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Primal Carnage: Extinction News

December Patch 2.9.9

A new update for Primal Carnage: Extinction is now live!

The December Patch brings some new gameplay features to enhance certain weapons and play-styles, along with more quality of life improvements and balance adjustments.

While our chief programmers are busy fixing platform-specific errors on the PlayStation side, the rest of us have had bonus time to polish and improve various aspects of the game, with some interesting results!

Not to mention, today also marks the start of our winter festivities!
Read on for some jolly good changes...


[h2]Playing Medic[/h2]
[h3]Updates to the Scientist Class[/h3]



Since a few players were lamenting the loss of their medkits this year, we're happy to announce that the Scientist class has some new utilities to allow her to be played as a healer!

You can now use the Tranquilizer Pistol to heal allies and give them a small amount of armour. This is one occasion where shooting your friends is a good idea! Allies can withstand more damage with this buff applied and it allows the Scientist to help their buddies from afar. Being hit by a dino shortens the buff duration, so watch your distance.

But that's not all!
Have you ever felt the need? The need for speed?



Everyone's favourite energy drink is breaking free of Survival mode. Yes, SPEEDGREED is now a throwable item for the Scientist! She picked up a multi-pack from somewhere and can now throw down a set of cold ones to revive herself or her friends (limit one drink per person).



The buff applies a movement speed boost to anyone who picks it up, lasting 15 seconds. This can be particularly helpful when getting to the chopper!

[h3]New Arrow Type:[/h3]
[h2]TRACKING ARROWS[/h2]



A new alternate special arrow type is now available for the compound bow. If you have the bow equipped, use the Special Ammo slot in Customization to choose what kind of special arrows you want to use...



Swapping out the default Explosive Arrows for Tracker Arrows lets you fire a special variant that highlights enemies for your team if you land a hit. This can be useful in tracking down particularly annoying targets.



We have additional functionality planned for the tracking arrows further down the track, and yet more arrow types planned in future. It's been a lot of fun testing these updates the past few weeks, and we're excited to see how the changes will play out in live :)

[h2]Store Updates[/h2]

[h3]CHRISTMAS COMES EARLY![/h3]



We're bringing back all of the legacy holiday content starting TODAY in-store! That's nearly 8 years of returning classics, ranging from festive outfits to merry mutations. An avalanche of awesome!



Oh and of course, they're all on sale! Grab great festive deals from now until early next year.
And in the spirit of giving, winter free drop items are now live, along with DOUBLE DROPS!

[h3]IN-GAME STORE OVERHAUL, PART ONE[/h3]

This update marks the start of a larger overhaul to the Extinction Store, with our end goal to make it a much more user friendly experience...



So, you can now preview (almost) all items available in the store! This includes multi-item packs, so you can browse through every single cosmetic contained within a bundle.

We also remembered that weapons haven't had a proper preview.. uh.. ever... so they can now be checked out as well, including weapon bundles such as the Arsenal Appearance Packs.



Multi-class previews are now a thing too! If an item supports more than one class, you now see all of the icons for the supported classes in the previewer, and can swap between them to see how the item looks on every character.



We'll be continuing to improve the store going forward with more quality of life features such as browsing by category and adding filters to show only certain item types. Improvements to inventory sorting are also coming further down the line.

[h2]Balance Adjustments[/h2]

We've been continuing to fine tune various classes lately in open testing, one of which is the Pachy...



Its speed reduction has been mitigated somewhat this update with slightly better turning and faster acceleration, alongside a modest +50 health increase. Our next goal is to remove some of the friction that makes it still feel a little clunky.

As of this patch it can now enter bracing faster when decelerating from a charge, but it's still not quite where we want it just yet. There are other adjustments to the class being considered, including a further change to how charge is handled, which we'll be experimenting with in testing over the next month or so.

And it's a good day to be a Carno player, with our pointy headed friend now capable of receiving over triple the amount of health back on headbutt when its roar is active compared to before.

Wrapping up highlights for the saurian side, we have flipped the tables on Ptera and Tupa...



Our flying rammer now has the larger pool of health out of the two pterosaurs, to help with multi-hit engagements. To even out the two classes, Tupa's damage has been boosted a bit and Ptera has a smidge less survivability due to being able to carry targets away at high speed.



From what statistics we've been able to gather, Pyro was seeming to lag behind his fellows, so we've been progressively building him up over time. That includes his kit...

The Flameslammer has been further refined after its previous nerf, getting a little more kick. Incendiary grenades now burn a little hotter, dealing more damage over time, and incendiary explosions now pass through armour (the same as other explosives). The underslung slam shotgun of the Flameslammer also has better mid-range damage now.

It's not all about the new toy, though. Flamethrower users rejoice!



Proportional damage has been added to the Flamesaw's firejet, meaning that larger targets are hurt more when they are hit by it. The overpressure function has also been made much more forgiving, lasting twice as long and being more effective in general.

Lastly, the Flaregun has received a boost to its afterburn damage. The fire no longer just tickles enemies, burning for up to a total of 96 damage instead of the paltry 17 it did previously. And if you haven't used it in a while, remember that critical hits from the Flaregun deal triple damage!

