Hey everyone! We finished another hotfix, please find the patch notes below. Bewitchingly yours, Team Snowhound and Daedalic Entertainment Changelog v1.0.10 New: Potions can now be renamed by clicking on the potion name in Ledger/Products. Changes: Changed customer behaviour: pre
Hey everyone!
We finished another hotfix, please find the patch notes below.
Bewitchingly yours, Team Snowhound and Daedalic Entertainment
Changelog v1.0.10
New:
Potions can now be renamed by clicking on the potion name in Ledger/Products.
Changes:
Changed customer behaviour: previously, customers would not appear if no cash registers were reachable. Now they will walk up to the house and show an appropriate notification (thought bubble) before walking away.
Added a note to the Sales Booth’s description clarifying that it is not intended as a replacement for Cash Registers.
Fixes:
Fixed a potential Pause/Resume problem if a tutorial module was triggered right before the daily report.
Fixed the price of Raven Aviary accidentally being set to 0. It is now 50c.
Fixed Hag’s VIP request not accepting delivery of a potion with Toxic and Sweet tags (as requested) with a 100% success chance. Also exposed the grade requirement for the request.
Some game performance improvements when fast forwarding is on.
Some fixes for more consistent Pause/Resume behaviour after a modal dialog.
Fixed a few text errors in some languages.
Fixed worker names not appearing in some notifications after loading.
Fixed an issue where hover-ons would stop working after entering the in-game pause menu while a worker pop-up was active.
Changelog Fixed issue where deleting a product would not reliably clean up obsolete mixtures from inventories. Fixed issue where Ogres could roam out of screen bounds in the Mountain 2 area. They now also come a bit closer to the house for better visibility. Fixed the ESC key not
Changelog
Fixed issue where deleting a product would not reliably clean up obsolete mixtures from
inventories.
Fixed issue where Ogres could roam out of screen bounds in the Mountain 2 area. They
now also come a bit closer to the house for better visibility.
Fixed the ESC key not working correctly with the Load Recipe menu in the Alchemy view.
Fixed missing tooltip background in the Accept button in the Construction view.
Fixed the Ledger/Workers page not always updating correctly immediately after hiring a new worker and switching the page.
Fixed the storage target dialog not working correctly in some situations.
Potential fix for research not starting when selecting an item in the Research view.
Fixed Arcane Font not giving the intended workload reduction bonus.
Fixed sales actions not finishing properly in some languages.
Fixed issues with the Repeat toggle in cooker and ingredient processor production order lists.
Changelog: Fixed an issue where the tutorial shop cabinet could not be restocked with the starting potion after ending the tutorial without first changing the cabinet selection (for example, to 'None' and then back to the pre-made potion product).
Changelog:
Fixed an issue where the tutorial shop cabinet could not be restocked with the starting potion after ending the tutorial without first changing the cabinet selection (for example, to 'None' and then back to the pre-made potion product).
Hey everyone! Thank you all for your honest and helpful feedback, which helped us with this first hotfix. It addresses an issue with the Workers page in the Ledger where repeated skill filter toggles spammed unintended text entries on top of the worker list. Please let us apologi
Hey everyone!
Thank you all for your honest and helpful feedback, which helped us with this first hotfix. It addresses an issue with the Workers page in the Ledger where repeated skill filter toggles spammed unintended text entries on top of the worker list.
Please let us apologize for any inconvenience, and while our testing pre-launch apparently fell short, we'll continue the bugfixing to further improve the experience.
Greetings, potion magnates! It might feel like it was no longer than a fortnight, but it actually took us one and a half years to get to this point. And it was quite a journey, wasn’t it?! Bumpy at times—but hopefully not too much—for you, and a proper rollercoaster ride for us.
Greetings, potion magnates!
It might feel like it was no longer than a fortnight, but it actually took us one and a half years to get to this point. And it was quite a journey, wasn’t it?! Bumpy at times—but hopefully not too much—for you, and a proper rollercoaster ride for us. But believe it or not, now it’s finally over!
Wrapped in a shiny version 1.0 vessel with a handful of fancy embellishments on top, and carrying our letter of love and gratitude inside, Potion Tycoon is set to sail off the Early Access dock into the vastness of the Full Release ocean today!
