Author Topic: Kortal's Area - EU - Primal Carnage: Extinction v1.7.0 - DISCONTINUED  (Read 51301 times)

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[FEED]PCE - Primal Carnage: Onslaught live on Steam Early Access!
« Reply #29 on: December 30, 2016, 01:00:19 PM »

Primal Carnage: Onslaught live on Steam Early Access!


We're excited to launch Primal Carnage: Onslaught into Early Access today! Its a very exciting day for the team to bring you the first public build of the game.


Primal Carnage: Onslaught brings the Primal Carnage universe into the world of VR. Players can get up close with their favorite dinosaurs as they fight to survive in an intense, thrilling survival shooter.


Learn more about Primal Carnage: Onslaught here and purchase it at a special discount of 33% for the first week of launch!



Early Access is just the beginning for Primal Carnage: Onslaught. We'll be continuing to update our players and community regularly through Steam, and our social media channels.

Facebook: https://www.facebook.com/Primalcarnage/

Twitter: https://twitter.com/PrimalCarnage


From all of us here at Pub Games and Circle 5 Studios, thank you and we look forward to sharing the journey ahead of us!

Source: Primal Carnage: Onslaught live on Steam Early Access!

 

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[FEED]PCE - 2016 in review - Happy New Year!
« Reply #30 on: January 01, 2017, 07:01:06 AM »

2016 in review - Happy New Year!

2016 has been a big year for Primal Carnage!

We started the year off with a bang, announcing the winners of our first ever Art Competition[www.primalcarnage.com] and joining the Discord community[www.primalcarnage.com] which has been really successful in engaging our community.


Through the year, we had 5 major updates, and a handful of minor bug fix updates. This includes milestones such as the release of the Editor, Hunt and Capture the Egg, brand new human weapons, the level progression system and much more.


The most exciting thing for the team was to see the uptake of community developed content through our Workshop. We've so far had 111 community developed items accepted into the game, showing the creativity and talent that our community has.


Finally, only a few days ago Pub Games released Primal Carnage: Onslaught, bringing Primal Carnage into the world of VR. Onslaught is now available for HTC Vive and Oculus Rift.


The Winter update is making good progress and should be out very soon, with brand new community skins and a slew of fixes and balance improvements.


Primal Carnage: Extinction still is not the title we want it to be. When we released PCE into Early Access over 2 years ago, we had a long-term plan for the kind of game we wanted to develop. This plan is still not complete and there is lots more that we want to do in order to make PCE the best it can be. Keep an eye out for some exciting news and updates through 2017.

Thanks to all of our players and community members who have enjoyed the game in the past 12 months. We hope you continue to enjoy playing PCE well into the future.
Source: 2016 in review - Happy New Year!

 

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[FEED]PCE - Primal Carnage: Onslaught announced!
« Reply #31 on: January 12, 2017, 07:00:51 AM »

Primal Carnage: Onslaught announced!

Pub Games and Circle 5 Studios are excited to announce Primal Carnage: Onslaught!
Primal Carnage: Onslaught brings the Primal Carnage universe into the world of VR. Players can get up close with their favorite dinosaurs as they fight to survive in an intense, thrilling survival shooter.

Primal Carnage: Onslaught is being shown publicly for the very first time this weekend at PAX Australia, and to celebrate the announcement we’ll be streaming live gameplay of Primal Carnage: Onslaught from the PAX showfloor all weekend! Check out the Pub Games Twitch Stream[www.twitch.tv] or YouTube Live stream to see all the action.

Primal Carnage: Onslaught is planned to be released this holiday season into Early Access. The game will support the HTC Vive at launch, with free support for Oculus Touch controllers to be added.

You can learn more about Primal Carnage: Onslaught at the Pub Games website. For all the up to date news, follow us on Facebook or Twitter.
Source: Primal Carnage: Onslaught announced!

 

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[FEED]PCE - Winter Workshop Contest
« Reply #32 on: January 12, 2017, 01:00:42 PM »

Winter Workshop Contest

After the overwhelming success of the Halloween Skin Contest that saw over 80 items submitted, we're announcing the Winter Workshop Contest!

Create your Winter or Christmas themed skin using the Primal Carnage: Extinction SDK and submit it to the workshop for a chance to be included in the Festive Crate & Gift included in the planned December update. To take part, simply submit your skin to the Workshop and tag it with the Winter 2016 tag.  You have until December 10th to submit your ideas.
If you're not a creator, you can still contribute! Just head to the workshop page and vote on your favorite Winter 2016 skins.

Want to participate in the contest, but not sure where to start? Check out the developer wiki[primalcarnage.com] for a quickstart guide on how to make skins. Our Discord server[discord.gg] is always buzzing with content creation discussion, and many contributors are regularly around, so drop by if you want some help or feedback!

We're looking forward to seeing what you can create!

Credit to Kaz for the header image!
Source: Winter Workshop Contest

 

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[FEED]PCE - Content Creator Spotlight - Kordak
« Reply #33 on: January 12, 2017, 07:00:43 PM »

Content Creator Spotlight - Kordak

Welcome to the first of our "Content Creator Spotlight" series, where we bring our best community content developers into focus to share their experience and advice about creating custom content for Primal Carnage: Extinction.

First up is perhaps our most prolific content creator. Kordak has created over 80 items and had dozens accepted into the game. We had a chat with him about his motivation, methods and he shares some advice for those looking to get into content creation.

Introduce yourself and your background for those in the community who might not know you

The name's Kordak. I was one of the people who followed the original Primal Carnage's development. Although I was not able to pre-order it, I did manage to buy and play it day one, and it's been a favorite since. However, there are probably a few veteran Primal Carnage players that might remember me under another name back then, as the Garry's Mod paleo-artist; Relentless Hunter.

The name "Kordak" came about the time when the orginal game dev team Lukewarm Media disbanded. The name was originally meant to be "Korak", the son of Tarzan from Edgar Rice Burroughs' book series, but I misspelled it by adding the "d" and it wasn't until about a month after that I realized my mistake. However I thought the new name rolled off the tongue nicely, so I kept it.

What got you into content creation for Primal Carnage Extinction? Have you had content creation experience in the past?

Within the forums of the original Primal Carnage there was a lot of Fan-made recolors of dinosaur skins. I didn't make any myself always did enjoy seeing them, and having our own skins in the game would have been awesome. However the concept of the Steam Workshop hadn't cemented itself yet; heck, I thought it was only for Garry's Mod at the time!So we all thought it would never happen. However when the Circle 5 team announced that Primal Carnage: Extinction was going to have Workshop support, that's when I knew it was finally my time to contribute to the Primal Carnage skin gallery.

However, Primal Carnage isn't the first time I made custom content for a game. Way back in the days were Zoo Tycoon 2 was new. Back then I had yet another name; Professor Nature (Yeah, yeah, Pokemon professor naming reference, kinda dumb looking back :p.) Anyway, I made quite a few fully custom-made animals back then for the game--not just mere reskins or the like; fully new entries in the game. I made several different mods for ZT2 in my early days, including all new endangerment status symbols for animals, which all the other mods thought was impossible back then. Others included verious animals; like green ostriches, ghost sharks, a yeti/bigfoot, a partially various mermaid that got cancelled because the model meshes disappeared, and a massive T-Rex species that would destroy the entire zoo if you didn't keep it happy...

...I was a bit of a mad scientist back then...and I suppose I still am... >:3

Where does your inspiration for your items come from?

Most of my skins comes from living animals for the most part. All my animal skin collections have a theme of being from a single continent (or the oceans in general with the Ocean Wonders) and that trend of mine started from after the Cheetah Dilo and Equus Rex were released. The Equus Rex in particular I liked--and is still one of my favorite skins even now--as it reminded me about a T-rex in a book I read as a kid. I can't remember the book but I do know that it was a zebra-striped rex in it just like the Equus Rex, red eyes and all.

Another side of my inspiration usually comes from nostalgia. Some such skins for example are the Desperado Rex and the Chaos Raptor trio. Those skins in particular were meant to emulate the feel of the dinosaurs from the Jurassic Park toyline back in the 90's. Since a wonderful time for action figure toys...

And the next side of my inspiration is what I make on a whim. What I often do when I'm not making skins is that I practice and experiment with colors and designs. Some of my custom skins are ones that I made on the spot while I was playing about and the idea for a design popped into my head; like the Havock Dilo and the Wendigo Raptor.

What software, tools and techniques do you use when making your item?

The only Software I've used so far is GIMP, a free software that does most of what Photoshop can do. I know a lot of people like using other programs like 3DCoat for making their skins, or use more expensive programs, but I like the better control I have from using a GIMP as I have learned how to use it over the years.

