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Primal Carnage: Extinction News

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!



Patch 2.1.2 and Roadmap

The latest patch for Primal Carnage: Extinction marks the end of our Valentine's Event, and brings a host of minor fixes and tweaks to the game. You can check out those at the bottom of this post, but first we'd like to share with you a look at what's coming to PCE later in 2021...

Rough Roadmap


What follows below is our overall plan for content updates through the first half of this year...
(NOTE: this not a complete list, and some features may be subject to change or delay)

[h2]March[/h2]

March Munitions is our next major update and revolves around everyone's favourite mercenaries!



This will be where we start expanding the arsenal of the human team, introducing two brand new weapons and making some major changes to existing ones. The human focus doesn't stop there either, as we will be adding even more polish to their animation sets with the March update, plus bringing in hot and cold Ultimate skins for the human team and much, much more.



With every major release this year we also plan to touch up the remaining maps that have yet to receive gameplay and graphical overhauls. GTTC-Ruthless is receiving the special treatment this March, with the Contingency deathmatch map getting a complete makeover not long after.

This update falls pretty close to St. Patrick's Day, so expect some emerald extravagance in-store!



[h2]April[/h2]



Early April sees the debut of a newly reworked Capture the Egg mode, which will use the entire map instead of one small portion of it. The teams will have clearer goals and a way for dinosaurs to properly win, and eggs won't be strewn all over the place.

Although speaking of eggs.. the April update will mark the start of our second Easter Scavenger Hunt!

We will have a whole bunch of nice surprises for players to unlock as they decipher mysteries both in-game and out!

[h2]May[/h2]



Survival mode has gone unloved for a long time. With our programming team expanding, we are now considering ideas for updating this game type. Various fixes and quality of life improvements will be rolled out over the next few months, but May is when we plan to release a bigger overhaul to Survival mode as a whole.

We'll be sharing more details as the year goes on, but some of our goals include adding more AI types to fight against and allowing you to turn the tables and take on waves of enemies as a dinosaur!

May will also see the introduction of at least one more new human weapon, which may or may not involve sharp objects being fired by a pull-back mechanism.

[h2]June[/h2]



Summer Meltdown 2.0 begins this June with the release of the next officially added community map - Dead Tide. This is the perfect place for a summer getaway, with beautiful beaches and cool clear water.



A second Summer Scavenger Hunt will be in play as well, with new free cosmetics being unlocked by the community when certain goals are reached. There may also be some big surprises revealed if players work hard enough!

[h2]Late Summer[/h2]



Whilst we're first and foremost a dinosaurs vs. humans game, we've always taken note that there's a lot of players who just want to hang out as their favourite dino or mess around instead of playing the objective. We added Freeroam as a small gesture of support for these players back in the day, but have lately been thinking it may be time to revamp that mode and make it something more interesting.

This revamp would change Freeroam into a full-on Sandbox mode with much more options for server customizability, and various tools and activities available at your command.

From playing as herbivores to introducing light survivability mechanics, the current ideas and features being considered for Sandbox are many and varied. This all involves a lot of hard engineering work, so we can't guarantee when it will release, but we're hoping this will be ready by the end of summer.

[h2]Overview[/h2]

We hope you're as excited as we are for what's coming next to the game!



Looking to the Future




We intend to continue active development for Primal Carnage: Extinction throughout the rest of 2021, adding more community content such as new maps and skins in addition to wholly original features as mentioned above.

As we get into the second half of the year, the team will be focusing more on the PlayStation version of the game. Despite pandemic-related delays and a lack of development hardware, work has been progressing well upgrading Extinction to the latest PS4 platform feature set (PSN services have seen a lot of changes the last few years). There is still a lot left to do, however.

We'll be sharing more info as we get further into the year.
Keep an eye on the official Twitter, Facebook and Discord for more news on everything Primal Carnage!



Patch 2.1.3


[h3]New Store Rotation[/h3]

The Valentine's Event is over and a brand new batch of mutations, cosmetics and skins are now available in-store! A collection of classic items are also returning with a discount in the Specials tab. The next new item set will debut in time for St. Patrick's Day, but we will be cycling in some more retro skins and mutations in the weeks leading up to that.




