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Primal Carnage: Extinction News

Winter Patch 2.7.1



A new patch is now available for Primal Carnage: Extinction on Steam, addressing several minor issues with the recently released Winter Update.

[h2]Change Notes:[/h2]
  • boosted the maximum camera sensitivity scale
  • humans now use their normal knife melee if they don't have enough stamina for heavy melee
  • fixed Spaz-12 heavy melee not working
  • increased range of assault rifle heavy melee attack
  • fixed light melee interrupting heavy melee
  • disabled being able to scope while reloading
  • raised flaregun ironsights height
  • adjusted position of m4 ironsights view

  • tweaked settings on spawn points for Waterlogged map
  • fixed a human exploit area on Waterlogged

  • fixed missing rancorous acro mutation
  • fixed degrootum acro using incorrect model
  • updated spotted hyena nova feather mesh
  • updated fallen tupa with enhanced texture masks
  • fixed jolly jumper commando not being able to use cosmetic attachments

  • increased timeout period for connecting to economy
  • added a server config option: NoRotation=true/false for setting up a single map server

[h2]Happy Holidays![/h2]



That's all, folks. The Winter Event is now in full-swing with all seasonal items activated! We'll be putting up a couple of 24/7 Waterlogged servers so people can easily check out the new map as well.

The snowy festivities will last into mid-January, when we'll be back with further game refinements and optimizations. Until then, we hope everybody has a great holiday!

See you next year,
-The Primal Carnage Team



Join our official Discord server...

Winter Update and Special Event

Winter is here! A new update has just been released for Primal Carnage: Extinction!
Read the highlights below or scroll to the end for an extensive full change log...


[h3]New Deathmatch Map[/h3]
[h2]"Waterlogged"[/h2]



Our latest new level is an expansive deathmatch map, situated in the secretive location of "Atrium B" which was used to store and analyze marine reptiles offshore.



The once bustling labs now sit abandoned, and the facility is slowly being swallowed by the sea. As its passages fill up with water, the cryogenic specimen tanks have gone into overdrive to compensate, freezing an entire section in cold ice.



With the facility in disarray, the map has a number of hazards to avoid. Players must watch out for being hurled into the churning ocean, avoid electrified water, and steer clear of scorching hot steam vents.



Developed in collaboration with the Primal Carnage community, Waterlogged is one of the biggest and most intricate maps to be officially added so far!



[h3]New Human Ability: [/h3]
[h2]Long Gun Melee[/h2]

The mercenary team now has a new backup attack they can use when holding their primary weapon. Tapping the melee button now does a bash attack that will fling aside smaller dinosaurs. This stuns dino players for a brief moment, allowing the human player the chance to take them out if they're fast enough.



Long gun heavy melee is an ability that was teased with the recently added Burst Rifle, with its bleeding bayonet attack. The chainsaw now has a similar effect as of the winter update. Using melee while holding a primary weapon costs stamina, however, it's a worthwhile trade in many cases such as interrupting a raptor that is pouncing towards you.

[h3]Dinosaurs React![/h3]

Alongside the human heavy melee ability is a new set of hit reactions for dinosaurs. Each land-based creature now has both light and heavy impact animations, with variations depending on which side of their body they were hurt from.



These new features wouldn't be possible without the help of half a dozen community animators lending their talents to the project. Things are not perfect just yet, but considering the time pressure they've done an amazing job.

[h2]Winter Goodies[/h2]

Starting this week and running for almost an entire month is the special winter event, with time-limited cosmetic items dropping during the festive season. We have everything from glow-tastic firearms to brand new mutations to modify the look of your dinosaurs.

[h3]DOUBLE DROPS [/h3]

During the winter event you can receive up to twice your weekly limit of random item drops while playing!



There's a wide range of new festive items available through simply playing the game, from seriously *cool* skins to fresh new animated sprays!

[h3]NEW STORE ROTATION[/h3]



A gaggle of winter goodies is hitting the in-game store today! The winter event collection contains 17 new dinosaur model mutations, 3 new taunts, new skins and more...



Mr. Blue struts his way into the game as a premium item alongside the second generation of intricately detailed Royal Dilophosaurus, and a brand new winter gift box is here to shower the whole server with cosmetics such as plush toys whenever a player opens it.



Not to mention, we're bringing back every Christmas-y item from the game's long history
(with some Jurassic-sized discounts)!



You can see all of the new and returning cosmetics over on our Special Event Trello board


Full Winter Changelog


[h2]Known Issues[/h2]
  1. Economy connection may fail the first time the game initializes, resulting in no inventory being visible. Simply restarting the game should resolve this in most cases. Additional troubleshooting advice can be found in the pinned threads of the Steam issues subforum.

  2. Connecting a gamepad after the game has already started may sometimes not have it be detected properly. It is advised to have it already plugged in and not disconnect during gameplay, as it may not be recognized when connected a second time. Restarting the game will usually fix this.


