1. Primal Carnage: Extinction
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  3. UPDATE 3.0 now LIVE

UPDATE 3.0 now LIVE

[h2]EVOLUTION UPDATE - PHASE ONE[/h2]

A new MAJOR update is now available for Primal Carnage: Extinction on Steam, this is the initial release of Version 3.0!



This major update brings many refinements to the game including over 20 remastered maps, numerous gameplay and visual upgrades plus enhanced sound design.



There are so many big and small changes in this update it would be difficult to list them all. For a deep dive into some of the major reworks arriving today, check out our blog post series ”The Road to 3.0”...

[h3][/h3]

[h2]FEATURED CHANGES[/h2]



Here's a rundown of just some of the many changes included with 3.0...

[h3]GENERAL[/h3]
  • Remastered the majority of the game's maps with layout, visual and collision improvements
  • NEW: nighttime variants of the following TDM maps: ForestChasm, Docks, Transfer, U-Base
  • NEW community map: FR-Redwoods

  • Game-wide optimizations, shader overhauls and texture refinements

  • NEW: weapon "sanity check" - spread and impact calculations are now tested twice for better lag compensation, which should mean humans hit more of their shots

  • NEW: client-side hit detection for machete
  • increased effective range of burst rifle
  • fixed Land Mines dealing excessive damage to Bruisers when "stacked"
  • reduced thrown Speedgreed energy drink buff duration from 15 to 10 seconds
  • increased thrown ammokits lifespan from 30 to 45 secs

  • NEW: added low health animations for all Tyrants
  • NEW: automatic shoulder camera swap for tyrants / bruisers, viewing angle no longer limited

  • bracing Tyrants will not receive critical damage and are impervious to darts
  • armoured areas on dinosaurs now block darts
  • Bruiser charge collision rework to fix dealing knockback through solid objects
  • increased Spino claw swipe damage from 110 to 125
  • modest speedboost for Acro
  • Fixed attack speed not being boosted when Pachy roars in multiplayer
  • Cerato now has exploit prevention check - can no longe interrupt bite with tail swipe and vice versa
  • Tweaked Cerato attack cooldown timers
  • Raptors are now staggered if they run out of stamina while pouncing someone
  • Added more bones to small dino gore archetypes for better "crit detection"
  • large dinos (Pachy and bigger) can now "Goomba Stomp" the humans
  • fixed some rivers not extinguishing dinos that are on fire

[h3]SPITTER CHANGES[/h3]
  • Cryo / Dilo now do a spit explosion if headshotted while charging spit
  • Cryo / Dilo now drop a spit puddle when killed
  • Cryo can now melt more types of throwables - Medkits, Ammokits, Energy Drinks
  • Fixed some throwable utilities still being usable after they are hit with acid

[h3]POUNCE OVERHAUL[/h3]
  • Added a form of "lag compensation" for pounce - raptors who fail to pounce their target but land close enough are now allowed to begin mauling.
  • Added entirely new pounce velocity calculation algorithm, allowing pounces at angles that would not be possible before and for charged pounce to be a similar speed to quick pounce
  • Pounce arc trajectory rewrite - fixed ridiculously high (and slow) jumps when aiming near to you
  • Charged Pounce indicator now more accurately shows where you will land, instantly swaps between red / green for valid jump locations
  • added raptor pounce "ready up" animations when aiming

[h3]HEAVY MELEE OVERHAUL[/h3]
  • NEW: heavy melee dash - closes the gap to a dino if you melee when they are nearby
  • heavy melee now staggers Raptors and Spitters briefly to stop them moving or attacking
  • doing a heavy melee attack now uses over 70% of your stamina if you miss

[h3]FLYERS[/h3]
  • Tupa groundpound now has variable damage for low height and high altitude dives
  • Tupa groundpound can now deliver more massive damage on direct hit (if diving from high up)
  • Reduced tupa divebomb radius
  • Tupa air ram deals more damage now
  • Better behaviour while holding "crouch" to land, so that you don't get stuck in crouch mode on impact

[h3]MAPS[/h3]
  • NEW: weather effects on characters when playing rainy maps
  • fixed collision exploits and stuck spots on all maps
  • added interactive physics props such as boxes, traffic cones, paint cans, mugs, etc.
  • added more corpses and corpse variety to many maps

  • All GTTC maps now have consistent starting times on the clock (6 minutes)
  • prevented players from camping inside the GTTC chopper
  • fixed ending cinematics getting cut off in GTTC
  • fixed Flyers being able to grab sentry turrets in GTTC

  • DeadTide: fixed the background Stegosaurs being set to hidden in-game, added more NPC variety
  • GTTC-Falls: fixed the earlier objectives not adding round time when captured
  • GTTC-Ruthless: added windows to the first capture point
  • GTTC-PhantomCave: set longer capture times for control points

  • fixed Alpha Raptor boss AI shows as a normal raptor
  • fixed AI dinos don't show randomized skins

[h3]SOUND[/h3]
  • Re-voiced the Commando, Scientist, Pyro and Pathfinder
    (with much more additional dialogue to be added later)

  • NEW radio dialogue for chopper pilot on all GTTC primary objectives
    (Also includes final objective idle dialogue if not captured with 60 seconds left)

  • NEW weapon sound design with more punch and depth
  • NEW customizer sounds for selecting loadout items
  • NEW sprint breaths that get louder as stamina is drained for humans

  • made new sounds for scoping, reloading and equipping multiple guns
  • added sounds to inspect and melee animations that were missing them
  • Improved foley sounds, with more variety for movement effects between classes (WIP)
  • death sounds for dinos you kill are now more "present" in the audio mix when faraway

[h3]VISUALS / OTHER[/h3]
  • implemented hot barrel glow for all guns
  • interactive water now uses 3D tesselation
  • generated static environment reflections for water puddles

  • added new floor slope alignment system for dinosaurs going up and down hills

  • NEW more optimized molotov firepool effect
  • Overhauled all muzzle flash effects
  • Updated colour grading and screen fx
  • Fixed a dozen or more missing kill feed icons
  • Crosshair centre dot now grows or shrinks depending on if targeting weak or strong points
  • fixed missing 3rd person human animations for holstering and melee attacks

  • Fixed spectator "death cam" failing to work after a few deaths and getting stuck on the floor
  • Gamepad rumble effect updates for weapons, roars and much more

  • HUD fixes and improvements for CTE mode
  • added gold interactive object highlight when close enough to use something
  • fixed camera on customization / class select not activating correctly after map load

[h3]For a more FULL list of changes, please check out our website. [/h3]


MORE ON THE WAY




This is just part one of the Evolution Update, which ushers in a new era for PCE on PC!

Several major new features are still in the pipeline, such as the new Sandbox Mode, Dialogue System, Expanded OST and more. They will be arriving over the next couple of months alongside the release of Primal Carnage: Evolution on PlayStation.

This winter will see the remaining snow maps remastered, along with all the other levels not currently in the game receiving overhauls big and small.

Having said all that, today's update is amongst the largest we’ve ever done for PCE on PC, so please bear with us if there are any teething problems. We’ll be keeping an eye out for any major issues and will have a few extra fixes and improvements with the Halloween patch in a couple of days.


[h2]NEXT: Special Event[/h2]



Our annual Halloween Horrors event is right around the corner!
Be ready for a monstrous amount of nightmarish new looks at the end of October...


[h3]Scare you soon![/h3]
-The Primal Carnage Team