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Primal Carnage: Extinction News

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



Join the Official Primal Carnage Discord...




Hotfix 3.1.5

A new hotfix is available for Primal Carnage: Extinction on Steam, this minor patch mainly resolves a few last bugs found after the recent Spring Update...


[h2]Version 3.1.5 Changelog:[/h2]

  • fixed tupa charge-peck timeout lasting 10x longer than it should (...oops)

  • reduced stamina consumption for machete heavy attack from 30% to 25%

  • fixed thrown dynamite bouncing off human teammates

  • fixed a feathered Ptera skin that was missing feathers

  • fixed a description typo & updated some flavour text




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

Patch 3.1.4

A new patch is now available for Primal Carnage: Extinction on Steam, featuring additional tweaks and fixes. This patch follows our recent Spring Update which introduced several gameplay overhauls.

Lest we forget, there's a handful of new FREE drops available from today that are sure to make anyone green with envy. As always, you can check a look at our latest event items on Trello!



[h2]Version 3.1.4 Chaneglog:[/h2]
  • faster slashing - reduced machete primary attack time-out to 0.75 seconds
  • machete heavy attack time-out is now 1.25 seconds
    (this also means delay is now shorter for using primary after charged slash)

  • improved tupa peck prevention when at high speed
  • updated spawn hint sound to be a tad more noticeable

  • additional collision refinements to TDM Docks and Ruthless Snow maps
  • fixed missing corpses on Ruthless Snow

  • fixed Ptera grab animation sometimes not playing when using the alternate flight camera
  • fixed Vitiosus Cerato mutation not wearing collars properly
  • fixed Lava Rex skin using default textures
  • fixed incorrect FX masking on Kilowatt Rex skin
  • brightened Nettle Nova skin

  • added new free drops for St Patrick's Day


[h3]Steam Spring Sale[/h3]

You can get 50% OFF ALL DLC until March 20th during this month's Steam sale, don't miss out!



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

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]
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 UPDATES
  • 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
TYRANT UPDATES
  • 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 heal buff now heals a percentage of player health instead of a flat value (roughly 50%)
OTHER BALANCE CHANGES
  • 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
MAP CHANGES
  • 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!)
VISUAL CHANGES
  • 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
OTHER CHANGES
  • 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

The Valentines Update

[h2]Game Changes[/h2]

Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update. The SMGs no longer use the same long range damage falloff values as the revolvers, spit can now be properly shot out of the air, and Pathfinder can't boost his stamina by hitting teammates with a machete.

There are also a few new quality of life updates, such as an enhanced "middle shoulder camera" for Tyrants and Bruisers that is more free floating and dynamic. Swap between different views with middle mouse button by default, or scroll in and out. Map rotation has been improved, and several maps have seen additional performance improvements and exploit fixes.

More minor adjustments range from animation tweaks for some human taunts that add facial motion, fixing blood particles looking purplish, a new sound + animation when raptors miss their pounce and land hard, and some UI tweaks.

For a full list of what we've been up to, check out the changelog further down...

[h2]Love is in the Air![/h2]

A fresh collection of lovely new looks has just arrived in-game, here in time to celebrate Valentines Day! Feast your eyes on some of the highlights below...

[previewyoutube][/previewyoutube]

There's some free drops too, check out our Trello for the full selection!



In addition to these brand new items, all of the classic Valentines items are of course back in-store, along with EVERY ITEM EVER (as we mentioned in our last post).

After the festivites are finished, this year's Valentines cosmetics will also remain available in the Browse section year-round alongside all of the other store items. No limits on love no more!


[h2]Version 3.1.2[/h2]
FULL CHANGELOG:


  • added a "center shoulder cam" for tyrants / carno / cerato that is more free-floating and dynamic
  • camera swap button now properly swaps between all camera positions
  • reactivated auto-switch on shoulder camera for Tyrants, with added resistance to make it less likely to happen accidentally

  • fixed charged spit projectiles not being destroyed by gunfire
  • nets can also now destroy charged spit projectiles (but are melted in the process)
  • reduced charged spit flight speed to make it easier to shoot down
  • charged spit now has a little explosion particle when shot down
  • increased charged spit lifetime before auto-detonating in air

  • increased SMG spread, set custom damage falloff distances for SMGs
    (lower range than the dual pistols ones they were using before)

  • increased recoil on double barrel shotgun
  • fixed being able to boost your stamina by hitting teammates with the machete