As for the newly equipped bells and whistles, we tried our best not to disappoint each and every recipient of our quaint brew—be they an ardent alchemy adept or an occasional passerby alike. Whoever removes the cork from the Potion Tycoon’s container, will first find a bunch of freshly overhauled “how-to” tutorials with animated video guidelines, and then will enjoy a greater variety of playable game content along with a large number of balance and quality improvements across the board. Ultimately, they will get to learn the complete, uncut story of a humble shopkeeper's ascent to the top, culminating in the engrossing and decisive Royal Race events. And to top it all off, should they fall in love with what Potion Tycoon has to offer them on the first run-through, they will now be able to relive their potion crafting adventure at a brand-new fictional location while using a custom assortment of tunable management conditions and setups in the Custom Scenario mode.
Please check out the exhaustive list of changes, refinements and fixes below for a more extensive coverage of the 1.0 update, and certainly let us know how you liked it at your own convenience. We do hope that this final Potion Tycoon update manages to bolster positive impressions amongst you, as it has been made—as well as all previous updates to date—with our players in mind and tailored to your wishes with utmost attention and respect!
Last but not least, please accept our heartfelt gratitude for coming all this way along with us and take care! Farewell, potion magnates!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Why don't you watch our 1.0 Release Trailer to get ready for the looooong list of additions below!
End game story events (e.g. Royal Race) to play through
Ending scene reflecting the player’s specific story finale
Replayability Update
Custom ‘New Game’ scenario with multiple gameplay options and difficulty settings to adjust
New starting location variation with a unique selection of parameters to play at
Tutorial Update
Streamlined introductory sequence for faster new player’s onboarding
Multiple short tutorials on individual game aspects replayable at any time
Easy-to-understand tutorial videos demonstrating more complex mechanics and interactions in action
Overhauled texts and improved visual prompts across the board
Ingredient Acquisition Update
Updated ingredient trader with expanded seeds offering, rebalanced prices, easier access, and improved usability
Additional ways to procure ingredients via Sales Office
8 new ingredients to use in game and all existing ingredients reworked or updated
Steadier ingredient unlocks pacing throughout the game
Balancing Updates
Additional ‘Master’ difficulty level
Multiple customer related adjustments including updated customer budgets, preferences, customer group distributions across different locations, etc.
Adjusted worker mood boosts and debuffs, e.g. from crew quarters equipment and worker seniority
Rebalanced appeal calculation for player-created potions from various factors
Quality-of-life Improvements
Improved indication of ingredient and potion production/stock statuses throughout the game
Added potion filtering and sorting UI options
Improved and unified UI for processor queues
Reworked equipment overlay UI for improved readability, information and usability
Half-tile placement and decor item mirroring in Construction mode
Alchemy UI enhancements, e.g. ingredient processing in-cauldron preview, enhanced production/stock information in Recipes list
Changelog:
New:
Story:
added endgame events which allow the player to finally become the Royal Potion House.
Tutorial:
overhauled the tutorial completely to make it more concise, flexible and usable for the players;
divided it into independent modules, accessible and replayable at any time, in any order and at the player's pace;
complemented multiple tutorial barks with explanatory videos, which can be minimized or adjusted in size.
Game Settings:
added custom scenario options that allow players to tune some of the game settings when starting a new game;
added a Master difficulty option;
added an alternative location option for both Mountains and Floodlands.
Alchemy:
added 4 new herbs and 4 new shrooms;
a Void property, which drops the resulting recipe’s potency to zero, has been added to certain ingredients to make processing more valuable in some cases.
Miscellaneous:
added 8 new artifacts: 4 as random rewards or purchasable from the Artifact Trader, 2 as rewards for completing Inventor and Philanthropist goals, 1 for helping Guards win the Shieldbreakers Bowl, and 1 for winning the Royal Race;
a random starting bonus of either an additional random ingredient seed, a random artifact or extra 500c is now granted upon a new game start (with custom scenario options you can choose any specific one to start the game with).
Achievements:
added 11 new achievements;
most achievements can now also be unlocked on the Novice difficulty.
