h2]Reworked Dual Wielding [/h2]

A long-awaited change to dual wielding debuts with the March Munitions update. YES! You can now fire and reload both weapons independently. Want to fire one gun while reloading the other? You can do it. Want to fire both at the same time for double damage? DO IT.
- Each pistol has a separate ammo pool, displayed on the HUD
- Firing both pistols together is less accurate, shoot independently for better accuracy
- Dual Pistols are single shot weapons now (can no longer hold the button down to keep firing)
- Reloading after having fired a shot from both guns will reload both guns
- Reloading after having fired from only one gun will reload just that gun
This change has been hotly anticipated by many in the community and on our wishlist for literal years, so we're proud to finally have this feature in-game. Both the dual revolvers and SMGs benefit from independent firing and reloading, we hope you'll have a blast with them!
[h2]Loadout Reshuffle[/h2]

It's been a long time since we last did this, and after many discussions we have decided to reassign some of the throwable items to different classes once more.
- Pyro now has the dynamite
- Landmines have been returned to Trapper
- Commando default throwable is now ammokits to encourage cooperation
We think this reshuffle helps reinforce the gameplay roles of the different classes. For example, Commando is now a fully equipped front-line specialist, able to hold his own and resupply teammates in the most dire situations.
The Pyromaniac is all too happy to have received some new sticks of dynamite, which he can now ignite to make them blow up faster. And although deprived of land mines, the Scientist has received gas mines as compensation this update.
[h2]Overhauled Weapon Spread System[/h2]
We have completely reworked how the underlying inaccuracy calculations are applied to all of our weapons. Previously there were a lot of strange modifiers being used to determine how much "spread" a weapon would have when firing, but where your bullets go are now decided by a much more elegant formula.
The upside of simplifying the system is that it allowed us to do more interesting things with it, instead of needing to make adjustments to several values to see any change.
Each weapon now has a bloom factor applied to it, where the cone of fire expands the longer you keep shooting. How fast and how extreme the spread is varies from weapon to weapon. Generally, burst firing will help you a lot more now when trying to hit enemies further way. There is also am accuracy penalty applied when moving. All of this is easily conveyed by the newly standardized expanding crosshair in the center of your screen, which is used by nearly all guns now.
We hope that the changes to weapon spread and dynamic crosshairs make human combat less of a guessing game, let us know what you think!
[h2]New Weapon Abilities[/h2]
[h3]Pyro Utility[/h3]
As mentioned earlier, the Pyro's flamethrower can now ignite dynamite that he has thrown. This means that you can make it explode a few seconds earlier by cooking it with napalm. You can even go for the skill shot and ignite dynamite while it's still in mid-air!
One additional bonus ability for Pyro is that the flaregun can now instantly ignite pools of Cryo acid, as a quicker alternative to expending flamethrower fuel to do so.
[h3]Machete Upgrade - Heavy Melee Attack[/h3]
Pathfinder's dedicated melee weapon now has an alternate fire ability! Hold secondary attack whilst wielding the machete to wind up a bigger slash attack. The longer you hold, the more damage you do. Fully charged heavy attacks for the machete have 30% wider slash range and inflict bleeding.
The cost of performing a heavy slash with the machete is that it drains a chunk of your stamina.
As an extra bonus, the Pathfinder now does a quick swipe with the machete as he unsheaths it. This makes you less vulnerable when equipping the machete.
[h3]Stungun Overcharge[/h3]
The stungun has been completely reconfigured to use a charging up mechanic. Simply tapping the stungun does little damage, and will not stun enemies in place (though it will stop them from biting).
To stop certain dinosaurs in their tracks, you'll need to hold down the fire button to charge up a more powerful shot...

Hold for long enough and the stungun will heat up, allowing to fire an "overcharged" shot. This deals extra damage and stuns smaller dinosaurs for several seconds.
Be warned, holding the charge for too long causes a dangerous discharge, electrocuting yourself.
TIP - shooting the stungun at targets standing in dynamic water is more damaging!
[h3]And Much Much More![/h3]
There are lots of new gameplay tweaks included with the March Munitions update, some affecting the dinosaurs. One nifty little ability we'd like to highlight is that Dilophosaurus can now extinguish Pathfinder flares with its spit...

To see a list of all the changes that are part of today's update, see the full changelog further down!
[h2]Happy Saint Patrick's Day![/h2]
Today is St. Patrick's Day and we're kicking off a two-week community celebration, with new lucky drops added to the game and special items in-store. Available for a limited time only, get yours while you can!

Additionally, during this special event we have enabled DOUBLE DROPS so you can earn twice your weekly limit while playing!

