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Primal Carnage: Extinction News

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.

Autumn Screenshot Contest WINNERS

We're happy to announce the winners of The Autumn Screenshot Contest today!

Intrepid nature photographers have been taking snapshots all around Primal Carnage: Extinction (although it certainly seems like DesertionPoint was a favored spot) and came back with some truly stunning images.

Unfortunately, there can only be three winners, some Honorable Mentions are below...

"Water Hazard" by Shamroknroll



"Autumn Squad" by BadPlague



"Stampede" by Gatorboots



You can view all of the entries in our FB gallery. It was hard narrowing them down, but after much deliberation the final three winners were determined..

[h2]Winning Entries[/h2]

[h3]3rd Place:
OMNIA with "Charging Sunflower"
[/h3]



[h3]2nd Place:
SPINORAPTYREX with "River Fishing"
[/h3]



[h3]1st Place:
VINELANTIS with "Fall Faceoff"
[/h3]



The winning entrants will be receiving a selection of spooky in-game goodies of their choice.

Thanks again to everyone who took part!

We'll be running more of these in future, including screenshot competitions for Primal Carnage: Evolution once it's released on PlayStation! Keep an eye on The Official Discord Server for future contests...


[h2]Patches In Testing[/h2]



Additional fixes are being readied right now for release. Expect another patch within the next 24 hours to address bugs such as charged pounce animations not being visible to others and flyers experiencing lag in the air. At least one more hotfix patch will arrive next week as we resolve lingering bugs reported by the community since the launch of Version 3.0.

[h2]Weeklong Deal[/h2]



If you'd been holding off on grabbing some of the DLC packs, or want to get a few friends into PCE, we've got a great deal for you this week!

Get 75% OFF Primal Carnage: Extinction, 50% OFF the PCE 4-pack + ALL DLC until November 4th!

HALLOWEEN HORRORS 2024

There’s a chill in the air - Halloween Horrors has returned to Primal Carnage: Extinction...

[h2]Special Event starts NOW![/h2]

Our annual spookfest features a range of nightmarish new looks made by the Primal Carnage community! We have some deviously delightful new mutations for several dinosaur classes, alongside some malevolent mercenary styles and a selection of horrific hardware!

[previewyoutube][/previewyoutube]

We’ve also got a range of spine-tingling new FREE items available, with Spooky Drops enabled today... from the terrifying Tarasqus Rex mutation, to the mortifying Magma Crusher Pachy, or the Ghoulish Sweets assault rifle, expect something scary for your next drop!



Check out the full range of frighteningly fang-tastic items on our special event Trello board.


Patch 3.0.1


Alongside the Halloween event, we have a collection of additional fixes for issues found by the community after the recent release of Version 3.0

[h3]IMPORTANT NOTES:[/h3]

[h3]Visuals[/h3]

If you find the game appearing too dark, please reset your brightness to default in the graphics menu. Mostly this is for players who had lowered their brightness settings prior to update 3.0 -pretty much all maps now have more naturalistic sunlight intensity. Previously, it was over three times as intense.

[h3]Settings[/h3]

When opening the settings menu, you may see [Example Text] showing instead of some of the options. This is an Unreal 3 bug that happens sometimes when we add new options to the UI, particularly if you've already played the game and changed any settings.

If you encounter this, navigate to Steamapps / Common / PrimalCarnageExtinction / PrimalCarnageGame and delete the Config folder. Then right click Primal Carnage: Extinction in your Steam library, go to Properties > Installed Files and verify integrity to redownload a clean uncorrupted version.

[h3]Flight[/h3]

Toggle Crouch now also applies in flight, so if you have that option enabled you just need to tap the "crouch" key to dive instead of holding it. Flyers will automatically un-crouch on landing, so you don't need to tap it again when you hit the ground.

Flyers currently jitter or lag in flight - this is a new server replication bug that we've been working hard to resolve. Unfortunately we weren't able to get a fix into this patch, but we are actively investigating a solution for another patch this week.


[h3]FULL CHANGELOG:[/h3]


  • Fixed heavy melee failing to properly stagger small dinosaurs on dedicated server
  • Reduced heavy melee stamina cost fom 75 to 50

  • Tupa: improved damage calculation algorithm for height-based divebomb damage
  • widened Tupa divebomb blast zone a bit further
  • fixed Tupa divebomb screen effect sometimes getting stuck onscreen after landing
  • slightly longer cooldown on ptera grab attack
  • Increased crush damage for Pachy from 20 to 30
  • fixed Cryo not receiving bonus EXP for melting resupply items

  • added option to toggle Film Grain effect on/off
  • fixed a couple of burst rifle skins applying barrel glow to the whole gun
  • fixed a shader error on 1-sided materials causing some objects to appear blue
  • fixed stungun lens effect which was using Contingency blast visuals (sorry for the eyestrain!)
  • more gradual blend time for dino floor alignment to be less jerky

