Version 3.0 changelog

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 changes in this update it would be difficult to list them all, but we have tried to gather as many as possible in our full(ish) patch notes below.

For a deep dive into some of the major reworks arriving today for PCE on PC, check out our previous blog posts!

NOTE: many features and improvements are still coming later, some of which will not appear on Steam until after the release of Primal Carnage: Evolution on PlayStation, so think of this as a rather meaty “appetizer” for what is to come…


3.0.0 CHANGE LIST

GAMEPLAY

  • 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 preventing them from moving or attacking

    • doing a heavy melee attack now uses over 70% of your stamina if you miss

  • NEW: weapon sanity check - spread and impact calculations are now tested twice for better lag compensation.

  • NEW: client-side hit detection for machete to make it much more reliable

  • NEW: Cryo can now melt more types of throwables - Medkits, Ammokits, Energy Drinks are all dissolvable

  • NEW: spitters will explode when headshotted with charged spit held ready

  • NEW: spitters now spawn spit puddles on death

  • NEW: "Goomba Stomping" the humans - jump on them to deal Crush Damage

    • (Pachy deals 30 damage for crush, Carno and Cerato deal 100 damage, Ttyrants 150)

  • Fixed some throwable utilities still being usable after they are hit with acid

  • Bruiser charge collision rework to fix dealing knockback through solid objects such as walls and ceilings

  • increased thrown ammokits lifespan from 30 to 45 secs

  • increased effective range of burst rifle

  • Tranquilizer and crit damage is now blocked when Tyrants are bracing

  • reduced Cerato health from 1500 to 1420

  • Modest speedboost for Acro

  • Increased Cryo health to 290

  • increased Spino claw swipe damage from 110 to 125

  • reduced thrown speedgreed energy buff duration from 15 to 10 seconds

  • fixed Land Mines dealing excessive damage to Bruisers when "stacked"

  • Faster M4 carbine melee attack

  • Tweaked how toggle crouch works with flying

    • better behaviour while holding crouch to land, so that you don't get stuck in crouch mode on impact

    • if you have Toggle Crouch enabled, it will actually act like a toggle while using it to dive now

  • Fixed flaregun projectile not appearing properly in multiplayer sometimes

  • Fixed the Pachy's attack speed not being boosted when roaring in multiplayer

  • increased minimum speed needed for Pachy slide from 640 to 680

  • Added more bones to small dino gore archetypes for better "crit detection"

  • Tweaked Cerato attack cooldown timers

  • Cerato now has exploit prevention check - no longer able to interrupt bite with tail swipe and vice versa

  • added extra velocity to help exiting deep water from swimming (WIP)

  • Increased unstuck bump a bit since it was no longer being helpful before

  • Increased max step height

    POUNCE CHANGES

  • Added "lag compensation" for pounce

    • raptors who fail to hit their target but land close enough are now automatically latched on to the human

    • extra checks are in place to ensure raptors do not magnetize to enemies that aren’t within their view

  • Added entirely NEW pounce velocity calculation algorithm, allowing pounces at angles that would not be possible before, such as pouncing down and up to rooftops with ease

  • Pounce arc trajectory rewrite - fixed ridiculously high (and slow) jumps when aiming nearer to you

  • More accurate aiming indicator for pouncing now gives a clearer idea of where you will land

    • (previous version would almost always have you undershoot compared to the indicator’s position)

  • Pound indicator now instantly swaps between red/green for valid jump locations for more immediate feedback

  • Raptors are now staggered if they run out of stamina while pouncing someone

    • humans kick the raptor off them in this situation, the stagger giving their victim time to recover

      TUPA CHANGES

  • Tupa divebomb groundpound now delivers much more damage on direct hit

  • Tupa divebomb damage now varies depending on height - high altitude dives will deal more than low altitude ones

  • Reduced tupa divebomb groundpound radius

  • Added controller rumble for Tupa groundpound impact

  • slightly increased Tupa air ram damage

  • Tupa divebomb is now prevented if attempted directly over large water volumes, to stop you getting stuck

SOUND


  • NEW weapon sound design for nearly all guns

    • Much more punchy gunfire, with your own gun sounding more powerful than other players

    • Added new reverb effects for firing weapons close up and long range

    • More nuanced foely effects for reloading and inspecting weapons

    • Optimizations to 3rd person weapon sounds for a cleaner soundscape

  • NEW voice actors for Commando, Pathfinder, Pyro, Scientist

    • Added first set of expanded dialogue cues, with more variety in the current voice triggers (help/follow/heal/etc)