  • Posion Dart Rifle now deals light damage to Tyrants when bracing, but does NOT apply poison status during brace

  • fixed jump timeout counting from the start of a jump, now counts from when a jump lands
  • set new jump cooldown times for all dinos

  • pteras are now prevented from dropping humans if the ptera is currently inside a human blocker
  • humans dropped inside human blockers are now auto-killed if they are stuck there for a while

  • fixed map rotation swapping to an unsupported map if the server has changed game modes
  • ensured map rotation never goes back to a map already played before rotating through all maps in the playlist

  • ForgottenOutpost: added new broken wall segments to one side of the map
  • ForgottenOutpost: added two new outbuildings along the riverbank
  • ForgottenOutpost: placed more cover around health corpses
  • ForgottenOutpost: extra foliage, clearer fog and lighting tweaks
  • ForgottenOutpost: added map back to default rotation

  • Waterlogged: copied additional optimizations from PS4 game, should be lighter to run
  • Waterlogged: fixed several collision issues, prevented players hiding inside smashed specimen tanks
  • Waterlogged: closed up a problematic cargo container, adjusted lighting and decals

  • Ruthless Snow: fixed barrier next to third capture point still blocking humans after being captured
  • Ruthless Snow: fixed invisible chopper on final objective / cinematic if you captured points too fast
  • Ruthless Snow: copied logic for new lights, flares and wire effects from regular Ruthless
  • Ruthless Snow: fixed falling through a clifftop along the route to point A
  • made it possible for Bruisers to jump on top of more rocks on both versions of Ruthless

  • fixed UbaseSnow and ForestChasmSnow not having character snow fx enabled

  • ForestChasm(s): consistency fixes for bridge collision (is now harder to accidentally walk off them)

  • Borealis: closed one dino cage and moved another higher out of reach of humans

  • Survival: fixed animations not playing when using vending machines sometimes
  • Survival: fixed all upgrades getting boosted at once when using a vending machine after acquiring more than one buff type

  • AI-Renaissance: added extra details to the acro boss cinematic
  • AI-Geothermal: reduced cost of purchasable gate from 2000 to 1500
  • AI-Geothermal: sped up the lava flooding sequence so that it's shorter, improved lava materials
  • AI-Geothermal: increased minimum delay before lava flooding starts from 5 to 45 seconds

  • collision and lighting improvements to several maps
  • added smooth fade-in to main menu and optimized main menu fog
  • fixed spectators being able to escape the map bounds on a few other levels
  • fixed background ambience being spatialized on TDM Docks
  • fixed an unusable health pickup on TDM Docks
  • fixed shadows not rendering on a section of the TDM Docks waterfront

  • added a test "ending doors" sound effect (TDM Docks only so far)
  • added a special pounce landing sound effect / animation when raptors miss their target
  • updated rex and acro net escape sounds

  • added fast swim animations for humans
  • added a 3rd person equip animation for flamesaw instead of Angus just flailing wildly
  • updated a few taunt animations (more to come) with extra detail, including:
    - Scientist Hand on Hip Taunt
    - Scientist Victory Taunt
    - Scientist Kiss Taunt
    - Pyro Hand Burn Taunt

  • pyro head transplant update - no more Baby Face Pyro!
  • improved look of default pyro fuel tank
  • fixed survivor pyro fuel tank looking almost the same as regular dinobuster version

  • improved Tyrant breath particles
  • fixed breath effects showing on dead bodies
  • improved wetness of wet landscape shader with refined mud
  • fixed blood impact splashes looking purplish under lighting
  • start of adding surface-specific groundpound particles for Tupa
  • reduced cases where dinosaurs were twirling on the spot when spawning (still WIP)

  • moved customizer camera closer to the characters
  • fixed bandolier still visible on Iced Pathfinder skin
  • fixed a couple of old item descriptions with garbled text
  • backend fix: name / description tags should now save properly
  • fixed hit markers showing when hitting teammates sometimes
  • class select now better communicates which class you've selected on the top bar icons
  • equipped UI indicator now shows in the Customizer popups, not just the Inventory

  • reorganized content packages for extra efficiency (ongoing)
  • additional memory optimizations


We're getting real close to finishing up Evolution currently, and hope to have the new PlayStation game submitted for approval to the platform holder sometime next month. More fixes and feature updates will continue to slowly trickle in while we wrap up work on the console side, but you can look forward to some much bigger changes for PCE on PC later this year!

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


Join the Official Primal Carnage Discord!