Changes:
Trader updates:
up to 3 seeds can now be purchased from the Ingredient Trader at any time should the player have sufficient funds;
both Ingredient and Artifact Traders can now be delayed for up to 2 days, giving the player more time for their purchase decision ("Let Me Think" option can still be used after that to evaluate the situation and accept or decline the offer to continue the game);
increased the Ingredient Trader's seed prices—the more recipes an ingredient seed unlocks, the more expensive its seed;
changed Ingredient Trader to visit every 5 days instead of every 3 days;
all Artifact Trader’s prices got increased by 2-7 times (while prices of a minor fraction of less useful artifacts remain roughly at pre-change levels);
delayed the first occurrence of Artifact Trader to the 10th day with follow-up visits set to recur every 7 days;
items can no longer be purchased from traders when the player has insufficient funds.
Customer updates:
overhauled looks of customers from different customer groups, so bulk, regular and premium customers now all have unique appearances;
different customer groups now have varying distributions across the bulk/regular/premium price segments;
adjusted maximum sizes of different customer groups and tipped the general balance of customer distributions towards higher number of bulk customers;
made certain customer groups more prevalent in certain location, e.g. more premium customers in the Mountains, but fewer in the Floodlands;
reduced customer budget bonuses from goal rewards;
Bulk and Premium customers are not interested in Premium- or Bulk-priced potions respectively, unless such potion is hot;
reduced the impact of Bulk, Regular and Premium branding on the customer base size/distributions from 10%-50% to 5%-33%;
reduced the customer wealth bonus, which can be gained for aiding a faction during their faction event;
reduced overall customer budgets.
Balancing:
performed a sweeping economy overhaul with the aim to create a more fun and fair player experience, resulting in:
significantly less costly worker promotions;
far more expensive advanced container types;
adjusted potion price points across the board;
longer cabinet inspection times for customers, raising the importance of more careful planning of the shop interior;
comprehensive adjustments to room rating values and other stats of various in-house equipment and artifacts;
increased Grandiose launch marketing campaign cost from 350c to 500c;
the potency tag appeal bonus is now capped at 20%;
increased durations of various product tags across all levels of launch marketing success and made 4-star product reviews spawn the Hyped tag;
reduced the strength of Catalyst properties;
increased the number of ingredients allowed in the Autolab from 3 to 4;
increased standard workloads/task lengths for basic Mortar and Bottling Machine, as well as Extractor;
Whippers can now be placed in rooms of any type/purpose;
increased the total number of creatures that can spawn during invasions;
perk and equipment bonuses affecting crop sizes now have a 50% chance of yielding an extra barrel instead of 100%;
increased seniority-driven mood penalties on promoted workers;
increased fame boost duration and money amounts offered as rewards for completing VIP requests;
made rivals slightly easier on Novice difficulty;
significantly increased duration of the Hyped tag rewarded for VIP requests’ completion;
tripled ingredient planting and harvesting task workloads to make ingredient cultivation cycles take longer overall while making various growth speed bonuses and improvements more impactful;
made extensive changes to ingredients’ composition:
all ingredients now contain either 1 main effect or 1 elemental effect, or none of them;
equalized the frequencies of various properties’ (e.g. taste, Toxin and Anti-toxin) appearance in various ingredients;
created new starting ingredient sets and balanced them so that the achievable recipes for each set would be closer to each other base appeal-wise;
new starting recipes receive the High Demand tag and should thus result in products of decent appeal with the aid of some processing.
Improvements:
The right mouse button can now also be used for panning the view, in addition to the middle button.
Goals that require keeping up product departments for a specific duration of time now roll back the time rapidly when their criteria are no longer met, instead of immediately resetting progress towards the goal.
The camera now zooms in when a monster is spawned to make it more noticeable.
Added tooltips for launch marketing strategies and campaigns.
Added localized worker names. Names in existing games are not updated.
Launch marketing options now have cooldowns.
The ‘Pay Loans’ button in Ledger/Revenues now pays off the oldest loan instead of all current loans at once.
Simplified the room visit AP cost calculation for customers to be the room’s width minus the room’s rating.
Production panels now show the "Choose Ingredient/Product" button at the top of the queue, and already produced items are sorted to the bottom.
Show equipment usage stats when hovering over the equipment status line in the machine overlay UIs.
Construction Mode now uses a finer grid, allowing for more precise placement.
Hovering over processed ingredients in the Alchemy UI now shows the full unprocessed ingredient.
Added filtering and sorting options to various product and ingredient UIs.
Added stock and production status indicators for products and ingredients in the Ledger and some other UIs.
Delivery tasks are now assigned to the worker closest to the item that needs to be delivered.
