1. Primitive Society Simulator
  2. News

Primitive Society Simulator News

[Beta] 0.3.0_731.1407

[h2]Bugs[/h2][p]While increasing followers, making new follower as leader changes work assignments again[/p][p][/p][h2]Interactive optimization[/h2][p]In the leader/follower interface, now displays "VIT" and "Age"[/p][p]When crafting clothes, if fur, fish skin, and hemp are all available, uses the most abundant material[/p][p]For wild sheep/chickens spawning at home, change HP bar color to yellow[/p][p]In war consequences section, add explanation of "Infamy"[/p][p]Sold items should not be repurchased[/p][p]Optimized ambiguous wording in some tutorials[/p]

0.3.0_722.1352 Medic / Seeds

Medicine-related
[p][/p][h3]Animal Treatment:[/h3][p]Injured animals with owners will take medicine by themselves at night[/p][p]Those without owners will take medicine immediately[/p][p]If severely injured, they will be rescued[/p][p][/p][h3]Treatment Priority:[/h3][p]When multiple people collapse simultaneously with serious injuries, priority is given to treating their "Serious Injuries"[/p][p][/p]
Adjustments to Seed Quantity and Time
[p][/p][h3]Selecting Time Cost:[/h3][p]Coarse Millet: 2->1[/p][p]Cultivated Millet: 3->1[/p][p][/p][h3]Quantity:[/h3][p]10->7[/p][p][/p][h3]Selecting Millets Cost:[/h3][p]50->30[/p][p][/p]
Interaction Optimization
  • [p]Followers resume previous work assignments after leaving the team[/p]
  • [p]Removed the tech-lock requirement for slaves to consume Coarse Millet and Cultivated Millet[/p]
[p][/p]
Bugs
  • [p]Mammoth description (removed outdated watering instructions)[/p]
  • [p]"Missing Animal Feed" prompt now shows when attempting to add animals to Slave Pot without food[/p]
  • [p]"Feeding Trough" text remains incorrectly displayed on Slave Pot interface[/p]
  • [p]Livestock in merchant caravan inventory remains tradable multiple times before departure[/p]
  • [p]Resolution changes immediately without confirmation prompt[/p]
  • [p]If items on the ground are not picked up and the character attempting to pick them up dies, these items become permanently unpickable.[/p]
  • [p]When no medicine is available, wounded characters seeking medicine will throw an error.[/p]

[Beta] 0.3.0_722.1352

[h2]BUG FIXES[/h2]
  • [p]If items on the ground are not picked up and the character attempting to pick them up dies, these items become permanently unpickable.[/p]
  • [p]When no medicine is available, wounded characters seeking medicine will throw an error.[/p]

[Beta] 0.3.0_721.1631

Medicine-related
[p][/p][h3]Animal Treatment:[/h3][p]Injured animals with owners will take medicine by themselves at night[/p][p]Those without owners will take medicine immediately[/p][p]If severely injured, they will be rescued[/p][p][/p][h3]Treatment Priority:[/h3][p]When multiple people collapse simultaneously with serious injuries, priority is given to treating their "Serious Injuries"[/p][p][/p]
Adjustments to Seed Quantity and Time
[p][/p][h3]Selecting Time Cost:[/h3][p]Coarse Millet: 2->1[/p][p]Cultivated Millet: 3->1[/p][p][/p][h3]Quantity:[/h3][p]10->7[/p][p][/p][h3]Selecting Millets Cost:[/h3][p]50->30[/p][p][/p]
Interaction Optimization
  • [p]Followers resume previous work assignments after leaving the team[/p]
  • [p]Removed the tech-lock requirement for slaves to consume Coarse Millet and Cultivated Millet[/p]
[p][/p]
Bugs
  • [p]Mammoth description (removed outdated watering instructions)[/p]
  • [p]"Missing Animal Feed" prompt now shows when attempting to add animals to Slave Pot without food[/p]
  • [p]"Feeding Trough" text remains incorrectly displayed on Slave Pot interface[/p]
  • [p]Livestock in merchant caravan inventory remains tradable multiple times before departure[/p]
  • [p]Resolution changes immediately without confirmation prompt[/p]

0.3.0_716.1453 ‌‌‌Customizable Difficulty / Slave emigration enabled

[h3]‌‌‌Customizable Difficulty‌[/h3][p]Current 5 Parameters:[/p]
  1. [p]Food Spoilage Rate[/p]
  2. [p]Other Tribes' Max Health[/p]
  3. [p]Invading Enemy Count Modifier[/p]
  4. [p]Other Tribes' Expansion Frequency[/p]
  5. [p]Enemy Attack Power Modifier[/p]
[p][/p][h3]‌Localization‌[/h3]
  • [p]DE/RU/ES/PT: Shorten "Labor Assignment" text.[/p][p]Text overlap improved, but text too small in Detailed Menu, further optimization needed.[/p]
[p][/p][h2]‌Gameplay Optimization‌[/h2]
  • [p]Slave emigration enabled[/p]
  • [p]Increase Immigration Population Influence Score[/p]
  • [p]Time Display:[/p]
    • [p]Shows clock after building Sundial[/p]
    • [p]Shows "No Sundial" otherwise[/p]
  • [p]Granary now supports Milk Vat storage[/p]
  • [p]Eating Default: Prioritize Mix[/p]
  • [p]Manumitted Slaves auto-assign to labor[/p]
  • [p]Slaughter Icons fade at max zoom-out[/p]
  • [p]Diplomacy UI: improve population submenu[/p]
[p][/p][h3]‌Bug Fixes‌[/h3]
  • [p]New Game Bug: High-health unit spawns with missing health segment[/p]
  • [p]Leadership Conflict: followers becoming leaders reset work assignments[/p]
  • [p]Tech Tree: "Cheese Technology" renamed to Milk Vat Technology[/p]
  • [p]Visual Bug: Leader selection highlight persists[/p]
  • [p]Ani-pal AI: not returning to Animal Pen → breeding failure‌[/p]
  • [p]Bone Harpoon not being removed[/p]
  • [p]When disbanding a team and adjusting members in other teams, villagers fail to appear[/p]
  • [p]When caravans depart, the last two members remain stranded[/p]
  • [p]In custom difficulty mode, only one beast rampages during each frenzy event[/p]
[hr][/hr][h3]‌Balance Adjustments:‌[/h3][p]‌Medical Treatment:‌[/p]
  • [p]Base healing: 5 → 20[/p]
  • [p]Tier 1 healing: 15 → 20[/p]
[p]‌Mixed Meal Production:‌[/p]
  • [p]Output: 10 → 18[/p]
[p]‌Reduce attribute growth from chicken and sheep breeding‌[/p][p]Slower progression better highlights advanced tech value given rapid reproduction cycles.[/p]