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Primal Carnage: Extinction News

PATCH 2.3.7

A new patch is now available for Primal Carnage: Extinction.

This is a smaller release with a few fixes and minor improvements in certain areas, plus a small handful of balance tweaks suggested by the community.

We've unfortunately had to remove an achievement that wasn't working correctly, hopefully we will be able to resolve the issue for a future update. Can't make an omelette without breaking a few eggs...

If you encounter any problems, bugs or issues please post in the Issues & Bug Reporting subforum on Steam or the bug-reporting channel on the official Discord.


[h2]Version 2.3.7 Change Notes[/h2]

  • Spitters no longer slide for a while after doing a running jump
  • Increased speed at which Spitters slow down from a sprint
  • Made slowing deceleration much snappier for the raptors
  • Adjusted Novaraptor tail physics blending

  • Gas mines now deplete stamina faster
  • Adjusted crosshair sizes and styles for shotguns, netgun, flamesaw
  • Added missing weapons to Survival mode

  • Stungun charge indicator is now split into two colors for stunning and overcharging
  • Added small lightning icon to stungun charge indicator for when you're able to stunlock enemies
  • Stungun chargeup time for locking in place has been lowered from 1.5 secs to 1 second

  • Increased time before egg returns to nest from 20 secs to 45 secs
  • Added bonus points for protecting the egg carrier
  • Aadded team-wide +80 EXP assist when humans capture an egg
  • Fixed mid round joiners increasing the lives counter in CTE
  • Customization is no longer disabled during CTE rounds
  • Added waiting for players message to top of HUD when not enough people are present
  • Reduced human lead time on Forgotten outpost by 5 seconds, Forest Chasm by 3 seconds.
  • Fixed respawn countdown showing at round start when enough players are already there

  • Fixed incorrect Centros Cerato model
  • Fixed the dinobuster goggles being missing

  • Get to the Chopper mode scoreboard is now based on total EXP instead of K/D
  • Official servers are now highlighted in gold on the server browser
  • Adjusted the Aggressive Idle Kick so that it's slightly more lenient
  • Updated the main menu


[h2]
Bruiser Week ending soon!
[/h2]



Tomorrow is the end of Bruiser Week in-store, before a new Featured Class family takes the stage.

Grab some great deals on Carno and Cerato items while you can, the Tyrants will be stomping in to replace them tomorrow!

Also, stay tuned for more info about what's coming next to Primal Carnage: Extinction VERY soon.



NEW PATCH now available!

Update 2.3.5 has been released! Today's patch kicks off Bruiser Week, and features a large number of fixes & refinements in several areas for a big quality of life update to the game.

First though, a strange transmission.
Possibly a new DNA genome being processed...?
Watch this space...

[previewyoutube][/previewyoutube]

Patch 2.3.5 Highlights


[h3]Flamethrower Flash Burn[/h3]

A new feature has been added to the flamethrower half of Pyro's flamesaw. The high octane fuel canister it uses now has a visible pressure gauge. This is a new mechanic where if you don't fire for three seconds, pressure builds up and you are able to do a more devastating initial burst of damage.

[previewyoutube][/previewyoutube]

This is what we call Flash Burn, a bold blue burst of intense heat that deals triple what the usual flamethrower dishes out for a brief second. The reason behind this change is to add more tactical play to the Pyro, and discourage them from simply walking everywhere holding the fire button down. Being mindful of the gauge in the bottom right might just save your life.

Since recharging your flamethrower pressure requires you to hold off the gas for a moment, we've observed it creates a more interesting rhythm of play during testing with Pyros not wanting to waste their lethal edge. We'll be continuing to tweak weapons and add new functionality in future updates, so let us know what you think after you've had a chance to try out (or fight against) the newly upgraded flamethrower!

[h3]Tyrant Playability Improvements[/h3]

For this patch we looked into improving Tyrant range of motion, specifically for their bite attacks.



Things were a bit stiff before, now they can aim in all directions, turning their heads side to side when looking either up or down. This allows Tyrants to eat humans standing above and below them much more easily than before, and even reach over the top of objects to eat cowardly mercs hiding on the other side, without just phasing through. They also have a greater reach, turning with their shoulders so as to be able to hit targets to the side better.

The other major change to Tyrants is in their maneuverability. A sprinting Tyrant will now find it much harder to turn around than a walking Tyrant. This change goes hand in hand with an increase to Tyrant sprinting speed, but a reduction in acceleration rate, so it takes a little longer to reach max speed.

Finally, the Tyrant stamina has been buffed in general to allow them to run greater distances and use their special attacks more frequently.

We're hopeful that with the latest adjustments Tyrants can actually do their job properly and we'll have fewer cases of Tyrant players being unable to eat people. The goal of continued tweaks to Acro, Spino and Rex is that they should be serious threats, but ones which are manageable, not unstoppable tanks.

[h3]Capture the Egg BETA[/h3]

Those eggs won't capture themselves! We hope everyone's had a chance to try the revamped CTE mode, we got some great feedback from the last build and have added several new features this time.
We'll be extending the Capture The Egg beta to more maps in future updates, but decided to focus our efforts this past month on fixing some of the more annoying issues players have encountered.



Most important might be the Minimum Players option - this prevents the round from starting unless the required player count is met. Since CTE doesn't really work very well in a 1 v 1 scenario, there is now a default requirement of 4 players before the game begins. While waiting for players you are free to run around the map but no scoring can take place before the round starts.

In addition to a raft of bugfixes, we've started polishing up CTE a bit more with additional music that plays when a round is about to start or end and new UI sound cues for certain events that happen during the match. We've also adjusted the positions of some nest sites that were a little too easy and there is a new Perfect Omelette achievement for winning a game of Capture the Egg!


[h3]Cosmetic Compatibility [/h3]

Thanks to the efforts of community artists like Alijar and Feilong, we have been able to expand the compatibility of certain cosmetics in the game.

"Alpha Carno" skins previously required a custom model for their extra spikes, which prevented them from being used with Mutations. They have been reworked and can now be used with all the other genetic varieties of Carnotaurus.

An extra bit of love and care has been lavished on our human skins as well, with nearly all of them featuring custom arm textures now. Might not always be obvious with a giant gun in your hands, but you should definitely notice the difference on some of the bolder skins.


Extinction Store Updates


The 6th Anniversary Event is now over and a brand new rotation of items is now available on the in-game store!

[h3]FEATURED CLASS WEEKS [/h3]

Every week for the next month we will be highlighting a specific dinosaur class family, with fresh new skins and mutations being added plus the return of some old favourites to the store.



