1. Primal Carnage: Extinction
  2. News

Primal Carnage: Extinction News

Minor Patch 3.0.6

A new minor patch is now available for Primal Carnage: Extinction on Steam, resolving some bugs found in version 3.0.5 and making some quick adjustments to spit.

[h2]Patch 3.0.6 Changelog:[/h2]

  • fixed regular spit splash check radius being too low
  • reduced cryo acid direct hit max damage from 140 to 130
  • fixed values being swapped for min/max dilo direct hit spit damage (extra 5 points on charged)
  • updated spit splat decals with more unique looks for dilo and cryo to set them apart
  • spit decals are now thicker and fill more space to more accurately reflect their radius
  • fixed spit decals vanishing instantly early instead of smoothly fading

  • additional collision fixes on Verdant map to prevent human exploits
  • fixed an invisble wall blocking Tyrants on Waterlogged map
  • fixed a propeller pedestal that was spinning the wrong way on Waterlogged map
  • fixed rooftop billboards not rendering at long range on U-Base Day map
  • added custom SMG 3rd person fire and reload animations




We hope this patch smooths things out a little!

Thanks for playing,
-The Primal Carnage Team

Patch 3.0.5

A new patch is now available for Primal Carnage: Extinction on Steam, featuring balance adjustments and fixes for bugs reported after Version 3.0, along with some extra additions.

[h2]Patch Highlights[/h2]

Three more community maps have been re-added with today's game patch. In most cases these have not received as extensive overhauls as the remastered maps which were added in Version 3.0, but they have still seen a number of fixes, tweaks and optimizations.



PC-Waterlogged has the most noticeable changes, such as a new direct route between the antenna tower exterior and the main interior, along with an upper secret passageway that connects the two. There are new details, extra pieces of cover, and a LOT of collision improvements.

FR-Seasons now has extra visual tweaks such as wet effects when in the rain zone, sandy and snowy buildings / rocks, and an (experimental) ball that is back to play with.

Aside from returning maps, there have been many fixes and tweaks to those already in the previous build and various extra improvements you can find in the full changelog further down.

[h2]Balance Highlights[/h2]



A few balance changes have been made this patch based on community suggestions. On the dinosaur side, the main changes are to do with spit - some of which are technically bug fixes.

Cryo charged spit previously dealt the same damage as regular spit on direct hit, this is now fixed,
So regular spit hits are 65 damage, but charged Cryo spit now does 140 damage on direct hit.

Dilophosaurus spit now has lower max damage (both direct hits and splash). Additionally, un-charged Dilo spit used to have the same impact radius as charged spit, this too has been fixed.

Spitters now get stamina back when killing with spit (two spits worth), since stamina is a precious resource for them. Similarly, Novaraptor frenzy slashes now drain less stamina, to allow them to get more attacks in before being unable to escape.

Roar Refresh is now even more valuable - ALL dinosaurs now get stamina back when roaring - roughly equivalent to two special attacks (this is in addition to any pre-existing stamina boosts).

Managing stamina is central to dino gameplay, so it seemed fair to allow a global way to instantly restore some in a fight. This should keep battles going longer and gives dinosaurs a minor leg up to help offset the new viability of the human team since weapon hit detection was tweaked.

For humans, the assault rifle has been tuned further with better mid-range damage compared to last patch but still mostly retains its high spread and low damage at max distance.

The SMGs and Burst Rifle have increased spread and damage falloff this patch. Both kick a bit more than before and are a little less lethal over long range, but these changes are smaller scale than what the AR initially received.

[h2]STORE: Autumn Leaves[/h2]

Halloween is over
- say goodbye to your skeletons as today is the start of the Autumn Leaves rotation! We've got a brand new set of looks you're sure to FALL for...