Added some clarification to the Potency breakdown tooltip on how traits are calculated into the total Potency of a recipe.
Improved efficiency of processing loaded saves, leading to slightly faster loading times overall.
Various small performance improvements to fame, mood and other calculations.
Updated progress bars to properly show discounted or supplemented work blocks.
Some Crew Quarters equipment now gives a temporary mood boost modifier to workers after resting.
Ingredients that are already in a processor queue are now skipped in the Add Ingredient menu.
Most decor items and artifacts can now be flipped using the rotate key in Construction Mode.
Added a hover-on tooltip to the Recipes list’s entries in the Alchemy view that shows which products use the recipe.
Fixes:
Fixed lanterns getting slightly misplaced when moving the containing room in Construction Mode.
Fixed room resize handles disappearing when switching to another group of items in Construction Mode.
Added the name and result of the "Check the Papers" marketing action to the notification letter to make it a bit more descriptive.
Prevent Spore Finger and Green Thumb perks from appearing on Novice Greasers as their starting perk.
Made the customers a bit smarter about walking straight to the end of the queue instead of first stopping at the Cash Register.
Fixed Catalyst property’s multiplier and additive Potency bonus getting mixed up in the Potency breakdown.
Fixed Forager perk affecting the first growing phase on cultivators (should only apply to the planting/harvesting phase).
Fixed Forager perk affecting work blocks even when not active.
Prevented building Marketing and Sales Desks underground.
Fixed some potential delivery task delays when multiple items are being produced at once.
Fixed worker name in the worker pop-up not getting updated after customizing the worker.
Prevented Toxins from applying Potency bonuses if there's an equal or higher amount of Anti-toxins in the recipe.
Added missing sales action success chance modifiers to the list pop-up (the bonuses were working but not displayed).
Fixed error when running out of perk options on promoting a worker.
Fixed an issue where tall room content could be built in rooms with not enough vertical space.
Fixed the Construction menu not updating the artifact selection after some artifacts have been deconstructed.
Fixed an issue where workers could get stuck when operating Sales Booths.
The “Place To Be” branding subgoal now also triggers with specialization actions instead of only branding actions.
Fixed an issue where duplicate articles could appear in the same newspaper.
Gaps between house tiles should not be visible anymore.
Added missing Gardening skill pay rate modifier for worker wages; also added missing Gardener information to Ledger/Wages.
ESC now closes the Recipes list in the Recipe Creation (if opened) instead of the whole Alchemy UI view.
Fixed Product Creation UI not properly updating launch marketing options upon making bottle or price changes.
Ledger/Revenues now always opens with the previously selected filter (daily/weekly/yearly).
Changed “Bad Taste” launch strategy tags to Foul and Icky.
Fixed an issue where some Ledger/Factions elements weren't properly reset when switching factions.
Fixed an issue where Ledger/Revenues didn't display correct weekly or yearly values for the Construction category.
Fixed Sales Desks not showing success chance modifiers for the “Check the Papers” action.
Fixed issues where Ledger/Segments displayed player and rival rankings incorrectly.
Fixed the Tab key being active while picking potions for quest delivery.
Fixed wrong placement hints for Crown Of Rebirth, Fertility Icon, Moonlight Amulet and Solar Crystal.
Fixed errors with the banish potion picker.
Fixed tutorials unpausing the game while in the Alchemy view or other paused UIs.
Fixed the equipment status screen-edge indicator potentially staying on the screen if the status was cleared immediately.
Fixed sales campaigns’ report letters not being restored after loading a save.
Fixed sales campaigns’ data getting deleted immediately when the letter is opened after the cooldown time.
Greetings, potion magnates! Like recently mentioned in our news, it is finally time for our game to leave Early Access. Potion Tycoon will celebrate its Full Release this week on October 4th! Before that happens, let's have a look at the steps the game has taken on its Early Acce
Greetings, potion magnates!
Like recently mentioned in our news, it is finally time for our game to leave Early Access.
Potion Tycoon will celebrate its Full Release this week on October 4th!
Before that happens, let's have a look at the steps the game has taken on its Early Access journey so far in our new Recap Trailer:
Greetings, potion magnates! Long time no hear! We know that amid lack of Potion Tycoon updates in recent months many of you kept watching for them with growing concern, and we do appreciate your patience and your dedication to the game! While we had some good reasons for keeping
Greetings, potion magnates!
