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Thanksgiving Patch 2.9.85

Dinovember is almost over, and with the holidays approaching we are slowly but surely building up to our console beta. That means more fixes and feature tweaks added to PCE in today's patch...

[h3]NEW PATCH HIGHLIGHTS[/h3]



Since every Trapper in the world has been using zap traps the last couple weeks, a whole bunch of bugs and oversights with them were revealed that had not been seen before.

This patch addresses a number of glitches with zap traps, from visual bugs such as bonus beams and falling through the floor, to more serious issues like shooting through walls. While the little zappers are still a very useful tool, their range and cumulative damage needed to be lowered a bit now that their hit detection is much improved. They're also now properly limited in how many can be placed in one area.



Other traps have received similar treatment - land mines can't be stacked directly on top of each other anymore either. One spicy change is that Acro's stomp attack can now detonate any land mines or gas traps within range along with it deactivating bear traps.

A small but important change to Trapper's dual pistols is that each of them can now be fired continuously. Hold left mouse / left trigger to fire the left handgun automatically without needing to keep tapping, and right mouse / right trigger to do the same for the right handgun. This change comes from feedback that tapping to fire felt clunky, but we may investigate a gameplay settings option to choose between tap fire and hold fire in future for those who prefer the other method.

Elsewhere, dinosaurs now see the bleed status symbol in the corner when hit by the machete - useful now that there's a lot more people playing butcher(!). We've also started fixing a few issues with challenges that were not tracking properly, such as head shots on charging Pachycephalosaurs.

There are a few other minor adjustments, such as Oviraptor not draining as much stamina when sprinting now, which you can view in the changelog below.

[h3]NEW STORE UPDATE[/h3]

[previewyoutube][/previewyoutube]
Today we have a totally new collection of Workshop items added to the in-game store, from fresh mutations to intricate new skin designs and even a few human cosmetics! Check a look at the video above for some highlights!



We've laid out a double-page spread of new looks this rotation, featuring a large amount of autumnal themed items in addition to a spotlight on a certain feathered fiend...



Since it's nearly Thanksgiving, we're celebrating with a focus on our own six foot turkey - Oviraptor!



That's right, there's a brand new Oviraptor Skin Pack in-store, plus new Ovi mutations, and we're of course bringing back a whole nest full of classic Oviraptor looks on sale this rotation...



See our special event Trello page for all the latest content!


[h3]HAPPY THANKSGIVING[/h3]



We hope everyone has a great week!

And if you've got a friend who hasn't jumped into the carnage yet, Primal Carnage: Extinction is 50% OFF during the Steam Autumn Sale until Nov 29th!

[h3]Thanks for playing,[/h3]
-The Primal Carnage Team


[h3]PATCH 2.9.85 CHANGE LOG[/h3]

Zap Trap Changes:

  • Fixed zaptrap area limit not working
  • Fixed zap trap shooting through walls
  • Reduced detection radius for zap traps
  • Tyrants are now allowed to bite when hit by zap traps
  • Minor reduction to zap trap damage output
  • Increased immunity time after zapping from 2 to 2.5 secs
  • Reduced zap trap shock DoT duration from 1.75 secs to 1.5 secs
  • Reduced zap trap lifetime from 60 secs to 45 secs
  • Added check to prevent too many zap traps near to each other
  • Reduced effective radius for zap traps now that their hit detection is better
  • Fixed zap traps falling through floor when displaced / deactivated
  • Fixed a visual bug where zap traps shot out a beam across the map
  • Fixed zap trap effects sometimes never stop


Other Changes:

  • Each of the dual revolvers can now be fired continuously
  • Increased per-gun revolver damage output from 60 to 70
  • Reduced dual revolver fire rate slightly to compensate
  • Fixed being able to stack landmines on top of each other
  • Added a decal material swap when venom pools are burned away (WIP)
  • Fixed cryo being able to get Fire Rescue assist points
  • First pass updating the golden guns
  • Fixed acro stomping in midair to avoid fall damage
  • Land mines, gas mines can now also be destroyed by acro stomp attack
  • Fix-up for Assault Cannon scoped sensitivity
  • Tweaked kill assist sound, slightly less intense
  • Added bleed status effect symbol for dinos hit by machete
  • Fixed HUD icon freaking out for certain throwables
  • Some small tweaks to the Rex idle animation
  • Fixed an issue with "kill charging Pachys" challenge tracking
  • Fixed a couple of modelling glitches with the Imperious Cerato mutation
  • Shorter barrel for the sawn-off "hellwalker" DB shotgun
  • Fixed commando face bandana not being 2-sided


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