I also like GIMP for how easy it is to use my #1 technique for skinning; working in layers. Layering is essentially using multiple images stacked on top of each other to make one final, finished skin. I make each layer with a certain color or design. For example for my Pioneer Rex; the white in the underbelly is on the bottom layer, than comes the brown-red of the skin on top of that, finally being topped by the black of the back, snout, and armored scales. Each of my skins was made this way, so if I want to go back and adjust something, I don't have to mess with the other surrounding colors to do it. And GIMP layers can be toggled to be visible or not, so I can work underneath layers I've already painted with ease without having the layers above blocking my view.

 
Do you have a particular workshop item you're proud of?

The Jaguar Rex. My favorite dinosaur and my favorite big cat genetically combined into one apex predator? That one was a no brainer for me to do from day one. I wanted to be very careful when making that one, hence I used more jaguar images as reference points than I could count to get it as accurate as possible. Took a total of 12 hours to finish it. Worth it.

Is there any advice you want to offer to other potential content creators, or lessons that you've learned along the way that you want to share?

A: Make sure you are overlaying correctly. I had a lot of trouble starting out because I didn't properly layer my skins. I can't thank the Devs enough for helping me in pointing out what I had to do to fix my skins. This skinning video by Senoba also helped me a great deal in clearing up how the Editor works: [youtube]https://www.youtube.com/watch?v=RMDvE8dKaBM[/youtube]

Anything new you're working on that you'd like to share with the community?

Well, this time of year is busy for me, so I haven't had has much time as earlier this year. However, I have started on the final Ocean Wonder skins. I do have a second trio set of Colored Chaos Raptors ready to be released. As well as two Rex skins I have yet to offically name that are very close to being done, but not quite ready to be released. For the time being, I've codenamed them as "Boreal" and "Ambusher".

I also have a secret series I've been working on since I started the Amazon Stories Collection back in March. I can't show you any of them yet, as I want them all to be released at once and I want to take extra time with them. But I will give their collection codename now: "Amber D.N.A."


Source: Content Creator Spotlight - Kordak

 

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[FEED]PCE - Primal Carnage: Onslaught live on Steam Early Access!
« Reply #34 on: January 13, 2017, 07:00:34 AM »

Primal Carnage: Onslaught live on Steam Early Access!

We're excited to launch Primal Carnage: Onslaught into Early Access today! Its a very exciting day for the team to bring you the first public build of the game.

Primal Carnage: Onslaught brings the Primal Carnage universe into the world of VR. Players can get up close with their favorite dinosaurs as they fight to survive in an intense, thrilling survival shooter.

Learn more about Primal Carnage: Onslaught here and purchase it at a special discount of 33% for the first week of launch!

Early Access is just the beginning for Primal Carnage: Onslaught. We'll be continuing to update our players and community regularly through Steam, and our social media channels.
Facebook: https://www.facebook.com/Primalcarnage/
Twitter: https://twitter.com/PrimalCarnage

From all of us here at Pub Games and Circle 5 Studios, thank you and we look forward to sharing the journey ahead of us!

Source: Primal Carnage: Onslaught live on Steam Early Access!

 

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[FEED]PCE - 2016 in review - Happy New Year!
« Reply #35 on: January 13, 2017, 01:00:24 PM »

2016 in review - Happy New Year!

2016 has been a big year for Primal Carnage!
We started the year off with a bang, announcing the winners of our first ever Art Competition[www.primalcarnage.com] and joining the Discord community[www.primalcarnage.com] which has been really successful in engaging our community.

Through the year, we had 5 major updates, and a handful of minor bug fix updates. This includes milestones such as the release of the Editor, Hunt and Capture the Egg, brand new human weapons, the level progression system and much more.

The most exciting thing for the team was to see the uptake of community developed content through our Workshop. We've so far had 111 community developed items accepted into the game, showing the creativity and talent that our community has.

Finally, only a few days ago Pub Games released Primal Carnage: Onslaught, bringing Primal Carnage into the world of VR. Onslaught is now available for HTC Vive and Oculus Rift.

The Winter update is making good progress and should be out very soon, with brand new community skins and a slew of fixes and balance improvements.

Primal Carnage: Extinction still is not the title we want it to be. When we released PCE into Early Access over 2 years ago, we had a long-term plan for the kind of game we wanted to develop. This plan is still not complete and there is lots more that we want to do in order to make PCE the best it can be. Keep an eye out for some exciting news and updates through 2017.
Thanks to all of our players and community members who have enjoyed the game in the past 12 months. We hope you continue to enjoy playing PCE well into the future.
Source: 2016 in review - Happy New Year!

 

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[FEED]PCE - Winter Update Now Available
« Reply #36 on: January 14, 2017, 01:00:20 AM »

Winter Update Now Available

Las Vegas, NV - January 12th, 2017 - An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.

Out just in time for Christmas dinner!
The winter update brings new seasonal cosmetics plus many balance tweaks and bugfixes...

General Changes
  • Added first stage of revamped class-limit system
  • Added Winter Crate and Winter Gift featuring 40 new community-created items.
  • Fixed certain Stat-Track items not working correctly
Dinosaurs
  • Increased Ptera grab sphere radius
  • Increased Flyer peck damage by 10
  • Decreased Tupa MaxChargeDamage from 75 to 55
  • Added Tupa impact sound when hitting enemies with its charge
  • Decreased Dilo roar cooldown timer from 60 to 30 seconds
  • Decreased Cryo roar cooldown from 60 to 45 seconds
  • Decreased Dilo spit stamina cost from 35 to 15
  • Increased Cryo spit stamina cost from 25 to 35
  • Decreased sprint stamina cost for Spitters from 5 to 3 per second
  • Decreased Cryo stamina regeneration rate from 8 to 6
  • Decreased Dilo stamina regeneration rate from 8 to 2.5
  • Fixed Oviraptor and Tupa hitboxes to account for the sails
  • Reduced time for Carnotaurus sprint recharge from 0.85 to 0.6 secs
Humans
  • Updated Dynamite explosion effect
  • Increased Impact Grenade damage and explosion radius
  • Increased Dynamite damage to 800
  • Increased Molotov instant hit damage from 60 to 180
  • Increased Flamesaw chainsaw damage from 240/sec to 260/sec
  • Increased Double Barrel Shotgun primary fire damage slightly
  • Increased Default Shotgun primary fire damage
  • Increased SPAS12  primary fire damage
  • Decreased Default Shotgun spread and falloff damage
  • Decreased Double Barrel Shotgun secondary fire damage
  • Decreased Double Barrel Shotgun spread
  • Decreased Assault Rifle Grenade damage to 300
  • Decreased Desert Eagle firing delay from .85 to .75
  • Decresead Dual Colts firing delay slightly
  • Decreased Dynamite explosion radius
  • Decreased chainsaw overheat time from 2.5 sec to 1 second
  • Increased Human sprint stamina consumption rate from 5 to 6.5
  • Decreased Human jump stamina cost from 14 to 7
Maps
  • Added tyrant blockers around main ship tower on PC-Docks
  • Added more spawnpoints to PC-Docks
  • Fixed collision issues on PC-Docks
  • Fixed collision issues on PC-Contingency
  • Fixed collisions for tall trees on PC-Contingency
  • Fixed missing rocks and Tyrant blockers on PC-ForestChasm
  • Fixed an exploitable area in PC-Snowbound
  • Fixed collision issues on PC-Transfer
  • Fixed gas tower fire doing too much damage in PC-Transfer
  • Fixed collisions on certain doors on GTTC-Ruthless
  • Fixed fog planes on snowy GTTC-Ruthless blocking weapons fire
  • Changed lava flow areas on Geothermal to reduce chances of dinosaurs cooking themselves

Thanks to Trico for the banner image!
Source: Winter Update Now Available

 

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[FEED]PCE - 1.8.1 Hotfix Released
« Reply #37 on: January 15, 2017, 07:00:32 AM »

1.8.1 Hotfix Released

Las Vegas, NV - July 14th, 2016 - An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

General
  • Fixed some issues with dedicated servers in 1.8.0
  • Fixed incorrect in-game version number causing client and server connection issues
  • Fixed Show-Blown Ovi raptor and Enforcer MK23 not correctly appearing in players in-game inventory
Balance
  • Slightly increased Tupa health to account for damage changes in 1.8.0

Source: 1.8.1 Hotfix Released

 

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[FEED]PCE - Current Economy Issues
« Reply #38 on: January 22, 2017, 01:00:22 PM »

Current Economy Issues

We are currently aware of several issues that players are having with the economy, including no drops being awarded, crafting not being functional, and stat-track items not updating.

With regards to crafting, we were informed of an exploit relating to crafting, so we have disabled it until we are able to fix this exploit.