Long time no hear! We know that amid lack of Potion Tycoon updates in recent months many of you kept watching for them with growing concern, and we do appreciate your patience and your dedication to the game! While we had some good reasons for keeping a low profile lately—such as trying to figure out a feasible way to prolongue the Early Access Period with content - but ultimately not succeeding in doing so - and difficulties finding a suitable time window for its full release—we apologize for this prolonged radio silence!
Ultimately, we’ve overcome all our recent challenges and have got some great news to make it up to you! Potion Tycoon’s 1.0 content update, which among other things adds the long-awaited concluding chapter to the story campaign, introduces the “custom game” mode and sprinkles it all with a handful of yummy refinements, is finally ready to roll and the game is set to leave Early Access in a matter of a few weeks!
Please stay tuned for more updates coming shortly—we will follow up with Potion Tycoon’s specific release date and a plethora of extra details on 1.0 update’s contents closer to the game’s launch!
Greetings, potion magnates!! Can you believe it's already been a whole year since we first embarked on our trip into the mystical world of Potion Tycoon's Early Access? We extend our deepest gratitude to each and every one of you who has joined us on this magical quest. Your unwa
Greetings, potion magnates!!
Can you believe it's already been a whole year since we first embarked on our trip into the mystical world of Potion Tycoon's Early Access? We extend our deepest gratitude to each and every one of you who has joined us on this magical quest. Your unwavering support, invaluable feedback, and boundless enthusiasm have made this past year truly enchanting!
Reflecting on our journey, we've witnessed the growth of our potion-making community, the evolution of gameplay mechanics, and the blossoming of friendships forged in the fires of alchemy. Your dedication to Potion Tycoon has fueled our passion for creating an immersive and unforgettable gaming experience.
Stay tuned for more news as we work on the next major update—get ready to embark on the next chapter of our great voyage. Your continued support means the world to us, and we can't wait to share what lies ahead in the enchanted world of Potion Tycoon!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Greetings, potion magnates! Thanks to your unabating support, we've extracted and rectified some more unpleasant impurities from the Potion Tycoon concoction. All for the sake of your finest and purest enjoyment! Bewitchingly yours, Snowhound Games and Daedalic Entertainment Chan
Greetings, potion magnates!
Thanks to your unabating support, we've extracted and rectified some more unpleasant impurities from the Potion Tycoon concoction. All for the sake of your finest and purest enjoyment!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Changelog:
Fixes:
Fixed launch marketing campaigns not reporting the results.
Fixed the Trivial potion tag being treated as positive.
Fixed some trend tags getting duplicated when updating a product.
Added a safety check for the unlikely case where launch marketing reviewers didn't find anything meaningful to say.
Greetings, potion magnates! How’s your cult building going? We do hope you’ve been having fun with it and actually found more ways to enjoy Potion Tycoon after the release of the Cult Following content update. What we also know, however, is that alongside new cult followers the l
Greetings, potion magnates!
How’s your cult building going? We do hope you’ve been having fun with it and actually found more ways to enjoy Potion Tycoon after the release of the Cult Following content update.
What we also know, however, is that alongside new cult followers the last update has infested your potion realm with more annoying problems to frown at and frustrate about. Some of those might have easily ruined a great deal of fun for many of you since last week.
We apologize for that and hasten to make amends for the damage it might have done, by rolling out a quick hotfix addressing all those new issues. Building a cult following is never a walk in the park, be it inside a video game or in game development, - we can fully acknowledge that. But however thorny is the path, we still believe it’s all worth it!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Changelog:
Fixes:
Fixed an issue where graphics were not loading properly when the Graphics Theme setting was modified while the game language was other than English.
Fixed an issue where workers would not receive construction/production task orders during tutorial after the house scene was improperly loaded (see previous issue), leading to a tutorial softlock.
Fixed missing localizations in Ledger/Revenues.
Fixed the Tycoon milestone/goal not handing out the monetary and tycoon point rewards.
Fixed an issue where previously selected product launch marketing options would remain active in another game (new or loaded) where they were not yet unlocked, resulting in impossibility to finish a product’s design.
Added some missing translations and changes to a number of dialogue cases.
Fixed an issue where ingredient filter toggles were not functioning in the Alchemy View after having previously exited the view while the ingredient processing selection menu had been active.