[h3]Patch Changelog[/h3]

Today's patch brings a few minor balance adjustments, some feature tweaks based on feedback from the community and an assortment of minor fixes...

  • Reduced flamethrower focus fire bonus damage by 25%
  • Double Barrel Shotgun now ignores armour completely, instead of mostly.
  • Added armour-piercing hit indicator (light orange shields)

  • Made it harder to land accidentally when flying at charge speed as Tupa
  • Swapped the Ptera takeoff animation for something a little snappier
  • Increased flyer takeoff speed and adjusted takeoff angle

  • Reduced max number of UI hit sounds that can play at once
  • Tweaked text for a couple of assist notification messages
  • Fixed Transfer not being in default TDM rotation
  • Removed Volcano from default TDM rotation
  • Removed some server log spam

  • Increased default idle kick time
  • Updated idle kick to be better at removing players who are not actively participating
    (this change only applies to ranked game modes)

  • Enabling cheats on a server now disables EXP gain synchronization for all players in that match.
  • Enabling cheats on a server now disables challenge progress sync for all players in that match.

  • Fixed three mutations that were crashing the store when clicked on
  • Possible fix for some users experience crashes when scrolling through the Browse section
  • Fixed numerous minor cosmetic issues
  • Fixed some item icons being overly dark


[h3]Hotfix 2.1.3[/h3]

  • Tweaked idle kick requirements slightly to reduce likelihood of false positives
  • Fixed attachments such as antlers being oversized when using Barbarous Nova mutation

February Update NOW LIVE

Love is in the air!

We're back with the annual Valentines Update for Primal Carnage: Extinction!
It's not all roses and chocolates though, we've got some real meat on this update....

[h2]Airbase Remastered[/h2]

In line with reworks some of the other maps have received recently, Airbase has been given a serious makeover this update. The overall flow of the map has been improved with fewer dead ends and more ways for dinosaurs to jump up and out of the main structures. It's also had a major lighting and effects overhaul with new interactive water, rain effects and shadow effects...

[previewyoutube][/previewyoutube]

We'll be continuing to rework more maps in future releases, overhauled visuals and gameplay are already planned for Ruthless with the next major update. Watch this space!


[h2]Get to the Chopper Overhauls[/h2]

There are some fairly big changes to the flow of Get to the Chopper mode this update.



Instead of the regular respawn timer, humans now spawn in waves when playing GTTC. There is a constant 20 second countdown always in progress and whenever a human team member dies they must wait until the remainder is over before they respawn.

This automatically means the human team groups up since they are likely to spawn together now, which hopefully lets them assault objectives more effectively than when they were always trickling in one at a time. Dinosaurs do not use wave respawning, but have a longer default spawn delay now of 10 seconds before they are back in the action.

We have also placed limits on re-selecting Tyrants or Bruisers. If you are playing one of these classes and your character dies, you cannot immediately select the same class again. Instead there is a waiting period before it becomes available to you once more. The reasoning behind these changes is we're trying to combat players hogging these class slots, and are hoping to reduce how often you'll see a Tyrant be taken down only for another to appear seconds later.

Finally, dinosaurs that are still lingering on a captured safe zone will now be electrocuted to death instead of "teleported" away. This is to prevent characters becoming stuck under the level.


[h2]New Dinosaur Camera Option[/h2]

Dinosaurs now have the ability to zoom into shoulder camera view! This closer, more intimate perspective adjusts the camera's position for all dinosaurs to allow for more precise fine aiming. Small dinos can swivel the camera from left to right, while the larger ones are limited to rotating off axis on each shoulder.



Simply keep scrolling in the camera to automatically pop into shoulder view, or tap the middle mouse button to swap instantly. You can also quickly swap which shoulder the camera is positioned over using the same button (D-pad left/right on controller). This can be customized in the PC controls options menu.

[h2]Tupa Touch-up[/h2]

Our hard-headed charger of the skies gets its skull reinforced even further with this update!