Check out all the latest items on Trello, including several free drops! We'll be back with another patch and another fresh rotation just in time for Turkey Day..,


[h2]Patch 3.0.5 [/h2]
Full Change Log:


[h2]BALANCE[/h2]

[h3]WEAPONS[/h3]
  • assault rifle ~50% more effective at midrange compared to previous build
  • reduced assault rifle minimum spread
  • increased spread of SMGs
  • faster damage falloff for burst rifle and SMG over distance

[h3]DINOSAURS[/h3]
  • reduced stamina drain when slashing during Novaraptor frenzy
  • roaring now restores two special attacks worth of stamina for all dinosaurs

[h3]SPIT[/h3]
  • fixed impact damage blast radius on regular spit projectiles being way too wide, which was previously causing uncharged hits to damage multiple players

  • adjusted collision on spit projectile to make landing direct hits slightly easier
  • fixed max cryo acid direct hit damage being the same as minimum (65) and bumped max to 140
  • increased cryo acid direct hit crit multiplier from 1.2x to 1.29x
  • increased max cryo explosion splash damage from 55 to 70, minimum is still 35
  • reduced cryo spit explosion splash blind time from 0.6 secs to 0.45 secs
  • increased max radius of cryo acid pool by 70%
  • cryo acid pools now have lower "health" so they are burned away faster by fire

  • reduced max radius of dilo venom pool by ~30%
  • reduced dilo spit explosion max damage from 35 to 25, minimum from 20 to 10
  • reduced dilo spit minimum direct hit damage from 25 to 15
  • reduced min dilo spit overlay direct hit duration from 5 secs to 4 secs
  • reduced dilo spit explosion splash blind time from 6 to 4 secs

  • killing with spit now restores two standard spits worth of stamina


[h2]MAPS[/h2]
  • Returning maps: FR-Seasons, FR-Island, PC-Waterlogged

[h3]Waterlogged:[/h3]
  • reconfigured layout of specimen processing, split area in two with a new entryway for easily going from central area through to outdoor antenna zone
  • extended "secret passage" upper route from central to antenna zone as well
  • added deadly underwater fan to outflow area of canals
  • added extra cover objects to main areas, removed a Tyrant blocker
  • added two more mosa NPCs to autopsy room
  • numerous optimizations to meshes, shaders and lighting
  • many collision improvements and exploit fixes

[h3]Seasons:[/h3]
  • added character weather fx when in rain zone
  • added sandy props to the desert zone, snowy building to snow zone
  • (experimental) re-added ball to low gravity zone
  • fixed easter egg control panel material breaking when activated
  • various mesh, shader and lighting optimizations
  • fixed a few stuck spots

[h3]Island:[/h3]
  • slightly higher quality dynamic lighting
  • optimized shaders, meshes and ocean

[h3]Sandstorm Valley:[/h3]
  • added new spawn points to the second half of the map
  • placed additional health + ammo pickups around
  • added more rocks and trees to block long sightlines
  • can no longer open easter egg area outside of Freeroam
  • fixed some exploit locations

[h3]Forgotten Outpost: [/h3]
  • fixed stuck spots and exploits, general collision improvements
  • added extra boulders and trees for cover in some areas
  • spaced out two corpses that were close to eachother
  • added more Brachis to migration sequence and gave them all sounds
  • moved map boundaries a little further inwards
  • fixed customization characters floating
  • tweaked lighting, increased fog

[h3]Additional Map Fixes:[/h3]
  • added WIP ending screen sequences to remaining TDM maps
  • added smooth fade to ending scenes before changing maps
  • fixed some animated level sequences not starting on level load
  • enabled 3D water simulation on pools in newly added maps
  • added dynamic clutter props to some community maps
  • Transfer, UBase, Marsh, Borealis: fixed various stuck spots
  • ForestChasm: fixed a tree's oversized collision that was blocking flyers
  • DesertionPoint: fixed rock and fence floating slightly off the ground
  • Snowbound: improved collision on fallen logs
  • TheFalls: fixed misaligned section of river
  • TheFalls: fixed human exploit spot in the minidome
  • Transfer: improved interior collision of acid pits
  • Volcano: fixed humans clipping through a building gate
  • Redwoods: rebuilt lighting with higher dynamic shadow distance
  • GTTC-Docks: added exception for Pachy to bruiser blockers
  • Borealis: set higher chance of snowfall, added CTE fog
  • UtilityBase: fixed CTE fog not showing
  • fixed humans climbing where they shouldn't on DesertionPoint, Docks, Ubase
  • fixed tyrants climbing where they shouldn't on TransferNight
  • reverted to normal basic testing and frontend

[h2]OTHER [/h2]
  • tweaked flyer idle hover animation
  • added injured sprinting animations for tyrants
  • much smoother slope alignment for tyrants
  • reduced volume of robo tyrant steps to be more in line with regular steps
  • new pathfinder 3rd person pistol equip animation
  • new burst rifle 3rd person firing animation
  • increased max concurrent playcount on all 3rd person weapon sounds
  • increased max concurrent playcount of looping 1st person weapon sounds
  • adjusted armour hit UI sound to be quieter and shorter
  • potential fix for speed lines sometimes getting stuck onscreen
  • updated gift descriptions, fixed missing rewards list on some older gifts
  • fixed no kill icon for net impact damage
  • fixed edges of Shrine Cryo skin icon

  • ended Halloween event, removed skeleton skins from default inventory




Special thanks to our community contributors, who continue to create new content for PCE ranging from skins and mutations to new animations!