We are currently investigating the cause of drops not working, however a fix may not be deployed until version 1.8.2. To account for the time without drops, we'll also be running a Double Drop Week in the near future.

1.8.2 will bring various improvements to the security of the economy, as well as a variety of general fixes and improvements.
Source: Current Economy Issues

 

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[FEED]PCE - Patch 1.8.2 Now Available
« Reply #39 on: January 31, 2017, 07:00:13 AM »

Patch 1.8.2 Now Available

Las Vegas, NV – January 30th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

This patch brings a very large update to the authorization scheme that we use for the Steam economy. As a result, we’ve had to update and rewrite a bunch of our economy functionality for this release. While we’ve tested this thoroughly, please be on the lookout for anything we may have missed.

General
  • Introduced a new authorization scheme for the economy for improved security
  • Re-enabled crafting!
  • Re-worked certain economy calls for improved reliability and stability
  • Fixed issues with certain economy skins from the Winter update
  • Fixed seams on the Algae Spino
  • Fixed collision on certain foliage in PC-ForestChasmSnow
Dinosaurs
  • Reduced Cryo RoarCooldown from 45 to 40 seconds
  • Reduced Cryo SpitStaminaCost from 35 to 25
  • Increased Raptor PounceDelay from 1.35 to 1.5 seconds

Thanks to War Bear for the banner image!
Source: Patch 1.8.2 Now Available

 

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[FEED]PCE - Patch 1.8.2 Now Available
« Reply #40 on: February 07, 2017, 01:00:21 PM »

Patch 1.8.2 Now Available

Las Vegas, NV – January 30th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

This patch brings a very large update to the authorization scheme that we use for the Steam economy. As a result, we’ve had to update and rewrite a bunch of our economy functionality for this release. While we’ve tested this thoroughly, please be on the lookout for anything we may have missed.

General
  • Introduced a new authorization scheme for the economy for improved security
  • Re-enabled crafting!
  • Re-worked certain economy calls for improved reliability and stability
  • Fixed issues with certain economy skins from the Winter update
  • Fixed seams on the Algae Spino
  • Fixed collision on certain foliage in PC-ForestChasmSnow
Dinosaurs
  • Reduced Cryo RoarCooldown from 45 to 40 seconds
  • Reduced Cryo SpitStaminaCost from 35 to 25
  • Increased Raptor PounceDelay from 1.35 to 1.5 seconds

Thanks to War Bear for the banner image!
Source: Patch 1.8.2 Now Available

 

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Update Request
« Reply #41 on: March 07, 2017, 10:25:41 AM »

Does anyone have an update to version 1.8.2 of this game to download?

 

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Re: Primal Carnage: Extinction v1.7.0
« Reply #42 on: March 16, 2017, 02:12:57 PM »

Offline !!??
Pls make go back online

 

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[FEED]PCE - Patch 1.8.3 Now Available
« Reply #43 on: March 28, 2017, 01:00:22 PM »

Patch 1.8.3 Now Available

Las Vegas, NV – March 27th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.

General
  • Added custom roars for Cryolophosaurus and Tupandactylus
  • Overhauled maps in Get to the Chopper mode with new dynamic blockers and more consistent capture point settings
  • Continued economy improvements
  • Added 4 new Store items from community workshop contributors
Balance Changes
  • Reduced grenade launcher area of effect radius from 300 to 145
  • Disabled roaring while stunned for all Tyrants and Carnotaurus
  • Increased damage of Carno head swipe from 50 to 80
  • Increased max damage of Carno charge from 75 to 85
  • Increased Cryo spit stamina cost from 25 to 30
  • Increased raptor pounce cooldown from 1.5 to 2 seconds
  • Increased max pounce distance & pounce height
  • Reduced range & duration of raptor melee attacks
  • Reduced raptor melee cooldown slightly
  • Increased frenzy stamina drain speed
  • Increased raptor maul stamina cost
  • Lowered raptor sprint stamina cost
  • Increased Oviraptor maul damage from 20 to 25
  • Increased Oviraptor pounce stamina cost to be roughly equal to Novaraptor
  • Made tyrant head turning more responsive
  • Increased stomp damage of Acro from 100 to 200
  • Reduced knockback on all grenade types, stomps, swipes and kicks
  • Lowered speed threshold for trample damage from Tyrants, increased trample damage
  • Increased airspeed required before Tupa charge activates to stop it occurring on takeoff
    Bug Fixes
  • Fixed plants in all maps from blocking weapons fire / spit
  • Fixed: being unable to choose a class in Survival mode
  • Fixed: trace length and radius of Cryo spit so that it doesn't hurt through walls
  • Fixed: view offsets on flamesaw, flaregun, revolvers & shotgun to prevent view clipping
  • Fixed: crouch offset for flyers + adjusted their collisions
  • Increased projection height of Cryo spit decals
  • Made helicopter collisions more accurate
  • Fixed default class limit for Acro being set to zero in TDM
    Economy Updates
  • Added links to Workshop and Steam Marketplace on main menu
  • Added a news feed on the main menu
  • Fixed inventory not refreshing after opening a crate or using nametags and description tags
  • Fixed item popup from level up
  • Fixed seams on the Algae Spino skin
  • Fixed the Doombringer Tupa appearing overly dark at skin maker's request
  • Tweaked the Crystal-Eyed & Canadian Oviraptor skins based on community feedback
    Map Updates
  • Updated main menu map, removed winter theme
  • Reworked the base camp area on Contingency
  • Updated the blocking volumes on Docks to be a lot less complex
  • Rebuilt lighting on Airbase at higher quality
  • Adjusted pop-in of certain objects on Geothermal
  • Updated the BasicTest map with more objects / areas + spawnpoints
  • Added more resupply objects to all GTTC maps
  • Fixed choppers not showing in a couple of cinematic sequences
  • Stopped certain choppers being visibility culled at a distance
  • Fixed draw distance of waterfall effects on GTTC-Falls
  • Fixed landscape black spots on GTTC-Falls
  • Fixed unusable health box near objective C on GTTC-Falls
  • Lowered height of first gate on GTTC Falls to prevent Tyrants exiting the dome
  • Changed lighting of GTTC-Falls dome objectives to better illuminate the capture points
  • Optimized Airbase some more, removed unnecessary complexity from rain shader
  • Fixed dome wire mesh disappearing at certain angles and lighting weirdly
  • Fixed GTTC-Docks customization area being backlit / overly dark
  • Made capture point A markers more accurate on GTTC-Docks
  • Fixed missing interior ambience of GTTC-Docks point A
  • Updated lighting & effects on GTTC-Docks
    Miscellaneous Tweaks
  • Adjusted global post processing effects
  • Master shader optimizations / improvements
  • Tweaked certain particle effects, adding both higher & lower detail level versions
  • Increased volume & audible radius of distant tyrant steps
  • Changed physics mass and momentum settings of ragdolls
  • Performance saving: can no longer manipulate ragdolls
  • Optimized number of active physics bodies on each character to reduce CPU load
  • Updated audio device settings which might stop sounds failing to play in some cases
  • Increased buffer time of audio which should reduce hitching
  • Increased max smoothed framerate to 240
  • Recompressed music assets
  • Reduced fade time of LOD textures
  • Added a timeout for loading maps

Source: Patch 1.8.3 Now Available

 

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[FEED]PCE - Patch 1.8.3 Now Available
« Reply #44 on: March 28, 2017, 07:00:30 PM »

Patch 1.8.3 Now Available

Las Vegas, NV – March 27th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.