The head and crest of Tupandactylus are now classed as Strong Points, meaning they have armour and take reduced bullet damage. This should help Tupa players in their dive bombing runs to headbutt enemies. Tupa's weak spot has been moved to the center of its chest which is a bit harder to hit.

[h2]Pyro Refuelled![/h2]

Everyone's favourite firestarter has received some extra love this update. Firstly, the intensity of the flamethrower damage over time effect now stacks the longer you keep the firejet on your target.



We have also made detection for flame particles more reliable so that the flamethrower registers hits on enemies better than it did previously. This makes the Pyro a true force to be reckoned with now!

[h2]New Corrosive Ability[/h2]



Cryolophosaurus can now melt mines by spitting acid on them! Simply hit a land mine or sensor mine with your acid pool and they will be deactivated, melting away in moments. We hope this adds an extra layer of tactical utility to the Cryo and we'll be looking at a new ability for Dilo's spit next update as well.


[h2]New Admin Announcements[/h2]

There are two new types of announcements now available to server admins as of the February update..



The new announcements include a message of the day style popup that appears at the start of each match, and a separate message popup that can be sent through the in-game chat. Both appear for all players. For the MOTD popup, server admins can use HTML tags like in regular TimedAnnouncements.

[h3]How to set an MOTD popup [/h3]
  • Open one of the following files:
    PrimalCarnageGame.ini (listen server)
    PCServer-PrimalCarnageGame.ini (dedi server)

  • Add under the section "[PrimalCarnageGame.PCBaseInWorldGameInfo]"
    MessageOfDay="*html text
  • "
    (replace html text with the text to show)

[h3]How to send an admin announcement popup[/h3]
  • Log in as admin on your server,
  • Type in the chat box: !announcement "text to show everyone"
    (replace "text to show everyone" with the text you want to send them)

These new announcement popups appear center screen, and close after 7 seconds or if the player presses the Tab key. Remember to include the " marks when sending a message or else it will not show.

Valentines Store Event!


You may notice a certain theme in-store the next 7 days. We're embracing the feels with Valentine's Day occurring this weekend. Check out a charming collection of new community-created items!

[previewyoutube][/previewyoutube]

[h3]New Skins & Mutations[/h3]



Dozens of new skins will be available, but there's more than just pink-a-plenty in-store today! Pick up several new dinosaur model mutations, or share the love with the shiny new 2021 Valentines Gift available for this week only!


[h3]New Taunts[/h3]

We have three tantalizing new taunts coming to the store! Get all excited with the Novaraptor Tail Wag, say hello with the Ceratosaurus Wave and show off your moves by doing the Flyer Dance...

[previewyoutube][/previewyoutube]

[h3]New Free Drops[/h3]

Looking outside of the store, there are plenty of new Valentines items that will be made available as free drops through playing the game, ranking up or completing challenges!



Among these are a plethora of new skins and even a rare mutation! If you want to see more, we will be adding previews of all the Valentines items on our special event Trello board HERE.

The store is still being refreshed and it will take some time for all items to appear. We're bringing back all of last year's Valentines content as well!

[h2]HOT Fix[/h2]

In the last few hours there was a hotfix patch released (version 2.1.1) that resolved some cosmetic issues, please ensure you are fully up to date before browsing! We will have another small patch just over a week from now with additional feature tweaks, but that's all for today.

Read the full changelog for the February Update below...


Full Changelog


[h3]Get to the Chopper improvements[/h3]
  • Added respawn waves for humans on Get to the Chopper mode
  • If you die as Bruiser or Tyrant, you cannot re-select them when returned to class select
  • Dinosaurs lingering in GTTC safe zones are now get electrocuted instead of teleported away
  • Increased default respawn timer for dinosaurs in GTTC mode to 10 seconds
  • Fixed some spawn-related bugs