FULL CHANGELOG


Check out all of the changes in version 2.9.9 below...



[h2]Human Changes[/h2]
  • Increased usable range of thrown health and ammo utility items
  • Increased number of thrown ammo kit uses from 5 to 6
  • Increased heal amount of thrown health kits from 10 to 12 per tick
  • Increased blast radius of assault rifle grenades from 250 to 285
  • Ensured all explosions have ArmourPiercing and ThrowRagdoll flags enabled

  • Swapping between weapons is now faster with less of an artificial delay
  • Throwable weapons such as zap traps / landmines now avoid clipping into eachother
  • Jumping while scoped will now force you out of scope view
  • Fixed pounce recovery animations not playing for anyone other than Scientist
  • Added near-camera fading to bullet smoke trails so they don't have a hard cut-off

  • Resized human physics assets to be larger to properly encompass the whole character, which may further improve dinosaur hit registration

[h3]Scientist Overhaul:[/h3]
  • NEW arrow type - Marking Arrows!
  • Equip the bow and use the Special Ammo customization slot to select either explosive or marking. Tagged targets are revealed to all humans.

  • NEW sci throwable - Speedgreed Energy Drinks
  • Run over these to pick up an instant buff: sprinting is 1.2x faster, walking 1.35x faster (lasts 15 seconds)

  • Gas Mines now automatically detonate after 1.6 seconds
  • Increased the radius of gas mine poison clouds by ~25%
  • Fixed gas mines stacking their effects when overlapping
  • Increased gas duration from 12 to 15 secs
  • Increased stamina drain from gas cloud

  • NEW buff ability for the tranq pistol - shoot your friends!
  • Human teammates receive health and armour that lasts for 20 seconds (shortened if they take damage)

  • Significantly reduced the spread on tranq pistol
  • Scientists receive assist points when their dart buff helps an ally survive an attack
  • Humans with tranq pistol buff are outlined in blue

[h3]Pyro Overhaul:[/h3]
  • improved mid-range damage for the flame slammer's slug shotgun
  • increased burn tick damage of incendiary grenades from 15 per tick to 20
  • made sure incendiary grenade explosions are armour piercing
  • enabled ThrowRagdoll on incendiary grenades and added an impulse on death

  • Added proportional damage to the flamethrower - the larger the dino, the more it hurts.
  • Increased base flame damage from 3.5 to 4.5 (is multiplied by proportional damage)
  • Flamesaw overpressure now lasts about twice as long
  • Reduced overpressure extra damage from 160% to 70%
  • Reduced delay before pressure starts building again from 1.5 seconds to 1 second.

  • Increased total DoT fire damage for Flaregun from 17 to 96


[h2]Dinosaur Changes[/h2]
  • Improved heavy damage reactions for Tyrannosaurus
  • Updated the T.rex idle loop and movement animations with lower tail posture to make swipes easier

[h3]Flyers:[/h3]
  • Increased tupa health from 300 to 350
  • Increased tupa flight collision tolerance
  • Increased tupa air ram damage - minimum is now 40, max 70
  • Increased max tupa divebomb damage from 90 to 100

  • Reduced ptera health from 360 to 320
  • Fixed ptera marking dead bodies
  • Added head gore to Flyers!

[h3]Spitters:[/h3]
  • Made the spit to bite cooldown on dilo and cryo 50% shorter
  • Added new more dangerous feeling Cryo acid in-air sounds
  • Increased audible radius of spit in-air travel sounds and impacts
  • Reduced "health" of dilo venom puddles when burned
  • Tweaked the look of burned dilo puddle decals
  • Fixed spit decals not spawning properly in solo mode
  • Fixed cases where dilo spit would not extinguish molotov firepools

[h3]Bruisers:[/h3]
  • Improved sprint acceleration for Pachy
  • Increased regular (un-roared) sprint speed of Pachy
  • Made bracing cost slightly less for Pachy
  • Pachy brace can be triggered sooner when slowing from sprint
  • Pachy grazing speed only starts slowing down when past 65% full

  • Increased max ravenous health regen from Carno charge hits from 85 to ~300!

[h3]Other:[/h3]

  • Slightly different UI hit sounds depending on whether you're shooting dino strongpoints or weakpoints

  • Updated a few other HUD sounds, added "skillshot" kill sound (ricochet) for:

    • any multi-kill as human (grenades, usually)
    • killing with a stungun zap
    • killing a flyer that is in flight
    • shooting charged spit out of the air
    • solo tyrant killer
    • cerato tail crit kill
  • Started overhauling the in-game store:

    • Added multi-class previews for items that are usable by more than one character
    • Added multi-item previews for bundles, allowing you to swap between all items in a pack
    • Added previews for weapon skins and weapon packs
    • Added store filter categories (Flyer, Bruiser, etc.) to the Browse tab


  • Fixed the custom hair and arm textures of Woodland Scientist skin
  • Fixed the Uranium Carno skin having the head glowmap applied to the body
  • Fixed incorrect body texture on the Silver Peak Tupa skin
  • Fixed colour overlay texture for Mokala Pachy skin being too dark
  • Fixed incorrect description for Tawny Feathered Novaraptor skin
  • Tweaked eye masking for SnowFlame Nova and Starlight Cerato
  • Updated a few other item descriptions and rseolved some typos

  • Default image sharpen value is now Low (setting to Off affects Speedgreed buff visuals)
  • Various physics and server-side optimizations

  • Updated default map rotation lists:

    • Removed ForgottenOutpost and SandstormValley from regular TDM rotation
    • Added TheFalls and Docks back to CTE rotation

[h2]SEE YOU SOON![/h2]

We hope you enjoy this latest patch for Primal Carnage: Extinction, and there's more yet to come!



