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Primal Carnage: Extinction News

Patch 1.9.2 Now Available



Las Vegas, NV – September 2nd, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

  • Decreased Assault Rifle AR Grenade reload time
  • Decreased Assault Rifle AR Grenade damage radius
  • Decreased Raptor/Oviraptor MaxPounceHeight
  • Fixed workshop maps not showing up in the menu correctly
  • Fixed class limits values not being set correctly
  • Fixed thrown ammo kits replenishing ammo and health kits
  • Fixed some minor economy localization issues
  • Fixed roars and economy updates not working after first round of play
  • Fixed Commando missing a voice line
  • Fixed collision on bird cage interiors in PC-Contingency


Thanks to prasanthajagath for the banner image!

Update 1.9 and 1.9.1 Now Available


New updates to Primal Carnage: Extinction have been released! These updates will be applied automatically when you restart Steam or next launch the game. The major changes include:

Challenge System

We have added a new Challenge System which assigns you 3 random challenges per week. Completing challenges will reward you with a random cosmetic item.

Challenge progress and items unlocked by completing them will now be displayed at the end of each round on a new info screen. Holding the Tab key will swap to displaying the scoreboard. Over the next few updates we're going to look at expanding this system with exciting new challenges and rewards.

WARNING: Challenge progress is only updated and saved at the end of every round. Leave early, and you will lose any unsaved progress. Challenges are only valid in TDM & GTTC modes.

Human Voice Commands

Humans now have two voice commands at their disposal: Call For Help (Z) and Call To Follow (C). Both commands have a 5 second cooldown to prevent abuse and also display the command as an event in the player chat.

Server Support for Custom Maps

Servers can now host player-created custom maps. If a server is hosting a custom map, players must subscribe to that map on the Workshop before being able to join it. Future updates will bring enhanced functionality to this new feature.

Dedicated servers subscribe to Workshop maps by adding something like this to DefaultGame.ini:

[Workshop.WorkshopInformation]
+SubscribedItems="672162366"

Each +SubscribedItem id number is taken from the workshop map's URL.

New Workshop Crate & Royal Dilo Pack

You can unlock a selection of hot new community-created skins in this August's Workshop Crate, dropping now! Also, check out the "DinoStore" for the new community-made Royal Dilo Pack.

Changelog 1.9.1:


General
  • Improved global post process settings
  • Lowered max pounce height range
  • Potential fix for class limit/spawning issues
  • Fixed missing archetypes for DNA strands
  • Fixed Royal Dilo skins not using the correct model
  • Fixed the Royal and Pheonix Dilo skins being switched
  • Fixed the Seagull Raptor not using the correct feathers
  • Fixed the Riptide Spino with improved textures on authors request

Currently the functionality of certain features is broken after the second round of a match starts. We are investigating the problem and hope to issue another hotifx in the coming week.

Changelog 1.9.0:


General
  • Class limits are now enabled by default
  • Improved spawn distance weighting
  • Fixed class availability and limits not updating correctly
  • Fixed being unable to spawn in Survival mode
  • Fixed Tyrants being available too early in Get To The Chopper
Humans
  • Added auto-reloading for the Netgun and AR Grenade firemod
  • Killing yourself with the grenade launcher now counts towards being suicide-kicked
  • Stungun screen effect now lasts longer and is more intense
  • Tranq Pistol will now keep firing while holding down Mouse1
  • Decreased Tranq Pistol fire rate slightly
  • Decreased Tranq Rifle spread slightly
  • Decreased Hand Grenade blast radius from 350 to 220
  • Increased Hatchet travel arc and speed
  • Increased Landmine lifetime from 45 to 90 seconds
  • Increased Sensor Mine lifetime from 45 to 60 seconds
  • Increased Assault Rifle Grenade blast radius from 160 to 250
  • Fixed Throwable Ammo Kit not restocking secondary ammo
  • Fixed Throwable Ammo/Health Kit awarding points to dead players
  • Fixed Throwable items colliding with bullets
  • Fixed Netgun Nets being destroyed when they hit humans
Dinosaurs
  • Raptor/Oviraptor tail movement is now more fluid
  • Dilo/Cryo hitboxes are now more accurate
  • Increased Raptor/Oviraptor maximum pounce distance
  • Increased Raptor/Oviraptor jump height slightly
  • Decreased Raptor/Oviraptor and Dilo/Cryo air control speed
  • Increased Cryo acid pool damage from 24 to 33
  • Increased Cryo acid instant hit damage to 50
  • Decreased Cryo bite damage from 45 to 35
  • Decreased Cryo acid pool damage delay
  • Decreased Dilo/Cryo SprintStaminaConsumption
  • Decreased Dilo/Cryo StaminaJumpCost
  • Decreased Dilo bite damage from 35 to 30
  • Fixed Cryo acid pools spawning in-air when direct hitting humans
  • Fixed Dilo spit hit threshold that made it hard to blind humans
  • Increased Tupa health from 256 to 300
  • Increased Tupa impact momentum while charging
  • Increased Tupa StaminaRegenRate
  • Increased Tupa/Ptera StaminaAmount
  • Carno now uses a new "double-lunge" animation for it's secondary attack
  • Carno now has a brief movement delay after using it's secondary attack
  • Increased Carno acceleration slightly
  • Increased Carno ground turnrate slightly
  • Increased Carno secondary attack knockback momentum
  • Decreased Carno Tranq tolerance
  • Fixed Carno attack hitbox accuracy and time threshold
  • Increased Spino speed slightly to match the same speed as the T-Rex
  • Fixed T-Rex tail swipe attack hit accuracy
Menus / UI
  • Class selection UI now specifies why a class is unavailable
  • Added Admin and VIP scoreboard icons
  • Added grey backing to load-out text in the customization menu
  • Added hint labels A/D for rotating left/right in the load-out screen
  • Removed "class item" from human loadout UI
  • Removed mouse acceleration as a default option
  • Removed certain unused graphic settings
  • Removed notification bar from the in-game HUD
Sound
  • Humans should now scream when dropped by Pteras
  • Added a subtle heartbeat sound when low on health
  • Added whooshing sound effect to airborne hatchet
  • Added a subtle ticking sound to live grenades
  • Added scope in/out sounds for all weapons
  • Added bullet impact sound for glass
  • Fixed molotov fire pool having no ambient sound
  • Fixed the volume level on several different effects
  • Fixed Ptera/Tupa using human footstep sounds
  • Fixed pain sounds playing from the T-Rex fall animations
Maps and Effects
  • Low health desaturation effect now activates earlier
  • Improved global post process settings
  • Improved collision, layout, and optimization in all maps
  • Improved and re-hauled Contingency sequence
  • Improved layout/lighting on PC-Airbase
  • Improved layout on GTTC-Docks
  • Improved spawn locations on GTTC-Ruthless map
  • Added tall trees and extra rock ramp entrance on UtilityBase
  • Removed corpse next to archway on UtilityBase maps
  • Fixed scripted sequences and spawn issues in GTTC
  • Fixed team blockers not blocking gunfire and other projectiles in GTTC
  • Fixed exploitable human camping spots on Docks and UtilityBase
  • Smaller dinosaur models now fade away when the camera is zoomed in
  • Improved health corpses with a subtle highlight for visibility in dark areas
  • Improved and optimized weapon particle effects
  • Improved draw distance on blood particle effects
  • Added saliva and breath effects to dinosaur roars
  • Added snot particle effects to Dilo/Cryo/Acro sneeze taunts
  • Fixed Dilo/Cryo spit being too subtle on human characters
  • Fixed Pyro Flamesaw chainsaw blade casting shadows
Economy, Workshop & Custom Content
  • Workshop maps are now available on Dedicated Servers
  • Re-enabled Workshop content manager
  • Added secondary cosmetic option for Dinosaurs
  • Added support for defining supported gametypes in Workshop maps
  • Added support for workshop maps showing up in the Map Select UI
  • Added support in the weapon shader for skin overlays
  • Added support for first person arm skin overlays
  • Added Raptorman first person arms
  • Fixed Pyro first person arms using the Dinobuster arms
  • Fixed local gift not opening in a menu
  • Fixed some possible issues with weapon attachment skins not working
Thanks to Skorus and Cara for their community images!

Upcoming SDK changes / improvements

This is a quick summary of changes in development for the Primal Carnage Extinction SDK...

We remain continually impressed at the creations people have made with the development toolkit and are looking forward to adding more robust support for custom map making in a future update. You have our apologies for how long this feature has taken, but it is definitely on track for this summer.

The next SDK patch will include some of the content optimizations we've been making. A big one is removing over a hundred unique shader materials and replacing them with more efficient instanced versions. This will have both positive and potentially negative effects to SDK users.

Firstly, this should bring performance improvements and cut loading times down a bit, since there is less for the editor to compile on startup and fewer shaders for the graphics card to worry about.

Secondly, if you have applied different materials to static meshes placed in your levels, they may no longer exist in their old format. If this is the case, you will see an error message upon opening your map that lists the missing materials. It is recommended to take a printscreen or note down the missing assets, since if you save the map after opening it with blanked materials the error list will not show again. You can then search for the new instanced MI_ versions of the old materials to replace anything that is missing.

We will likely be continuing this process over time (reducing the number of custom shaders in use to free up graphics memory) so you may run into the same issue further down the line.

On a similar topic, we still intend to modify our SDK release process to pre-compile shaders before sending out a new version. This step will remove extreme loading times for some users, but we cannot guarantee when this change will occur. It may be some time before we can set aside coding resources to implement.