We're starting off with Bruiser Week today, which includes several new skins for Carnotaurus and Ceratosaurus, and two new Cerato mutations!

[previewyoutube][/previewyoutube]

Tyrant Week stomps into the store this time next week. Check back every Friday for new items!



[h3]NEW ULTIMATE SKINS![/h3]

The second batch of Kilowatt Ultimate Skins is here. Gaze upon their golden glory, glowing with ungodly amounts of electricity flowing through their bodies...



How can they exist in this state? Why aren't they deathly afraid of coming into contact with water? Nobody knows. But one can imagine an advantage to such an affliction - instantly cooking human flesh for them as they consume it. Now there's a thought.

As before, all of the new Ultimate Skins can be obtained as highly rare drops or by crafting 25 legendary items to create one Ultimate skin.



FULL CHANGELOG


[h2]General Changes[/h2]
  • Reworked server browser, it is now split into three separate tabs:

    • Competitive [TDM, GTTC, CTE]
    • Cooperative [Survival]
    • Custom [FR, etc]
  • Completely rewrote item and loadout replication
  • New more efficient process for loading character textures and items into memory
    • should mean faster loading times to reach main menu and lower resource usage
  • Improved server map rotation to never load the same map twice in a row
    • this extends to snow versions of the same map as well, if the regular has just played
  • New server config option for idle kick: bUseAggressiveKick
    • (enables advanced idle player detection as used on official servers)
    • with this set to False, the "regular" idle kick is purely based on movement


  • It is now possible to receive assist points while waiting to respawn


[h2]Capture The Egg BETA Changes:[/h2]
  • CTE now has a minimum required player count (default 4)
    • This is controlled by a new server config parameter: MinimumCtePlayers
    • While waiting for players you can run around the map freely
  • All CTE maps now have +15 seconds difference between humans leaving their base and dinos being unleashed

  • Collision improvements and nest re-positioning on ForestChasm and ForgottenOutpost
  • New announcement popups notify everyone when a player has been taken out
  • Fixed spectator camera in Capture The Egg reverting back to your death position
  • Fixed wrong player count being shown when someone dies in CTE
  • Reduced distance that humans can grab eggs from
  • Started adding more sound events to CTE
  • Added countdown music at 10 sec and 40 sec for CTE
  • Added new UI effect cues for CTE

  • Added a new achievement for winning a game of CTE


[h2]Dinosaur Changes[/h2]
  • Improved range of motion for Tyrant bite attacks
  • Tyrants are now able to turn their head left and right when holding key to look up or down
  • Tyrants now look up instead of forward when the camera is pointing behind them
  • Adjusted bite attack timing for Tyrants to be more logical and predictable to use
  • Reduced Tyrant secondary attack stamina cost
  • Reduced Tyrant sprint stamina consumption rate
  • Moderate increase to max Tyrant sprint speed
  • Tyrants now take longer to reach max sprint speed
  • Tyrants now turn much slower when sprinting and take longer to slow down
  • Tyrants now turn slightly faster when walking
  • Increased Tyrant tranq recovery speed
  • Increased range of Spino slash.
  • Reduced tyrant slowing speed

  • Increased Ceratosaurus walk turning speed
  • Increased healing when dealing damage as Carnotaurus when roar is active:
    • 2x more health restored from regular attacks
    • 3x more health restored for body swipes


  • Fixed several map areas where Tyrants couldn't bite people and a bunch where they shouldn't

  • Bruisers now take 3x more bleed damage from beartraps
    (applies faster when running vs. walking, crouch to heal)

  • Fixed cerato tailswipe only doing dust effects on one side
  • Fixed an issue where classes would not play surface-specific jump/land sounds if they had them (Bruisers)

  • Various model & skin cosmetic fixes
  • Converted spiked "Alpha Carno" skins to use overlays instead of a custom model, they should now fully support mutations

  • Reduced volume but increased audible distance of Tyrant steps
    Increased audible distance of Bruiser steps


[h2]Human Changes[/h2]
  • New mechanic: Flamethrower Flash Burn
    • Not firing for a few seconds will build up pressure in the the fuel tank
    • When pressure is high it unleashes a more powerful burst of bold blue flame
    • Pressure level is displayed as a gauge in the bottom right corner of the HUD
    • Flamethrower takes 3.5 seconds to recharge pressure from full drain.
    • Flamethrower bonus damage burst lasts 0.8 seconds.
    • As a result, flamethrower base damage has been lowered from 4 to 3.5


  • Dynamite now takes a little longer to explode when cooked by fire

  • When dual wielding you will now only ever reload the hand that is empty through clicking, to reload both at once use the reload key

  • Increased chainsaw damage from 320 to 400/sec
  • Reduced spread on flamethrower, increased max range of flamethrower
  • Increased fire rate of assault rifle slightly
  • Reduced minimum spread of assault rifle

  • Fixed the Trapper not playing voice lines when grabbed by Ptera
  • Humans now yell for help when pounced regardless of which direction they were hit
  • Fixed hitmarkers not appearing for flaregun and commando rockets
  • Fixed flares not disappearing after their owner dies
  • Reduced sound effect volume of "party" weapons


[h2]Menu / UI Changes[/h2]
  • Possible fix for UI freezing in some cases when overlay effects are onscreen

  • Scoreboard now displays player ranks & evolution levels
  • Fixed the TDM scoreboard having swapped death icons
  • Added a setting in the options menu for whether scoreboard is toggle or hold
  • Fixed cases where you are unable to click on somebody in the scoreboard
  • Moved user selection popup to below the scoreboard itself to prevent accidental clicks

  • The "mute" option on the scoreboard now actually blocks chat messages
    • messages from muted users are replaced with the word BLOCKED


  • Added a new hint message to watch out for the flamethrower pressure gauge
  • Weekly challenge goals are now displayed on the in-game pause menu
  • Challenge goals are displayed in the unlocks area at end of round if uncompleted


[h3]Other Changes[/h3]
  • Various map exploit fixes on Docks, Transfer, DesertionPoint
  • Fixed idle kick incorrectly booting players on round end

  • Exploit prevention:
    • Removed RedeeemKey console command
    • Removed commands for modifying fog density & start distance
  • Non-standard characters / symbols should no longer be usable for nametags or description tags
    • Items using these should also no longer cause a crash

[h3]Hotfix 2.3.6[/h3]
  • Fixed server browser sometimes taking you to the wrong match
  • Removed the "Orangutan Pyro" (apologies to any of his fans)

  • Added a workaround for servers losing their configured name on update, add the following to your launch command parameters (just avoid using special characters / symbols):
    • ?ServerName=This_Is_A_Server_Name_With_Spaces


[h2]That's all, folks![/h2]

We'll be back next week with more on what that strange transmission was about.