The next major update for PCE arrives within a couple of weeks and will see the Winter Event in full swing. Look forward to a glorious spread of fresh new seasonal looks for dinosaurs and humans alike!

The community has been churning out some cracking good items lately, with well over 100 new cosmetics on Steam Workshop set to be accepted this winter...



So check back soon for new taunts, skins, mutations, bundles, a new Winter Gift and Santa Claws's collection of festive free drops!

[h3]We hope you'll join us this holiday season![/h3]
-The Primal Carnage Team



[h2]Get involved on Discord...[/h2]

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


[h2]Join our official Discord...[/h2]

Autumn Patch 2.9.8

A new update for Primal Carnage: Extinction is now available on Steam!

Patch 2.9.8 resolves numerous bugs whilst introducing several quality of life improvements for moment to moment gameplay (with more on the way).

The full changelog is further below, but let's check out some of the more important updates first...

[h2]Human Highlights[/h2]



We introduced healing over time for the floating medkits this halloween, but felt they may have put the humans at just slightly too much of a disadvantage. We decided to keep the feature, but time to heal is now quicker and you receive more health when you grab one. Should give the mercs a leg up.

Pyro's new toy - the Flame Slammer, has a few balance adjustments. With so many explosions going off, we decided to give him less reserve ammo for the incendiary launcher and more slugs for the under-barrel shotgun, since he had way too much of the former and not quite enough of the latter. The incendiary grenades don't burn quite so hot now either, with their after-burn damage cut in half.



The venerable Flamesaw has gained a little extra utility, now able to remove Dilophosaurus venom pools with fire in addition to Cryo acid puddles. It won't leave a firepool behind, but will nullify the status effects. We're still working on some new visuals for it, but the functionality is solid.

Many of the changes we've been exploring for the human team are about making the mercenaries less of a chore to play, smoothing things out and making it easier to use certain abilities. To that end, the machete can now properly do charged heavy attacks while sprinting (it also does more bleed damage).

A couple of weapons including the M4 Carbine and Poison Dart Rifle have received improvements to their aim down sights functionality, with the weapon positions and the models themselves being updated to make aiming much more comfortable.

Finally, if you enjoy playing an electrician, zap traps and the stungun have received a bit of love...



The traps now have a greater zapping radius and trigger faster, with better detection of targets. For the stungun, it now charges much quicker and can reload a little faster. We also fixed a couple of bugs that were preventing these two from working as intended in some cases.

There are more gameplay improvements like these coming in future updates. Right now we're looking at giving the stungun multiple shots before needing to reload, and we'll be continuing to refine the weapons in general.

[h3]Dinosaur Highlights[/h3]



The raptor pounce aiming functionality has been reworked slightly, to make it easier to do the kind of pounce you really want to. Aiming pounces now has a charge-up period, where the indicator shows as yellow before it is ready.

During this charge-up time, you will still do a "quick pounce" forwards instead of using the aimed arc. So it should be less likely you do an aimed pounce when tapping the button to do a regular pounce now.



Pachy mobility has been a big focus for us the last month or so in testing, trying to find a better spot for it in relation to the other Bruisers and wanting its roar to be more useful. With this update, Pachy's base speed is now slower but the roar significantly increases its charge speed. The trade-off is that you cannot turn very well at high velocity. This means the Pachy can still be a speed demon so long as it has the roar active, whilst giving the human players a bit more of a chance to actually hit them.

Charge impact damage for Pachy has also been reduced to a maximum of 60, as even though it is the thickest-headed of the Bruisers, it is still the smallest.

For the spitters, we've expanded the utility of Dilo's fire extinguish ability by allowing charged spit to put out Tyrants and Bruisers that are on fire. Being a small-fry, the Pachy can be extinguished with regular spit. Additionally, bear traps can now be destroyed / deactivated by acid.



This update introduces a new targeting indicator for charged spit, which uses a series of dots instead of the arc line we had before. It is a more accurate representation of where the spit will land, while also being more performance friendly to render (low end PCs and console experienced slowdown when aiming previously). Note that the visuals are not final, and we may swap to a different technique in future.

Back to bear traps, the Acro's stomp attack can now deactivate them! We have also expanded Acro's stomp to have a larger radius with a bump in impact damage to make it more effective.



Finally, there's a number of glitches and exploits resolved for dinosaurs this update such as Tyrants bracing in moments where they shouldn't. For a full list scroll down to the changelog below.

