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Primal Carnage: Extinction News

WINTER CARNAGE

This December we've got another update to make you merry! Welcome to Winter Carnage...



Update Highlights


[h2]General[/h2]

Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update...

Firstly, we have further overhauled melee code to make things smoother and more reliable. You can now do both quick melee and heavy melee while using a primary weapon, simply tap melee for a quick knife slash or double tap for a heavy swing. Also, machete users should have much more reliable hit detection now when not using charged attacks, without "fake" hit markers appearing.

On the dino side, we've added a cooldown so that they can no longer be staggered multiple times in a short period, since it was possible to effectively get stun-locked forever before. Oof!

Previously, the Tyrant's couldn't free other dinos from nets the way other classes can, we've fixed it so that they can save netted raptors / spitters using both attacks and trample damage now.

There are a number of quality of life tweaks too, such as massively reducing camera sway when under the influence of darts (might've actually toned it down *too* much there, we'll see).

Finally, all characters now have new blood overlays for receiving damage!



As your health goets lower, the blood stains start to gradually fade in, being fully revealed when you are in desaturated vision mode. If this is a bit too much for you, the Show Gore option has been extended to cover blood overlays too.

[h2]Let it Snow! [/h2]

Another new character effect is the Snowverlay - if you're out in the cold for a while on a snow map, your skin will slowly start to turn frosty! It's currently more subtle on dinos than humans, giving a light dusting of white that fades off when going indoors.

This is combined with new breath effects that show in cold weather maps (rainy night included as well)...



ALL snow map variants have now been added! Newly remastered with optimized shaders and overhauled lighting, their level layouts are also now closer to the standard versions of the maps.



[h2]Special Store Event[/h2]

We come bearing baubles! Dozens of new items created by the Primal Carnage community have been accepted this winter, from human "disguises" to arctic carno camouflage. Check out a small smattering of highlights from this year's cool new looks below..

[previewyoutube][/previewyoutube]

Yep, there's a wide range of seasonal sensations by both new and old community creators, with some of this year's Christmas crackers hailing from way back in 2016! Just a little reminder that if you've submitted skins in the distant past, never give up - their time may yet come...

We've also got a handful of festive free drops, such as the Dynastias Rex mutation, Seal Leopard Nova and Studded Revolvers!



That's all in addition to the hundreds of classic winter items that returned recently, all with epic savings! And to top it all off, we're enabling DOUBLE DROPS for the next few weeks.



[h3]A Discount 66 Million Years in the Making...[/h3]



Why not give the gift of Carnage this Christmas?

We've got 66% OFF Primal Carnage: Extinction, the PCE 4-Pack and ALL DLC until January 2nd!


[h2]Version 3.0.9[/h2]
FULL CHANGELOG:


  • added newly remastered snow maps:
    GTTC-RuthlessSnow / UtilityBaseSnow / ForestChasmSnow

  • NEW idle breath effects for characters now show when in cold weather
  • NEW frosty snowverlay skin effect fades in when playing winter maps

  • NEW damage overlay - characters now become bloody at low health
    (can be toggled with the Show Gore option)

  • NEW: sniper scope glint lens flare now shows when aiming

  • can now both quick melee and heavy melee with primary weapons (tap or double tap)

  • improved hit detection for machete primary attack
  • fixed "fake" hit markers showing for machete
  • fixed charged machete range being inconsistent
  • generic quick knife melee is now faster
  • optimized melee code

  • staggered dinos now have a cooldown before they can get staggered again
  • fixed unique raptor stagger animation for being heavy meleed not playing
  • fixed temp sounds still used in Nova stagger animations
  • added 3rd person human swimming animations

  • Tyrants can now also free small dinos from nets with their attacks and trample damage
  • shortened cooldown between Tupa charge impacts

  • reworked dinosaur camera shake effect for darts to be less intense
  • fixed spit being able to blind dinosaurs if spit hits them after the spitter dies