[h3]Human Changes[/h3]
  • added heavy melee attack to long guns such as sniper rifle, netgun, flamesaw, etc.
  • flamesaw heavy melee does bleed damage similar to burst rifle
  • updated burst rifle first person melee animation to have more of a stabbing motion
  • increased bleed time and bleed damage of burst rifle

  • dual pistols can now be fired much faster
  • reduced dual pistol damage from 75 to 60

  • reduced un-scoped fire rate of sniper rifle
  • reduced spread on sniper rifle and burst rifle
  • reduced final bullet spread multiplier on burst rifle
  • less damage falloff for assault rifle and burst rifle
  • Small increase to effective range of standard shotgun
  • Spaz12 has slightly better damage at max falloff distance now

  • set a cap for maximum camera speed as human
  • you can no longer scope in during melee animations

  • adjusted model offsets for almost all weapons in first person
  • fixed M4 and MK pistol animation playing too slow when aiming down sights
  • fixed reload animations don't play unless crosshair has finished re-centering to normal size
  • updated double barrel shotgun reload camera animation
  • made camera motion for reloading the assault rifle line up better
  • added more noticeable camera shake when chainsawing an enemy
  • minor increase to pistol camera recoil

  • fixed classic commando missing backpack socket
  • updated default Pyro mesh to have more detailed hair modelling

  • enhanced particle effects for various weapons
  • updated flamethrower fire effect with a more three dimensional core jet
  • Updated explosion lights, fixed commando rocket and molotov not having one
    (as a result, made it so that molotovs now light up the scene for their firepool duration)



[h3]Map Changes[/h3]



  • NEW deathmatch map added: PC-Waterlogged

  • added new volumetric light coronas around various lamps throughout the game
  • added new color grading style to Airbase map (experimental)
  • updated Airbase with thicker fog and darker ambience
  • closed a main entrance on the second Verdant big building
  • added more cover to Verdant in general, both in the compound and on the edges
  • added more spawns around the edge of Verdant
  • updated snowy version of UtilityBase to be closer to regular Ubase
  • new lighting pass for the ice cave area of Borealis

  • fix for low health transparency issues on ForgottenWorld map
  • basictesting map has been temporarily replaced with wintertesting map
  • swapped to the winter main menu map

[h3]Dinosaur Changes[/h3]



  • dilo spit vision now fades out gradually instead of completely blinding you for several seconds

  • reduced max dilo spit damage from 78 to 40
  • reduced minimum dilo spit damage to 20
  • reduced cryo acid damage from 90 direct hit to 80
  • reduced cryo acid minimum splash damage 40
  • reduced cryo acid overlay duration

  • raised "eye height" of Tyrants so camera is higher
  • made acro stomp impact effect bigger and fuller
  • added more dense tyrant footstep particles
  • fixed tyrants not having a specific grass footstep particle effect
  • fixed spino not able to taunt sometimes after using secondary attack

  • fixed net breaking sound playing on already dead netted dinosaurs
  • fixed smoke emitters on dinosaurs that have been burned to death not appearing on listen servers
  • changed master dino shader to allow stronger emissive effects unaffected by light direction

  • Added mutation compatibility for the following Cryolophosaurus skins:

    _Iceshard
    _Hailstone
    _HoneyBadger
    _WildDog
    _Rinkhals
    _IceBreaker
    _CrichtonCryo
    _Withered
    _Korn
    _FrostCryo
    _Emperor


  • Various fixes and remakes for certain skins including:

    _bearded feathered nova
    _savage feathered nova
    _dark classic nova
    _greenhorn carno
    _bloodhorn carno


[h2]New Options & Enhanced Gamepad Support[/h2]

A big focus over the past 2 months has been improving controller support, with the goal of making it much more comfortable to play using a gamepad and offering more options to customize your experience. These are also features that will be added to the refreshed PlayStation version next year...

  • Improved native support for DualShock 4 and DualSense controllers
    (no extra software required, just plug and play)

  • Rewritten controller support to allow compatibility with a wider range of gamepads

  • Added option to invert vertical aim axis
  • Added option to swap left and right analog sticks on controllers
  • Added option to invert forward/backward movement on left stick
  • Added option to change deadzone settings for left and right stick
  • (controls how much movement input is needed before the game responds)

  • Reworked gamepad aiming- the right stick is now tighter in the center but looser around the edges

  • Split controller look sensitivity into separate X and Y axis sliders
  • Reduced vertical sensitivity scale for gamepads

  • Fixed an issue where diagonal gamepad aiming was slower than up/down/left/right
  • Fixed getting stuck in team selection using gamepads if trying to select a "full" team
  • Fixed the Share button being used to toggle scoreboard on PS5 controllers

  • There is now only a single toggle button for swapping weapons on controller instead of having additional buttons for previous weapon and next weapon on the D-pad.


[h2]Steam Winter Sale[/h2]

We're running a deep discount during this year's Steam Winter Sale!



You can grab 50% OFF the game itself, the official soundtrack, and even the PCE 4-pack for ultimate multiplayer mayhem! So why not give the gift of Carnage this Christmas?

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/

[h2]Happy Holidays![/h2]



We hope you all enjoy this latest update to Primal Carnage: Extinction. More to come in 2022!

