Full notes
Full Potion Tycoon update
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Repeated intro
Greetings, potion magnates!
What changed
- Gameplay
- UI and audio
- Balance
- Store
- Events
We’ve been looking forward to enriching Potion Tycoon with exciting additional contents and mechanics from its first day in Early Access. And despite a slight detour we took with the previous quality of life update, we kept working hard on some new features that would make Potion Tycoon’s core gameplay more dynamic, more varied and, ultimately, more entertaining. Today we finally began to realize our original EA roadmap as the game’s first proper content update, “Manias & Disasters'', has just gone live!
First and foremost, this major update brings a bunch of brand-new random events to your shopkeeper’s table. Not only will these spontaneous encounters change how Potion Tycoon looks, sounds and feels every so often - they will also affect the way you play it on a more fundamental level. Unprompted and rampant, they are going to catch you off-guard and shake up your firmly established business flow with amended needs to satiate, sudden threats to avert and fleeting opportunities to seize. Simply put, expect less routine and more chaos with their arrival. But remember - it’s that kind of chaos that can turn the tides and bring fabulous rewards!
Additionally we'll introduce two public branches which are inteded to smooth out your playing experience during early access. See more details in the changelog below.
But enough words - just go explore firsthand what this new Potion Tycoon update has to offer. Hey, and don’t forget to let us know how you liked it - we hold our breath for it!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
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Changelog:
Changes:
Added random events of two types: [**] Manias (Bone Fever, Monster Mania, Calling The Ghosts): manic customers run into the shop searching for a specific type of potion; [**] Disasters (Skeleton Invasion, Monster Emergency, Ghostly Mess): monsters emerge and spook both approaching workers and customers, though workers can be commanded to banish them if the corresponding repelling potion is in stock; [**] Disasters usually follow upon Manias of the corresponding type; [**] All events are accompanied with themed visual environmental effects; [**] All events have custom music themes played in the background.
Added 3 new reward artifacts for ending invasion events: Skeleton Memorial, Stone Ogre and Phantom Statue.
The event widget shows the approximate duration for the active event.
Potions that are trending (Hot) due to an active event will now sell better.
Added more custom animations for the Supporter Pack witch.
Added two more department sizes. Departments can now be Small, Medium (previously Large), Large (previously Grand), Grand or Royal.
Added 3 new goals (Pharmacy, Sorcery Superstore and Adventure Arcade), one to each goal branch.
Enabled all artifacts to be placed anywhere in the house, including staircases.
Event requests' deadline cannot be extended anymore. You can only deliver something immediately or fail the quest when time runs out for a request.
Balancing:
- Major balancing update to improve the pacing of the game[**] early game made slightly easier [**] reduced likelihood of randomly getting unfavorable starting conditions [**] more steadily increasing challenge as the game progresses [**] numerous balancing changes across the board: [***] potion price points [***] container prices [***] alchemy modifier values [***] ingredient properties [***] potion attribute appeal modifiers [***] worker salaries (and some worker traits) [***] purchasable item prices [***] request requirements
multiple changes to research paths
both difficulty levels affected.
- Product creation update[**] Added Neutral price tag which replaces Fair price tag as the 0% appeal tag. Fair now gives +5% appeal and
Source
Changelog.gg summarizes and formats this update. How we read updates.
