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Primitive Society Simulator News

[Default Branch] 0.3.0_704.1113

[h2]Bugs:[/h2]
  • [p]the altar cannot be rebuilt in the original location after being destroyed by enemies[/p]
  • [p]Floors cannot be built on top of altars.[/p]
  • [p]Cows need to be able to eat grass.[/p]
  • [p]The attack range of archers on towers may become invisible.[/p]
  • [p]For low-population tribes that have been attacked, slaves should not reappear after saving and reloading the game.[/p]

[Default Branch]0.3.0_7103.1648

[h2]New Feature:[/h2]
  • [p]‌Quick Auto Combat‌ - Use this feature when late-game raid become overwhelming, with cumbersome troop maneuvers and lag.[/p]
  • [p]‌Corpse BurningNo longer consumes grass - Cremation begins immediately after placement. Significantly reduces burning time. My own test result: 203 enemy corpses with 81 colonists now take 2.5 days.[/p]
  • [p]Remove Mammoth's watering ability; add "Expedition" ability; introduce new irrigation tech points. Mammoths and cattle both compete for farmland work slots, causing AI confusion in prioritizing field tasks.[/p][p]‌Mammoth New Ability:‌ Boost movement speed on world map. Expedition Enables cross-continental East-West communication. This ability can be enhanced through selective breeding tech. [/p][p]Irrigation Watering:‌ Players can water crops without waiting for mammoths. With buckets available to all villagers, actual efficiency exceeds mammoth-based watering, verified via my own playtesting.[/p]
[h2]‌Balance Adjustments:‌[/h2]
  • [p]‌Combat Deterrence Multiplier for High-Quality Equipment:‌[/p][p]Copper: 1.5 → 2[/p][p]Bronze: 2 → 3[/p][p]Masterwork: 4 → 5[/p]
[p]
[/p][h2]‌Bug Fixes:[/h2]
  • [p]‌Consecutive executions cause freezing.‌[/p]
  • [p]Stationary guard models placed on the podium cannot be clicked.‌[/p]
  • [p]Multiple leaders set to boost cohesion, yet only one altar is functional despite multiple existing.‌[/p]
  • [p]‌Copy-pasting cooking pots working list triggers errors.‌[/p]
  • [p]Quan Rong faction's map icon turns yellow after being attacked (originally purple).[/p]
  • [p]Hunting parties fail to enter the home map after continuous hunts.[/p]
  • [p]Guard standing models require assigned orientations.[/p]
  • [p]Masterwork/Excellent quality icons missing in resource lists.[/p]
  • [p]‌Removed wooden walls‌ (less durable than earthen walls; stone walls forthcoming).[/p]
  • [p]Sorting function inactive in butchering interface.[/p]
  • [p]Butchering interface displays incorrect styling.[/p]
  • [p]Text error in Animal Companion/Butchering UI: Elephant’s Travel Ability mislabeled as "Watering".[/p]
  • [p]Released slaves continue occupying slave room slots after joining the tribe. Must demolish slave room to ‌release bed slots‌.[/p]
  • [p]Berries now function as ‌cooking ingredients‌ and ‌increase Intelligence‌.[/p]
  • [p]Caravans spawning at night: 3 members build campfires while the other 3 ‌sleep on the spot‌.[/p]
  • [p]Incorrect occlusion relationship between caravans and settlements on world map, causing ‌selection difficulties‌.‌[/p]

Response: Support & Criticism for the New Version

[p]‌Recently, some friends who preferred the previous version have contributed to an increase in lower ratings.[/p][p][/p][p]I too enjoyed the relaxed experience of the old version. Unfortunately, its gameplay had reached a developmental dead end.
The art overhaul stems from these reasons:[/p]
  1. [p]Aligning with the new thematic direction. Without showcasing the world's brutal competition, gameplay would stagnate. My focus is societal evolution—remaining a casual builder contradicts this vision.[/p]
  2. [p]Previous art, while detailed, compromised clarity for controls and interactions.[/p]
  3. [p]It also caused performance issues during late-game scaling.[/p]
  4. [p]Facial/hair/clothing diversity will return—currently delayed due to workload.[/p]
[p]To those dissatisfied with our direction: I regret any communication gaps. I shared development visuals and beta explanations, but clearly fell short. My sincere apologies.[/p][p]This update demanded extraordinary effort. By March 2024 (launch month), I recognized the old design's ceiling. Some team members began prototyping this new version then, while maintaining old updates until October 2024—despite steadily declining player counts and sales. Minor optimizations couldn't revive stagnant gameplay.[/p][p]The conclusion is undeniable: the old path led nowhere.[/p][p][/p][p]The new version is now playable.
Player counts, sales, and reception have surged dramatically these past days. I'm grateful to the team members who persevered. ‌The team has even welcomed new members.[/p][p]We'll press forward—hoping supporters of this vision stay with us.[/p][p][/p][p]P.S. Group marriage remains current. Family trees and kinship systems will reemerge as core mechanics, evolving the game into the era of familial invention.[/p][p]
[/p]

[Beta Branch]0.3.0_702.1810

[h2]‌New Feature:[/h2]
  • [p]‌Quick Auto Combat‌ - Use this feature when late-game raid become overwhelming, with cumbersome troop maneuvers and lag.[/p]
  • [p]‌Corpse BurningNo longer consumes grass - Cremation begins immediately after placement. Significantly reduces burning time.
    My own test result: 203 enemy corpses with 81 colonists now take 2.5 days.[/p]
[h2]‌Bug Fixes:‌[/h2]
  • [p]Quan Rong faction's map icon turns yellow after being attacked (originally purple).[/p]
  • [p]Hunting parties fail to enter the home map after continuous hunts.[/p]
  • [p]Guard standing models require assigned orientations.[/p]
  • [p]Masterwork/Excellent quality icons missing in resource lists.[/p]
  • [p]‌Removed wooden walls‌ (less durable than earthen walls; stone walls forthcoming).[/p]
  • [p]Sorting function inactive in butchering interface.[/p]
  • [p]Butchering interface displays incorrect styling.[/p]
  • [p]Text error in Animal Companion/Butchering UI: Elephant’s Travel Ability mislabeled as "Watering".[/p]

[Beta Branch] 0.3.0_701.1717

[h2]‌New Gameplay:‌[/h2][p]Remove Mammoth's watering ability; add "Expedition" ability; introduce new irrigation tech points.
Mammoths and cattle both compete for farmland work slots, causing AI confusion in prioritizing field tasks.[/p][p]‌Mammoth New Ability:‌ Boost movement speed on world map.
Expedition Enables cross-continental East-West communication. This ability can be enhanced through selective breeding tech. [/p][p]Irrigation Watering:‌ Players can water crops without waiting for mammoths. With buckets available to all villagers, actual efficiency exceeds mammoth-based watering, verified via my own playtesting.[/p][p][/p][h2]‌Bugs:‌[/h2]
  • [p]Released slaves continue occupying slave room slots after joining the tribe. Must demolish slave room to ‌release bed slots‌.[/p]
  • [p]Berries now function as ‌cooking ingredients‌ and ‌increase Intelligence‌.[/p]
  • [p]Caravans spawning at night: 3 members build campfires while the other 3 ‌sleep on the spot‌.[/p]
  • [p]Incorrect occlusion relationship between caravans and settlements on world map, causing ‌selection difficulties‌.[/p]