Happy hunting!
- The Primal Carnage Team





Join our Discord server!

Capture the Egg BETA and Community Scavenger Hunt!



[h2]6th Anniversary Celebration![/h2]

As mentioned in our last post, it's Extinction's 6TH birthday.
Wow, time flies... has it really been SIX YEARS?!

Let's party!



To mark the occasion, we are offering a FREE party pack that all players can claim during this special event. Simply click REDEEM KEY on the in-game store, then enter the code below to grab yours!

[h3]2015-0404-2012-1029[/h3]

Inside you'll find two weapons with special effects applied - the Party Cannon and Party Pistol, a commemorative T-shirt, the classic shotgun, and some festive party hats including The Dapper Raptor...



Our special Anniversary Event will last for just under 3 weeks, so don't miss out!



[h2]Capture the Egg BETA[/h2]

This being our (belated) Easter update... well, we thought it was high time to completely revamp how Capture the Egg mode works. This is a radical reinvention, removing a lot of elements whilst adding new gameplay features in the process.

We felt that although there was some merit to the old version, it was just ultimately too repetitive and the small scale of the play area was stifling the fun out of things. So we rethought things altogether...

[h3]The Perfect Omelette [/h3]



CTE mode has been reinvigorated as a fast-paced experience with short, dangerous rounds. There's no more taking turns to see who can capture the most eggs. In fact, you'll usually only need to return one egg back to base as humans in order to win, but it will be quite an intense jog back. CTE now makes use of the entirety of the maps, with up to 3 eggs spawned on random nests throughout the level.

There are number of other interesting wrinkles to the mode now, such as being unable to run when holding an egg (these things are pretty heavy!). You can drop the egg by pressing the Use key, and it will be auto-dropped if you're damaged. Eggs can be picked back up for a limited time after they have been dropped. Their shells are hard enough that they won't immediately smash if you lay them down now.

Oh, and the Tyrants are here.

[h3]Every Life Counts.[/h3]



Lives are an experimental feature of the CTE beta. Each player has a limited number of respawns (lives) in a match. By default this is set to 2. After you've exhausted your lives, you are out of the round and must wait in spectate view for it to complete (we'll be adding better spectator mode functionality in future to make the wait less tedious).

The total number of lives combined for each team is shown at the top of the HUD in CTE mode.

We feel that this change makes Capture the Egg a lot more tense that it was previously, and have had some real "clutch moments" during testing where it's just one human left making it back to base in the nick of time. Speaking of which, if you are the "last one standing" you receive a damage buff.

[h3]Dino Defenders[/h3]


A bunch of new changes have been made so that it is more rewarding to play as dinosaurs in CTE.

Dino players are now tasked with eliminating all humans to prevent them from capturing any eggs. If the dinosaur team manages to take out the entire human team, they win the game. To do this means draining all of the Lives that the humans have remaining.

Dinosaurs can also return dropped eggs to the nest they were stolen from, in order to slow down the humans and get some extra points. These lizards don't want to smash their unborn babies to pieces though, so move more carefully when holding the egg - you cannot jump or run with it in your claws.

[h3]Gametype Customizability[/h3]

We've included several server config options that community hosts can tweak to find what works best for them. These range from preventing humans from using their guns when carrying eggs, to setting different warmup times for the two teams. Presently, the humans have a 15 second head-start on the dinosaur team to give them a chance to reach the eggs first.

[h3]Future Beta Updates[/h3]

We're excited to see the reactions to the newly revamped CTE, and look forward to finding out which variations work the best. The mode has been relaunched as a beta and currently only supports 3 maps at present:
  • ForestChasm
  • ForgottenOutpost
  • UtilityBase

The next patch adds additional map support for new CTE along with fixes & tweaks based on what we see people saying. We expect to continue fine tuning things for a little while yet, and hope you'll give it a try.

As a little extra incentive, there is DOUBLE EXP for playing Capture the Egg right now!


[h2]Forgotten Outpost Redux[/h2]

As part of our ongoing overhauls to various parts of Extinction, the much maligned Forgotten Outpost map has seen some long needed TLC. The overall layout has been adjusted quite a bit to be more interesting to fight in, with the bases either side closed off during TDM to prevent camping.

The map is generally smaller than it was previously, with less empty spaces around the edges and more flowing combat arenas. Cover is thicker thanks to larger ferns, marsh trees, vast clumps of tall grass, and additional rock formations that break up line of sight a little.



We will have some further improvements and adjustments to Forgotten Outpost's layout in future (along with a few other maps), let us know what you think of it so far!


[h2]BALANCE CHANGES[/h2]



This update introduces a long list of balance adjustments to the game based on both general community feedback and statistics taken from the more popular deathmatch servers.

[h3]Tyrant Tweaks[/h3]



After the reduction of Tyrant health a while ago, they have become less of the unstoppable monsters they once were, but are still lethal in the right hands. To give newer players a better chance of survival when playing them, we have changed how their health restoration works when eating people. Tyrants now get two doses of health, a smaller one when they bite someone and a bigger amount when they have finished swallowing. This helps offset the vulnerability that comes from the time they need to chew their food.

We have also changed how weakpoints work for Tyrants; instead of the whole head being a crit zone, you can now only land a critical hit by shooting around the eye area. The rest of the head doesn't count and Tyrants can reduce the chances of being hit in their weakspot by holding the "jump" key to keep their head held high.

Further adjustments have also been made to Tyrant bite attacks- the range of them has been fine-tuned and they are now able to grab enemies earlier in the animation.

[h3]Putting Pyro in His Place[/h3]



For the longest time the Pyro was just getting absolutely clobbered, with possibly the worst kill / death ratio of any class. He was recently given a leg up (several legs, even) in the form of flamethrower focus fire damage, fire ignoring armour, and just generally doing more damage, plus having extra health compared to other humans. However, this all might have made him just a tad too strong.

We still envision Pyro as a bit of a tank for the human team, so he is keeping his extra health (stat variations like these are something we might even look into for other humans in future). However, to balance things out a bit - flamethrower damage has been toned down, and its ammo reduced by one quarter. Pyro receives more fall damage than other humans, and of course can become a dangerous missile to his own team when bodily launched by enemies.

[h3]Fall Damage Reduction [/h3]

The threshold for receiving fall damage has been adjusted for several classes to be more forgiving. It is still relatively easy to hurt yourself compared to ages past, but you won't be near death if you jump off the UtilityBase ramparts as a human anymore. Classes which rely on speed and jumping a lot such as our Raptors and Bruisers are also a bit tougher when falling off drops now.