[h3]Autumn Events and Beyond[/h3]



Yep! More store sales are coming, the first being a community-selected Lucky Dip today. 36 classic items are back with a discount for a limited time in-store, get 'em before they're gone!

And later this month, we're bringing in a selection of brand new Autumnal items, so keep an eye out this Thanksgiving for a rotation that's sure to see a flock of Oviraptors descend on the store again.



Elsewhere, we'll be adding more mugs, posters, mousemats and stickers to the official merch store!



Looking ahead, the winter update will be dropping mid-December with the usual horde of holiday cosmetics, along with further fixes and gameplay adjustments as seen in this patch.



We're looking into a lot of small but meaningful additions, from expanded flight controls to healing tranq darts for scientist. Remember, you can always help us test new features and provide feedback by joining the official Discord server to participate in Open Testing!

That said, although we're trying to address any issues we can on the PC side where possible, much of our time is still devoted towards releasing our new PlayStation beta. We hope to share full details about the console carnage soon - sign up on the official website for more news.

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


[h2]Full Changelog[/h2]

[h3]Human Changes:[/h3]
  • Faster healing from health pickups
  • Increased initial health gain from +12 to +20 (total HP regained is now +100)

  • The machete can now strike and be charged up whilst sprinting
  • Doubled bleed damage amount from machete

  • Increased base scope sensitivity on weapons that have aim down sights
  • Modified ironsights for the M4 Carbine to be properly centered and less obstructive
  • Adjusted ironsights for Poison Dart Rifle so the view is less obscured and properly centered

  • Reduced stungun charge time by about 40%
  • Reduced stungun reload time from 2.5 to 2.3 seconds
  • Fixed stungun not applying extra damage when charged

  • Zap trap now arms itself quicker
  • Zap trap now fires faster, with shorter re-fire delay
  • Fixed zaptrap does no damage when tail is above it
  • Added a radius for how close zap traps can be placed next to each other

  • Reduced flame slammer incendiary round reserve ammo from 14 to 10
  • Increased flame slammer slug shotgun rounds reserve ammo from 25 to 35
  • Reduced "afterburn" damage for the flame slammer by 50%

  • Cryo acid pools that have been set on fire now have a shorter hurt interval and more damage
  • Pyro can now remove Dilophosaur venom pools with the flamethrower
  • Added a new venom puddle destroy effect
  • Fixed pyro chainsaw shaking the camera forever if he dies while using it

  • Dilo venom puddles no longer stop humans healing from pickups
  • Dilo venom poison effect is now cancelled when collecting a health pickup

  • (heavy) melee cancels out of scope view
  • Fixes for human customization & class select animations
  • Optimizations and updates to certain weapon particle effects
  • Increased volume and radius of air travel sounds for various explosives
  • Added sounds to regular pathfinder 3rd person melee animations


[h3]Dino Changes:[/h3]
  • Acro can now deactivate / destroy bear traps with its stomp attack
  • Increased radius of Acro stomp damage from 550 to 680
  • Increased max Acro stomp damage from 190 to 200

  • Raptor pounce aim indicator is now "charged" up after ~1 second
  • Aimed pounce now shows as yellow when not ready
  • If you pounce and indicator is yellow, you'll still be "quick pouncing"
  • Shortened pounce timeout for novaraptor

  • Fixed being able to initiate bracing as Tyrant after you have started eating a victim
  • Attempt to mitigate Flyers not landing when hitting the ground at extreme angles

  • Added a couple more strong points in Carno's tail
  • Fixed some holes in the collision mesh of Spino's tail

  • Reduction to Pachy base movement speed
  • Pachy now takes longer to reach charge speed
  • Slower turning rate at high speeds for Pachy
  • Roaring no longer improves Pachy charge turning rate
  • Quicker charge acceleration with roar active
  • Minor reduction to max charge speed and slide speed of Pachy
  • Fixed sprint speed resetting when toggling sprint during a roar as Pachy

  • Pachy charge now deals minimum 30 damage, max 60 damage
  • Increased knockback from Pachy charge impacts
  • Reduced intensity of Pachy un-roared charge breath sounds

  • Fixed spit disappearing when hitting bear traps
  • Fixed beatraps not being destroyed and not granting EXP if a Cryo spits acid on them
  • Dilophosaurus charged spit can now extinguish Tyrants and Bruisers that are on fire
  • Pachy now counts as a "small dino" and can be put out by regular dilo spit + puddles

  • Experimental: swapped the targeting indicator for charged spit to use a trail of dots instead of a beam arc - this is slightly more accurate and easier to render

  • Fixed being able to cancel spit animations by biting
  • Fixed dilo spits don't hit dinos / don't extinguish them in some cases
  • Raised minimum cryo acid impact damage to 35

  • Updated Dilatatum Carno model
  • Fixed up Albertensis Cerato model
  • Adjustments to a couple of Spino models
  • Fixed some inconsistency issues with a few Spino skins


[h3]Other Changes:[/h3]
  • Increased the Near view distance setting by 65%
  • Resolved physics warnings on a few attachment meshes
  • Various code and server logging optimizations
  • Servers now log fewer events to improve performance

