In this update2
Full notes
Full Primitive Society Simulator update
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What changed
- Balance
- Gameplay
Primitive Society Simulator changes
Balance
Slightly lowered damage values for ranged and off-hand weapons
Personal Experience
After playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influenced by weapon counters.
Also, 'Hit&Run' tactics definitely can't be used anymore, after all, ammo is so limited.
The impact in the mid-to-late game is quite obvious. Before, ranged units had infinite ammo in the mid-to-late game and just turreted, dealing a lot of damage.
Now that ammo is limited, after throwing a few rounds, they have to go in for melee combat.
At this point, which unit type deals the damage matters. The role of other units in the mid-to-late game has improved significantly. Especially pure damage dealers like the Ghost Mask.
Hope everyone gives me more feedback. I need to collect experiences from all sides for long-term adjustments.
Now we finally don't have to consider the impact of "infinite Hit&Run," so the possibilities for other playstyles become much more meaningful.
-MagPie
Source
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