[h3]Falling With Style [/h3]



Flyers now enter free-fall if they collide with something hard enough during flight. We've swapped in a different animation for this to sell the wind buffeting your wings as you drop like a stone. If you're falling from high enough, you can still potentially recover and begin flapping again by holding the jump button. This change gets around some awkward animation glitching between walking and flying modes when brushing against 90 degree angles and acts as a minor punishment for careless swooping.

The maximum speed of flight has been reduced slightly compared to last update, but you will still receive a significant boost from dive-bombing straight downwards as a Flyer.

One last change with Flyers is that the Tupa's health has been lowered from 350 to 300 flat, to offset its entire head + crest being armoured.

[h3]Raptor Re-jig [/h3]



Oviraptor players have been outclassing their Novaraptor peers for some time now. The advantages it had in agility and pouncing meant that it was seen as the more viable choice way too often, so we've taken steps to bring the two raptors closer together in terms of combat effectiveness.

Oviraptor's roar has a longer recharge time now and has a smaller detection radius, it was proving too overpowered in CTE mode. As a penalty for being so fast, Oviraptor now has heavier stamina drain than Novaraptor, and its stamina regenerates slower than it did previously. Novaraptor now consumes less stamina in general, and its pounce is both less costly to execute and more deadly to the victim. Oviraptor's pounce can still kill a human faster than Nova's but not to such a massive extent as before.

Both of the raptors now have shorter primary attack ranges, with a reduced window of time in which their bite/slash attacks can deal damage as well. This requires raptor players to use more finesse and actually aim when engaging enemies. It was a little too easy to just hold down attack and run forward to rack up kills previously.

[h3]Gun Feel [/h3]



There's a bunch of little things that can add up to some of the weapons feeling not so great at the moment. We'll be working on larger scale improvements to things like weapon animations and sounds for some of the older guns at a later date, but have been addressing some of the little quibbles recently to make them feel smoother to use.



Several guns now have shorter reload times. The stungun shouldn't be such a chore to use in combat now with both a 50% reduction in reload time and charge-up time. The Spaz-12 reloads shells much quicker than it used to as well.

To differentiate the two most commonly used shotguns a little more, the Spaz now has an even faster fire rate than previously (we're also considering an alternate function for it in a future update!). Similar adjustments were made to the assault rifle and M4, with the former having a slower rate of fire but being more damaging.

Spread has been tightened up on a few the weapons such as the SMGs, MK pistol and Spaz-12. Simply spraying gunfire everywhere is still not really the best strategy, but your first few shots ought to be more accurate now.

We have swapped the MK Pistol to using single shot instead of continuous fire, as general feedback has been that it felt better to use in that form (the minimum time between shots is also shorter as of this update).

[h3]Trap Tune-up[/h3]

Zap Traps have received some tweaks to make them more effective. We saw some players complaining that they weren't a very useful tool, so made some changes for this update. Firstly, their arming time is much shorter, as is their re-fire delay. This means that zap frequency is much more often and there's less of a chance that a dinosaur can escape before it goes off again. Zap Trap range has also been increased, and they do a smidge extra initial damage when triggered.


[h2]NEW ITEMS[/h2]

[h3]Anniversary Store Rotation [/h3]



This event commemorates our exit from Early Access way back in 2015, so on top of a brand new selection of cool new looks, we have both returning items from last year and the mists of time as well!



The new Featured content includes a collection of exotic new mutations and our first Easter-themed gift, plus several dino taunts inspired by the classic Harlem Shake April Fools video from eons ago...


[previewyoutube][/previewyoutube]


Don't forget to redeem your free Party Pack on the in-game store to receive a bundle of goodies that are only available during the event period!



[h3]Ultimate Skins, Wave 3[/h3]

The third batch of Ultimate dinosaur skins has been added! This set includes 6 brand new Kilowatt skins, pulsing with electrical energy and scorched by static discharge.



Batch 302 will deliver the remaining Kilowatt Ultimates in a future update to the game. For now the first six are available as exceedingly rare drops, and will be added to the crafting system by the end of the day. As a reminder, 25 legendary skins are required to craft a skin of Ultimate rarity.

You can view all of the anniversary event's items on our Special Event Trello board here.


[h3]Community Scavenger Hunt![/h3]



It's time for our third community scavenger hunt! Players must work together to find clues in-game, and every clue is a riddle that you must decipher the meaning of. Each one reveals a fragment of a special item code, piece enough fragments together and you have a key to redeem in the store.

There are 25 items to uncover, and the rewards shall remain a mystery until they are found...



You can join in the fun and help crack the codes by participating in the Primal Codebreakers channel on Discord, and we will be adding newly discovered items to Trello as they are revealed.

That's only Phase One of the scavenger hunt though. Phase Two will take place out of game with clues found online, and will lead to even more exciting surprises that will be coming in future updates. We're really looking forward to this and hope people have fun puzzling their way through this year's gauntlet!



FULL CHANGELOG


[h3]Capture the Egg BETA, Phase One: [/h3]



Fundamental rework of Capture the Egg mode now in BETA...
  • Updated CTE with new win conditions:
    • - If any team runs out of lives, the other team wins.
    • - If humans capture 1 egg when there are 2 or 1 eggs, humans win.
    • - If humans capture 2 eggs when there are 3 eggs, humans win.
    • - Otherwise if the timer runs out, the dinosaurs win by default.


  • Players now have a set number of lives in CTE, with respawning prevented after losing them all

  • There is now a warmup period before the round begins in CTE
  • You cannot leave the base until the warmup countdown timer has completed
  • You can respawn to change loadout during this time, but not after the round starts
  • Enemy classes are hidden on the scoreboard until the warmup period has ended in CTE
  • Similar to Survival mode, players must wait until next round if they join a CTE game in progress

  • Flyers are
  • not* playable in CTE, however Tyrants
  • can* be used now...

    • Proportional limits are set by default, requiring at least 9 players for a Tyrant to appear
    • Tyrants are the only class which is not allowed to pick up eggs
    • Eating an egg carrier will make the egg respawn on its nest


  • Egg spawn location(s) are now randomly selected from the available nests
  • Players spawn either side of the level in team safezones that deactivate when the round begins
  • Tyrant-blocking blue lasers in CTE prevent them from camping human capture zones
  • Levels are now much foggier in CTE mode, thick enough to obscure at distance
  • Jungle sounds are much quieter in CTE mode, use stealth to your advantage!