  • Fixed avatars in spectator module
  • Fixed it being possible for the game to award you +0 EXP
  • Updated ranking progress bar to hopefully display more accurately
  • Fixed bugs with incorrect damage attribution for fall damage, falling out of world and net kills
  • Possible fix for kill credit sometimes not being correctly awarded for flame slammer kills

  • Added a new UI sound for getting a kill assist

  • Optimized a bunch of character assets to use less memory

  • Re-worded a challenge due to "tranq rifle" changes
  • Fixed the "Headshot Kill 15 Dinos" challenge only working if it literally caused head loss
  • Fixed a few item name / description errors
  • Updated credits with more community contributors


Halloween Hotfix 2.9.75

This patch addresses a few issues that slipped through with the major Halloween Horrors update, and improves overall stability.

[h2]Patch 2.9.75 Changelog:[/h2]



  • Increased poison dart rifle clip size by 1
  • Increased poison dart rifle rate of fire by 10%
  • Slight increased to accuracy of poison dart rifle
  • Decreased stamina cost for Tyrant bracing a bit
  • Fixed cryo acid pools being able to overlap each other
  • Fixed an issue where kill credit was not shown correctly for dart kills in some cases

  • Fixed dinos sometimes not triggering correct sounds / animations when entering death state from poison darts

  • Added new status effect icons that show for dinos when they have the poison status from the poison dart rifle

  • Survival mode: fixed the upgraded sniper rifle having swapped 3rd and 1st person firing sounds
  • Improved server stability, fixed some verbose logging that was causing slowdown
  • Set a proportional limit of 4 on Bruisers in Get To The Chopper mode by default
  • Fixed turrets in GTTC mode being non-hostile
  • Fixed a lighting error on GTTC RuthlessSnow

  • Resolved issues with Deformus, Trickster, Imperius, Reflected Ruby Cerato items
  • Fixed polarized sunglasses having same colour as hipster sunglasses
  • Improved facial animation weighting on Trapper character models
  • Small fix/tweak to a Cryo mutation mesh
  • Fixed a few description typo's


[h2]Special Event Now LIVE[/h2]

Halloween Horrors is in full effect, with spooky drops and a horrifying horde of new looks in-store! The event concludes on November 14th, plenty of time to scare yourself silly. Thanks for playing, and..

[previewyoutube][/previewyoutube]

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

HALLOWEEN HORRORS

A terrifying new game update is now live for Primal Carnage: Extinction on Steam!

We're celebrating the season of fear (and Primal Carnage's 10th anniversary) with Halloween Horrors!

An epic special event featuring spooktacular new looks, scarily good upgrades to numerous gameplay features, and mortifying amount of bugfixes.

Read on at your peril!


UPDATE HIGHLIGHTS


[h3]NEW Pyro Weapon:[/h3]
[h2]The FLAME SLAMMER![/h2]

After all these years, Angus got tired of waiting around and decided to do it himself...



Cobbled together from spare parts, the Flame Slammer is a trademarked McLaughlin Special, featuring a combined incendiary grenade launcher and slam-firing shotgun attachment!



The pyro's new toy allows him to better deal with foes at longer range, flinging fire bombs that instantly ignite anything in the blast radius! Though unlike a molotov, they don't stick around. You get two in the pipe before needing to reload.



For close quarters combat, the slam-fire shotgun shoots slug shells instead of regular pellets. This actually makes it surprisingly accurate (and lethal) so long as you have good aim...

We're hoping this is a fine additional to Pyros arsenal, allowing him to be a bit more effective at crowd control and providing a slightly different playstyle to the usual flaming and sawing. Thanks again to all of the testing crew who helped us refine it over the last couple months!


[h3]NEW Game Mechanic: [/h3]
[h2]Tyrant Bracing[/h2]



A lot of players have been asking for this one for quite a while now, and the halloween update is our first implementation of it. Tyrant Bracing allows you to take reduced damage, at the cost of stamina. This is useful for Rexes, Acros and Spinos who want to battle up close or protect their team by absorbing aggro.

Tyrants that are bracing receive 80% less damage from all sources than they would previously.

To enter bracing mode, simply hold the "crouch" button for a moment and your Tyrant will duck their head down to the ground with a growl. To stay braced, you must continue holding crouch (you can enable toggle crouch if you like). Release crouch to exit brace.

The ability slowly drains your stamina, but any incoming damage will also chip away at it. This means you can't just brace forever. Attacking or eating will also cancel the ability, so be mindful.


[h3]What's in a name?[/h3]
[h2]Reworking The Dart Gun(s)[/h2]

After much deliberation, we decided to revamp the dart-based weapons to make it clearer what each does and give the more defined roles. They are less about damage over time, more focused on specific status effects.

The "tranq rifle" is now the Poison Dart Rifle, and is designed around sustained damage dealing.



We have made the damage numbers better communicate how the dosage mechanic works with this weapon, where successive shots can deal more damage. Basically, poison darts inflict the poisoned status effect, where each consecutive dart hit deals more damage if you hit them quick enough (up to a point).