    • Many extra dialogue triggers will be added to each class in future, with hundreds of new lines now recorded

  • NEW expanded radio dialogue for Chopper Pilot

    • now has instructions relating to all GTTC primary objectives

    • radio message intro dialogue plays at round start

    • final objective idle dialogue triggers if not captured with 60 seconds left

  • NEW customizer sounds for selecting loadout items

  • NEW sprint breaths that get louder as stamina is drained for humans

  • NEW different footstep sounds for each human (WIP) - e.g. trapper now has jangling cowboy spurrs

  • death sounds for the things you kill are now more "present" in the audio mix when faraway

  • Added a raptor pounce charge start sound

  • fixed netgun equip sound using the old short version

  • footstep pitch now changes when sprinting

  • Fixed equip sounds not playing properly for some guns

  • Added pitch adjustment on weapons when near the end of a clip

  • made new sounds for scoping, reloading and equipping multiple guns

  • added sounds to inspect and melee animations that were missing them

  • general sound system optimizations

VISUALS


  • NEW: slope alignment system for characters going up and down hills

  • NEW: golden interactible object highlight now shows when close enough to use objects (corpses, crates)

  • NEW: Weather System - on a rainy map, characters will now look wet and have associated wetness effects...

    - wet level increases over time and slowly decreases indoors

    - new particles for splashes on and drips falling off characters

    - added drops on camera lens when looking up on rainy maps

    - weapons will also appear wet when out in the rain

  • NEW: implemented hot barrel glow for guns when low on ammo

  • Enhanced all weapon muzzle flash effects

  • Improved flamethrower dynamic muzzle light

  • 3rd person sniper rifle scope is now much more shiny

  • generated custom environment reflections for nearly all water puddles in the game

  • added new screen effects, such as when standing under waterfalls

  • killing with the Machete can now cause head loss

  • various lens flare updates with new lens dirt effects

  • changed the Acro camera POV to use center_head, like a normal dino

  • fixed spectator "death cam" failing to work after a few deaths and getting stuck on the floor sometimes

  • fixed camera on customization / class select sometimes not activating correctly after map load

  • fixed camera jitter when entering crouch

  • fixed tracker arrows applying explosive screenshake

  • updated tyrannosaurus head mask for better subsurface scattering blend between body and head

  • fixed "kill confirm" flash not fading out smoothly

  • Fixed throwables melted by acid still having their outline highlights visible

  • Fixed acid dissolve time on throwables not cycling properly

  • fixed Alpha Novaaptor boss AI shows as a normal raptor

  • fixed AI dinos don't show randomized skins

  • fixed Dog being overly wobbly

  • fixed company caps using the weapon shader and looking weird

  • fixed spitter earmuffs not being visible in-game

  • fixed floor offset of Suchus Cryo model mutation

  • fixed default brightness setting value

    ANIMATION POLISH

  • NEW: added low health animations for all Tyrants

  • NEW: added raptor pounce "ready up" animations when aiming

  • added different stungun animations for light and heavy shots

  • humans now have different animations for being eaten by Tyrants from front or behind

  • Added "weapon IK" system to ensure player hands in 3rd person grip guns better

  • Updated acro idle posture + bite anim

  • Updated tupa divebomb land anim

  • Smoother spino bite anims

  • Fixed M4 still using AR reload motion in 3rd person

  • added 3rd person carbine movement anim collection

  • added custom 3rd person reload for burst rifle

  • added a 3rd person flamethrower fire animation

  • added visible bullets to sniper rifle magazine when reloading

  • fixed swimming animations being only visible to yourself

  • fixed missing / broken 3P equip anims for stungun, SMGs, revolvers, netgun, deagle, assault rifle, etc.