  • Picking up an egg requires holding the Use key on it
  • Added a circular progress indicator that shows when holding to pick up an egg

  • By default you are unable to sprint when holding an egg
  • You can drop the egg you are carrying by pressing the Use key (default E)
  • Hints display for everyone when an egg has been dropped/picked up
  • Dropped eggs can be picked back up by players on both sides
  • If hurt by an enemy while carrying, you will auto-drop your egg
  • Dropped eggs will automatically respawn at their nest after 20 seconds
  • Dinosaurs can pick up their eggs much faster than humans can
  • Dinosaurs are forbidden from jumping when holding an egg
  • Dinosaurs can return dropped eggs back to the nests they were stolen from for bonus EXP

  • Added new scoreboard with its own sorting method for CTE
  • HUD now displays lives remaining at the top of the screen in CTE instead of points
  • Added outlines and UI indicators for eggs, so you can see where they are
  • HUD icon swaps when dinosaurs pick up an egg, to show which nest to return it to
  • Added egg status indicators to the top of the CTE game HUD
  • The red and blue egg indicators show which team has possession of the egg(s)
  • Egg(s) that are captured have a tick next to their indicator

  • Added new server config variables for Capture the Egg:

    • MaxLives - how many respawns are allowed per human player
    • CteEggCount - how many eggs are on the playing field (maximum of 3)
    • PreparationTimeDinos - how long the warmup period lasts for the dinosaur team
    • PreparationTimeHumans - how long the warmup period lasts for the human team
    • bAllowFiringWhileCarryEgg - true/false: lets human players shoot if holding an egg
    • bAllowHumanEggCarrierRun - true/false: lets humans run when holding an egg
    • bAllowDinosaurEggCarrierRun - true/false: lets dinosaurs run when holding an egg


  • Default CTE game settings:

    • allowed to fire while holding
    • prevented from sprinting while holding (both)
    • default egg count = 2
    • default round time limit of 240 seconds (4 minutes)
    • default preparation time = 25 secs (both)
    • max lives = 2 per human
  • Certain CTE server options may be removed in future and are only here for testing in beta.
  • PreparationTime is added onto a default start time that is hard-coded.
  • There will always be an additional few seconds before dinosaurs spawn in after humans do.

  • CTE matches enter overtime if someone is still holding an egg at the end (max 20 seconds)
  • Removed CTE maps that have not been updated yet from the map rotation
  • Reduced scoreboard display time from 15 secs to 9 secs in CTE
  • The last one standing on either team in CTE now receives a 25% damage buff




[h3]HUMAN CHANGES[/h3]



  • Reduced stungun charge time to 1.5 seconds (half original duration)

  • Reduced flamethrower ammo to 150
  • Reduced flamethrower instant hit damage from 5 to 4

    MK pistol:
    • Reduced damage from 50 to 45
    • Faster rate of fire, effective fire interval (no spread bloom): 0.224
    • no longer able to be fired continuously by holding the fire button, must continue tapping.
    • Fixed "kill 15 dinos with pistols" challenge to work for the MK Pistol


    Zap Traps:
    • Reduced arming time of zap trap
    • Reduced hurt interval of zap trap
    • Increased range of zap traps a little bit
    • Increased damage of zap traps from 75 to 80
    • Slightly reduced shock immunity duration after being hit by a zap trap


    Spaz-12:
    • Reduced reload time of Stungun from 3 seconds to 2.5 seconds
    • Reduced SPAZ 12 pellet spread by 50%
    • Reduced shell reload time for SPAZ 12
    • Reduced fire interval of SPAZ 12 from 0.66 to 0.6


    Assault Rifle:
    • Increased assault rifle recoil and spread
    • Reduced assault rifle fire rate
      Reduced reload time for assault rifle clip from 3 secs to 2.75 secs
      Increased damage for assault rifle bullets from 33 to to 40


    Double Barrel Shotgun:
    • Reduced maximum range of regular shotgun
    • Reduced damage of Double Barrel Shotgun to 40
    • Increased accuracy of double barrel
    • Increased double barrel shotgun rate of fire
    • Disabled automatic reload on double barrel shotgun
    • Reduced reload time of double barrel shotgun from 4 to 3.6 secs


    Dual SMGs:
    • Reduced reload time for SMGs from 2.5 secs to 2.3 secs
    • Increase damage for SMGs from 23 to 26
    • Increased SMG reserve ammo from 100 to 120
    • Reduced spread bloom and recoil for SMGs


    Other:

  • Increased damage for Deagle from 80 to 90
  • Faster rate of fire and reload speed for M4
  • Increased M4 damage from 30 to 34
  • Minor reduction to heavy assault cannon fire delay
  • Fixed weapon fire sounds playing twice for their owners
  • Fixed weapon dry fire and holster/unholster sounds not playing properly in multiplayer.
  • Weapon dry fire sounds now also play when current clip is empty.



[h3]MAP CHANGES[/h3]
  • First phase of overhauling the Forgotten Outpost map:
    • Can no longer enter the bases at the edges of Forgotten Outpost in TDM mode
    • Major layout rework, shrinking the overall area and creating new combat arenas
    • Added more cover to Forgotten Outpost, and more spawns in the jungle
    • Updated lighting and overall ambience, with more of a swampy vibe


    Added support for new version of Capture the Egg to:
    • PC-UtilityBase
    • PC-ForestChasm
    • PC-ForgottenOutpost
  • The other maps which previously supported CTE will not work properly until next update
  • PC-ForestChasm: added more thin trees and log blockers, opened a new pathway for Tyrants
  • PC-UtilityBase: added more routes up and down from the main buildings for dinosaurs
  • Various maps: added clues for the second Easter Scavenger Hunt - good luck!



[h3]DINOSAUR CHANGES[/h3]



  • Changed the way Tyrants get health back from eating humans:

    • Tyrants receive an initial small amount of health immediately when they bite a human.
    • A much larger amount of health is then given when they finish consuming their prey.
    • Possibly fixes the "phantom health" bug for Tyrants
  • Changed weak points for Tyrants to only be the upper back portion of the skull, around the eyes.

  • Novaraptor now has faster stamina regeneration, less stamina drain from running
  • Increased pounce maul damage for Novaraptor from 20 to 27
  • Reduced stamina drain while mauling for Novaraptor
  • Oviraptor now drains stamina quicker while sprinting, has slower stamina regeneration

  • Reduced distances of raptor and tyrant bite attacks
  • Reduced duration of raptor primary attack damage window
  • Adjusted timing of raptor and tyrant primary attack windows
  • Reduced oviraptor marking distance slightly
  • Increased oviraptor roar recharge time by +5 secs

  • Reduced maximum speed for Flyers
  • Reduced health of Tupa from 350 to 300

  • Swapped in a different falling animation for Flyers
  • Slightly faster diving speed for Tupa than Ptera
  • Reduced tupa vertical charge momentum when doing knockback


[h3]UI / Other Changes[/h3]
  • Changed text above scoreboard in TDM and CTE to say whether Humans or Dinosaurs are in the lead, instead of Red Team / Blue Team.