Fixed an issue where no ingredients or filter toggles would be displayed in the Ingredient Book in the Alchemy View after loading a game where no ingredients compatible with the previously selected filters were available.
Fixed the taste scale tooltip in the Alchemy View getting stuck when pressing ESC to exit the view while hovering over a taste tag.
Removed a misleading visual cue from the production setup part of the tutorial.
Reduced tutorial dimmers’ duration. (Note that this might aggravate potential ‘stuckness’ issues when trying to rush through the tutorial!)
Fixed an issue where no workers would be available for hire after loading a game and then directly starting a new game without opening the Ledger.
Greetings, potion magnates! Have you ever dreamt of building a cult of your own? Not exactly an object of religious worship or zealotry, no. Rather something lots of people would exalt and enjoy to a great delight - a cult classic. Well, either way, that is something we want to l
Greetings, potion magnates!
Have you ever dreamt of building a cult of your own? Not exactly an object of religious worship or zealotry, no. Rather something lots of people would exalt and enjoy to a great delight - a cult classic.
Well, either way, that is something we want to let you transform your potion empire into in the new major content update, released today.
As the name goes, building a cult following will be your next ambitious goal to achieve as potion shopkeeper, on the path to the ultimate triumph. It’s not going to be easy, but to facilitate the task we’ve introduced a bunch of handy late-game tools and options for you to seize. These include the long-awaited high-tier research unlocks, goals, VIPs, requests, events, and artifacts, along with some powerful alchemy, production and shop upgrades.
Enter the top flight now, reinforce your potion brand, earn dignitaries’ patronage - get one step closer to the apex, and just one step away from the final act!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Changelog:
New:
New late-game goals and artifacts.
New high-tier research goals.
New events and VIP requests:
Added a plethora of tier 3 VIP requests, which can trigger if you have Close Following with specific factions.
Added a tier 2 Wizard request and Witch request to the Grand Assembly faction event.
Added a Carnival event to the weekly cycle of periodic events that starts on the 2nd week.
New equipment:
Autolab (an advanced version of Alchemy Lab)
Can produce potion mixtures with up to 3 ingredients and has all processing options available (whereas Alchemy Lab can mix up to 3 ingredients with only basic processing options).
Autolab and Alchemy Lab belong to the Production Equipment category (instead of Research) in the Construction menu.
Autolab and Alchemy produce potion mixtures at the output (instead of bottled crates).
Portal Pallets
Portal Pallet Senders can move items from adjacent equipment to the Receiver of the same color, as long as the Receiver's filter settings allow the item.
Delivery Automaton Hub
Spawns 5 quick bots that can handle delivery tasks.
Bargain Bin
A shop cabinet that stocks potions with a -25% discount.
All customers will try to check the bin, regardless of their preferences.
Luxury Cabinet
Increases appeal for Premium potions stocked in it.
Entry Signs
Instruct new customers looking for a particular potion category to enter from the left or right, if possible.
Big Bottler
Works faster than the basic Bottling Machine.
The basic Bottler's default workload (task length) is increased to give Big Bottler a bigger advantage.
Ritual Table
Marketing artifact enabling the Market Prediction action
Gained by completing the Trendsetter goal.
Changes:
Research:
Split some existing research goals and rearranged the research branches to create additional paths (especially noticeable in the Production branch).
Extractor processing equipment now unlocks from an earlier research goal "Potency Boosters".
Moved Infuser processing equipment to be unlocked earlier in the research tree with Fermentation Tank.
Industrial Tech research goal, which unlocks the Autolab equipment, now also unlocks all processes if they were not already available in Recipe Creation.
VIP requests:
When choosing rewards for tier 2 or 3 VIP request completion, the player is no longer locked to get multiple copies of the same ingredient seed.
When choosing rewards for tier 3 request completion, two different artifacts can now be offered.
Increased duration of the fame bonus when selected as a reward for completion of VIP request of all tiers.
Monsters inside the house now disappear after spooking a certain number of actors (workers or customers), if not banished earlier.
Added missing appeal rewards to the Inventor goal.
Marketing action-specific artifacts are no longer granted as rewards or offered at the Artifact Trader unless you have access to the Marketing Desk.
The loading indicator is now shown when the game is starting up.
Workers are now smarter about moving potion crates straight from Bottlers to Cabinets pending to refill, instead of first delivering them to the storage.