[h3]General Map Changes[/h3]
  • Upgraded version of Airbase:
    • Added interactive water volumes
    • Added new environmental effects, thicker fog
    • Updated lighting to be darker with more man-made hotspots
    • Added more large ferns replacing some of the generic bushes
    • Moved around things in the hangar, airplane is now centered, easier to jump out as raptor
    • Added a new enterable mini hangar along the airstrip
    • Placed more pickup items for humans around the map
    • Improved general flow of the map, fixed some stuck spots
    • Reworked background mountains to be bigger and more impressive
    • Visibility and rain mesh optimizations
  • Verdant: various collision fixes, repositioned container storage wall

  • GTTC-Downpour: replaced some of the river areas with interactive water
  • GTTC-Downpour: added new water fx and stopped it raining inside the tower
  • GTTC-Downpour: various collision improvements

  • GTTC-Docks: added interactive water to several areas
  • GTTC-Docks: fixed unusable health crate on final capture point
  • GTTC-Docks: added more thick grass and plants to some areas for cover
  • GTTC-Docks: changed sub-objectives to only open up after they are captured
  • GTTC-Docks: fixed no safezone projectile protection after point C is taken
  • GTTC-Docks: updated ending sequences


[h3]Camera Changes[/h3]
  • Added shoulder camera view for dinosaurs
  • Added a separate camera offset for humans while being pounced
  • Added camera shake reactions when being damaged as human
  • Reduced explosion dirt camera overlay duration


[h3]Dinosaur Changes[/h3]
  • Increased priority and update frequency of characters to improve player position replication

  • Getting kills with Tupa's charge now gives health back
  • Tupa's head bones are now strong points, its chest is now a weak point
  • Increased stamina regeneration rate for Tupa

  • Fixed pterosaurs getting vertical speed boosts by flying into walls / trees
  • Put more checks in place to stop Ptera grabbing enemies while being damaged
  • Reduced raptor & spitter jump timeout from 1.5 secs to 1.25 secs

  • Added armour on the front upper portion of Carno's head (eyes forwards)
  • Ceratosaurus now properly obeys Family class limits

  • Tyrants now turn slower when they are sprinting (walking turn speed is unchanged)
  • Adjusted trample damage for Tyrants, damage should be more consistent between them
  • Fixed a normal map texture issue on T.Rex


[h3]Weapon Changes[/h3]



  • Pyro flamethrower damage ramp-up over time enabled
  • Increased hit consistency of flamethrower projectiles

  • Fixed issues with stungun damage over time
  • Made the stungun reload time last slightly longer
  • Fixed being able to skip stungun reload super early
  • Stungun now does 15% extra DoT if it hits a dino standing in a dynamic water pool

  • Minor increase to dual pistol fire rate
  • Increased assault rifle damage to 32
  • Removed all spread from scoped sniper rifle and m4 ironsights

  • Fixed nets not stopping dinosaurs from taunting
  • Fixed dinosaurs being able to taunt while they are stunned
  • Fixed fire interval delay stacking when swapping aim modes


[h3]UI / HUD Changes[/h3]

  • Added a new armor hit indicator when shooting dinosaur strong points

  • Added a notification popup for being saved by someone (from nets, grabs, pounces, etc.)

  • Modified restrainer EXP bonus, added new avenger EXP bonus
  • Added "tyrant fed" assist type for Ptera dropping its catch into a Tyrant's mouth (+100 EXP)
  • Added +5 EXP for grabbing someone as Ptera
  • Reduced saviour EXP bonus to +25

  • Added a scrolling hints ticker to the main menu
  • Added a button for hiding the information bar on the main menu
  • Updated endgame summary fonts, made backing cards more transparent

[h3]Game Options[/h3]
  • Added an option to turn Tyrant buff outlines on/off
  • Added new server popups for admins to use


[h2]Patch 2.0.1[/h2]
  • Fixed some store items being unavailable
  • Fixed an issue with Valentines Gifts not appearing in inventory
  • Fixed the Spitter Rose Collar being unusable by Cryolophosaurus


[h3]Known Issues[/h3]
  • Some new item icons may appear overly dark in-game
  • Balauris Cerato, Daemonicus Carno & Mecistops Spino items are disabled due to crashing problems




[h2]Happy Valentine's, everybody![/h2]

-With love,
The Primal Carnage Team


[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!