General
  • Added custom roars for Cryolophosaurus and Oviraptor
  • Overhauled maps in Get to the Chopper mode with new dynamic blockers and more consistent capture point settings
  • Continued economy improvements
  • Added 4 new Store items from community workshop contributors
Balance Changes
  • Reduced grenade launcher area of effect radius from 300 to 145
  • Disabled roaring while stunned for all Tyrants and Carnotaurus
  • Increased damage of Carno head swipe from 50 to 80
  • Increased max damage of Carno charge from 75 to 85
  • Increased Cryo spit stamina cost from 25 to 30
  • Increased raptor pounce cooldown from 1.5 to 2 seconds
  • Increased max pounce distance & pounce height
  • Reduced range & duration of raptor melee attacks
  • Reduced raptor melee cooldown slightly
  • Increased frenzy stamina drain speed
  • Increased raptor maul stamina cost
  • Lowered raptor sprint stamina cost
  • Increased Oviraptor maul damage from 20 to 25
  • Increased Oviraptor pounce stamina cost to be roughly equal to Novaraptor
  • Made tyrant head turning more responsive
  • Increased stomp damage of Acro from 100 to 200
  • Reduced knockback on all grenade types, stomps, swipes and kicks
  • Lowered speed threshold for trample damage from Tyrants, increased trample damage
  • Increased airspeed required before Tupa charge activates to stop it occurring on takeoff
    Bug Fixes
  • Fixed plants in all maps from blocking weapons fire / spit
  • Fixed: being unable to choose a class in Survival mode
  • Fixed: trace length and radius of Cryo spit so that it doesn't hurt through walls
  • Fixed: view offsets on flamesaw, flaregun, revolvers & shotgun to prevent view clipping
  • Fixed: crouch offset for flyers + adjusted their collisions
  • Increased projection height of Cryo spit decals
  • Made helicopter collisions more accurate
  • Fixed default class limit for Acro being set to zero in TDM
    Economy Updates
  • Added links to Workshop and Steam Marketplace on main menu
  • Added a news feed on the main menu
  • Fixed inventory not refreshing after opening a crate or using nametags and description tags
  • Fixed item popup from level up
  • Fixed seams on the Algae Spino skin
  • Fixed the Doombringer Tupa appearing overly dark at skin maker's request
  • Tweaked the Crystal-Eyed & Canadian Oviraptor skins based on community feedback
    Map Updates
  • Updated main menu map, removed winter theme
  • Reworked the base camp area on Contingency
  • Updated the blocking volumes on Docks to be a lot less complex
  • Rebuilt lighting on Airbase at higher quality
  • Adjusted pop-in of certain objects on Geothermal
  • Updated the BasicTest map with more objects / areas + spawnpoints
  • Added more resupply objects to all GTTC maps
  • Fixed choppers not showing in a couple of cinematic sequences
  • Stopped certain choppers being visibility culled at a distance
  • Fixed draw distance of waterfall effects on GTTC-Falls
  • Fixed landscape black spots on GTTC-Falls
  • Fixed unusable health box near objective C on GTTC-Falls
  • Lowered height of first gate on GTTC Falls to prevent Tyrants exiting the dome
  • Changed lighting of GTTC-Falls dome objectives to better illuminate the capture points
  • Optimized Airbase some more, removed unnecessary complexity from rain shader
  • Fixed dome wire mesh disappearing at certain angles and lighting weirdly
  • Fixed GTTC-Docks customization area being backlit / overly dark
  • Made capture point A markers more accurate on GTTC-Docks
  • Fixed missing interior ambience of GTTC-Docks point A
  • Updated lighting & effects on GTTC-Docks
    Miscellaneous Tweaks
  • Adjusted global post processing effects
  • Master shader optimizations / improvements
  • Tweaked certain particle effects, adding both higher & lower detail level versions
  • Increased volume & audible radius of distant tyrant steps
  • Changed physics mass and momentum settings of ragdolls
  • Performance saving: can no longer manipulate ragdolls
  • Optimized number of active physics bodies on each character to reduce CPU load
  • Updated audio device settings which might stop sounds failing to play in some cases
  • Increased buffer time of audio which should reduce hitching
  • Increased max smoothed framerate to 240
  • Recompressed music assets
  • Reduced fade time of LOD textures
  • Added a timeout for loading maps

Source: Patch 1.8.3 Now Available

 

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[FEED]PCE - Community Update
« Reply #45 on: April 08, 2017, 07:00:31 AM »

Community Update

Welcome to the first (of hopefully many) Community Updates!
As developers we've come to realize that we don't communicate with our you, our community, enough. The goal of the new regular updates is to let our community know what has been going on with development of the Primal Carnage franchise, upcoming features in Primal Carnage: Extinction and more.

Humble Bundle - Welcome & Last Days

We were lucky enough to be part of the "Hooked On Multiplayer Bundle" recently, which has sold over 100,000 copies and contributed hundreds of thousands of dollars to supporting 3 great charities. We want to welcome all of the players that have played the game after purchasing it through the Humble Bundle, and for those of you who are still yet to purchase this great bundle to head over to http://www.humblebundle.com to get some great games and support some great charities

Economy server updates

Some new players might have noticed that there were a few issues with economy system connectivity over the past week or so. We believe we've identified these issues and resolved them, so all of our new players should receive drops and items on levelling up!
Having a stable and thriving economy over a long period of time is very important to Primal Carnage Extinction's success, so we'll be continuing to invest in improving both our servers, and the game's interaction with our servers.

Official Servers - Update

We've been working hard to improve our official server offerings across the world. Last week we introduced 3 servers for our Australia & New Zealand players, and we're working on re-introducing official servers across West, Central and East USA, as well as across Europe. Keep an eye out in the server browser for our Official Servers running Team Deathmatch and Get To The Chopper!
If you're interested in hosting your own server, you can rent servers for just 99c/Slot from our official server hosts, End Of Reality[eoreality.net].

Minor update due soon - come join Open Testing

Finally, we're working on both a minor balance and bugfix update due out in the next few weeks, as well as our next major set of features for a larger update in the next few months. If you want to follow along with the progress and help us continue to improve the game, please join our Open Testing sessions, which are run every week by community member TheSlayerNL. You can follow along with Open Testing news and join in discussions and feature suggestions on our Official Discord Channel[discord.gg].
Source: Community Update

 

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[FEED]PCE - Community Update
« Reply #46 on: April 09, 2017, 01:00:52 AM »

Community Update


Welcome to the first (of hopefully many) new Community Updates! As developers we've come to realize we don't communicate with you, our community, enough. With these more regular updates, we aim to keep you up to date with all the latest Primal Carnage franchise news, including upcoming features in PC Extinction and more...

Humble Bundle - Welcome & Last Days

We were lucky enough to be part of the "Hooked On Multiplayer Bundle" recently, which has sold over 100,000 copies and contributed hundreds of thousands of dollars to supporting 3 great charities!

We warmly welcome all our new players that have joined us through the Humble Bundle, and urge that anyone who has yet to purchase takes advantage of this great bundle by heading over to the Humble site[www.humblebundle.com]  to get some great games and support these worthwhile causes.

Economy server updates

Some new players might have noticed that there were a few issues with economy system connectivity over the past week or so. We believe we've identified these issues and resolved them, so all of our new players should receive drops and items on levelling up!

Having a stable and thriving economy over a long period of time is very important to Primal Carnage Extinction's success, so we'll be continuing to invest in improving both our servers, and the game's interaction with our servers.

Official Servers - Update

We've been working hard to improve our official server offerings across the world. Last week we introduced 3 servers for our Australia & New Zealand players, and we're working on re-introducing official servers across West, Central and East USA, as well as across Europe. Keep an eye out in the server browser for our Official Servers running Team Deathmatch and Get To The Chopper!

If you're interested in hosting your own server, you can rent servers for just 99c/Slot from our official server hosts, End Of Reality[eoreality.net].

Minor update due soon - come join Open Testing

Finally, we're working on both a minor balance and bugfix update due out in the next few weeks, as well as our next major set of features for a larger update in the next few months. If you want to follow along with the progress and help us continue to improve the game, please join our Open Testing sessions, which are run every week by community member TheSlayerNL.

You can follow along with Open Testing news and join in discussions and feature suggestions on our Official Discord Channel[discord.gg].

Credit to user ServerNotFound for the header image!
Source: Community Update

 

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[FEED]PCE - Community Update #1
« Reply #47 on: April 18, 2017, 07:01:03 AM »

Community Update #1


Welcome to the first (of hopefully many) new Community Updates! As developers we've come to realize we don't communicate with you, our community, enough. With these more regular updates, we aim to keep you up to date with all the latest Primal Carnage franchise news, including upcoming features in PC Extinction and more...

Humble Bundle - Welcome & Last Days

We were lucky enough to be part of the "Hooked On Multiplayer Bundle" recently, which has sold over 100,000 copies and contributed hundreds of thousands of dollars to supporting 3 great charities!

We warmly welcome all our new players that have joined us through the Humble Bundle, and urge that anyone who has yet to purchase takes advantage of this great bundle by heading over to the Humble site[www.humblebundle.com]  to get some great games and support these worthwhile causes.

Economy server updates

Some new players might have noticed that there were a few issues with economy system connectivity over the past week or so. We believe we've identified these issues and resolved them, so all of our new players should receive drops and items on levelling up!

Having a stable and thriving economy over a long period of time is very important to Primal Carnage Extinction's success, so we'll be continuing to invest in improving both our servers, and the game's interaction with our servers.

Official Servers - Update

We've been working hard to improve our official server offerings across the world. Last week we introduced 3 servers for our Australia & New Zealand players, and we're working on re-introducing official servers across West, Central and East USA, as well as across Europe. Keep an eye out in the server browser for our Official Servers running Team Deathmatch and Get To The Chopper!