  • fixed Acro boss AI getting door stuck on Geothermal
  • updated TDM Docks maps with more cover in main crane area
  • optimized background fog meshes in various maps
  • optimized & improved landscape snow shader

  • NEW voice lines added for actions such as:

    • trying to shoot when out of ammo
    • standing in acid pools
    • recovering from being pounced
    • using throwables
    • receiving supplies from teammates
    • seeing different dino types for the first time in a Survival wave
    • ...and more!
  • fixed hearing two dialogue variants at once sometimes
  • fixed incorrect footstep sounds when on snowy grass

  • fixed a few recent human skins not using custom arm materials
  • fixed default human arms being applied on weather maps when using skins with custom arms
  • fixed a couple of festive tracking devices that had their colour patterns missing
  • enabled winter basic testing and main menu maps
  • added new winter 2024 content
  • updated a few map descriptions


[h3]Happy Holidays![/h3]
-The Primal Carnage Team



Join the Official Primal Carnage Discord!




Patch 3.0.8

A new patch is now available for Primal Carnage: Extinction on Steam! This week's patch addresses more bugs and balance issues based on community feedback, while introducing a couple of feature tweaks...

[h2]Patch Highlights[/h2]

Carnotaurus and Ceratosaurus now have a new Bruiser Ground Slam ability! If they hit the ground and take fall damage, this triggers a "stomp" on landing...

[previewyoutube][/previewyoutube]

The amount of damage scales based on how far you fell, up to a maximum of -90 HP for Cerato, and has a low radius with rapid falloff. When coupled with the "goomba stomp" ability, it provides an interesting alternate playstyle for the bigger Bruisers.

Heavy melee stagger now lasts half as long. It is still a highly effective ability if you can pull it off, but this gives small dinos a little more chance of escaping. We'll be fine tuning it further in our next patch. Pounce stagger remains the same, and now also occurs when raptors are shot off a human while mauling.



A while ago we made some modifications to how knockback works, this seemed to have a side effect of Rex and Spino swipes not really affecting players very much. We've fixed this so that they both work properly and give humans a good whack backwards when hit.

A couple of weapons have been tuned further, such as the assault rifle having a slightly faster dropoff in damage over midrange and flaregun shots dealing a bit heavier crit damage.



The biggest change is rebalancing the poison dart rifle. As one of the more annoying guns to fight against, we decided to give it a reduced ammo count and make it a bit more unwieldy to use.

Spread and recoil are higher, fire rate is lower. Coupled with a longer equip time when swapping to the poison dart rifle, it can still be lethal in the right hands but the changes make battles last longer and require a little more skill to do well with it.

You can see more changes in the full log further down...


[h3]STORE UPDATE[/h3]
[h2]Classic Goodies![/h2]



Winter Warmup starts today, with EVERY classic winter item returning to the store! That's hundreds of festive looks that are back with serious seasonal savings! From feathered Spinosaurs to snowsuited scientists, there's sure to be something yule love...



That also includes ALL winter gifts cycling back in, so why not spread some Christmas cheer?



[h2]Version 3.0.8 [/h2]
Full Change Log:


[h3]GAMEPLAY[/h3]
  • NEW: Bruiser Ground Slam

    • taking fall damage as Carno or Cerato causes a radial "stomp" that deals moderate knockback
    • damage has rapid falloff and increases with height, maximum of -90 HP


  • heavy melee stagger is now separate from pounce stagger, with melee stagger being shorter
  • reduced heavy melee stagger controls lock time from 1.5 seconds to 0.7 secs

  • fixed T.Rex tail swipe not dealing proper knockback
  • increased knockback on Spino claw swipe
  • pouncing raptors are now staggered if they are interrupted when mauling someone

  • toggle crouch option no longer makes Pachy slide endlessly over and over
  • added spam prevention to Pachy sprint activation to mitigate charge exploits
  • added a timeout for crush damage to prevent insta-kills when pinning humans next to walls