Massive thanks go out again to the community artists, animators and testers who helped create the winter update. We *really* couldn't have done it without you.

From everyone on the Primal Carnage team,
We wish you a Merry Christmas and a happy new year!



Join our official Discord server...



Waterlogged Preview and WILD WEEK!

We're back with a little status check today. It's been a busy month, with several large development tasks taking up our time...

The process of overhauling the PS4 version continues slowly but surely, and we've been making various fixes and improvements for the upcoming winter update. Out of everything on our to-do list though, the most exciting thing coming to Steam next month is our brand new team deathmatch map!

[h2]The Waters are Rising...[/h2]

You may have seen glimpses of it before, but here's a more extensive sneak peek of our next map...

[previewyoutube][/previewyoutube]

Waterlogged is a new level developed in collaboration with community creators such as Othello and Spinoraptyrex, it was a close runner-up in last year's official mapping contest.

The setting is the secretive "Atrium B", which was used to store and analyze marine reptiles offshore. It now sits abandoned, the facility slowly being swallowed by the sea as its passages fill up with water. The cryogenic storage tanks have gone into overdrive to compensate, freezing an entire section in cold ice.



This map has a number of hazards to avoid, from falls into the churning ocean, to electrified water. We're excited to start playtesting it soon and you can expect to see it officially added to the game with the winter update later in December!


[h2]Dinovember Finale - Wild Week[/h2]

As the end of #Dinovember draws near, we're running one last week of gargantuan sales, and it's about to get pretty crazy!

[previewyoutube][/previewyoutube]

Wild Week features some of the more exotic mutations and skins that have graced the game in the past, returning with hefty discounts applied. From a frilled Dilophosaurus, to a literal Dodo, there's a great collection of wild and wonderful looks back in-store for the next 7 days!


[h2]Steam Autumn Sale[/h2]



If anyone has yet to jump into the Carnage, or has friends who might be interested in unleashing their inner dinosaur, Primal Carnage: Extinction and the PCE 4-pack are presently 50% off until the end of the Steam Autumn Sale. Grab a great bargain before December 1st rolls around!

https://store.steampowered.com/app/321360


Join us on our official Discord server!

Patch 2.6.6 and Dinovember!

A new patch for Primal Carnage: Extinction is now available! This patch features fixes to several bugs and issues, while also addressing gameplay balance.

Today also marks the start of the Dinovember Sales, with dozens of classic items returning to the store at record discounts! Find out more below…

PATCH 2.6.6


[h2]Human Changes[/h2]
  • Improved damage for shotguns in the mid-range
  • Reduced spread and increased recoil for sniper rifle
  • Increased fire rate for standard “MK” pistol
  • Increased max range for Desert Eagle and MK pistol
  • Increased burst rifle reserve ammo by 40
  • Increased fire rate slightly for burst rifle, minor reduction to its spread
  • Increased size of thrown landmine and sensor mine models to be more visible

  • Survival: fixed the flamethrower losing its start / stop sounds when upgraded
  • Survival: fixed hotkeys for primary and secondary weapon being swapped after upgrading

  • Moderate increase to human sprint speed
  • Damage over time effects now prevent humans from using large resupply crates

  • Added weapon info icons (armour piercing, etc) to class select
  • Fixed seeing highlighted pickups as dino on round 2 if you had low ammo at the end of round 1
  • Fixed catsuit scientist having a ponytail in-game


[h2]Dinosaur Changes[/h2]
  • Reduced Acro stomp radius by ~25%
  • Applied damage falloff to Acro stomp impacts, it is now less forceful the further away you are

  • Increased max sprint speed of Carnotaurus
  • Fixed an issue where Carno would sometimes only deal 5 damage when charging into people
  • Added a default carno mutation: Robustus Carno

  • Reduced spitter sprint speed slightly
  • Small boost to spitter jump heights

  • Reduced duration of Cryo acid spit overlay effects
  • Increased splash damage of charged Dilophosaurus spt explosions
  • Spitters now only slow down from sprinting if the spit they are charging up is halfway ready
  • Spit explosions now have no falloff, applying constant damage to anyone in the blast radius.

  • Fixed regular spit impacting the floor being able to blind humans if they were too close to it
  • Fixed cancelling a charged spit by looking backwards keeps you in the charged spit animation
  • Fixed landing a direct hit with Cryo charged spit sometimes dealing 0 damage.
  • Fixed being able to do charged spits while netted

  • Successful pounce kills now give health back for raptors
  • Fixed "tail armour" being missing from most of the smaller classes
  • Fixed only the very tip of the beak counting for pecking people as Flyers
  • Fixed taunting not working half of the time, especially for bruisers.

  • Tyrants are now allowed to freelook when eating people
  • Added more intense camera shake for Tyrant footsteps, they are now felt further away

  • Adjusted dino shader, skins now desaturate when they are burned
  • Fixed the AI in Survival only using their default skins in online games
  • Fixed a handful of raptor skins that had no colour
  • Updated the texture for undead Pachy skin
  • Fixed weight painting issue on Mortis Pachy mutation model

  • Remakes for various older legacy skins such as Lilypad Cryo, Arctic Venom Dilo, Darter Carno, Sediment Carno, Crimson Spino, and several more.