If you're interested in hosting your own server, you can rent servers for just 99c/Slot from our official server hosts, End Of Reality[eoreality.net].

Minor update due soon - come join Open Testing

Finally, we're working on both a minor balance and bugfix update due out in the next few weeks, as well as our next major set of features for a larger update in the next few months. If you want to follow along with the progress and help us continue to improve the game, please join our Open Testing sessions, which are run every week by community member TheSlayerNL.

You can follow along with Open Testing news and join in discussions and feature suggestions on our Official Discord Channel[discord.gg].

Credit to user ServerNotFound for the header image!
Source: Community Update #1

 

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[FEED]PCE - Community Update #2 - Challenges!
« Reply #48 on: April 18, 2017, 01:00:16 PM »

Community Update #2 - Challenges!


Welcome to the second Primal Carnage community update. This week, we're focusing on a brand new feature that is coming to Primal Carnage: Extinction!

Weekly Challenges

Challenges is something we've been wanting to bring into the game for a long time. We've finally got the opportunity to introduce them as part of some broader changes coming in the next major update to the game.

Each week, players will get 3 weekly challenges to complete, such as "Kill 500 Enemies", "Win 10 TDM Games" or "Kill 100 Dinosaurs with throwable weapons". In the first iteration of challenges, we'll have pretty general, less specialized goals, however going forward we hope to introduce more specific ones to encourage players to try new classes and gameplay mechanics.

Completing a weekly challenge will award you with an item drop of Common, Uncommon, or Rare quality. During seasonal events (ie Christmas or Halloween), Challenges will also be a way of getting themed cosmetic skins.

1.8.4 Release

We're aiming to release minor update 1.8.4 this week, which includes some further GTTC map fixes, improvements to damage tick for spitter pools and fixes to some other inconsistent weapon behaviors.

Workshop Update

We'd like to remind the community to continue engaging with our workshop and content creators! We continue getting outstanding submissions to the PCE workshop. We expect to include several dozen new Community skins in our next major update, scheduled for later this year.

To vote on your favorite items, head over to the Workshop section and check them out!

As for full custom map support, we're also working hard on finalizing that feature and it should be available in our next major update.
Source: Community Update #2 - Challenges!

 

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[FEED]PCE - Primal Carnage: Onslaught live on Steam Early Access!
« Reply #49 on: April 19, 2017, 07:01:00 AM »

Primal Carnage: Onslaught live on Steam Early Access!

We're excited to launch Primal Carnage: Onslaught into Early Access today! Its a very exciting day for the team to bring you the first public build of the game.

Primal Carnage: Onslaught brings the Primal Carnage universe into the world of VR. Players can get up close with their favorite dinosaurs as they fight to survive in an intense, thrilling survival shooter.

Learn more about Primal Carnage: Onslaught here and purchase it at a special discount of 33% for the first week of launch!

Early Access is just the beginning for Primal Carnage: Onslaught. We'll be continuing to update our players and community regularly through Steam, and our social media channels.
Facebook: https://www.facebook.com/Primalcarnage/
Twitter: https://twitter.com/PrimalCarnage

From all of us here at Pub Games and Circle 5 Studios, thank you and we look forward to sharing the journey ahead of us!

Source: Primal Carnage: Onslaught live on Steam Early Access!

 

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[FEED]PCE - Winter Update Now Available
« Reply #50 on: April 19, 2017, 01:00:31 PM »

Winter Update Now Available

Las Vegas, NV - January 12th, 2017 - An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction.

Out just in time for Christmas dinner!
The winter update brings new seasonal cosmetics plus many balance tweaks and bugfixes...

General Changes
  • Added first stage of revamped class-limit system
  • Added Winter Crate and Winter Gift featuring 40 new community-created items.
  • Fixed certain Stat-Track items not working correctly
Dinosaurs
  • Increased Ptera grab sphere radius
  • Increased Flyer peck damage by 10
  • Decreased Tupa MaxChargeDamage from 75 to 55
  • Added Tupa impact sound when hitting enemies with its charge
  • Decreased Dilo roar cooldown timer from 60 to 30 seconds
  • Decreased Cryo roar cooldown from 60 to 45 seconds
  • Decreased Dilo spit stamina cost from 35 to 15
  • Increased Cryo spit stamina cost from 25 to 35
  • Decreased sprint stamina cost for Spitters from 5 to 3 per second
  • Decreased Cryo stamina regeneration rate from 8 to 6
  • Decreased Dilo stamina regeneration rate from 8 to 2.5
  • Fixed Oviraptor and Tupa hitboxes to account for the sails
  • Reduced time for Carnotaurus sprint recharge from 0.85 to 0.6 secs
Humans
  • Updated Dynamite explosion effect
  • Increased Impact Grenade damage and explosion radius
  • Increased Dynamite damage to 800
  • Increased Molotov instant hit damage from 60 to 180
  • Increased Flamesaw chainsaw damage from 240/sec to 260/sec
  • Increased Double Barrel Shotgun primary fire damage slightly
  • Increased Default Shotgun primary fire damage
  • Increased SPAS12  primary fire damage
  • Decreased Default Shotgun spread and falloff damage
  • Decreased Double Barrel Shotgun secondary fire damage
  • Decreased Double Barrel Shotgun spread
  • Decreased Assault Rifle Grenade damage from 400 to 300
  • Decreased Desert Eagle firing delay from .85 to .75
  • Decresead Dual Colts firing delay slightly
  • Decreased Dynamite explosion radius
  • Decreased chainsaw overheat time from 2.5 sec to 1 second
  • Increased Human sprint stamina consumption rate from 5 to 6.5
  • Decreased Human jump stamina cost from 14 to 7
Maps
  • Added tyrant blockers around main ship tower on PC-Docks
  • Added more spawnpoints to PC-Docks
  • Fixed collision issues on PC-Docks
  • Fixed collision issues on PC-Contingency
  • Fixed collisions for tall trees on PC-Contingency
  • Fixed missing rocks and Tyrant blockers on PC-ForestChasm
  • Fixed an exploitable area in PC-Snowbound
  • Fixed collision issues on PC-Transfer
  • Fixed gas tower fire doing too much damage in PC-Transfer
  • Fixed collisions on certain doors on GTTC-Ruthless
  • Fixed fog planes on snowy GTTC-Ruthless blocking weapons fire
  • Changed lava flow areas on Geothermal to reduce chances of dinosaurs cooking themselves

Thanks to Trico for the banner image!
Source: Winter Update Now Available

 

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[FEED]PCE - Patch 1.8.4 Now Available!
« Reply #51 on: April 24, 2017, 07:00:31 AM »

Patch 1.8.4 Now Available!

Las Vegas, NV – April 23rd, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

General
  • Fixed some minor issues with flyer head turning
  • Collision adjustments on various GTTC Maps
  • Adjustments to timers on GTTC capture point settings
Balance
  • Reduced acid pool damage tick timer to be more reliable
  • Decreased mid-flight recovery time for flying dinosaurs when hitting objects
  • Decreased momentum multiplier on Tupa charge
  • Increased overlay effect timer for Cryo spit effect
  • Fixed flaregun not doing correct damage
  • Fixed flamethrower not doing correct damage

Source: Patch 1.8.4 Now Available!

 

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[FEED]PCE - Community Update #3 - Enhancements
« Reply #52 on: May 05, 2017, 07:00:31 AM »

Community Update #3 - Enhancements

This week we're here to talk about some general improvements and enhancements we're bringing into the next update of Primal Carnage: Extinction!

Stat-Track

Stat-Track items are a bit of an unloved area of PCE. Initially we wanted to make Stat-Track items feel a bit more special and unique by having them only drop from limited crates.
Since we added them, we've found that players haven't engaged with them as much as we expected. So we're going to be adjusting how players get Stat-Track items. From our next major update, Stat-Track items will be craftable using Stat-Track DNA Strands, which will have a small chance of being the 2nd item dropped from crates. Use them like a normal DNA strand and the resultant item will have Stat-Track applied to it!
We're also looking at a way to bring Stat-Track onto human weapon skins.

End Game Information

With the addition of the progression system and challenges, one of our goals has been to provide a better summary for players at the end of a round for how they did. We've been working on mocking up an example of what a new end-game screen might look like in the next major update, which includes challenge progress, unlocks and a match XP report! The below image is conceptual only and may not represent the final look and feel.

General

We've added a secondary slot for Dino Cosmetics, meaning you can wear earmuffs and a collar at the same time!
We're continuing to add more assist types to reward teamwork and working on improving some of our in-game notifications for ammo and health support
Finally, the level cap will be further increased in the next major update!