  • ForestChasm: improvements to rock bridges
  • ForestChasm Night: fixed missing pine trees
  • Dead Tide: fixed some background actors not animating
  • TheFalls: possible fix for CCTV cameras detaching from walls
  • DesertionPoint: fixed a health pickup floating way too high
  • GTTC-Ruthless: fixed green completion light on antenna for objective 3 triggering early
  • GTTC-Downpour: added an extra team blocker to the first roof entrance as a backup measure to stop dinos getting inside after capture
  • fixed a handful of CTE blockers being shootable outside of CTE
  • fixed several collision exploits in TDM and GTTC reported by the community
  • fixed a floating compy on the main menu

  • added Docks Night to default TDM map rotation list
  • Host Game should no longer display maps that don't exist in the current build

  • added Pilot Radio volume slider
  • optimizations to footstep sound system
  • reduced audible radius on a bunch of smaller sound cues to free up audio memory
  • volume rebalancing pass on new human voice lines
  • tweaks to human footstep sounds
  • reduced volume of shotgun and sniper rifle firing sounds and thunder
  • added tyrant mud footstep effects

  • added trapper agent alternate arm colours
  • custom arms for swimsuit scientist variants
  • fixed enforcer burst rifle having barrel glow turned on by default
  • fixed Libratus Rex crashing if combined with certain cosmetic attachments

  • enabled spooky basic testing and halloween main menu
  • enabled skeleton skins in default inventory for halloween
  • enabled new Halloween cosmetics


[h2]HAPPY HALLOWEEN[/h2]



We hope you enjoy our annual frightfest!

As we get more feedback on the numerous changes introduced this October, we'll continue to deploy additional fixes and quality of life improvements going into November.


[h3]3.0 is just the beginning...[/h3]



Many major updates are still to come, with remastered snow maps back this winter and features such as Skillshots, Sandbox, the expanded Soundtrack and MORE arriving close to Primal Carnage: Evolution's release on PlayStation or shortly after.


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


Join the Official Discord!




UPDATE 3.0 now LIVE

[h2]EVOLUTION UPDATE - PHASE ONE[/h2]

A new MAJOR update is now available for Primal Carnage: Extinction on Steam, this is the initial release of Version 3.0!



This major update brings many refinements to the game including over 20 remastered maps, numerous gameplay and visual upgrades plus enhanced sound design.



There are so many big and small changes in this update it would be difficult to list them all. For a deep dive into some of the major reworks arriving today, check out our blog post series ”The Road to 3.0”...

[h3][/h3]

[h2]FEATURED CHANGES[/h2]



Here's a rundown of just some of the many changes included with 3.0...

[h3]GENERAL[/h3]
  • Remastered the majority of the game's maps with layout, visual and collision improvements
  • NEW: nighttime variants of the following TDM maps: ForestChasm, Docks, Transfer, U-Base
  • NEW community map: FR-Redwoods

  • Game-wide optimizations, shader overhauls and texture refinements

  • NEW: weapon "sanity check" - spread and impact calculations are now tested twice for better lag compensation, which should mean humans hit more of their shots

  • NEW: client-side hit detection for machete
  • increased effective range of burst rifle
  • fixed Land Mines dealing excessive damage to Bruisers when "stacked"
  • reduced thrown Speedgreed energy drink buff duration from 15 to 10 seconds
  • increased thrown ammokits lifespan from 30 to 45 secs

  • NEW: added low health animations for all Tyrants
  • NEW: automatic shoulder camera swap for tyrants / bruisers, viewing angle no longer limited

  • bracing Tyrants will not receive critical damage and are impervious to darts
  • armoured areas on dinosaurs now block darts
  • Bruiser charge collision rework to fix dealing knockback through solid objects
  • increased Spino claw swipe damage from 110 to 125
  • modest speedboost for Acro
  • Fixed attack speed not being boosted when Pachy roars in multiplayer
  • Cerato now has exploit prevention check - can no longe interrupt bite with tail swipe and vice versa
  • Tweaked Cerato attack cooldown timers
  • Raptors are now staggered if they run out of stamina while pouncing someone
  • Added more bones to small dino gore archetypes for better "crit detection"
  • large dinos (Pachy and bigger) can now "Goomba Stomp" the humans
  • fixed some rivers not extinguishing dinos that are on fire

[h3]SPITTER CHANGES[/h3]
  • Cryo / Dilo now do a spit explosion if headshotted while charging spit
  • Cryo / Dilo now drop a spit puddle when killed
  • Cryo can now melt more types of throwables - Medkits, Ammokits, Energy Drinks
  • Fixed some throwable utilities still being usable after they are hit with acid