  • fixed character idle anims not looping properly on the Survival ready-up screen

  • "Big Alfie" now has updated model + animations

  • various other minor animation fixes

MAPS


  • OVER 20 REMASTERED MAPS, INCLUDING:

    • PC-Docks

    • PC-UtilityBase

    • PC-ForestChasm

    • PC-Transfer

    • PC-Airbase

    • PC-TheFalls

    • PC-Verdant

    • PC-Marsh

    • PC-Snowound

    • PC-Borealis

    • PC-DeadTide

    • PC-DesertionPoint

    • GTTC-Docks

    • GTTC-Ruthless

    • GTTC-TheFalls

    • GTTC-Downpour

    • GTTC-PhantomCave

    • AI-VisitorCenter

    • AI-WhiteForest

    • AI-Geothermal

    • AI-Renaissance

  • SEVERAL NEW / ALTERNATE MAPS:

    • FR-Redwoods (by ArchShiranui)

    • PC-DocksNight (with help from Othello)

    • PC-ForestChasmNight (with help from Othello)

    • PC-UitilityBaseNight (with help from Othello)

    • PC-TransferNight

  • New story elements added to various maps

  • Much greater detail density throughout the game world

  • Added physics props that can be knocked around or shot

  • Added more coprses and corpse variety to almost all maps

  • Added extra cover and massaged sightlines on various maps

  • Added fire extinguish functionality to rivers on Ubase, Ruthless, Downpour

  • Fixed collision exploits and stuck spots on all maps

  • Every GTTC map now has consistent starting timers (6 minutes)

  • Fixed cinematics getting cut off in GTTC, updated cinematic sequences in general

  • prevented camping inside the GTTC chopper

  • players are now damaged by the chopper if they stand underneath when it's landing

  • Fixed being able to grab sentry turrets in GTTC as Flyers

  • GTTC-PhantomCave: set longer capture times for control points

  • GTTC-Falls: fixed the earlier objectives not adding round time when captured

  • GTTC-Ruthless: added windows to the first capture point

  • GTTC Ruthless: fixed problems with the chopper not appearing properly

  • GTTC Ruthless: fixed a kismet warning showing on round start

  • Capture the Egg maps now have consistent safezones at match start

  • CTE dropoff locations are now the entire human spawn zone instead of a tiny circle

  • DeadTide: fixed the background Stegosaurs being set to hidden in-game, added more NPC variety

  • Airbase, DeadTide, Marsh: fixed being able to go out of bounds

  • Docks: switched to a different sand blending effect on landscape

  • Docks: new effects for the Dilo Clubhouse

  • TheFalls: fixed back base building having gaps in its walls

  • Borealis now has a random chance of snow falling each time you load the map

  • Marsh and VisitorCenter now have variable fog density over time

  • numerous AI map bug fixes

  • added new human scene and extra details to main menu map

  • fixed CheckGameMode logic for TDM not working in Solo / listen servers, (caused things like CTE fog appearing in TDM for the host)

MENU UI / OTHER


  • NEW: crosshair centre dot now changes size when targeting weak or strong points

  • NEW: overhauled HUD for Capture the Egg (semi-WIP)

    • Combined eggs display at top of screen shows carry and capture status instead of splitting display between teams

    • added CTE dropoff location icons for both humans and dinos

  • map rotation now properly checks if map exists before switching, so a server cannot load invalid / missing maps

  • Tranq / Poison state should not apply with No Damage / No Kill server option now

    Gamepad rumble effect updates:

  • roar rumble is no longer interrupted by other rumbles

  • improved rumble when dive bombing as Tupa

  • updated Tyrant footstep controller rumbles

  • added rumble to actions such as reloading

  • new rumble when diving as Flyers, wing flap rumble in flight


    Added the following unique kill icons:

  • Rex Tailswipe

  • Spino Clawswipe

  • Spit Hit Acid

  • Spit Hit Venom

  • Bear Trap Instant Hit Damage

  • Bleed

  • Bear Trap Bleed

  • Burst Rifle Bleed

  • Gas Mine

  • Zap Trap

  • Pyro Bomb (victims)

  • Tupa Divebomb

  • fixed incorrect icon for Prairie Oviraptor

  • updated default flaregun description to make sense

  • Updated medkit heal challenge to specify it needs to be completed as Commando

  • Fixed an incorrect scientist description ID

  • replaced "Predators" with "Raptors" in various places

  • updated "tranq rifle" engraving to read "poison dart rifle"

  • Performance improvement: fixed several Acro mutation models that had excess bones

  • Various code efficiency optimizations, such as Flamesaw code performance improvements

This is easily amongst the largest updates we’ve ever done for PCE on PC, so please bear with us if there are any teething problems. We’ll have a few extra fixes and improvements with the Halloween patch in a couple of days. Scare you soon…


THANKS FOR PLAYING!

-The Primal Carnage Team

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