Our next open testing session is still a few weeks away, but please join our Discord Chat[discord.gg] to get notifications of when our new builds come out for testing!
Source: Community Update #3 - Enhancements

 

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[FEED]PCE - Community Update #4 - Evolving Gameplay
« Reply #53 on: June 06, 2017, 07:00:23 AM »

Community Update #4 - Evolving Gameplay


In the last few community updates we've shared some of the upcoming improvements being made to Primal Carnage: Extinction, but ultimately all the new features in the world need to be supported by excellent core gameplay, and that’s an area we’re continually looking to refine.

As a result, we're going to be introducing some changes to the core gameplay experience that we hope will improve balance, fun and longevity of the game.

First and foremost, some of these changes will be large scale, core gameplay changes that we want extensive testing and feedback on, so they're not changes that will make their way into our next major update (due in a few weeks). These changes are going to focus on a few key aspects of gameplay.

Importance of Tyrants

Tyrants have always played a major part in Primal Carnage's core gameplay, but we feel like they could be more menacing and powerful than they are now. In Team Deathmatch, we plan on making Tyrants unavailable for general selection and instead making them a timed "reward" for the Dino team. Every few minutes a random player will be re-spawned as a Tyrant to help sway the game in their team's favor. Naturally, Tyrants will receive a buff to ensure they provide both a big impact for their team, and make them a bigger focus for the Human team.

Human Roles

The dinosaur classes have great diversity and we want to further differentiate the Human classes to match. We’ll refine the Human stats to better support the gameplay and loadouts for those particular characters. This would involve changes to a number of stats such as health, movement speed, stamina and jump height. We'd also look at making changes to loadouts to help improve character utilities - for instance, the Scientist as a long-range character maybe shouldn't have a health pack.

Gameplay Pace

To help support the refinements to many of the classes, we’ll be adjusting some of the pacing of the game. The goal of this is to enable all classes and roles to impact the game in a more positive way, helping to increase the overall suspense, strategy and tactics of the game.

Bringing it all together

These changes will apply across the board in all game-modes. In TDM and CTE, Tyrant Selection will be semi-random every few minutes. Player feedback and information from our Open Testing sessions will help inform our decisions here. In GTTC, after Humans make a certain amount of progress, Tyrants will start getting chosen and assigned to players.

For those of you that enjoy Team Deathmatch the way it is right now, rest assured that we will also be including a "Classic TDM" mode with the normal Tyrant selection options we have currently. However, the majority of the other balance changes will apply across both game-modes.

Platform for the future

Ultimately we feel like these changes are the right direction to take Primal Carnage: Extinction to help improve longevity. The updated gamemodes and gameplay balance will serve as a basis for ongoing enhancements, improvements and new additions into the future. We we’ll continue to improve Primal Carnage: Extinction to make it a game that players can enjoy for years to come.
As always, if you'd like to get involved in the discussions about our upcoming changes, or meet new players, feel free to join our Discord Channel[discord.gg]
Source: Community Update #4 - Evolving Gameplay

 

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[FEED]PCE - Community Update #4 - Evolving Gameplay
« Reply #54 on: June 12, 2017, 01:02:11 PM »

Community Update #4 - Evolving Gameplay


In the last few community updates we've shared some of the upcoming improvements being made to Primal Carnage: Extinction, but ultimately all the new features in the world need to be supported by excellent core gameplay, and that’s an area we’re continually looking to refine.

To that end, we're going to be introducing some major changes that we hope will improve the balance, fun factor and longevity of the game.

First and foremost, some of these will be large scale core gameplay changes that we want extensive testing and feedback on, so they will not be making their way into our next major update (due in a few weeks). The improvements we're currently planning will focus on a few key aspects of gameplay...

Importance of Tyrants

Tyrants have always played a major part in Primal Carnage's core gameplay, but we feel like they could be more menacing and powerful than they are now. In Team Deathmatch, we plan on making Tyrants unavailable for general selection and instead making them a timed "reward" for the Dino team. Every few minutes a random player will be re-spawned as a Tyrant to help sway the game in their team's favor.

Once a player is selected to be Tyrant, they will be able to pick which of the three species they wish to play as. Alternatively, the chosen player can reject their selection as tyrant, which will prompt a different player to be offered the role. Our first implementation of this feature will likely be weighted so that there's a higher chance of players with high scores being chosen, but everyone else is still in with a shot at being selected.

Naturally, all Tyrants will receive a buff to ensure they provide both a big impact for their team, and make them a bigger focus for the Human team. Something that's perhaps worth a few extra points to take down as well.

Human Roles

The dinosaur classes have great diversity and we want to further differentiate the Human classes to match. Promoting teamwork and increasing the overall mechanical depth are our main goals here. We’re going to refine the Human gameplay to better support the theming of each particular character. This will involve tweaks to a number of stats such as health, movement speed, stamina, and more that will be extensively tested.

We'll also look at making changes to loadouts to help improve character utilities - for instance, the Scientist as a long-range character maybe shouldn't have the health pack.

Gameplay Pace

To help support the refinements to many of the classes, we’ll be adjusting some of the pacing of the game. The goal of this is to enable all classes and roles to impact the game in a more positive way, helping to increase the overall suspense, strategy and tactics of the game.

Bringing it all together

These changes will apply across the board in all game-modes. In TDM and CTE, Tyrant Selection will be semi-random every few minutes. Player feedback and information from our Open Testing sessions will help inform our decisions here. In GTTC, after Humans make a certain amount of progress, Tyrants will start getting chosen and assigned to players.

For those of you that enjoy Team Deathmatch the way it is right now, rest assured that we will also be including a "Classic TDM" mode with the normal Tyrant selection options we have currently. However, the majority of the other balance changes will apply across both game-modes.

Platform for the future

Ultimately we feel like these changes are the right direction to take Primal Carnage: Extinction to help improve longevity. The updated gamemodes and gameplay balance will serve as a basis for ongoing enhancements, improvements and new additions into the future. We will continue to improve Primal Carnage: Extinction to make it a game you can enjoy for years to come.

As always, if you'd like to get involved in the discussions about our upcoming changes, or meet new players, feel free to join our Discord Channel[discord.gg]
Source: Community Update #4 - Evolving Gameplay

 

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[FEED]PCE - Upcoming SDK changes / improvements
« Reply #55 on: July 06, 2017, 01:02:02 AM »

Upcoming SDK changes / improvements

This is a quick summary of changes in development for the Primal Carnage Extinction SDK...

We remain continually impressed at the creations people have made with the development toolkit and are looking forward to adding more robust support for custom map making in a future update. You have our apologies for how long this feature has taken, but it is definitely on track for this summer. 

The next SDK patch will include some of the content optimizations we've been making. A big one is removing over a hundred unique shader materials and replacing them with more efficient instanced versions. This will have both positive and potentially negative effects to SDK users.

Firstly, this should bring performance improvements and cut loading times down a bit, since there is less for the editor to compile on startup and fewer shaders for the graphics card to worry about.

Secondly, if you have applied different materials to static meshes placed in your levels, they may no longer exist in their old format. If this is the case, you will see an error message upon opening your map that lists the missing materials. It is recommended to take a printscreen or note down the missing assets, since if you save the map after opening it with blanked materials the error list will not show again. You can then search for the new instanced MI_ versions of the old materials to replace anything that is missing.

We will likely be continuing this process over time (reducing the number of custom shaders in use to free up graphics memory) so you may run into the same issue further down the line.

On a similar topic, we still intend to modify our SDK release process to pre-compile shaders before sending out a new version. This step will remove extreme loading times for some users, but we cannot guarantee when this change will occur. It may be some time before we can set aside coding resources to implement.

That's all for now. Keep an eye out for further updates on modding support and watch for the new update which should be released later this month!
Source: Upcoming SDK changes / improvements

 

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[FEED]PCE - Patch 1.8.2 Now Available
« Reply #56 on: July 14, 2017, 01:01:53 AM »

Patch 1.8.2 Now Available

Las Vegas, NV – January 30th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

This patch brings a very large update to the authorization scheme that we use for the Steam economy. As a result, we’ve had to update and rewrite a bunch of our economy functionality for this release. While we’ve tested this thoroughly, please be on the lookout for anything we may have missed.

General
  • Introduced a new authorization scheme for the economy for improved security
  • Re-enabled crafting!
  • Re-worked certain economy calls for improved reliability and stability
  • Fixed issues with certain economy skins from the Winter update
  • Fixed seams on the Algae Spino
  • Fixed collision on certain foliage in PC-ForestChasmSnow
Dinosaurs
  • Reduced Cryo RoarCooldown from 45 to 40 seconds
  • Reduced Cryo SpitStaminaCost from 35 to 25
  • Increased Raptor PounceDelay from 1.35 to 1.5 seconds

Thanks to {LINK REMOVED} for the banner image!
Source: Patch 1.8.2 Now Available

 

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[FEED]PCE - Upcoming SDK changes / improvements
« Reply #57 on: August 13, 2017, 07:00:53 AM »

Upcoming SDK changes / improvements

This is a quick summary of changes in development for the Primal Carnage Extinction SDK...