Look forward to further improvements and feature tweaks for winter, with more major additions appearing alongside our upcoming release of the new PlayStation version Primal Carnage: Evolution...

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

Patch 3.0.4

A new patch is now available for Primal Carnage: Extinction on Steam, fixing additional bugs reported after Version 3.0 and bringing extra improvements.

[h2]Patch Highlights[/h2]



Five more maps have been re-added with today's game patch, including 4 community maps. These have not received as extensive overhauls as the maps already included in Version 3.0, but they have still seen a number of fixes, tweaks and optimizations.

Assault rifle balance is a focus this time, after the recent hit detection improvements. It now has higher spread when fired full auto and damage falls off quicker over distance, to compensate for increased chance of shots landing on target.

The AR is the first of several weapons that will be re-adjusted based on community feedback, so you can expect more refinements in next week's patch. We've also made more fixes to flight, but will be fine tuning things further with deeper code optimizations coming up.


[h3]Patch 3.0.4 [/h3]
[h2]Full Change Log:[/h2]

[h3]GENERAL[/h3]
  • Assault Rifle:
    • more rapid damage falloff (around 2x quicker dropoff over distance)
    • reduced damage levels at medium range and long range respectively
    • increased spread and recoil
  • slightly wider Tupa divebomb impact radius
  • lower height requirement for Tupa divebomb max damage
  • applied engine patch to fix most of the odd animation behaviour that occurred while flying
  • fixed nova frenzy attack playing at the wrong speed when seen by other players

[h3]MAPS[/h3]

  • re-added SandstormValley, ForgottenOutpost, ForgottenWorld, Pandoria, Volcano
  • NOTE! PC-Pandoria map filename changed to FR-Pandoria
  • NOTE! PC-Volcano map filename changed to FR-Volcano

Sandstorm Valley:
  • entire map is now used in TDM mode
  • adjusted map layout slightly, with extra routes into the human compound
  • added more water puddles to the second half of the map
  • fixed a bunch of stuck spots and prevented humans from climbing many rocks
  • updated NPCs outside the map, say hi to Desert Stegos
  • optimized foliage, sky and cargo containers
  • fixed corpse blood decals rendering incorrectly during sandstorm event

ForgottenOutpost:
  • added more rock arches, boulders and foliage to address long sightlines
  • fixed human base not opening up in Freeroam mode
  • updated lighting, fog and colour grading
  • replaced static river with interactive water
  • updated Brachi migration sequence
  • placed more varieties of flowers
  • other various details and background updates
  • optimized foliage, sky and cargo containers

Volcano:
  • now officially a Freeroam-only map
    (server hosts can still choose whatever mode they please)
  • removed blocker that prevented access to upper geyser area
  • fixed missing physics volume under one of the upper lava flows
  • replaced brushwork with static meshes for performance
  • optimized sky and cargo containers

Other Maps:
  • optimizations to lighting, shaders and textures on Pandoria and ForgottenWorld
  • UtilityBase: fixed dino side CTE team blockers not changing state properly
  • PC-Docks / PC-Airbase: enabled new ending doors cinematic when round completes (WIP)
  • DesertionPoint: fixed humans being able to climb on top of log piles
  • DesertionPoint: stopped dinos jittering when near back wall of hillside building interior
  • Marsh: removed a problematic fog sphere that was causing the sky to render in G-Major (spooky!)

[h3]VISUAL / UI[/h3]
  • updated flamethrower overpressure effect
  • updated flaregun projectile effect, fixed it vanishing on low graphics
  • fixed Pyro's hair staying gloopy forever when spat on
  • refined image sharpen shader effect
  • fixed image breakup occuring when Sharpen option is enabled on lower resolutions
  • fixed barrel glow for RGB Pistol
  • improved blending between head and body of Lava Rex skin
  • fixed missing info text for 2023 Winter Gift
  • additional fine tuning of crit crosshair scaling

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

Patch 3.0.3

A new minor patch is now available for Primal Carnage: Extinction on Steam, addressing a few more bugs discovered by the community and adding some extra improvements.