Balancing:
Increased the department size requirement from Large to Grand in Adventure Arcade, Sorcery Superstore and Pharmacy goals.
Increased the Alchemist skill requirement for Grand Cooker from Veteran to Grand Master, but it also now produces two potion mixtures with a single batch of ingredients.
Fixes:
Fixed a situation where a delivery task could get stuck.
Fixed ingredient pop-ups in the Alchemy View getting smaller with bigger page sizes in the Ingredient Book.
Fixed an issue where the amount of potions to deliver for a request could still be changed while the confirmation dialog was visible.
Fixed errors when clicking the up/down buttons on the Ledger/Production page.
Fixed ellipsis characters in dialogues.
Fixed instances of modal dialogs not blocking time controls as intended.
Fixed the Ingredient Book’s page size in Alchemy not being saved.
Fixed faulty scrollbar behavior in production and quest potion selection pop-ups.
Fixed Ledger/Revenues/Expenses pop-ups stretching out of screen bounds.
Fixed skill filter tooltips on the Ledger/Workers page not updating after changing the language setting.
Fixed a minor text layout issue when promoting a worker with a long name.
Fixed an error when clicking the Marketing Desk "Choose Action" button rapidly.
Fixed knocked out skeletons being shown as standing upright instead of lying as a pile of bones on the ground upon loading a saved game.
Changed from an empty "this ingredient unlocks:" pop-up to a normal ingredient pop-up in the ingredient trader dialogue if the player owns the ingredient already.
Fixed UI issues that could occur when entering the Research or Alchemy views right before the Daily Report shows up.
Fixed endorser text in successful request outcomes not correctly stating when the VIP becomes an endorser.
Fixed the Assign and Boost button tooltips getting clipped for the topmost entry in Ledger/Workers.
Scaled the ingredient unlock tooltip in the ingredient trader dialogue to fit the text.
Unlocked post-milestone 2 goals for older saves if their prerequisite goals have been completed.
Fixed the worker promotion dialogue not always updating the worker's title correctly.
Fixed placeholder in the "This ingredient is too complex to produce in Alchemy Lab" text.
Fixed Alchemy Labs not checking the allowed ingredient processes correctly.
Fixed Alchemy Labs incorrectly changing the room purpose to Research instead of Production.
Fixed Alchemy Lab animations not working.
Fixed Alchemy Labs not starting automatically after being storage blocked.
Fixed Tycoon Point generation bonuses from artifacts not stacking.
Fixed missing "Choose Potion" text from the Alchemy Lab overlay UI.
Fixed a potential crash when canceling delivery tasks.
Fixed a potion not being removed from the Alchemy Lab’s queue If a product update made it incompatible for production with Alchemy Lab.
Fixed issue where an ingredient could appear in non-trader dialogue after loading an old save.
Moved style customization arrows in objects’ overlays in the Construction mode further to the sides to avoid blocking selection of small objects such as lanterns.
Fixed the worker’s bonus stamina (exceeding the maximum level) gained from the rest getting wiped upon walking past stamina-boosting in-house items.
Fixed fame bonuses from multiple artifacts not stacking.
Improved scroll wheel handling in Ledger/Workers.
Fixed some research unlocks using wrong icon sprites.
Fixed a potential crash when deleting potion cabinets.
Merry greetings, potion magnates! Another week, another update! Because how could we let you start the holiday season without giving you a chance to enjoy it inside the game and catch the festive vibe while playing it? No, we couldn’t. And we won’t! Make your potion house look so
Merry greetings, potion magnates!
Another week, another update! Because how could we let you start the holiday season without giving you a chance to enjoy it inside the game and catch the festive vibe while playing it? No, we couldn’t. And we won’t!
Make your potion house look so nice and cozy like never before, lulled by hypnotically floating snowflakes and coated in the gleaming white fluff. Dress your workers in jolly holiday outfits to further dip yourself in the cheerful atmosphere of the upcoming winter festivities!
But hey, that’s not all what this update brings you! Besides the holiday stuff, we’ve added a bunch of utility and quality-of-life improvements, most notably in the Alchemy Workshop, to let you concoct your celebratory potions with increased comfort. Please find the full changelog below and like always - let us know how you liked it!
