Hunt humans, slay dinosaurs. It's chaotic prehistoric PvP, pick a side. Think fast, or you're extinct!
[h2][b]EVOLUTION UPDATE - PHASE ONE[/b][/h2]
A new MAJOR update is now available for [i]Primal Carnage: Extinction[/i] on Steam, this is the initial release of [b]Version 3.0![/b]
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This major update brings many refinements to the game including [b]over 20 remastered maps[/b], numerous [b]gameplay and visual upgrades[/b] plus [b]enhanced sound design[/b].
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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][b][list]
[*] [url=https://steamcommunity.com/games/321360/announcements/detail/6902418242394431866]Evolving Gameplay[/url]
[*] [url=https://primalcarnage.com/news/optimizing-evolution]Optimization[/url]
[*] [url=https://steamcommunity.com/games/321360/announcements/detail/4683270607215818398]The Look of Carnage[/url]
[*] [url=https://steamcommunity.com/games/321360/announcements/detail/4683271241483370657]The Sound of Carnage[/url]
[/list][/b][/h3]
[h2][b]FEATURED CHANGES[/b][/h2]
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Here's a rundown of just some of the many changes included with 3.0...
[h3][b]GENERAL[/b][/h3]
[list]
[*] Remastered the majority of the game's maps with layout, visual and collision improvements
[*] [b]NEW: nighttime variants[/b] of the following TDM maps: [i]ForestChasm, Docks, Transfer, U-Base[/i]
[*] [b]NEW community map: FR-Redwoods[/b]
[*] [b]Game-wide optimizations, shader overhauls and texture refinements[/b]
[*][b] NEW: weapon "sanity check" [/b]- 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[b] low health animations for all Tyrants [/b]
[*] NEW: automatic shoulder camera swap for tyrants / bruisers, viewing angle no longer limited
[*] [b]bracing Tyrants will not receive critical damage and are impervious to darts[/b]
[*] 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[i] "Goomba Stomp"[/i] the humans
[*] fixed some rivers not extinguishing dinos that are on fire
[/list]
[h3][b]SPITTER CHANGES[/b][/h3]
[list]
[*] [b]Cryo / Dilo now do a spit explosion if headshotted while charging spit[/b]
[*] [b]Cryo / Dilo now drop a spit puddle when killed[/b]
[*] [b]Cryo can now melt more types of throwables[/b] - Medkits, Ammokits, Energy Drinks
[*] Fixed some throwable utilities still being usable after they are hit with acid
[/list]
[h3][b]POUNCE OVERHAUL[/b][/h3]
[list]
[*] Added a form of [b]"lag compensation" for pounce[/b] - raptors who fail to pounce their target but land close enough are now allowed to begin mauling.
[*] Added entirely [b]new pounce velocity calculation[/b] 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 -[b] fixed ridiculously high (and slow) jumps when aiming[/b] near to you
[*] Charged Pounce indicator now more accurately shows where you will land, instantly swaps between red / green for valid jump locations
[*] [b]added raptor pounce "ready up" animations [/b]when aiming
[/list]
[h3][b]HEAVY MELEE OVERHAUL[/b][/h3]
[list]
[*] [b]NEW: heavy melee dash [/b]- closes the gap to a dino if you melee when they are nearby
[*] heavy melee [b]now staggers Raptors and Spitters briefly [/b] to stop them moving or attacking
[*] doing a heavy melee attack [b]now uses over 70% of your stamina[/b] if you miss
[/list]
[h3][b]FLYERS[/b][/h3]
[list]
[*] [b]Tupa groundpound now has variable damage for low height and high altitude dives[/b]
[*] 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
[/list]
[h3][b]MAPS[/b][/h3]
[list]
[*] [b]NEW: weather effects[/b] on characters when playing rainy maps
[*] fixed collision exploits and stuck spots on all maps
[*][b] added interactive physics props[/b] such as boxes, traffic cones, paint cans, mugs, etc.
[*] added more corpses and corpse variety to many maps
[*] [b]All GTTC maps now have consistent starting times on the clock[/b] (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
[/list]
[h3][b]SOUND[/b][/h3]
[list]
[*] [b]Re-voiced the Commando, Scientist, Pyro and Pathfinder [/b]
(with much more additional dialogue to be added later)
[*] [b]NEW radio dialogue for chopper pilot [/b]on all GTTC primary objectives
(Also includes final objective idle dialogue if not captured with 60 seconds left)
[*] [b]NEW weapon sound design with more punch and depth [/b]
[*] [b]NEW customizer sounds[/b] 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
[/list]
[h3][b]VISUALS / OTHER[/b][/h3]
[list]
[*] implemented [b]hot barrel glow [/b]for all guns
[*] interactive water now uses 3D tesselation
[*] generated static environment reflections for water puddles
[*] added [b]new floor slope alignment system for dinosaurs [/b]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
[/list]
[h3]For a more FULL list of changes, please [b][url=https://primalcarnage.com/news/pce-version-3]check out our website.[/url] [/b][/h3]
[h1][b]MORE ON THE WAY[/b][/h1]
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[b]This is just part one [/b]of the[i] Evolution Update[/i], which ushers in a new era for PCE on PC!
Several major new features are still in the pipeline, such as the new [b]Sandbox Mode[/b], [b]Dialogue System[/b], [b]Expanded OST[/b] and more. They will be arriving over the next couple of months alongside the release of [i]Primal Carnage: Evolution [/i]on PlayStation.
[b]This winter [/b]will see the remaining snow maps remastered, along with [b]all the other levels[/b] not currently in the game receiving overhauls big and small.
Having said all that,[b] today's update is amongst the largest we’ve ever done for PCE on PC[/b], 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][b]NEXT: Special Event[/b][/h2]
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Our annual [i][b]Halloween Horrors[/b][/i] event is right around the corner!
Be ready for a monstrous amount of [i][b]nightmarish new looks[/b][/i] at the end of October...
[h3][i]Scare you soon![/i][/h3]
-The Primal Carnage Team