  • Added randomized tongue action to raptor tranq idle animations
  • Optimizations to ionizing foot trail effect


[h2]Map Changes[/h2]
  • Fixed a non-solid mesh on DesertionPoint
  • Fixed projectiles going through parts of the Docks ship tower
  • Fixed Transfer main building having no collision on the upper walls on one side

  • Fixed a couple of CTE map blockers being present on TDM Forestchasm
  • Fixed a stuck spot on UtilityBase

  • WhiteForest: fixed an unpurchasable gate
  • WhiteForest: made sure opposing purchase consoles are disabled when gates are bought
  • Renaissance: fixed the Acro boss AI falling through the map on spawn

  • Adjusted ledges up to the roof of the main building on UtilityBase so it's easier for Spitters
  • Made blue barriers disappear when round starts on CTE


[h2]Other Changes[/h2]
  • Re-added assists column to scoreboard by popular demand

  • Capture the Egg: fixed only one egg spawning on 2nd round
  • Capture the Egg: nests that are not in use are now hidden
  • Capture the Egg: fixed eggs respawning a couple of minutes after being captured

  • Fixed light shafts graphics option not working
  • Fixed lens flare graphics option affecting pathfinder flares
  • Added a warning popup when changing graphics settings that you may require a restart
  • UI enhancement: red X is now shown when a skin does not support cosmetic attachments

  • Disabled the halloween main menu
  • Added post-halloween promotional art
  • Deactivated the skeleton skins from halloween
  • Removed setname command
  • Fixed a challenge typo


Dinovember!


DINOVEMBER is here and today's update marks the start of three weeks of Jurassic-sized sales!
Yep, we'll be rotating in another set of classic skins on the in-game store every week this month…

  1. [h3]Raptor Week & The Spooky Spillover[/h3]



    From the vivid and striking to the subtle and camouflaged, 18 retro raptor looks are back with deep discounts! This week is a little special though, in that we have a few extra items that didn’t quite make it into the Halloween Horrors update.



    In addition to Raptor Week, several late but not least arrivals are here today. Among these are the menacing KRONOS Rex mutation, savage REGALIS Pachy mutation, the unnerving UNIFORMIS Dilo, and new skins such as the intricate Isidalwa Carno.



    And as the cherry on top, the Ornatus Tupa mutation is now available as a free drop.

  2. [h3]Sales Upon Sales![/h3]



    Week 2 has the Tyrants stomp back into the spotlight with classic skins for Acro, Spino and T.Rex returning. They will have a handful of fan favourite mutations coming back, in addition to around two dozen classic looks for our fearsome threesome.

  3. [h3]Let's Go Wild[/h3]



    Dinovember concludes with Wild Week 3, featuring some of the craziest looks to ever grace the game returning for a limited time. Oh, and one final thing...

[h3]Carnotaurus Robustus[/h3]

As of today, we’re giving everyone who owns Extinction a FREE default mutation for Carnotaurus, who has been left out in the cold until now. ROBUSTUS Carno is genetically enhanced with extra muscle mass, becoming so bulky it’s developed a bison-like humpback and stronger facial features.



You should have the mutation available to equip the next time you launch the game after updating.


Winter is Coming




We'll be back with the winter update mid-December, bringing a brand new deathmatch map developed alongside the community plus the usual avalanche of festive goodies!

We hope you enjoy this latest update to PCE and look forward to seeing you again next month,
-The Primal Carnage Team


Join us on our official Discord server!



Special Thanks to community artists Chunkohunko and AramRex for our recent update banner artwork!

HALLOWEEN HORRORS EVENT

A nerve-wracking, bone chilling new update has just launched for Primal Carnage: Extinction on Steam!

[previewyoutube][/previewyoutube]

Today marks the start of our Halloween Horrors event, bringing not only a shiver-inducing collection of ghasty new looks, but a monster-sized shakeup to gameplay.

Here are all the gory details…


[h2]THOSE SPINE-TINGLING SPITTERS...[/h2]



Every major update we tend to take a class family and focus our energies into trying to improve them the best we can. For this update, we felt it was time to give the Spitters a good polish up. For starters, spit detection has been greatly improved, with Dilophosaurus now consistently blinding people no matter where their venom spray hits the target.

Movement speed for both Spitters has been increased, allowing the softest targets on the dinosaur team to outpace the humans and make a quick getaway if they need to. They also have a new ability that is sure to leave you positively petrified…!


[h3]CHILLING CHARGED SPIT![/h3]



Adding another layer of depth to Spitter gameplay, Cryos and Dilos can now “charge up” their special attack to hock up a giant corrosive loogy that explodes with a huge splash radius. Holding down alt fire will begin the charge-up process, and reveal a targeting indicator when it is ready, showing roughly where it will land. You can go for AOE coverage to blind several people at once, or try to get a direct hit for massive damage.