  • assault rifle now has a faster damage falloff curve over distance
  • increased flaregun crit damage multipluer from 1.25x to 1.4x

  • Posion Dart Rifle tweaks:

    • reduced clip size from 9 to 7 and reserve ammo from 45 to 35
    • reduced fire rate from 0.55 to 0.7 with higher recoil and spread
    • increased equip time from 0.5 to 0.85


  • humans are now properly prevented from attacking while swimming
  • added first person swim animations for humans

  • fixed AI not respawning when stuck out of bounds for a long time in Survival mode
  • fixed Bruisers being unable to return eggs to the nest in CTE mode

[h3]MAPS[/h3]
  • Airbase: fixed a crashed airplane that was missing collision on the perimeter
  • GTTC Falls: lighting and foliage tweaks, additional optimizations
  • Downpour + Ruthless: various collision fixes, lighting improvements and optimizations
  • Downpour: added more cover to the helipad area
  • Geothermal: gated off the weapon upgrade station since there were previously no unlockable areas
  • Geothermal: possible fix for AI dinos not attacking when humans are backed up against rear wall

  • purchasable gate consoles in Survival now have blinking lights that change when bought
  • added extra details and lighting to help with navigation in Survival mode

  • fixed spectators escaping the playable area on Airbase, Marsh, Docks, ForestChasm

[h3]VISUALS[/h3]
  • spitter drool mesh no longer shows for un-charged spit
  • fixed molotov instakill not charring dino corpses
  • added soft edges and near camera fade to force fields
  • fixed spit overlay for Molten SMGs
  • lowered momentum on sniper shots to reduce neck spaghettification
  • fixed sandstorm spino skin having hue modification active by default
  • fixed a couple more kill icons such as Carno swipe and DoT burn that were using generic skulls
  • fixed Dominating text getting cut off at the top of the HUD

[h3]SOUND[/h3]
  • fixed player death sounds being audible to everyone except their killer
  • attempt to fix sounds that were often dropping out / ambience resetting in multiplayer
  • fixed missing equip sounds for SMGs
  • added new resupply sounds


More Soon!




Winter Warmup is just the beginning! This year's major Winter Carnage update drops next week, adding dozens of fresh festive items and restoring winter map variants with 3.0 era overhauls!


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

The Thanksgiving Update

A new patch is now available for Primal Carnage: Extinction on Steam!



Today's update brings several balance changes, bug fixes, and other tweaks based on community feedback. We also have a brand new store rotation that ties into a certain festive occasion...

[h2]Balance Highlights[/h2]



We've been continuing to refine balance with the help of our dedicated open testing crew after seeing the most recent changes out in the wild. While still strong, Cryo acid damage has been tuned slightly lower again to give humans half a chance of reacting while still rewarding accurate spitters.

The spread factor for all shotguns has been reworked to be much more consistent, allowing them to hit more reliably. To counteract this, they now have less mid-range damage compared to previously but are still lethal to raptors up close.

As of this patch the rest of the automatic weapons such as commando's rifles and the SMGs have faster damage falloff over distance, to account for the added hit test reliability introduced recently.

If you didn't already know, Flyers can put themselves out if they're on fire in the air by simply diving downwards for a moment. We've made this easier to pull off now, requiring a dive of around 0.6 seconds to remove fire from your Ptera / Tupa, and added a hint reminder for it.

There are several other balance adjustments (and quality of life improvements) in this patch.
Check out the full change log further down for more info!


[h3]STORE UPDATE: [/h3]
[h2]Thanksgiving Event[/h2]

Those six foot turkeys are still trying to take over!

[previewyoutube][/previewyoutube]

To tie in with Thanksgiving, we've got a fresh batch of looks for our favourite feathered fiends today, along with some new styles for the other more plumage-challenged species too.