For the previous hotfix patch notes, see here.



[h2]Patch 3.0.3 Changelog:[/h2]
  • additional tweaks to server map loading code

  • fixed issues with Cerato attack timers
  • fix for Carno cancelling its secondary early

  • fixed weapon sanity check spawning extra particles and causing double healing with dartgun
  • reduced expansion amount for crosshair when hovering over crit spots
  • fixed crosshair expanding when looking at Pachy / Cerato strongpoints

  • weapons now have various custom sounds when grabbing resupply pickups

  • Transfer / TransferNight: fixed a forklift not blocking humans

  • gave pathfinder the commando's 3rd person pistol equip for now since it was missing one
  • fixed machete 3rd person animations not being visible, equip animation being cancelled early
  • added custom 3rd person reload and fire animations for assault cannon + poison dart rifle
  • updated 3rd person equip anims for Pathfinder and Trapper
  • added 3rd person shotgun reload loop animation

  • fixed candycane assault rifle skin
  • fixed some RGB weapon skins reacting badly when overheating
  • fixed seams on Iguidensis Acro mutation model


Thankyou for your patience as we work to resolve the last few issues with Version 3.0.

Our next patch will be out soon. We are still fine-tuning flight and will be making some small balance adjustments soon after observing how 3.0's gameplay has fared out in the wild the first week.

Patch 3.0.2

A new patch is now available for Primal Carnage: Extinction on Steam.
This latest patch addresses bugs discovered by the community and adds a few extra minor improvements.

[h3]Tupa Tuning[/h3]



The new height-based damage for the Tupandactlyus divebomb attack should now be working 100%.

After doing some additional testing we've refined the damage dealt and blast radius further. The maximum force dealt by divebomb direct hit is 150 damage, which falls off rapdily. If you initiate a dive at low altitude it will deal significantly less damage as of today's patch.

[h3]Flyer Movement[/h3]

One of the big problems we've been tackling lately is a regression in flight movement on servers.

We still haven't quite got to the bottom of it, but today's patch improves things a great deal. Instead of jittering all the time and feeling like they're rubberbanding, Flyers now only have rotational stutter when angling up and down. We're aiming to fix this last visual bug with flight in our next patch.

[h3]Cerato Cooldowns[/h3]



We're investigating what seems to be a problem with attack cooldowns having additional delay on Ceratosaurus currently. For exploit prevention they are no longer allowed to essentially bite and tailwhip at near the exact same time, however it seems like the prevention period lasts longer than is actually specified by the code. A fix for this will hopefully be in our next patch.


[h2]Patch 3.0.2 Changelog:[/h2]
  • servers now skip non-available maps to prevent crashes when they are still on the map rotation list
  • possible fix for server crash when multiple game modes are specified in the map rotation list

  • Flyers have more accurate movement replication - should fix them feeling "laggy" but is still WIP

  • fixed a "fake" bracing indicator showing when Tyrants are eating people
    (it is not possible to brace while eating so the indicator was misleading, added a new hint for this)

  • added a "dryfire" sound when Spitters try to spit without enough stamina
  • fixed missing EXP bonus text for Cryo melting resupply items

  • fixed pounce ready-up animations not being visible to other players
  • improved 3rd person machete animations

  • prevented humans climbing the cliffs inside the GTTC-Falls atrium
  • transparency fix for FR-Valley when on low health as dinosaurs
  • Transfer: improved barrel collision, fixed human exploits and made things smoother for Tyrants
  • another fix for CTE blockers being shootable in TDM ForestChasm
  • fixed the rusty metal tanks having incorrect specular maps on DesertionPoint
  • fixed Supernova Assault cannon having barrel glow applied to entire gun

  • fixed up icons for Pharaoh Spino and Iceberg Spino and a few others
  • set a longer timeout for connecting to economy on startup
  • fixed carousel on main menu showing both cards when backgrounded, now fades instead of slides


Thankyou for your patience as we work to resolve the last few issues with 3.0, our next patch will be out later this coming week.