A fully charged Cryo acid glob has the potential to melt a human on direct contact, burning them down to the bone and leaving behind a discoloured skeleton. Spooky…

The humans do have a fighting chance against the acid rain though. The large spit globs can be shot out of the air if you see them coming, even awarding a few bonus EXP for doing so. Shooting the spit renders it harmless, if your reaction time is good enough.

[h3]ENHANCE[/h3]



Finally, there are some aesthetic improvements to Spitters such as new animations to further differentiate Cryo from Dilo, and different coloured spit slime that appears around their mouths. Cryo has persistent glowing green drool, whereas Dilo has bold purple drool that shows after it has used its venom spray. There are now sounds for spit projectiles with different impact cues for acid pools, venom pools and charged spit.

For more info about various quality of life improvements and other Spitter enhancements, see the full change notes at the bottom of this post.


[h2]HORRID HUMANS[/h2]

For balance reasons, we have adjusted the movement speed of humans this update. They are now slightly slower than before and cannot sprint for as long. However, their stamina will regenerate faster and not have so much of a delay before it begins to come back.

Weapon damage ranges have been reduced across the board, so that dinosaurs aren’t being harassed by a wimpy pistol from several miles away. Shotguns are now legitimately close quarters weapons, whilst the spread of certain weapons like the flaregun has been improved so that you can hit targets more accurately.



On the flipside, the sniper rifle has seen a heavy reduction in accuracy when not scoped in, which is magnified by persistent fire and when moving. This is intended to be a long range weapon, and though it may still need tweaking, it should be harder to pop off an easy headshot on something that’s mere feet away from you.



We have been focusing a lot of our energies on Survival mode, so we have made sure that the latest weapons actually work in Survival now (solo mode) and can be upgraded. Weapon upgrades in Survival are also more meaningful compared to in the past, where previously the v2 version of a weapon was sometimes less powerful due to mismatched stats.


[h2]DEVILISH DINOSAURS![/h2]



Even after so many years, finding the right spot for Tyrants within the game still proves difficult. Bullet sponges are generally not super fun to fight, but at the same time these are meant to be rather tanky individuals. For the October update, we’ve provided them with more situational advantages.

When eating a human, a Tyrant now receives a 30% armour bonus (that applies to their whole body), until they have finished swallowing their meal. This helps “hit and run” Tyrants to get out of the danger zone while they consume their prize.

Unfortunately, some hidden animation errors caused Tyrants to be unable to reliably land attacks last update. These issues have now been resolved, so biting and swiping should feel a lot more natural and precise. For the Bruisers, we resolved a rather devious control lock problem where you could not use your secondary attack if you had also just used your bite.



We have been watching closely how our recently added Pachycephalosaurus has been performing since it went live. This update introduces some changes to reign in its abilities somewhat. Pachy can now only slide once it’s up to a certain speed, requiring you to properly initiate a sprint instead of doing it from a near-standstill. It also now costs stamina to drift in this way.

On the other hand, the handling of Pachy during a charge has been improved a bit, so that it’s slightly easier to angle yourself towards enemies. Bracing is also more effective than it was previously, though consumes more stamina as a result.


[h2]THE CURSE OF CAPTURE THE EGG[/h2]



Some of you may know that we’ve had a beta running for Capture the Egg mode (CTE) over the last few months. The community has been really helpful in helping us experiment with several different win states, lose conditions, how many eggs are needed and more to find the final setup for CTE.

This update brings a new level of polish to the mode, with extra details such as humans wearing egg-filled backpacks and dinosaurs being able to stuff eggs into their mouths to return them to the nest. All maps from legacy CTE are now also fully updated with the latest version, having the entire level in play instead of a small portion of it and dedicated dino / human bases.

You can now play Capture the Egg on the following levels:
  • PC-Docks
  • PC-TheFalls
  • PC-ForestChasm
  • PC-ForgottenOutpost
  • PC-UtilityBase


To avoid potential griefing from players just never capturing the egg, it now has a finite lifespan. You must return an egg either to the human base or to its nest within 90 seconds, or it will “hatch”. A little dinosaur will pop out, dead from being away from the warmth of the nest for too long. You monster.

The final rules for CTE are as follows:
  • There are always two eggs, spawned in randomized locations around the middle of the map.
  • Humans need to capture both eggs to win the game, by bringing them back to base.
  • When you are holding an egg, you cannot sprint. Nobody wants to make scrambled eggs.
  • If you take damage while carrying an egg, you will drop it at your feet.
  • Dinosaurs can grab a dropped egg and return it to its nest, earning EXP in the process.
  • If the dinosaurs exhaust the human team's respawns, or the humans fail to capture, dinos win.


Each team has 30 lives available to them. Every time a team member dies, this number goes down.
If one team respawns enough that they use up all their lives, the other team wins. This means the dinosaurs can potentially claim victory if they take out enough humans. On the other hand, if both eggs aren’t captured, the humans have failed to meet their quota and dinosaurs will win by default.

The dinosaurs have a limited roster, Tyrants and Flyers cannot be used in CTE for balance reasons. There is a minimum required playercount of 4 for a match to start, and the mode has a max player limit of 16.



