In this update4
Full notes
Full Primitive Society Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- UI and audio
- Balance
Primitive Society Simulator changes
Goal: To address the eternal meta of ranged units kiting.
Currently, ranged units can directly kite enemies to break the game in the early stages. If the player adopts this tactic, Organization, unit type counters, and even unit stat panels become meaningless.
Add 3 Ammunition items: Arrows, Stone Pebbles, Short Spear Projectiles.
These 3 items unlock alongside their corresponding weapons.
Flint Bow & Arrow - Arrows
Sling - Stone Pebbles
Flint Spear Thrower - Short Spear Projectiles
If a character holds one of these three ranged weapons, when attacking, in addition to the original durability consumption, they must also consume ammo.
When ammo is not full, they will automatically fetch items to replenish it.
Weapons are divided into Main Hand and Off Hand weapons.
The unit type determines what Main and Off Hand weapons are needed.
For unit types in the current version, several units will have an Off Hand weapon:
Slinger
Archer
Spear Thrower
When ammo for a ranged weapon reaches 0, switch to the Off Hand weapon to attack.
The Off Hand weapon requirement for other unit types is empty; when the requirement is empty, the corresponding "disabled state" on the interface applies.
Numerical adjustments
Spear Thrower
Ammo: 2
Damage:
Flint: 11->20
Copper: 20->35
Bronze: 30->50
Morale damage:
Flint: 5->15
Copper: 8->25
Bronze: 11->35
Bow
Ammo: 10
Damage:
Flint: 11->15
Copper: 16->20
Bronze: 22->28
Morale damage:
Flint: 4->7
Copper: 7->12
Bronze: 10->18
Future improvement plans:
Currently, ammo itself does not have levels yet.
Introduce some Commander ability/Logistics Officer/Equipment Slot to expand ammo capacity.
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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