  • New icon for Scientist class on the scoreboard
  • Added icons for dead human and dino players in scoreboard
  • Added current round number to HUD

  • Changed interaction hint text from "Press" to "Hold"
  • Renamed FAMILY_PREDATOR to FAMILY_FLYER in server code / settings
  • Limited HUD overlays to only be applied once per second, may fix freezing issue for some users



[h2]Thanks for playing![/h2]

We hope you'll have fun with our birthday celebration, we wish we could've got it to you sooner!
Here's to more years of Carnage ahead..




Until next time!
-The Primal Carnage Team






PCE 6th Anniversary Celebration!

This past weekend marked over half a decade since we officially launched way back in 2015, and today we're kicking off a bunch of festivities to celebrate. But first, let's look back at 6 years of Extinction...

[h2]Evolving the Dino Shooter[/h2]

Recreating the Primal Carnage experience with Extinction was a difficult task for the scrappy bunch of modders and indie devs who came together after Lukewarm Media disbanded all those years ago.



The team tried hard to differentiate the game from its predecessor by introducing concepts such as sub-classes, adding new weapons and maps, and tried out a bunch of exciting new gameplay features during early access. Production realities unfortunately meant we couldn't do everything we'd planned and Extinction's launch didn't go as well as we might have hoped.



Since then, most of the development crew have moved on to other projects, and we have attempted other ventures such as exploring VR combat with Primal Carnage: Onslaught. However, some of us felt there was still a lot more potential in Extinction. In late 2019, after managing to work out a sustainable development plan, we returned with a massive update to the game.



Since then we have continued overhauling and improving the experience tenfold. Over the past year we've tightened up numerous mechanics, rewritten weapon hit detection, introduced countless new features, and even added a brand new dinosaur class.

We've finally been able to achieve some of our original plans we had for Extinction years ago, and the response from the community after coming back has been a delight to see. Our crew has grown from three to seven people since returning, and we're not slowing down yet! We're committed to making Extinction all it can be and have big plans for 2021 on Steam and beyond.



[h2]A Dedicated Community[/h2]

We're continually humbled and impressed by our dedicated fan community.

Even when the game suffered a drought of updates, we saw new Primal Carnage art being created and people posting their ideas for the future. Hell, some of you even kept playing in that time (!).



The creativity you guys have shown is astounding.

Since opening the Steam Workshop for Extinction we've accepted hundreds upon hundreds of unique skin designs and cosmetic items, fan-made maps and more.



Community initiatives to rework the dinosaur models led us to introducing the concept of Mutations to the game, and eventually hiring artists from the player-base to help create massive new updates such as bringing the Ceratosaurus to life in Primal Carnage: Extinction.



We're continually excited to see what new creations people come up with, and are thrilled that all these years later there is still a dedicated and growing community who get a kick out of our little dinosaur game. We wouldn't be here without the support you guys have shown us over the years.

From everyone on the team, thankyou for playing!



Alright, alright.
Enough of the love fest. Let's get onto the festivities...


[h2]Christmas in April![/h2]

Some people say "Spring forward!" but we're digging into our past with today's store event. Every classic gift we've ever added is back for a limited time, and they're available at less than half price!



Maybe you're in a summer mood, maybe you missed out last Christmas, well now's your chance.
This flash sale will only be available for the next couple of days!



And with Easter still in people's minds, we've brought back last year's selection to the store with a discount, check the Specials section for some returning retro items at a low price.


[h2]Community Scavenger Hunt [/h2]

Like last year, we're going to be running another community scavenger hunt soon. The event will start with the launch of the next major update, and will last for just under 3 weeks.

Players must work together to find clues in-game, which they must decipher the meaning of. Each clue leads to a fragment of a special item code, piece enough fragments together and you have a key to redeem in the store.

There are 25 items to uncover, and the rewards shall remain a mystery until they are found..



That's only Phase One of the scavenger hunt though. Phase Two will take place out of game with clues found online, and will lead to even more exciting surprises that will be coming in future updates. We're really looking forward to this and hope people have fun puzzling their way through this year's gauntlet!



[h3]Arriving Soon: [/h3]
[h2]The (Fashionably Late) Easter Update[/h2]

The next major update is a shipment of eggs that were delayed in customs. Yes, it's the Easter update.



We hoped to have launched this a little earlier, but this omelette needs a little more time in the oven.
You can expect the next major update later this week.

[h3]Key features will include:[/h3]

    [h3]
  • Capture the Egg BETA - completely reworked game mode

  • Newly overhauled Forgotten Outpost map

  • Large-scale gameplay rebalance

  • Free 6th Anniversary Celebration items
    [/h3]

We've spent several weeks refining a new, more streamlined version of Capture the Egg that we think will be a lot more fun to play. In addition to using the entirety of the map (with special reworking of Forgotten Outpost in particular) the win conditions are much clearer.



Dinosaurs will take a much more active role, by actually being able to beat the humans. Current CTE is basically taking turns to see "who is the best human team?" with the dinosaurs not having much to do. The new version will allow dinosaurs to return eggs to the nests they were stolen from, and they can win the game by eliminating all humans before they have captured the egg(s).



We'll be launching this newly updated version of Capture the Egg in BETA form, with several new config parameters that server owners can tweak. These include settings such as how much of a head start the humans have, whether you can shoot while holding an egg, how many eggs can spawn, and so on.

Much time and effort has been put into reworking CTE, so we hope you'll give it a try when it launches! We're eager to see the response and which flavour of the mode ends up being most popular!

[h2]Happy Hunting![/h2]



We should be back later this week with the next major update for Extinction.
You can keep up with all the latest news on the game via Facebook, Twitter, or join our Discord server...



MARCH MUNITIONS update

A new game update has been released for Primal Carnage: Extinction on Steam!

March Munitions introduces new human weapons for the Trapper and Scientist, brings new gameplay improvements and fixes up a bunch of lingering bugs.

There are some major changes to the human loadouts this update, reshuffling who is equipped with which items and adding new functionality to existing guns. We also have a bunch of new gameplay fixes and improvements for dinosaurs. But before we get to those, let's go over the JUICY stuff..