[h3]POUNCE OVERHAUL[/h3]
  • Added a form of "lag compensation" for pounce - raptors who fail to pounce their target but land close enough are now allowed to begin mauling.
  • Added entirely new pounce velocity calculation algorithm, allowing pounces at angles that would not be possible before and for charged pounce to be a similar speed to quick pounce
  • Pounce arc trajectory rewrite - fixed ridiculously high (and slow) jumps when aiming near to you
  • Charged Pounce indicator now more accurately shows where you will land, instantly swaps between red / green for valid jump locations
  • added raptor pounce "ready up" animations when aiming

[h3]HEAVY MELEE OVERHAUL[/h3]
  • NEW: heavy melee dash - closes the gap to a dino if you melee when they are nearby
  • heavy melee now staggers Raptors and Spitters briefly to stop them moving or attacking
  • doing a heavy melee attack now uses over 70% of your stamina if you miss

[h3]FLYERS[/h3]
  • Tupa groundpound now has variable damage for low height and high altitude dives
  • Tupa groundpound can now deliver more massive damage on direct hit (if diving from high up)
  • Reduced tupa divebomb radius
  • Tupa air ram deals more damage now
  • Better behaviour while holding "crouch" to land, so that you don't get stuck in crouch mode on impact

[h3]MAPS[/h3]
  • NEW: weather effects on characters when playing rainy maps
  • fixed collision exploits and stuck spots on all maps
  • added interactive physics props such as boxes, traffic cones, paint cans, mugs, etc.
  • added more corpses and corpse variety to many maps

  • All GTTC maps now have consistent starting times on the clock (6 minutes)
  • prevented players from camping inside the GTTC chopper
  • fixed ending cinematics getting cut off in GTTC
  • fixed Flyers being able to grab sentry turrets in GTTC

  • DeadTide: fixed the background Stegosaurs being set to hidden in-game, added more NPC variety
  • GTTC-Falls: fixed the earlier objectives not adding round time when captured
  • GTTC-Ruthless: added windows to the first capture point
  • GTTC-PhantomCave: set longer capture times for control points

  • fixed Alpha Raptor boss AI shows as a normal raptor
  • fixed AI dinos don't show randomized skins

[h3]SOUND[/h3]
  • Re-voiced the Commando, Scientist, Pyro and Pathfinder
    (with much more additional dialogue to be added later)

  • NEW radio dialogue for chopper pilot on all GTTC primary objectives
    (Also includes final objective idle dialogue if not captured with 60 seconds left)

  • NEW weapon sound design with more punch and depth
  • NEW customizer sounds for selecting loadout items
  • NEW sprint breaths that get louder as stamina is drained for humans

  • made new sounds for scoping, reloading and equipping multiple guns
  • added sounds to inspect and melee animations that were missing them
  • Improved foley sounds, with more variety for movement effects between classes (WIP)
  • death sounds for dinos you kill are now more "present" in the audio mix when faraway

[h3]VISUALS / OTHER[/h3]
  • implemented hot barrel glow for all guns
  • interactive water now uses 3D tesselation
  • generated static environment reflections for water puddles

  • added new floor slope alignment system for dinosaurs going up and down hills

  • NEW more optimized molotov firepool effect
  • Overhauled all muzzle flash effects
  • Updated colour grading and screen fx
  • Fixed a dozen or more missing kill feed icons
  • Crosshair centre dot now grows or shrinks depending on if targeting weak or strong points
  • fixed missing 3rd person human animations for holstering and melee attacks

  • Fixed spectator "death cam" failing to work after a few deaths and getting stuck on the floor
  • Gamepad rumble effect updates for weapons, roars and much more

  • HUD fixes and improvements for CTE mode
  • added gold interactive object highlight when close enough to use something
  • fixed camera on customization / class select not activating correctly after map load

[h3]For a more FULL list of changes, please check out our website. [/h3]


MORE ON THE WAY




This is just part one of the Evolution Update, which ushers in a new era for PCE on PC!

Several major new features are still in the pipeline, such as the new Sandbox Mode, Dialogue System, Expanded OST and more. They will be arriving over the next couple of months alongside the release of Primal Carnage: Evolution on PlayStation.

This winter will see the remaining snow maps remastered, along with all the other levels not currently in the game receiving overhauls big and small.

Having said all that, today's update is amongst the largest we’ve ever done for PCE on PC, so please bear with us if there are any teething problems. We’ll be keeping an eye out for any major issues and will have a few extra fixes and improvements with the Halloween patch in a couple of days.


[h2]NEXT: Special Event[/h2]



Our annual Halloween Horrors event is right around the corner!
Be ready for a monstrous amount of nightmarish new looks at the end of October...


[h3]Scare you soon![/h3]
-The Primal Carnage Team