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Primitive Society Simulator News

New Version on Beta Branch

How To Access The New Beta Version
[p][/p][p]The new version content has been updated to the Beta branch. To access it:[/p][p]Steam Library → Right-click the game → Properties → Betas → Select "Beta" → Launch the game.[/p][p][/p][p][/p][p][/p][p][/p][p][/p]
Nobility System
[p][/p][p][/p][p][/p][p]War allows leaders to gain experience and level up, granting them a Title and \[stat] Organization. Titles unlock Unit Types. When Organization runs out, troops will collapse. Individuals with titles become Nobles and will demand better rooms to live in. Each commander level has its own unique outfit:[/p][p][/p][p][/p][p][/p][p][/p]
Unit Types
[p][/p][p]Unlocked by the Nobility Title. Three new Unit Types are available: [/p][p]Armored Javelinman, Ghost Face Warrior, and Tiger-Guard Axeman. [/p][p]The image below is the Tiger-Guard Axeman:[/p][p][/p][p] [/p][p]Unit Types have their own Specialties. \[Roles include] Dealing damage, Organization damage, Defense, and Pursuit. The differences are reflected in their weapons, armor, and training effects. Each has exclusive weapons; some can wear armor, others cannot. For example, the Pursuit Unit Type, the Oni Warrior, is fast but cannot wear armor.[/p][p][/p][p][/p][p][/p][p]They gain higher attack power from training.[/p][p][/p][p][/p][p][/p][p]Unit Type: Spearman[/p][p]Can wear armor, has normal speed, and high basic attack damage.[/p][p][/p][p][/p][p][/p][p]Unit Type: Archer[/p][p]Ranged. The training effect provides relatively high Organization damage.[/p][p][/p][p][/p][p][/p]
Room System
[h3]Common Bedroom[/h3][p]Boosts commoner morale.[/p][p][/p][p][/p][h3]Noble Bedroom[/h3][p]Exclusive to nobles. Boosts noble morale.[/p][p][/p][p][/p][h3]Granary[/h3][p]Preserves food, attracts immigrants.[/p][h3]Kitchen[/h3][p]Increases dish production.[/p][p][/p][p][/p][h3]Slave Room & Execution Ground[/h3][p]Intimidates slaves, prevents escape.[/p][p][/p][p][/p][h3]Dedicated Storage Areas[/h3][p]Weapons, Tools, Armor, Fur, Medicine[/p][p][/p][p][/p][p]Raw Material Piles (various)[/p][p][/p][p][/p][h3]You can now specify which groups are allowed to occupy a room.[/h3][p]This allows you to determine the residence location for a specific group of people.[/p][p][/p][p][/p][h3]You can specify the colors of the interior and exterior walls of a room[/h3][p]to visually distinguish the purpose of each facility.[/p][p][/p][p][/p]
Subjective Experience
[p]In fact, not much new content was added, but the Title-Level system connects many previous elements together, significantly enhancing richness and pacing.[/p][p]From a societal perspective, differences in housing and clothing begin to visually reflect social stratification. Residential areas (left to right): nobles, professional soldiers, commoners, and slave room.[/p][p][/p][p]Nobles indeed provide higher organization and better unit types.[/p][p]It’s still too early to call this “class,” as class conflict hasn’t emerged yet.[/p][p][/p]
Obvious Issues
  1. [p]Rooms have too few facilities, making them feel monotonous.[/p]
  2. [p]Cavalry is missing; ranged units lack restrictions and feel overpowered.[/p]
  3. [p]Performance starts lagging at 100+ units — though content experience is mostly complete, optimization must continue, as scale is also a core gameplay pillar.[/p]
  4. [p]Diplomacy and domestic affairs should require leader level-ups to unlock non-military nobles and related content — none of this exists yet.[/p]
    • [p]Domestic affairs especially need “family” and “class conflict” systems to be implemented first.[/p]
  5. [p]Maps are currently small; large maps would strain performance, so we’ll add them cautiously — possibly alongside the class system.[/p]
[p]These missing elements naturally lead to our next phase’s focus: Family & Class.[/p][p][/p][p]With the new version entering Beta testing, the development plan has been updated.[/p][p][dynamiclink][/dynamiclink][/p][p][/p]

[Default] Send reinforcements to vassal 0.3.0_1113.1712

[h2]Send reinforcements to vassal[/h2][p]The AI will now select the player's vassals as attack targets, triggering an "Send reinforcements to vassal" mission for the player.[/p][p]Within half a year, the player can send reinforcements to defend alongside local forces.[/p][p][/p][p][/p][p]The following outcomes may occur:[/p][h3]A. Send Reinforcements:[/h3][p]1. Success — Vassal is retained.[/p][p]2. Failure — Vassal is lost.[/p][p][/p][h3]B. Do Not Send Reinforcements:[/h3][p]1. Vassal successfully defends alone — Vassal is retained.[/p][p]2. Vassal fails to defend alone — Vassal is lost.[/p][p][/p][p]Whether the vassal can independently defeat the enemy depends on their population size. [/p][p]Players can strengthen their vassals by sending migrants.[/p][p][/p][p]Overall, this will increase the challenges brought by player expansion. Previously, newly acquired territories were completely safe since they wouldn't come under attack. [/p][p]Now, the more you expand, the more territory you'll need to defend.[/p]

[Beta] 0.3.0_1113.1712

[h2]Send reinforcements to vassal[/h2][p]The AI will now select the player's vassals as attack targets, triggering an "Send reinforcements to vassal" mission for the player.[/p][p]Within half a year, the player can send reinforcements to defend alongside local forces.[/p][p][/p][p]The following outcomes may occur:[/p][h3]A. Send Reinforcements:[/h3][p]1. Success — Vassal is retained.[/p][p]2. Failure — Vassal is lost.[/p][p][/p][h3]B. Do Not Send Reinforcements:[/h3][p]1. Vassal successfully defends alone — Vassal is retained.[/p][p]2. Vassal fails to defend alone — Vassal is lost.[/p][p][/p][p]Whether the vassal can independently defeat the enemy depends on their population size. [/p][p]Players can strengthen their vassals by sending migrants.[/p][p][/p][p][/p][h2]Other Bugs and Interaction Improvements[/h2][p]- Items in backpack require tooltips.[/p][p]- Slaves who are not of Zhuxia origin do not display cart slots.[/p][p]- Bug in the automatic butchery interface.[/p][p]- Portuguese text is being cut off or not fully displayed.[/p]

【Default】0.3.0_1030.1625

[h2]Balance[/h2][p]- Increased population loss ratio for AI after failed invasion of player [/p][p] - Before: 10%–25% [/p][p] - After: 20%–40% [/p][p]- Attributes of slaves captured in war now increase over time [/p][p][/p][h2]Bug Fixes[/h2][p]- Fixed combat AI error that prevented game progression [/p][p]- Fixed a character being unable to move due to an error [/p][p]- Fixed issue where setting age 20 for automatic butchering incorrectly marked 4-year-old chickens [/p][p]- Fixed incomplete display in the manual butchery interface [/p][p]- Fixed invitation limit for caravans not being saved [/p][p]- Fixed caravans not consuming inventory upon invitation[/p]

【Default】0.3.0_1022.1005

Bug fixes
  • [p]Slave attributes increase over time after acquisition[/p]
  • [p]After animals are captured, set their movement speed to match humans; otherwise the leash becomes too long[/p]
  • [p]Dogs follow characters, but the character is not bound to the dog[/p]
  • [p]Characters who only have combat attire but no casual clothing will become naked and bald after being commanded[/p]