Hunt humans, slay dinosaurs. It's chaotic prehistoric PvP, pick a side. Think fast, or you're extinct!
A new patch is now available for [i]Primal Carnage: Extinction[/i] on Steam, featuring balance adjustments and fixes for bugs reported after [url=https://store.steampowered.com/news/app/321360/view/4518891123304245992][b]Version 3.0[/b][/url], along with some extra additions.
[h2][b]Patch Highlights[/b][/h2]
[b]Three more community maps [/b]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.
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[b]PC-Waterlogged [/b]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.
[b]FR-Seasons [/b]now has extra visual tweaks such as wet effects when in the rain zone, sandy and snowy buildings / rocks, and an[i] (experimental) [/i]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][b]Balance Highlights[/b][/h2]
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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.
[b]Cryo charged spit previously dealt the same damage as regular spit on direct hit, this is now fixed[/b],
So regular spit hits are 65 damage, but [b]charged Cryo spit now does 140 damage on direct hit.[/b]
[b]Dilophosaurus spit now has lower max damage[/b] (both direct hits and splash). Additionally, [b]un-charged[/b] Dilo spit [i]used to[/i] have the same impact radius as charged spit, this too has been fixed.
[b]Spitters now get stamina back when killing with spit[/b] (two spits worth), since stamina is a precious resource for them. Similarly, [b]Novaraptor frenzy slashes now drain less stamina[/b], to allow them to get more attacks in before being unable to escape.
Roar Refresh is now even more valuable - [b]ALL dinosaurs now get stamina back when roaring [/b] - 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 [b]assault rifle has been tuned further with better mid-range damage [/b]compared to last patch but still mostly retains its high spread and low damage at max distance.
[b]The SMGs and Burst Rifle have increased spread and damage falloff[/b] this patch. Both kick a bit more than before and are a little less lethal over long range, but [b]these changes are smaller scale than what the AR initially received.[/b]
[h2][b]STORE: Autumn Leaves[/b][/h2]
[b]
Halloween is over[/b] - say goodbye to your skeletons as today is the start of the [b]Autumn Leaves[/b] rotation! We've got a brand new set of looks you're sure to [i]FALL[/i] for...
[img]https://i.imgur.com/SHW1T30.gif[/img]
[b][url=https://trello.com/b/FXE3SzJo/special-event-items]Check out all the latest items on Trello[/url][/b], including several free drops! We'll be back with another patch and another fresh rotation just in time for [i]Turkey Day..,[/i]
[h2][b]Patch 3.0.5 [/b][/h2]
[h1][b]Full Change Log:[/b][/h1]
[h2][b]BALANCE[/b][/h2]
[h3][b]WEAPONS[/b][/h3]
[list]
[*] 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
[/list]
[h3][b]DINOSAURS[/b][/h3]
[list]
[*] reduced stamina drain when slashing during Novaraptor frenzy
[*] roaring now restores two special attacks worth of stamina for all dinosaurs
[/list]
[h3][b]SPIT[/b][/h3]
[list]
[*] fixed impact damage blast radius on regular spit projectiles being way too wide, which was previously causing [b]un[/b]charged hits to damage multiple players
[*] adjusted collision on spit projectile to make landing direct hits slightly easier
[*] fixed max cryo acid [b]direct hit[/b] damage being the same as minimum (65) and bumped max to 140
[*] increased cryo acid [b]direct hit [/b]crit multiplier from 1.2x to 1.29x
[*] increased max cryo explosion[b] splash[/b] damage from 55 to 70, minimum is still 35
[*] reduced cryo spit explosion splash blind time from 0.6 secs to 0.45 secs
[*] [b]increased max radius of cryo acid pool by 70%[/b]
[*] cryo acid pools now have lower "health" so they are burned away faster by fire
[*] reduced [b]max[/b] radius of dilo venom pool by ~30%
[*][b] reduced dilo spit explosion max damage from 35 to 25, minimum from 20 to 10[/b]
[*][b] reduced dilo spit minimum direct hit damage from 25 to 15[/b]
[*] 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
[/list]
[h2][b]MAPS[/b][/h2]
[list]
[*] Returning maps: [b]FR-Seasons, FR-Island, PC-Waterlogged[/b]
[/list]
[h3][b]Waterlogged[/b]:[/h3]
[list]
[*] 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
[/list]
[h3][b]Seasons:[/b][/h3]
[list]
[*] 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
[/list]
[h3][b]Island:[/b][/h3]
[list]
[*] slightly higher quality dynamic lighting
[*] optimized shaders, meshes and ocean
[/list]
[h3][b]Sandstorm Valley:[/b][/h3]
[list]
[*] 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
[/list]
[h3][b]Forgotten Outpost: [/b][/h3]
[list]
[*] 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
[/list]
[h3][b]Additional Map Fixes:[/b][/h3]
[list]
[*] 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
[/list]
[h2][b]OTHER [/b][/h2]
[list]
[*] 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
[/list]
[img]{STEAM_CLAN_IMAGE}/7077945/f8eb38eb7896bf60a64c59956419e5d1d8c4b8c8.png[/img]
[b]Special thanks to our community contributors, who continue to create new content for PCE ranging from skins and mutations to new animations![/b]
Look forward to further improvements and feature tweaks for winter, with more major additions appearing alongside our upcoming release of the new PlayStation version [i]Primal Carnage: Evolution[/i]...
[h3][b][i]Thanks for playing![/i][/b][/h3]
-The Primal Carnage Team