[h2]SURVIVAL SPOOKTACULAR[/h2]



Our second major focus for the October update has been to resolve all of the lingering bugs with Survival mode and make it a much more playable gametype. This meant tackling everything from minor annoyances like your weapon skin getting applied to your arms when you upgrade, to always being forced to respawn as a Commando regardless of what class you were just playing when you died.

Players can now choose any class they want when they re-spawn in Survival, however, if you select a new class you will lose any weapon upgrades you purchased.

The turrets in Survival mode are also ALWAYS upgradeable now, whereas before there were restrictions on when and which ones could be bought. To help lessen frustration with those sneaky Compies, the last 5 dinosaurs left alive in Survival are now highlighted to help track them down. And as a final added bonus, kill assists now grant cash in Survival mode.


[h2]MORTIFYING MAPS[/h2]



We have given all of the Survival mode maps a major overhaul this October, with a big focus on adding more verticality and points of interest.



WhiteForest and VisitorCenter now feature new elevated positions that you can use to get the upper hand on the dino horde.



Be warned though, it can just as easily lead to your doom if a Carnotaurus gets a lucky head swipe on you 50 meters up.



All of the Survival maps now have more gates to unlock over the course of a match, restricting the movement of the dinos and providing more opportunities to spend your earnings. These unlock pathways to the new elevated areas such as clifftop outposts and the dam causeway on White Forest, or the rooftop defence points on VisitorCenter.




[h3]GET READY FOR THE RENAISSANCE![/h3]



With this update we have introduced a fourth Survival level – AI-Renaissance, named after the colossal shipwreck that dominates the view wherever you are on the map. You start off on a white sandy beach, before unlocking the way into a fortified campsite and moving back to a clifftop overlook.

The beached tanker holds a horrifying cargo, waiting to be unleashed. Hold out as best you can by unlocking higher routes to rain down fire on the approaching dinosaurs. Watch for movement in the thick jungle, too dense for humans to venture into, where lithe agile raptors and spitters are waiting to attack.

We hope you enjoy this new addition to the Survival map rotation, and all of the enhancements that are now part of the legacy Survival maps!


[h3]TERRIFYING TRANSFER[/h3]



Outside of Survival mode, the Team Deathmatch map Transfer has received a major upgrade this October, both in gameplay and visuals. The jungle has started to creep in, with greater foliage density and small trees dotted around the facility. There is much more cover, both natural and man-made, breaking up the extremely long sight lines that were there previously.



New routes have been opened up to sneak around certain areas of the map, and there are two extra acid pits for Pteras to drop their catches into. And if you need a cooling bath after being set on fire, there are a few extra water puddles on Transfer as well.


[h2]HALLOWEEN HORDE O’PLENTY[/h2]



We couldn’t let the spooky season go by without including some frightfully good new looks. The in-game store has a horrifyingly huge selection of scary skins, terrifying taunts and mortifying mutations available. Not to mention, a ghoulish new gift box containing yet more terrors to be unleashed!

We've picked out a few highlights below, but you can see all of the shocking new looks added to the game on our special event Trello board here: https://trello.com/b/FXE3SzJo/special-event-items


[h3]SHUDDER AT THE STRANGE[/h3]



Halloween brings two new Strange effects for use in crafting, which complement the previously added Kilowatt and Thalassic ultimate skin lines. Applying the Tesla Tool leaves a trail of golden lightning behind you and makes your eyes burst with sparks, whereas the Energy Tool applies an ionizing effect with gaseous clouds left in your wake and spectral energies emitting from your skull.



These new crafting tools are obtainable as drops while playing, as rankup/evolution rewards, and challenge completion rewards.

We are still investigating a way to directly apply Strange effects to items instead of relying on the lucky dip of crafting, however this may be quite a way off. The programmers are pretty busy these days with the porting process for PS4. Certain PC niceties that were planned will have to be set aside / delayed in some cases as we get deeper into that process.

[h3]SPOOKY SPRAYS[/h3]

Time for some Primal Fear (animated)...



A chilling collection of new sprays is now available as free drops in-game. These range from ghoulish green skull faces to legendary motion sprays. We’ll be cranking up their drop rate during the Halloween event, they’ll become much rarer after the spooky season is over.

[h3]UNLEASH YOUR INNER FOSSIL[/h3]



Everyone has a free time-limited set of skeleton skins to parade around in for the duration of the Halloween event. These critters were re-vivified in a freak lightning storm accident at the island’s museum, and are now loose in the jungle, their bones held together by some unholy force that science has no answer to – except bullets!


[h2]FUTURE SHOCKS[/h2]



Keen observers may notice our AI has learned a few new tricks in Survival mode. We are putting more energies into upgrading them going forwards, and hope to have bot support for ALL game modes in future. This means AI versions of all the dinosaurs that don’t currently feature in Survival mode (but will in future updates) and further improvements to our AI behaviours.

The idea is AI bots will be something server owners can enable to fill up empty matches until real players join to replace them, but we are toying with the idea of allowing offline practice versions of gametypes such as TDM, GTTC etc. when the bots become more advanced.