Once a dinosaur has been hit by enough poison darts, they are fully dosed and enter the poisoned death state. After two seconds of lumbering around they succumb to the poison and die. Dinosaurs can avoid reaching this state by roaring, which removes half of the poison dosage. However, once you are fully dosed with poison there is no going back.

The "dartgun" is now officially labelled the Tranquillizer Pistol and is focused purely on stamina drain.



Unlike the poison dart rifle, the tranquillizer pistol barely deals any damage. However, it is ruthlessly effective at removing the stamina of enemies (if you can manage to hit them!).

Draining all of a dinosaur's stamina with tranquillizers puts them into the fully tranquillized state, which prevents stamina recovery and slows their movements. Yes, the tyrants are back to tail dragging.

Being fully tranquillized lasts for 3 seconds, but can be extended slightly if a scientist keeps shooting tranq darts into their target. Once a dinosaur exits the fully tranquillized state, they have a quarter of their stamina automatically restored.

We think these changes make the weapons more interesting to use and fight against, with scientists needing to keep the pressure on in order to deal good damage with the poison dart rifle or to fully tranquillize with the tranq pistol.


[h3]Rethinking Pachy:[/h3]
[h2]Goodbye Manual Charge[/h2]



With Pachycephalosaurus, we tried something different when it came to charging. Unfortunately, the manually activated charge proved too confusing to most players, or just plain awkward. For the sake of consistency and to make it a tad easier to get to grips with the class, we have changed it to have an automatically activated charge.

This means that Pachy now behaves closer to the other Bruiser classes, building up to top speed where it can charge enemies. As a side effect of this, all of the Bruisers now let out a bellow when they have reached high enough speed to deal charge damage.

There are other changes to the Pachy, all based around making it a little speed demon. Remember to use your Roar Ability to gain a massive boost to maneuverability! The Pachy's roar enables higher jump height, faster turning and more damaging charge hits. We're hoping this makes it fit in better with the other Bruisers and makes it more fun to use!

[h3]A Whole LOT More![/h3]



We've been hard at work refining mechanics and fixing issues these past few months. This update includes dozens of quality of life improvements, from making weapons less clunky, to refining flyer movement, and diving deep into the guts of the game's code to rework dinosaur hit detection.

Melee attacks by dinosaurs should now be much more reliable and we are working on improvements to movement replication for future patches as well. There's still a few edge cases (pounce continues to be problematic depending on the angle of attack) but we've made a lot of progress.

You can check out the frankly scary amount of changes in the full "fright log" further down, but of course there's a certain seasonal event now underway...

[h2]SPECIAL EVENT: Halloween Horrors[/h2]



Back for another year of mortifying mutations and spooktacular skins, Halloween Horrors returns to Primal Carnage: Extinction on Steam!



From ghostly Dilophosaurs to simply beastly Commandos, the in-game store is full of frightening new items. A second generation of Royal Acro skins has arrived to challenge the throne, and there's a brand new Halloween Gift packed full of scary good new looks to frighten a whole server with!



Another frighteningly good set of Ultimate Human Skins is also debuting this update, the KILOWATTS!



Kilowatt Humans are cybernetically enhanced, augmented with technology - their skin is alive with the patterns of their inner circuitry shining through! These electrifying new looks can be obtained either as ultra rare drops or by crafting 25 legendary human skins together.

You can view the whole horrifying selection on our spooky event Trello page!

[h3]IT'S (almost) OUR ANNIVERSARY![/h3]



Just about 10 years ago, on October 31st 2012, the original Primal Carnage game was released. That means the franchise is about to hit its 10th anniversary! Time flies when you're killing dinos...

To celebrate the occasion we're going to have a free 10th Anniversary Gift, which is a personal gift just for you. Keep an eye on the official discord server closer to the anniversary date for a special code to enter in-store for you to receive your gift!

Opening the anniversary gift grants a collection of themed sprays, a couple of nostalgia glasses, one memorable Carnotaurus skin and more!



But that's not all, there are other blasts from the past to commemorate 10 years as well - opening this year's Halloween Gift will grant you the Precursor Pachy - the original prototype Pachycephalosaurus from when it was being considered for the first Primal Carnage! We dusted it off and made it work with our own Pachy's rig. The creature is a little.. strange.. but certainly fits the horror theme!



On a similar note, the Precursor Rex is also available as a Legendary drop today! This grey and brown beastie was the first Tyrannosaurus ever created for Primal Carnage, before we got to the Big Daddy we all know and love. A wonderfully bumpy throwback with something of a mean look to him!

We were hoping to share a bit more about the PlayStation side of Primal Carnage as part of our celebrations, but that needs a bit more time in the oven just yet. It shouldn't be long now though.

As always, keep an eye on www.primalcarnage.com and the official Discord server for the latest news.

[h3]Thanks for a great 10 years, and here's hoping for many more to come![/h3]
-The Primal Carnage Team


Full Fright Log:




[h2]Controller Updates[/h2]

We are continuing to overhaul gamepad support as part of our work on the PlayStation revamp of PCE, and have started bringing some of those fixes and updates to the Steam side. This also means a rework of the controller layouts (with more presets and controller customization on the way!).