We remain continually impressed at the creations people have made with the development toolkit and are looking forward to adding more robust support for custom map making in a future update. You have our apologies for how long this feature has taken, but it is definitely on track for this summer. 

The next SDK patch will include some of the content optimizations we've been making. A big one is removing over a hundred unique shader materials and replacing them with more efficient instanced versions. This will have both positive and potentially negative effects to SDK users.

Firstly, this should bring performance improvements and cut loading times down a bit, since there is less for the editor to compile on startup and fewer shaders for the graphics card to worry about.

Secondly, if you have applied different materials to static meshes placed in your levels, they may no longer exist in their old format. If this is the case, you will see an error message upon opening your map that lists the missing materials. It is recommended to take a printscreen or note down the missing assets, since if you save the map after opening it with blanked materials the error list will not show again. You can then search for the new instanced MI_ versions of the old materials to replace anything that is missing.

We will likely be continuing this process over time (reducing the number of custom shaders in use to free up graphics memory) so you may run into the same issue further down the line.

On a similar topic, we still intend to modify our SDK release process to pre-compile shaders before sending out a new version. This step will remove extreme loading times for some users, but we cannot guarantee when this change will occur. It may be some time before we can set aside coding resources to implement.

Additionally, with the next SDK update there will be a couple of new features available to skin makers. The diffuse overlay system used for dinosaur skins has been extended to weapon skins for ease of use, as an alternative to the camouflage system. You will also be able to submit custom overlays for human arms, with "blank bases" of all the human arm textures included in their character packages.

That's all for now. Keep an eye out for further updates on modding support and watch for the new update which should be released later this month!
Source: Upcoming SDK changes / improvements

 

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[FEED]PCE - Update 1.9 and 1.9.1 Now Available
« Reply #58 on: August 18, 2017, 01:02:20 AM »

Update 1.9 and 1.9.1 Now Available

Las Vegas, NV – August 17th, 2017 – An update to Primal Carnage: Extinction has been released. The update will be applied automatically when you restart Primal Carnage: Extinction. The major changes include:

Challenge System

This update features the new Challenge System, which will assign you 3 random challenges per week. Completing challenges will reward you with a random cosmetic item.

Challenge Progress and rewards will now be displayed at the end of every round on a new information screen. Holding the Tab key will switch between this and the scoreboard.

Over the next few updates we're going to look at expanding this system with exciting new challenges and rewards.

NOTE: Challenge progress is only updated and saved at the end of every round. Leave early, and you will lose any unsaved progress. Challenges are only valid in TDM & GTTC modes.
Human Voice Commands

Humans now have two voice commands at their disposal: Call For Help (Z) and Call To Follow (C). Both commands have a 5 second cooldown to prevent abuse and also displays the command as an event in the player chat.

Server Support for Custom Maps

Servers can now host player-created custom maps. Users must subscribe to the map a server is running before being able to join. Future updates will include enhancements to workshop map functionality.

Dedicated servers can subscribe to workshop items by adding something like the following in DefaultGame.ini

[Workshop.WorkshopInformation]
+SubscribedItems="672162366"

Each subscribed item id is taken from the workshop maps URL

New Workshop Crate & Royal Dilo Pack

A selection of new community-created skins have been added in a new Workshop Crate, which has already started dropping! Also, be sure to check out the DinoStore for the new community-created Royal Dilo Pack.

Changelog 1.9.1

General

  • Improved global post process settings
  • Lowered max pounce height range
  • Fixed class limit/spawning issues
  • Fixed missing archetypes for DNA strands 
  • Fixed Royal Dilo skins not using the correct model
  • Fixed the Royal and Pheonix Dilo skins being switched
  • Fixed the Seagull Raptor not using the correct feathers
  • Fixed the Riptide Spino with improved textures on authors request
Changelog 1.9.0

General

  • Class limits are now enabled by default
  • Improved spawn distance weighting
  • Fixed class availability and limits not updating correctly
  • Fixed being unable to spawn in Survival mode
  • Fixed Tyrants being available too early in Get To The Chopper

Humans

  • Added auto-reloading for the Netgun and AR Grenade firemod
  • Killing yourself with the grenade launcher now counts towards being suicide-kicked
  • Stungun screen effect now lasts longer and is more intense
  • Tranq Pistol will now keep firing while holding down Mouse1
  • Decreased Tranq Pistol fire rate slightly
  • Decreased Tranq Rifle spread slightly
  • Decreased Hand Grenade blast radius from 350 to 220
  • Increased Hatchet travel arc and speed
  • Increased Landmine lifetime from 45 to 90 seconds
  • Increased Sensor Mine lifetime from 45 to 60 seconds
  • Increased Assault Rifle Grenade blast radius from 160 to 250
  • Fixed Throwable Ammo Kit not restocking secondary ammo
  • Fixed Throwable Ammo/Health Kit awarding points to dead players
  • Fixed Throwable items colliding with bullets
  • Fixed Netgun Nets being destroyed when they hit humans

Dinosaurs

  • Raptor/Oviraptor tail movement is now more fluid
  • Dilo/Cryo hitboxes are now more accurate
  • Increased Raptor/Oviraptor maximum pounce distance
  • Increased Raptor/Oviraptor jump height slightly
  • Decreased Raptor/Oviraptor and Dilo/Cryo air control speed
  • Increased Cryo acid pool damage from 24 to 33
  • Increased Cryo acid instant hit damage to 50
  • Decreased Cryo bite damage from 45 to 35
  • Decreased Cryo acid pool damage delay
  • Decreased Dilo/Cryo SprintStaminaConsumption
  • Decreased Dilo/Cryo StaminaJumpCost
  • Decreased Dilo bite damage from 35 to 30
  • Fixed acid pools spawning in-air if when hitting an in-air human
  • Fixed Dilo spit hit threshold making it hard to blind humans
  • Increased Tupa health from 256 to 300
  • Increased Tupa impact momentum while charging
  • Increased Tupa StaminaRegenRate
  • Increased Tupa/Ptera StaminaAmount
  • Carno now uses a new "double-lunge" animation for it's secondary attack
  • Carno now has a brief movement delay after using it's secondary attack
  • Increased Carno acceleration slightly
  • Increased Carno ground turnrate slightly
  • Increased Carno secondary attack knockback momentum
  • Decreased Carno Tranq tolerance
  • Fixed Carno attack hitbox accuracy and time threshold
  • Increased Spino speed slightly to match the same speed as the T-Rex
  • Fixed T-Rex tail swipe attack hit accuracy

Menus / UI

  • Class selection UI now specifies why a class is unavailable
  • Added Admin and VIP scoreboard icons
  • Added grey backing to load-out text in the customization menu
  • Added hint labels A/D for rotating left/right in the load-out screen
  • Removed "class item" from human loadout UI
  • Removed mouse acceleration as a default option
  • Removed certain unused graphic settings
  • Removed notification bar from the in-game HUD

Sound

  • Humans should now scream when dropped by Pteras
  • Added a subtle heartbeat sound when low on health
  • Added whooshing sound effect to airborne hatchet
  • Added a subtle ticking sound to live grenades
  • Added scope in/out sounds for all weapons
  • Added bullet impact sound for glass
  • Fixed molotov fire pool having no ambient sound
  • Fixed the volume level on several different effects
  • Fixed Ptera/Tupa using human footstep sounds
  • Fixed pain sounds playing from the T-Rex animations

Maps and Effects

  • Low health desaturation effect now activates earlier
  • Improved global post process settings
  • Improved collision, layout, and optimization in all maps
  • Improved and re-hauled Contingency sequence
  • Improved layout/lighting on PC-Airbase
  • Improved layout on GTTC-Docks
  • Improved spawn  locations on GTTC-Ruthless map
  • Added tall trees and extra rock ramp entrance on UtilityBase
  • Removed corpse next to archway on UtilityBase maps
  • Fixed scripted sequences and spawn issues in GTTC
  • Fixed team blockers not blocking gunfire and other projectiles in GTTC
  • Fixed exploitable human camping spots on Docks and UtilityBase
  • Smaller dinosaur models now fade away when the camera is zoomed in
  • Improved health corpses with a subtle highlight for visibility in dark areas
  • Improved and optimized weapon particle effects
  • Improved draw distance on blood particle effects
  • Added saliva and breath  effects to dinosaur roars
  • Added snot particle effects to Dilo/Cryo/Acro sneeze taunts
  • Fixed Dilo/Cryo spit being too subtle on human characters
  • Fixed Pyro Flamesaw chainsaw blade casting shadows