We also have a new map in the works for Team Deathmatch, built in close collaboration with the community. PC-Waterlogged is planned to be added this winter! A moody atmospheric research facility, this map houses the fabled Atrium B, where experiments were performed on marine reptiles. Now, flooded and abandoned, the sea threatens to swallow the facility up.

We’re really looking forward to bringing this map to fruition and can’t wait to show more of it!





FULL FRIGHTLOG:




[h2]Capture the Egg [/h2]
  • Disabled the use of Tyrants and Flyers in CTE mode
  • Players can now join late and start playing when a CTE round is already in progress

  • 2 big egg possession icons are now shown up top to say who has the egg
  • Humans are now shown with a bagpack that gets filled with the egg in CTE
  • CTE now uses set amount of LivesPerTeam instead of LivesPerPlayer
  • BOTH eggs need to be captured now, not just one
  • A stillborn Compy ragdoll appears and your egg "dies" if it is not returned soon enough

  • added animations for Spitters and Raptors holding eggs in their mouths
  • prevented roaring while dinosaurs are carrying the egg
  • added new hint message that the player can not run when picking up an egg
  • fixed sprint camera effects playing if someone attempts to "sprint" when holding the egg
  • fixed egg locator icon becoming stuck in CTE (making it look like there's 3 eggs)
  • egg possession icons at top of HUD are now hidden when the round hasn't started yet

  • Made vital info message text larger and more noticeable
  • Fixed "wait for players" still showing after the round has started in CTE


[h2]Survival[/h2]
  • AI can now use special jump points to leap higher
  • The last 5 dinosaurs left alive are now highlighted to help track them down.

  • Fixed the Survival / Solo scoreboard not working
  • Kill assists now reward cash in Survival mode
  • You can now press B to throw cash

  • Fixed some weapons being worse after upgrading them in Survival mode
  • Added upgrades for recently added primary weapons in Survival mode
  • You now keep your weapon upgrades when respawning as the same class in Survival
  • Fixed turret upgrading being inconsistent, should now work in all maps.
  • Fixed turret log spam & turret-related server crash

  • You can now change class after a wave has completed in Survival mode, however, you will lose your weapon upgrades if you decide to swap (a popup warns about this)

  • Fixed always respawning as a Commando in Survival, even if you were a different class beforehand
  • Fixed spectating not working properly in Survival mode
  • Fixed secondary skin is applied to your primary weapon after upgrading in Survival mode
  • Fixed missing / incorrect HUD weapon icons in Survival mode
  • Fixed accidentally accepting class when sending a message on ready-up screen

  • Alpha Nova boss now has its correct skin in multiplayer
  • Alpha Nova boss can no longer be netted
  • Alpha Nova boss is now larger than a regular raptor
  • Updated hunt raptor cloaked skin effect

  • Updated the VisitorCentre map:
    • now has multiple accessible rooftops via ramps
    • main statue raised area is no longer blocked off
    • generator is now located on second floor of a gated building
    • various lighting and detail adjustments
  • Updated the WhiteForest map:
    • you are now able to walk on top of the dam outflow area
    • added ramps and walkways to elevated positions
    • added purchasable gates to unlock sections of the map
    • added more points of interest to the level


[h2]DINOSAUR CHANGES[/h2]

[h3]Spitter Changes:[/h3]
  • Spitters now run faster than before
  • Higher sprint stamina consumption rate for spitters

  • Cryo roar recharge time reduced to 30 seconds
  • Increased base damage for Cryo acid hits to 50
  • Reduced regular spit cost for dilo from 25 to 16
  • Reduced regular spit cost for cryo from 25 to 22
  • Reduced blind time for Cryo acid direct hits

  • Fixed dilophosaurus spit projectile collision cylinder, should now blind much more reliably.
  • Fixed spit overlay effect on human models not working in some cases
  • Fixed spitters being able to spit behind themselves

  • Spitter stamina bars are now split with a dividing line to show when charged spits are possible
  • You now see a targeting indicator after fully charging your spit to see where it will roughly land
  • If you don't have enough stamina for a charged spit, you'll just spit normally
  • Stamina regen is locked while charging spit
  • Charged spit uses more stamina than regular spit
  • Charged spit projectiles can be destroyed when shot at
  • Added new EXP bonus for shooting charged spit out of the air

  • First set of updated animations for Cryo and Dilo, fixing some minor glitches and differentiating them further

  • Added new spit impact sounds for dilo and cryo
  • Updated cryo sounds, featuring new pain and death cues
  • Cryo now has persistent green drool hanging from its mouth
  • Dilo now gets purple drool after spitting which persists for a few seconds
  • There is now a dissolve effect on human ragdolls when they die to Cryo acid

  • Spit is now destroyed when player leaves, gets auto-balanced, etc. to prevent friendly fire
  • Fixed dinosaurs seeing the venom overlay effect when standing in dilo spit puddles


[h3]Other Dino Changes:[/h3]
  • Dinosaurs now have 40% damage reduction for strongpoint hits (previously 30%)