  • Updated default control layouts for gamepads based on community feedback
  • Fixed shoulder buttons on controller not properly swapping between tabs on server browser
  • Left and right triggers no longer feel backwards when dual wielding weapons
  • Fixed an issue where horizontal and vertical sensitivity sliders became swapped
  • Set toggle run to be on by default when using a controller (first-time users)
NOTE:
If you encounter issues when using a controller please consider disabling Steam Input.

You can do this by simply right-clicking Primal Carnage: Extinction in your Steam library and selecting Properties > Controller then choosing Disable Steam Input from the dropdown list. PCE has native support for Xbox and PlayStation controllers, and should not require third party tools to use a gamepad with.

[h2]DINOSAUR CHANGES[/h2]



[h3]General:[/h3]


  • Fundamental changes to how dinosaur attack hit detection is handled, should now be much more responsive and reliable than before.

  • Fixed dinosaur Roar Refresh function not cancelling the bow's bleed status effect
  • Roar Refresh reduces dinosaur dosage amount by 50% instead of fully removing dart status effects
  • Updated some species class info in the menus

  • Changed tranquillizer rifle to reinforce its role as a poison dart gun:


    • Damage displayed is perceptually instant, with the intent to give better feedback.
    • Hitting a strong point reduces the the damage dealt but not the dosage level.
    • Only ultra strong points (e.g. Pachy dome) reduce both dose and damage.
    • Each hit with a poison dart makes the next dart deal more damage (up to a point)
    • Extra damage is only dealt if darts hit within a short window of time, else it starts going down
    • Fully dosing a dinosaur will produce a UI sound effect and guarantee a kill on it.
    • Poisoned dinosaurs will die two seconds after receiving the killing dart.


  • Tranquillizer pistol now does more classic energy sapping:


    • Losing all your stamina from tranqs makes a dinosaur enter the fully tranquillized state
    • Fully tranquillized dinosaurs cannot regenerate stamina for 3 seconds and move slower
    • Each consecutive tranq dart hit then adds 0.5 seconds to the duration (up to 4 hits)
    • When fully tranquillized state ends, dinosaur has 25% of their stamina restored.

[h3]Spitter Updates[/h3]


    Cryolophosaurus:


    • Small increase to spit charge-up time as cryo
    • Reduced direct hit damage for cryo acid from 80 to 60
    • Sped up cryo acid puddle damage interval from 0.85 to 0.7
    • Reduced damage of cryo acid puddle from 30 to 25
    • Reduced "health" of cryo acid pool slightly so flamethrower ignites it quicker
    • Charged spit projectiles now also explode on direct hitting a human
    Dilophosaurus:


    • Reduced dilo spit default damage from 30 to 10
    • Reduced dilo spit explosion damage from 30 to 25
    • Slowed the draining effect interval of dilo venom puddles
    • Reduced venom puddle stamina drain per tick from 16 to 12
    • Charged spit projectiles now also explode on direct hitting a human
    • Dilo puddles now deal a tiny bit of damage (just 1 per tick) to help humans be aware of them.
    • Made the radius at which dilo spit extinguishes flares be a little more forgiving.

[h3]Tyrant Updates[/h3]

  • Increased audible radius of a few tyrant eating sounds
  • Tyrants will now produce a threatening rumble when they are braced

  • Added bracing ability for tyrants:

    • as tyrant, hold the "crouch" key for a moment to charge up extra armour by "bracing"
    • when they are braced, tyrants receive 80% less damage from all sources
    • bracing slowly consumes stamina, and you lose a small amount of stamina when hit
    • you can brace and sprint as a tyrant, but the stamina consumption will make it end sooner
    • you can initiate attacks while braced, but this will cancel the brace and remove the effect
    • you cannot regenerate stamina while bracing

[h3]Pachy Updates[/h3]

    Charge Changes:


    • Pachy now automatically charges, similar to other Bruisers. No manual activation.
    • Minor increase to pachy charge damage (38 min, 76 max)
    • Pachy lets out a cry when it has reached charge speed
    • Charging velocity is faster after roaring
    • Knockback behaviour is now closer to Carno
    • Limited charge hits to once per second
    • Reduced stamina consumption for charge
    • Fixed charge sometimes doing double hits
    • Fixed charge being cancelled after jumping
    Roar Ability Changes:


    • Increased turn speed when roared a bit further for Pachy
    • Slight reduction to Pachy midair (jump) turning speed
    • Pachy primary attack is now 25% faster during roar period
    • Faster turn speed for Pachy in general when charging, plus...
    • Pachy now has boosted charge turning rate while roar ability is active
    Other:


    • Slightly lower jump height by default
    • Increased speed while sliding for Pachy
    • Increased minimum velocity required to slide
    • Shorter timeout period after sliding before Pachy is allowed to slide again

[h3]Flyer Updates[/h3]
  • Adjustments to Flyer acceleration, increased velocity from diving
  • Flyers now slow down quicker from sprint speed (stronger braking)
  • Fixed a problem where Flyers were unable to land or take off in some cases