To see everything you can obtain during the St. Patrick's Event, see our special items Trello board here.
[h2]Full Changelog[/h2]
See all of the exciting new changes that have arrived today below!
[h3]General Changes[/h3]
- Increased fall damage across the board
- Pyro in particular takes heavier fall damage than other humans
- Added 3 new achievements!
- Added new challenges!
- St Patricks Event!
[h3]Human Changes[/h3]
- NEW Weapon: PX Assault Cannon - heavy piercing sniper rifle
- NEW Weapon: PX Sub Machinegun - rapid fire, dual wielded
- NEW Throwable Item: gas mines for Scientist
- NEW Throwable Item: bear traps for Trapper
- NEW Throwable Item: zap traps for Trapper
- Implemented a newly refined weapon spread system
- Added new expanding crosshair to display cone of fire, scales based on screen resolution
- Halved default scale of weapon crosshair
- Added center dot to dual pistol crosshair
- Increased health of Pyro to 185
- Pyro can now use the flamethrower to burn his dynamite and make it explode quicker
- Now has faster ammo resupplying for flaregun when using ammo crates
- Flaregun shots can now instantly ignite Cryo acid pools
- Reduced firing interval of dual pistols
- Dual Pistols are now a single shot weapon, do not fire continuously
- Fixed reload cheat time for dual pistols being really short
- 10% lower rate of fire for Desert Eagle in unscoped mode
- Stungun now uses a charging mechanic
- Tapping the stungun will not immobilize dinosaurs
- Tranq rifle has higher rate of fire, but with pronounced spread bloom
- Slightly worse accuracy for MK12 pistol (trade off for no bloom vs Deagle)
- Reduced sensor mine lifetime to 25 secs
- Reduced sensor mine marking time to 5 secs
- Fixed dynamite floating above water volumes
- Changed the dartgun scope sensitivity modifier from 0.15 to 0.5
- Added charge indicator for Stungun
- Fixed some cases where hit markers appeared when attacking dead dinosaurs
- Added loadout UI indicator for "armour-piercing" weapons
- Added loadout UI indicator for "pass-through" weapons
- Fixed the Pyro having hatchets as default throwable sometimes
[h3]Dinosaur Changes[/h3]
- Reduced dino health restored by bite / claw attacks from 35% to 30%
- Added camera "overzoom" requirement for shoulder view, to prevent accidental entry
- Increased the diving speed boost multiplier for flyers
- Added a special whistling sound effect to flyers when they are dive bombing
- Reduced oviraptor roar cooldown to 40 secs
- Reduced oviraptor roar detection radius from 6000 to 5000
- Dilophosaurus spit can now extinguish pathfinder flares
- Fix for Cryo acid being able to do fire rescue sometimes
- Tupa can now headbutt enemies without needing to sprint by dive-bombing
- Modified character collision on Flyers to stop them bumping into stuff so much
- Added a camera overlay effect when suffering blood loss
- Added camera effects for dinos being hit by heavy sniper and mines
- Renamed mine melter EXP to trap disabler
- Removed EXP for "blinding" dead bodies
- Added EXP for extinguishing pathfinder flares
- Added EXP for melting bear traps, zap traps & gas mines
- Added status icons for bear trap and gas mine
- Added beartrap and gas mine marking for Oviraptor
[h3]Map Changes[/h3]
- GTTC Ruthless REMASTERED:
- Overhauled level layout with new routes to take
- Major spawn placement overhaul across the level
- New lighting style and many more map details
- Reworked background vista (don't worry, the Brachs are just on migration)
- Overhauled level layout with new routes to take
- ForestChasm: added a smoother side ramp up to the central ridge
- ForestChasm: increased tree and palm density, thinner chasm rock bridge
- UtilityBase: added new pipes to climb up the side of the main building
- UtilityBase: added new light fixtures to side of mini hangar for dinos to jump on
- Airbase: fixed collision stuck spots / exploits, added light fixtures to mini hangars
- Airbase: added new details such as flapping tarps
- PC-Docks: fixed a dangerous dinosaur spawn point
- PC-Docks: fixed Tyrants climbing on boxes at bow of the ship
- PC-Docks: added minor obstructions to central causeway (forklifts, palm shrubs)
- PC-TheFalls: reduced sniper sight lines on parts of the map's exterior
- PC-TheFalls: replaced all of the river with interactive water volumes
- PC-TheFalls: collision fixes for TheFalls river rocks
- GTTC Falls: humans must capture the dome's sub-objectives before Tyrants can spawn
- Added optimized foliage level of detail models to various plants and trees
(uses lower density meshes at long range, hopeful performance boost)
[h3]Other Changes[/h3]
- Updated vignette post process
- Fixed a client crash that could occur when server changes maps
- Moved option for kicking idlers to right section
[h3]Known Issues[/h3]
- Equip/unequip/dryfire sounds don't seem to trigger for new guns
- Achivement tracking may be inconsistent
[h2]Good Hunting![/h2]

Phew, that's a lot. We haven't brought new artillery into Extinction for a long time, so we're excited to see how these new munitions fare in the wild!
And we still have a lot more planned for the game this year, with a pretty big egg-themed update for Easter that we hope you'll get a thrill out of. See you next time!
[h2]Official Discord Server[/h2]

Join the Official Primal Carnage Discord to stay up to date with development, chat with other players and get tips on making your own Primal creations!