[previewyoutube][/previewyoutube]

NEW WEAPONS!


[h2]PX Assault Cannon [/h2]

This magnificent beast is a heavy anti-tank rifle, recently adapted to be an anti-Tyrant rifle!



Packing insane stopping power, the PX Assault Cannon fires armour-piercing rounds that can punch through the thick hides of large dinosaurs, ignoring their strong points completely. This makes it an essential companion for the discerning huntress in her fight against theropods.



But the PX Assault Cannon can do you one better- its high velocity shells can penetrate multiple targets, meaning if your aim is true... you can take out two dinosaurs with one shot!

[h2]PX Sub Machineguns[/h2]

A rapid fire fully-automatic sidearm for close quarters skirmishes.
Why not take two?



The SMGs are Trapper's two new best friends. Capable of spraying an insane amount of bullets in the general direction of any hungry Tyrant, the SMGs are a handful but treat them well and you'll go far. Similar to the dual pistols, each of them can be fired and reloaded independently.



Continuously shooting with one SMG is more accurate than firing both together, though burst firing with them at the same time can be quite an effective strategy.

[h2]NEW THROWABLE ITEMS[/h2]

[h3]Gas Mines[/h3]

What's that smell? Gas.



The Scientist has a new throwable trap in her arsenal. Gas Mines explode in a cloud of noxious stamina draining chemicals. The dinosaur that triggers the trap receives massive stamina loss instantly in the explosion, and a toxic cloud lingers afterwards that will sap stamina from any dinosaur that gets close.
  • Small dinosaurs and Bruisers have their stamina rapidly drained by Gas Mines
  • Tyrants trigger gas mines, but their heads are so high up off the ground they're mostly unaffected

[h3]Bear Traps[/h3]



The Trapper has been getting nostalgic for his poaching days, so put in a requisition order for this spiky old classic. Bear traps are throwable items that, despite their name, work just as well on big hungry lizards. These wicked fellas can ensnare smaller dinosaurs, and have the ability to inflict bleeding damage.
  • Small dinosaurs who move slowly over bear traps are captured
  • Small dinosaurs who sprint over bear traps have a chance to escape (but still trigger it)

  • Bruisers who trigger a bear trap are not captured, but receive bleeding damage over time
  • Sprinting while bleeding hurts more, walking hurts less, and crouching ends it sooner
  • Bruisers who walk over more than one bear trap have their movement speed slowed

  • Tyrants can destroy bear traps by walking over them, receiving minor damage


[h3]Zap Traps[/h3]



Another throwable utility that the Trapper now finds himself with is the Zap Trap - an electrified mine that can stun smaller dinosaurs briefly.
  • Zap Traps re-arm themselves every couple of seconds while they are active in the world
  • The closest dinosaur to the trap is zapped, preventing them from using their primary attack

  • Electrocution only lasts for one second, does not stun-lock enemies in place
  • Zap Traps that hit enemies in water do 50% bonus damage

  • Tyrants can destroy Zap Traps by walking over them, receiving minor damage

Similar to land mines and sensor mines, the new throwable traps can also be safely dissolved by tactical use of Cryo acid.

[h2]Reworked Dual Wielding [/h2]



A long-awaited change to dual wielding debuts with the March Munitions update. YES! You can now fire and reload both weapons independently. Want to fire one gun while reloading the other? You can do it. Want to fire both at the same time for double damage? DO IT.

  • Each pistol has a separate ammo pool, displayed on the HUD
  • Firing both pistols together is less accurate, shoot independently for better accuracy
  • Dual Pistols are single shot weapons now (can no longer hold the button down to keep firing)
  • Reloading after having fired a shot from both guns will reload both guns
  • Reloading after having fired from only one gun will reload just that gun

This change has been hotly anticipated by many in the community and on our wishlist for literal years, so we're proud to finally have this feature in-game. Both the dual revolvers and SMGs benefit from independent firing and reloading, we hope you'll have a blast with them!


[h2]Loadout Reshuffle[/h2]



It's been a long time since we last did this, and after many discussions we have decided to reassign some of the throwable items to different classes once more.
  • Pyro now has the dynamite
  • Landmines have been returned to Trapper
  • Commando default throwable is now ammokits to encourage cooperation

We think this reshuffle helps reinforce the gameplay roles of the different classes. For example, Commando is now a fully equipped front-line specialist, able to hold his own and resupply teammates in the most dire situations.

The Pyromaniac is all too happy to have received some new sticks of dynamite, which he can now ignite to make them blow up faster. And although deprived of land mines, the Scientist has received gas mines as compensation this update.

[h2]Overhauled Weapon Spread System[/h2]

We have completely reworked how the underlying inaccuracy calculations are applied to all of our weapons. Previously there were a lot of strange modifiers being used to determine how much "spread" a weapon would have when firing, but where your bullets go are now decided by a much more elegant formula.

The upside of simplifying the system is that it allowed us to do more interesting things with it, instead of needing to make adjustments to several values to see any change.

Each weapon now has a bloom factor applied to it, where the cone of fire expands the longer you keep shooting. How fast and how extreme the spread is varies from weapon to weapon. Generally, burst firing will help you a lot more now when trying to hit enemies further way. There is also am accuracy penalty applied when moving. All of this is easily conveyed by the newly standardized expanding crosshair in the center of your screen, which is used by nearly all guns now.

We hope that the changes to weapon spread and dynamic crosshairs make human combat less of a guessing game, let us know what you think!


[h2]New Weapon Abilities[/h2]

[h3]Pyro Utility[/h3]

As mentioned earlier, the Pyro's flamethrower can now ignite dynamite that he has thrown. This means that you can make it explode a few seconds earlier by cooking it with napalm. You can even go for the skill shot and ignite dynamite while it's still in mid-air!

One additional bonus ability for Pyro is that the flaregun can now instantly ignite pools of Cryo acid, as a quicker alternative to expending flamethrower fuel to do so.

[h3]Machete Upgrade - Heavy Melee Attack[/h3]

Pathfinder's dedicated melee weapon now has an alternate fire ability! Hold secondary attack whilst wielding the machete to wind up a bigger slash attack. The longer you hold, the more damage you do. Fully charged heavy attacks for the machete have 30% wider slash range and inflict bleeding.

The cost of performing a heavy slash with the machete is that it drains a chunk of your stamina.

As an extra bonus, the Pathfinder now does a quick swipe with the machete as he unsheaths it. This makes you less vulnerable when equipping the machete.

[h3]Stungun Overcharge[/h3]

The stungun has been completely reconfigured to use a charging up mechanic. Simply tapping the stungun does little damage, and will not stun enemies in place (though it will stop them from biting).