Additionally, with the next SDK update there will be a couple of new features available to skin makers. The diffuse overlay system used for dinosaur skins has been extended to weapon skins for ease of use, as an alternative to the camouflage system. You will also be able to submit custom overlays for human arms, with "blank bases" of all the human arm textures included in their character packages.

That's all for now. Keep an eye out for further updates on modding support and watch for the new update which should be released later this month!

Community Update #4 - Evolving Gameplay


In the last few community updates we've shared some of the upcoming improvements being made to Primal Carnage: Extinction, but ultimately all the new features in the world need to be supported by excellent core gameplay, and that’s an area we’re continually looking to refine.

To that end, we're going to be introducing some major changes that we hope will improve the balance, fun factor and longevity of the game.

First and foremost, some of these will be large scale core gameplay changes that we want extensive testing and feedback on, so they will not be making their way into our next major update (due in a few weeks). The improvements we're currently planning will focus on a few key aspects of gameplay...

Importance of Tyrants

Tyrants have always played a major part in Primal Carnage's core gameplay, but we feel like they could be more menacing and powerful than they are now. In Team Deathmatch, we plan on making Tyrants unavailable for general selection and instead making them a timed "reward" for the Dino team. Every few minutes a random player will be re-spawned as a Tyrant to help sway the game in their team's favor.

Once a player is selected to be Tyrant, they will be able to pick which of the three species they wish to play as. Alternatively, the chosen player can reject their selection as tyrant, which will prompt a different player to be offered the role. Our first implementation of this feature will likely be weighted so that there's a higher chance of players with high scores being chosen, but everyone else is still in with a shot at being selected.

Naturally, all Tyrants will receive a buff to ensure they provide both a big impact for their team, and make them a bigger focus for the Human team. Something that's perhaps worth a few extra points to take down as well.

Human Roles

The dinosaur classes have great diversity and we want to further differentiate the Human classes to match. Promoting teamwork and increasing the overall mechanical depth are our main goals here. We’re going to refine the Human gameplay to better support the theming of each particular character. This will involve tweaks to a number of stats such as health, movement speed, stamina, and more that will be extensively tested.

We'll also look at making changes to loadouts to help improve character utilities - for instance, the Scientist as a long-range character maybe shouldn't have the health pack.

Gameplay Pace

To help support the refinements to many of the classes, we’ll be adjusting some of the pacing of the game. The goal of this is to enable all classes and roles to impact the game in a more positive way, helping to increase the overall suspense, strategy and tactics of the game.

Bringing it all together

These changes will apply across the board in all game-modes. In TDM and CTE, Tyrant Selection will be semi-random every few minutes. Player feedback and information from our Open Testing sessions will help inform our decisions here. In GTTC, after Humans make a certain amount of progress, Tyrants will start getting chosen and assigned to players.

For those of you that enjoy Team Deathmatch the way it is right now, rest assured that we will also be including a "Classic TDM" mode with the normal Tyrant selection options we have currently. However, the majority of the other balance changes will apply across both game-modes.

Platform for the future

Ultimately we feel like these changes are the right direction to take Primal Carnage: Extinction to help improve longevity. The updated gamemodes and gameplay balance will serve as a basis for ongoing enhancements, improvements and new additions into the future. We will continue to improve Primal Carnage: Extinction to make it a game you can enjoy for years to come.

As always, if you'd like to get involved in the discussions about our upcoming changes, or meet new players, feel free to join our Discord Channel

Community Update #3 - Enhancements

This week we're here to talk about some general improvements and enhancements we're bringing into the next update of Primal Carnage: Extinction!

Stat-Track

Stat-Track items are a bit of an unloved area of PCE. Initially we wanted to make Stat-Track items feel a bit more special and unique by having them only drop from limited crates.
Since we added them, we've found that players haven't engaged with them as much as we expected. So we're going to be adjusting how players get Stat-Track items. From our next major update, Stat-Track items will be craftable using Stat-Track DNA Strands, which will have a small chance of being the 2nd item dropped from crates. Use them like a normal DNA strand and the resultant item will have Stat-Track applied to it!
We're also looking at a way to bring Stat-Track onto human weapon skins.

End Game Information

With the addition of the progression system and challenges, one of our goals has been to provide a better summary for players at the end of a round for how they did. We've been working on mocking up an example of what a new end-game screen might look like in the next major update, which includes challenge progress, unlocks and a match XP report! The below image is conceptual only and may not represent the final look and feel.



General

We've added a secondary slot for Dino Cosmetics, meaning you can wear earmuffs and a collar at the same time!
We're continuing to add more assist types to reward teamwork and working on improving some of our in-game notifications for ammo and health support
Finally, the level cap will be further increased in the next major update!

Our next open testing session is still a few weeks away, but please join our Discord Chat to get notifications of when our new builds come out for testing!