Check out all the latest items on Trello, including several free drops!

[h2]New Merch![/h2]



Our official merch store has another turkey tie-in with a NEW Oviraptor Portrait!

This beautiful artwork by Aram Papazyan is now available on premium posters, mugs and T-shirts.


[h2]Version 3.0.7 [/h2]
Full Change Log:



[h3]BALANCE[/h3]
  • reduced max Cryo spit hit damage from 130 to 110
  • removed crit multiplier for cryo acid hit damage
    (was near-impossible to achieve, but ultimately unneccessary)

  • reduced dilo spit direct hit damage from 25 to 22
  • increased dilo bite poison damage from 7 per tick to 8
  • fixed dilo poison kills challenge counting cryo acid kills
  • reverted dilo spit blind durations (back to 5 secs regular and 9 secs charged)

  • changed spread pattern of shotguns to be more consistent
  • regular shotgun + spaz: 50% faster damage falloff at midrange due to pellet accuracy
  • regular shotgun max crit damage reduced from ~400 to 360
  • tighter spread on double barrel secondary fire

  • reduced carbine rifle max effective range from 6000 to 5000
  • carbine damage falloff close range distance reduced from 2400 to 1250
  • increased burst rifle max effective range from 5000 to 6000
  • lower damage falloff for burst rifle, increased damage at max range slightly
  • 10% increase to assault rifle effective range

  • Shortened flyer dive time needed to self-extinguish to 0.65 secs
  • Added hint when flyers are set on fire in the air that they can dive to put themselves out

[h3]VISUAL[/h3]
  • fixed spit mask for RGB Assault Rifle skin
  • fixed overheating effect for molten SMG skin
  • fixed missing teeth on most of the variant scientist models
  • fixed scientist pounce recovery animation not playing when rescued
  • fixed scientist aiming animation in 3rd person not being very noticeable
  • fixed human hairpieces still being visible in some cinematics
  • fixed scientist not playing get up animations when rescued from a pounce
  • added separate 3rd person reload animations for left / right SMGs
  • some minor dino shader optimizations
  • added thanksgiving items

[h3]MENU / UI[/h3]
  • Host Game (Peer 2 Peer listen servers): fixed server host not being able to do damage
  • in-game chat can now be used during cinematic sequences
  • scoreboard is now displayed first instead of challenges on endround cinematics
  • fixed objective icons not hidden in cinematic mode

  • NEW: an "Equipped" symbol now shows on items that are in your loadout when browsing the inventory / crafting

[h3]MAPS[/h3]
  • fixed a handful of maps that weren't enabling Cinematic Mode fully when cutscenes begin
    (caused visible players, crosshairs, nametags, etc.)

  • players should now be kicked out of menus when a cinematic occurs, to prevent crashes

  • health corpses now render at long distance by default, so they're always visible to hungry dinos

  • AI-Renaissance:
    • fixed an invincibile ledge spot on the rear clifftop
    • fixed enemy Bruisers repeatedly trying to walk through beach fences
    • gave more space for Acro to escape the cargo container maze
  • Main Menu:
    • fixed scenes not having a fade-in
    • fixed missing scientist ponytail and pyro fuel tank on human scene
    • humans now have randomized outfits on their scene

    ForgottenOutpost:
    • attempt at fixing endscreen sequence when in CTE mode
    • put back a missing corpse in the swamp on CTE mode
    • fixed dinos being able to enter the human base in CTE mode
  • DesertionPoint: fixed an unreachable ammo kit
  • ForestChasm Night: fixed a tree with no collision
  • Ubase Day/Night: fixed various stuck spots and exploits
  • Ubase Night: fixed a couple of volumetric light cones that were blocking bullets
  • Ubase Night: fixed one of the perimeter wall ends being raised slightly too high, blocking bruisers
  • GTTC-Downpour: remade fuel valve sequence, should now rotate when capture begins


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

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