  • Reduced minimum height required for Tupa divebomb from 316 to 300
  • Increased max divebomb groundpound damage from 80 to 90
  • Made sure ThrowRagdoll was set to True on the Tupa divebomb, along with a decent upkick

  • Reduced minimum required grab height for Pteranodon
  • Made grabbing less restrictive with a lower velocity requirement
  • Reduced the slowdown when holding a grab victim as Pteranodon
  • Fixed the Pteranodon grab animation not cancelling when shot, it now flaps angrily.
  • Fixed an issue where Ptera was sometimes unable to let go of a grabbed human after being shot
  • Fixed still being able to descend with your catch if you hold crouch before initiating a Ptera grab


[h2]HUMAN CHANGES[/h2]


    [h3]General:[/h3]


    • Health pickups now work differently -16 HP on touch, with the rest given over 2.5 seconds

    • If a human is damaged after grabbing a health pickup, health restoration ends
    • Grabbing a second health kit does not give immediate HP, instead stacking on to the timer

    • Humans now play their weapon equip animation before being able to shoot if dropped by a Ptera
    • More accurate ragdoll effects from gunfire, with stronger impact force on bullets
    • First implementation of new, more efficient dialog code
    • Game now waits until current voice line has finished before trying to play a new one

    [h3]Weapon Changes:[/h3]


    • Fixed a bugged timer that caused some weapons to have an artificial rate of fire cap
    • Fixed sometimes being unable to swap from secondary to primary weapon while sprinting
    • Fixed bug where weapons hit twice when playing on client hosted games
    • Allowed weapon swap while jumping/falling

    • Melee attacks are now less affected by armour (20% reduced damage instead of 40%)

    • Machete now takes less time to do a fully charged swing
    • "Charged up" machete swings now completely ignore regular armour
    • Fixed machete still doing damage AFTER being pounced if user had been charging it up
    • Added new sounds to machete charge attack animations, fixed no sound on regular machete attack
    • Charged machete hits now deal 75% bonus damage (coupled with 25% crit, this can mean double damage)

    • Re-enabled a small amount of procedural weapon model bob during movement
    • Guns now slowly recenter to near their original aim height after being shot
    • Increased kickback when firing certain guns

    • Moderate recoil reduction on SMGs
    • Minor spread reduction for M4
    • Increased revolver crit damage to 40%
    • Increased spread of burst rifle
    • Reduced effective range of burst rifle slightly
    • Desert Eagle now has 20% amount piercing damage
    • Hatchets now have the ability to deal crits again

    [h3]Scientist Weapon Updates:[/h3]


    • Tranquillizer Rifle is now the Poison Dart Rifle, with a focus on sustained damage
    • Poison dart rifle does not drain stamina, instead applying a dosed status effect
    • While under the influence of poison darts, each successive dart hit does more damage
    • The poison status effect wears off quickly, so you must keep the pressure on to deal good damage

    • Formalized the dartgun's name as Tranquillizer Pistol
    • Tranq darts drain dino stamina until they are in a depleted state, with reduced movement speed
    • During the fully tranquillized state, dinosaurs are unable to regenerate stamina
    • Once tranq status has ended, dinosaurs immediately recover 25% of their stamina
    • Reduced the tranq pistol instant hit damage from 10 to 5
    • Tranq pistol now fires faster, with less recoil


[h2]VISUAL / COSMETIC CHANGES[/h2]


  • Post processing and lighting updates to a couple of maps
  • Optimizations to several lens flares and particle effects
  • Swapped the main menu and BasicTesting maps for new spooky versions
  • Re-enabled spooky scary skeleton skins as default inventory items

  • Community animation fixes:

    • Trapper : now has basic facial animation support
    • Trapper : fixed Colt / SMG select animation and added eye animations
    • Commando : fixed AR selection animation not looping seamlessly
    • Commando : fixed hand not grabbing the M4 properly in first person scoped anims
    • Assault Cannon : adjusted first person reload to see the bullet better
    • Pathfinder : updated machete "charge-up" animations
    • Cryo : fixed a stutter in its sprint animation
  • Fixed cosmetics visible in cinematics
  • Fixed lagoon carno skin and RGB netgun skin
  • Consistency pass on a bunch of dinosaur skins
  • Updates to a few character models
  • Snow Pyro and Survivor Pyro now use the classic hybrid model (had a face transplant)


[h2]OTHER CHANGES[/h2]

  • Reduced auto-balance check time from 70 seconds to 45 seconds
  • Change Class no longer has an
  • additional* countdown after having already killed you
  • Possible fix for changing teams causing severe weirdness

  • Reduced minimum Capture The Egg mode players required to 2
  • Set stricter default class limits in general
  • Re-enabled voting by default

  • Added the GTTC maps to Freeroam map rotation
  • Added more names to the credits
  • Added more class hints
  • Fixed a damage number display bug
  • Fixed item descriptions sometimes appearing behind in-game store banner



[h2]Join our official Discord...[/h2]