Economy, Workshop & Custom Content

  • Workshop maps are now available on Dedicated Servers
  • Re-enabled Workshop content manager
  • Added secondary cosmetic option for Dinosaurs
  • Added support for defining supported gametypes in Workshop maps
  • Added support for workshop maps showing up in the Map Select UI
  • Added support in the weapon shader for skin overlays
  • Added support for first person arm skin overlays
  • Added Raptorman first person arms
  • Fixed Pyro first person arms using the Dinobuster arms
  • Fixed local gift not opening in a menu
  • Fixed some possible issues with weapon attachment skins not working

Thanks to Skorus and Cara for their community images!
Source: Update 1.9 and 1.9.1 Now Available

 

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[FEED]PCE - Update 1.9 and 1.9.1 Now Available
« Reply #59 from previous page: August 19, 2017, 07:03:19 PM »

Update 1.9 and 1.9.1 Now Available


New updates to Primal Carnage: Extinction have been released! These updates will be applied automatically when you restart Steam or next launch the game. The major changes include:

Challenge System


We have added a new Challenge System which assigns you 3 random challenges per week. Completing challenges will reward you with a random cosmetic item.

Challenge progress and items unlocked by completing them will now be displayed at the end of each round on a new info screen. Holding the Tab key will swap to displaying the scoreboard. Over the next few updates we're going to look at expanding this system with exciting new challenges and rewards.

WARNING: Challenge progress is only updated and saved at the end of every round. Leave early, and you will lose any unsaved progress. Challenges are only valid in TDM & GTTC modes.

Human Voice Commands


Humans now have two voice commands at their disposal: Call For Help (Z) and Call To Follow (C). Both commands have a 5 second cooldown to prevent abuse and also display the command as an event in the player chat.

Server Support for Custom Maps


Servers can now host player-created custom maps. If a server is hosting a custom map, players must subscribe to that map on the Workshop before being able to join it. Future updates will bring enhanced functionality to this new feature.

Dedicated servers subscribe to Workshop maps by adding something like this to DefaultGame.ini:

[Workshop.WorkshopInformation]
+SubscribedItems="672162366"

Each +SubscribedItem id number is taken from the workshop map's URL.

New Workshop Crate & Royal Dilo Pack


You can unlock a selection of hot new community-created skins in this August's Workshop Crate, dropping now! Also, check out the "DinoStore" for the new community-made Royal Dilo Pack.

Changelog 1.9.1:

General

  • Improved global post process settings
  • Lowered max pounce height range
  • Potential fix for class limit/spawning issues
  • Fixed missing archetypes for DNA strands 
  • Fixed Royal Dilo skins not using the correct model
  • Fixed the Royal and Pheonix Dilo skins being switched
  • Fixed the Seagull Raptor not using the correct feathers
  • Fixed the Riptide Spino with improved textures on authors request

Currently the functionality of certain features is broken after the second round of a match starts. We are investigating the problem and hope to issue another hotifx in the coming week.

  Changelog 1.9.0:

General

  • Class limits are now enabled by default
  • Improved spawn distance weighting
  • Fixed class availability and limits not updating correctly
  • Fixed being unable to spawn in Survival mode
  • Fixed Tyrants being available too early in Get To The Chopper

Humans

  • Added auto-reloading for the Netgun and AR Grenade firemod
  • Killing yourself with the grenade launcher now counts towards being suicide-kicked
  • Stungun screen effect now lasts longer and is more intense
  • Tranq Pistol will now keep firing while holding down Mouse1
  • Decreased Tranq Pistol fire rate slightly
  • Decreased Tranq Rifle spread slightly
  • Decreased Hand Grenade blast radius from 350 to 220
  • Increased Hatchet travel arc and speed
  • Increased Landmine lifetime from 45 to 90 seconds
  • Increased Sensor Mine lifetime from 45 to 60 seconds
  • Increased Assault Rifle Grenade blast radius from 160 to 250
  • Fixed Throwable Ammo Kit not restocking secondary ammo
  • Fixed Throwable Ammo/Health Kit awarding points to dead players
  • Fixed Throwable items colliding with bullets
  • Fixed Netgun Nets being destroyed when they hit humans

Dinosaurs

  • Raptor/Oviraptor tail movement is now more fluid
  • Dilo/Cryo hitboxes are now more accurate
  • Increased Raptor/Oviraptor maximum pounce distance
  • Increased Raptor/Oviraptor jump height slightly
  • Decreased Raptor/Oviraptor and Dilo/Cryo air control speed
  • Increased Cryo acid pool damage from 24 to 33
  • Increased Cryo acid instant hit damage to 50
  • Decreased Cryo bite damage from 45 to 35
  • Decreased Cryo acid pool damage delay
  • Decreased Dilo/Cryo SprintStaminaConsumption
  • Decreased Dilo/Cryo StaminaJumpCost
  • Decreased Dilo bite damage from 35 to 30
  • Fixed Cryo acid pools spawning in-air when direct hitting humans
  • Fixed Dilo spit hit threshold that made it hard to blind humans
  • Increased Tupa health from 256 to 300
  • Increased Tupa impact momentum while charging
  • Increased Tupa StaminaRegenRate
  • Increased Tupa/Ptera StaminaAmount
  • Carno now uses a new "double-lunge" animation for it's secondary attack
  • Carno now has a brief movement delay after using it's secondary attack
  • Increased Carno acceleration slightly
  • Increased Carno ground turnrate slightly
  • Increased Carno secondary attack knockback momentum
  • Decreased Carno Tranq tolerance
  • Fixed Carno attack hitbox accuracy and time threshold
  • Increased Spino speed slightly to match the same speed as the T-Rex
  • Fixed T-Rex tail swipe attack hit accuracy

Menus / UI

  • Class selection UI now specifies why a class is unavailable
  • Added Admin and VIP scoreboard icons
  • Added grey backing to load-out text in the customization menu
  • Added hint labels A/D for rotating left/right in the load-out screen
  • Removed "class item" from human loadout UI
  • Removed mouse acceleration as a default option
  • Removed certain unused graphic settings
  • Removed notification bar from the in-game HUD

Sound

  • Humans should now scream when dropped by Pteras
  • Added a subtle heartbeat sound when low on health
  • Added whooshing sound effect to airborne hatchet
  • Added a subtle ticking sound to live grenades
  • Added scope in/out sounds for all weapons
  • Added bullet impact sound for glass
  • Fixed molotov fire pool having no ambient sound
  • Fixed the volume level on several different effects
  • Fixed Ptera/Tupa using human footstep sounds
  • Fixed pain sounds playing from the T-Rex fall animations

Maps and Effects

  • Low health desaturation effect now activates earlier
  • Improved global post process settings
  • Improved collision, layout, and optimization in all maps
  • Improved and re-hauled Contingency sequence
  • Improved layout/lighting on PC-Airbase
  • Improved layout on GTTC-Docks
  • Improved spawn  locations on GTTC-Ruthless map
  • Added tall trees and extra rock ramp entrance on UtilityBase
  • Removed corpse next to archway on UtilityBase maps
  • Fixed scripted sequences and spawn issues in GTTC
  • Fixed team blockers not blocking gunfire and other projectiles in GTTC
  • Fixed exploitable human camping spots on Docks and UtilityBase
  • Smaller dinosaur models now fade away when the camera is zoomed in
  • Improved health corpses with a subtle highlight for visibility in dark areas
  • Improved and optimized weapon particle effects
  • Improved draw distance on blood particle effects
  • Added saliva and breath  effects to dinosaur roars
  • Added snot particle effects to Dilo/Cryo/Acro sneeze taunts
  • Fixed Dilo/Cryo spit being too subtle on human characters
  • Fixed Pyro Flamesaw chainsaw blade casting shadows

Economy, Workshop & Custom Content

  • Workshop maps are now available on Dedicated Servers
  • Re-enabled Workshop content manager
  • Added secondary cosmetic option for Dinosaurs
  • Added support for defining supported gametypes in Workshop maps
  • Added support for workshop maps showing up in the Map Select UI
  • Added support in the weapon shader for skin overlays
  • Added support for first person arm skin overlays
  • Added Raptorman first person arms
  • Fixed Pyro first person arms using the Dinobuster arms
  • Fixed local gift not opening in a menu
  • Fixed some possible issues with weapon attachment skins not working

Thanks to Skorus and Cara for their community images!
Source: Update 1.9 and 1.9.1 Now Available

 

 

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