To stop certain dinosaurs in their tracks, you'll need to hold down the fire button to charge up a more powerful shot...



Hold for long enough and the stungun will heat up, allowing to fire an "overcharged" shot. This deals extra damage and stuns smaller dinosaurs for several seconds.

Be warned, holding the charge for too long causes a dangerous discharge, electrocuting yourself.

TIP - shooting the stungun at targets standing in dynamic water is more damaging!


[h3]And Much Much More![/h3]

There are lots of new gameplay tweaks included with the March Munitions update, some affecting the dinosaurs. One nifty little ability we'd like to highlight is that Dilophosaurus can now extinguish Pathfinder flares with its spit...



To see a list of all the changes that are part of today's update, see the full changelog further down!

[h2]Happy Saint Patrick's Day![/h2]

Today is St. Patrick's Day and we're kicking off a two-week community celebration, with new lucky drops added to the game and special items in-store. Available for a limited time only, get yours while you can!



Additionally, during this special event we have enabled DOUBLE DROPS so you can earn twice your weekly limit while playing!



To see everything you can obtain during the St. Patrick's Event, see our special items Trello board here.


[h2]Full Changelog[/h2]

See all of the exciting new changes that have arrived today below!

[h3]General Changes[/h3]
  • Increased fall damage across the board
  • Pyro in particular takes heavier fall damage than other humans
  • Added 3 new achievements!
  • Added new challenges!
  • St Patricks Event!


[h3]Human Changes[/h3]
  • NEW Weapon: PX Assault Cannon - heavy piercing sniper rifle
  • NEW Weapon: PX Sub Machinegun - rapid fire, dual wielded

  • NEW Throwable Item: gas mines for Scientist
  • NEW Throwable Item: bear traps for Trapper
  • NEW Throwable Item: zap traps for Trapper

  • Implemented a newly refined weapon spread system
  • Added new expanding crosshair to display cone of fire, scales based on screen resolution
  • Halved default scale of weapon crosshair
  • Added center dot to dual pistol crosshair

  • Increased health of Pyro to 185
  • Pyro can now use the flamethrower to burn his dynamite and make it explode quicker
  • Now has faster ammo resupplying for flaregun when using ammo crates
  • Flaregun shots can now instantly ignite Cryo acid pools

  • Reduced firing interval of dual pistols
  • Dual Pistols are now a single shot weapon, do not fire continuously
  • Fixed reload cheat time for dual pistols being really short

  • 10% lower rate of fire for Desert Eagle in unscoped mode
  • Stungun now uses a charging mechanic
  • Tapping the stungun will not immobilize dinosaurs
  • Tranq rifle has higher rate of fire, but with pronounced spread bloom
  • Slightly worse accuracy for MK12 pistol (trade off for no bloom vs Deagle)

  • Reduced sensor mine lifetime to 25 secs
  • Reduced sensor mine marking time to 5 secs
  • Fixed dynamite floating above water volumes

  • Changed the dartgun scope sensitivity modifier from 0.15 to 0.5
  • Added charge indicator for Stungun
  • Fixed some cases where hit markers appeared when attacking dead dinosaurs

  • Added loadout UI indicator for "armour-piercing" weapons
  • Added loadout UI indicator for "pass-through" weapons
  • Fixed the Pyro having hatchets as default throwable sometimes


[h3]Dinosaur Changes[/h3]
  • Reduced dino health restored by bite / claw attacks from 35% to 30%
  • Added camera "overzoom" requirement for shoulder view, to prevent accidental entry

  • Increased the diving speed boost multiplier for flyers
  • Added a special whistling sound effect to flyers when they are dive bombing

  • Reduced oviraptor roar cooldown to 40 secs
  • Reduced oviraptor roar detection radius from 6000 to 5000

  • Dilophosaurus spit can now extinguish pathfinder flares
  • Fix for Cryo acid being able to do fire rescue sometimes

  • Tupa can now headbutt enemies without needing to sprint by dive-bombing
  • Modified character collision on Flyers to stop them bumping into stuff so much

  • Added a camera overlay effect when suffering blood loss
  • Added camera effects for dinos being hit by heavy sniper and mines

  • Renamed mine melter EXP to trap disabler
  • Removed EXP for "blinding" dead bodies
  • Added EXP for extinguishing pathfinder flares
  • Added EXP for melting bear traps, zap traps & gas mines
  • Added status icons for bear trap and gas mine
  • Added beartrap and gas mine marking for Oviraptor


[h3]Map Changes[/h3]
  • GTTC Ruthless REMASTERED:
    • Overhauled level layout with new routes to take
    • Major spawn placement overhaul across the level
    • New lighting style and many more map details
    • Reworked background vista (don't worry, the Brachs are just on migration)
  • ForestChasm: added a smoother side ramp up to the central ridge
  • ForestChasm: increased tree and palm density, thinner chasm rock bridge

  • UtilityBase: added new pipes to climb up the side of the main building
  • UtilityBase: added new light fixtures to side of mini hangar for dinos to jump on

  • Airbase: fixed collision stuck spots / exploits, added light fixtures to mini hangars
  • Airbase: added new details such as flapping tarps

  • PC-Docks: fixed a dangerous dinosaur spawn point
  • PC-Docks: fixed Tyrants climbing on boxes at bow of the ship
  • PC-Docks: added minor obstructions to central causeway (forklifts, palm shrubs)

  • PC-TheFalls: reduced sniper sight lines on parts of the map's exterior
  • PC-TheFalls: replaced all of the river with interactive water volumes
  • PC-TheFalls: collision fixes for TheFalls river rocks
  • GTTC Falls: humans must capture the dome's sub-objectives before Tyrants can spawn

  • Added optimized foliage level of detail models to various plants and trees
    (uses lower density meshes at long range, hopeful performance boost)


[h3]Other Changes[/h3]
  • Updated vignette post process
  • Fixed a client crash that could occur when server changes maps
  • Moved option for kicking idlers to right section


[h3]Known Issues[/h3]
  • Equip/unequip/dryfire sounds don't seem to trigger for new guns
  • Achivement tracking may be inconsistent


[h2]Good Hunting![/h2]



Phew, that's a lot. We haven't brought new artillery into Extinction for a long time, so we're excited to see how these new munitions fare in the wild!

And we still have a lot more planned for the game this year, with a pretty big egg-themed update for Easter that we hope you'll get a thrill out of. See you next time!


[h2]Official Discord Server[/h2]

Join the Official Primal Carnage Discord to stay up to date with development, chat with other players and get tips on making your own Primal creations!