  • Increased Tyrant roar effect buff duration from 10 to 20 seconds
  • Increased effectiveness of Acro heal buff from 12 HP/sec to 15 HP/sec
  • Doubled the radius of Acro stomp attack
  • Moderate increase to Acro stomp damage
  • Reduced netted time for Tyrants from 9 seconds to 5
  • Increased damage of Rex tailswipe from 100 to 125
  • Tyrants take reduced damage when eating someone now (30% extra armour until they swallow)

  • Sliding as Pachy costs stamina now
  • Pachy must be near max sprint speed to initiate a slide
  • Made the Pachy charge turn speed a bit quicker
  • Can no longer taunt while sliding as Pachy

  • Fixed the attack timing and trace distance for raptors and Spino, should hit much better now
  • Fixed an issue where Cerato's tail whip would not deal damage if used directly after its primary attack

  • Increased bonus health of Carno ravenous bite, from damage +50 to damage +100
    (+140 if secondary attack)

  • Fixed a lighting issue that was present on nearly all Spinosaurus models
  • Optimizations to dino master shader
  • Fixed jump landing animations not really playing
  • Updated novaraptor run animation head posture
  • Fixed a couple of Tyrannosaurus skins
  • Updated the Teratus Rex mutation model
  • Tweaked bodyfall sounds for tyrants
  • Updated subsurface scattering mask for Flyers so it's not just the wings that let light through


[h3]Human Changes & Fixes: [/h3]
  • Minor reduction to human ground speed
  • Increased sprint stamina consumption rate for humans
  • Shorter delay before stamina begins regenerating as humans

  • Fixed being able to charge up heavy melee with machete if you don't have stamina

  • Halved max range of standard pistol
  • Faster damage falloff for desert eagle
  • Lower max range and faster damage falloff for default shotgun & double barrel shotgun

  • Reduced spread for unscoped flaregun
  • More intense spread values for the sniper rifle when unscoped
  • Sniper rifle now has less of an accuracy bonus when crouched
  • 15% reduction to SMG crit damage
  • Minor reduction to desert eagle max range

  • Fixed default commando model absorbing its dogtags
  • Fixed a gap on the SMG model



[h2]MAP CHANGES[/h2]
General:
  • Added foamy effect to interactive water waves
  • Improved collisions and removed exploits across several maps
  • Optimizations to multiple levels
  • Visual improvements and upgrades to Survival map lighting


PC-TheFalls:
  • Fixed the map not properly supporting new CTE
  • Widened one of the side entrances to the main atrium where the river flows out


PC-Docks:
  • added more dino corpses
  • added more cover and additional routes
  • removed most of the old CTE actors, started setting up new CTE
  • added dry grass to the level that transitions to lush grass inland
  • fixed main tower of the Docks ship not blocking spit
  • various level optimizations


PC-Transfer:
  • fixed some grass spots not being edible
  • added more deadly acid pits
  • added more Tyrant blockers
  • repositioned dino corpses to reduce line of sight at a distance
  • added way more cover and additional routes
  • placed more plant life, trees, bushes etc. around the main square
  • in-depth lighting pass, reduced height fog
  • fixed human exploit locations


PC-DesertionPoint:
  • fixed an invincibility spot that humans could wedge themselves inside of


VisitorCenter:
  • various level optimizations and collision improvements
  • set most of the cinematic raptors to use randomized models and skins
  • updated generic failure cinematic


[h3]UI AND MENU CHANGES[/h3]

  • Added active server counts on server browser tabs (how many servers of each type are live)

  • Fixed incorrect weapon being selected when you are auto-balanced twice
  • Fixed party pistol and grenegg missing weapon icons in class selection screen
  • Fixed having your last custom first person weapon mesh still equipped after changing to another class (e.g. classic shotgun on commando)

  • Fixed L1/R1 gamepad buttons breaking class selection if used while in team select
  • Fixed stungun charging UI can get "stuck"

  • Added a separate ColorGrading off/on option to graphics menu
  • Removed the post processing quality option, as it has been split out into other settings


[h3]OTHER CHANGES [/h3]
  • Fixed blood decals for ragdolls hitting the ground not appearing
  • Fixed taunt and attacking is possible at the same time as dino
  • Fixed issue where admin cheats would not work on server
  • Fixed several crashes across multiple game modes
  • Updated regular TDM maplist to have DeadTide map as part of it


[h3]Known Issues[/h3]
  • Sometimes the Acro boss AI will fall out of the world on AI-Renaissance map
  • Survival AI can become stuck when dealing with gate obstacles on occasion
  • Older skins from several years ago may have incorrect patterning. We had to remove the old pattern system for performance reasons, but are working to remake these items in higher quality currently.




[h2]HAPPY HALLOWEEN[/h2]



That’s it for this latest update to Primal Carnage: Extinction! We will return with another patch once the Halloween Horrors event is over in a couple of weeks. After that it's Dinovember, where we will have retro store rotations that see classic items returning, followed by the epic Winter Update in December.


Until then, we hope you all have a scary good time!
-The Primal Carnage Team


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