As 2023 comes to an end, we wanted to thank each and every one of you for your unabating enthusiasm and continuing support of Potion Tycoon, and for all the feedback you’ve shared with us throughout this year. It did really help us shape the game and get where we are now. We wish you a great fruitful year ahead and hope to see you around in 2024, for which we are already cooking some lovely treats and surprises!
Best wishes!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Changelog:
Changes:
Holiday Season:
[**] Added winter graphics for the holiday season.
[**] The visual theme (Default or Winter) can be selected in the Video settings.
[**] A new themed costume option is now available in the worker’s customization menu.
Construction:
[**] When placing items in the Construction Mode, rooms are tinted red if the item can not be placed there.
[**] A new tooltip added to constructible items to explain where they can be built.
Alchemy:
[**] Ingredients in the Alchemy View can now be filtered by individual ingredient effects and properties.
[**] The ingredient book in the Alchemy View has new size options to display 2x2, 3x3 or 4x4 ingredients per page.
[**] With Potency increase of 0.1 Appeal is now increased by 0.2%.
[**] Catalysts increase Potency by additional 0.25 on top of the multiplication bonus.
[**] Grade increase is now capped by the gap between Potency and Container Quality - If either value is 2x higher than the other, Grade doesn't increase further.
[**] A list of beneficial and detrimental properties is shown when hovering over the recipe name in the Recipe Summary.
[**] Some minor changes to branding tags’ display, e.g. price-related branding isn't shown in the Alchemy View anymore.
[**] A "taste scale" pop-up is now shown upon hovering over taste tags in the Alchemy View.
Fixes:
Disabled the Alchemy toggle in the Construction Mode to prevent various issues which could occur after switching to the Alchemy view from Construction.
Fixed a quick UI flash when opening some dialogues.
Fixed the special Witch worker getting big ears in the customization dialogue when changing the color of her outfit.
Greetings, potion magnates! Or should we rather say, good day! For a good few of us winter is already in full swing, with its short sunless days and long dark nights. Depressing, eh? But then we thought - wait, there’s one little thing we can do! There wouldn’t be a better moment
Greetings, potion magnates! Or should we rather say, good day!
For a good few of us winter is already in full swing, with its short sunless days and long dark nights. Depressing, eh? But then we thought - wait, there’s one little thing we can do! There wouldn’t be a better moment to finally dispel the everlasting darkness that has reigned in the world of Potion Tycoon since the dawn of time. So welcome our brand-new feature, the day-night cycle, and let your potion house bask in the warm sunlight before plunging again in the soothing dusk!
Illuminating, isn’t it?! But if you want more ways to light up your tycoon’s daily life ahead of the upcoming holiday season, we do have some. Take pleasure in hosting social get-together events for each faction every few weeks, behold festivities and mingle with visitors. Enjoy the party time! Along with extra profit and special rewards :-)
Last but not least, we’ve thrown into the mix a wealth of improvements to customers’ and workers’ communication and behavior, and added a new Gardener skill to handle ingredient cultivation.
We truly hope that both the new content and the updated mechanics will come to your liking (and maybe warrant another playthrough?). In any case, we look forward to hearing your feedback and impressions from the Dawn ‘Till Dusk update shortly.
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Update Title: Dawn ‘Till Dusk
Headliner Content:
Day-night cycle
[**] Visual day and night time depiction
[**] Daily over-the-clock customer variations and fluctuations
Faction-specific events
[**] One day long faction-based random events that offer unique requests and opportunities
[**] Extra visual flavor e.g. in the form of partying customers
Customer update
[**] Expanded customer wants’ hierarchy
[**] Rebalanced customer budgets and action points
[**] Enhanced customer communication system (e.g. improved animations and icons)
Crew update
[**] Worker mood system overhaul
[**] New Gardener worker specialization
Changelog:
New:
Added a day/night cycle that affects the scenery and customer spawning:
[**] customers frequent the shop during the day;
[**] background graphics reflect the time of the day.
Introduced new party events for each faction:
[**] every 7 days (starting from day 14) one of the factions has a one day long party event with greatly increased customer flow;
[**] new requests are offered during the events;
[**] each event has a main request the player can fulfill to get special rewards (increased customer base size or wealth).
Overhauled/expanded customer wants:
[**] overhauled potion demand system: High Demand, In Demand and Low Demand attributes can now change over time;
[**] each customer now has a profile based on whether they prefer bulk, regular or premium potions;
[**] added a new sub-page under Ledger/Factions for a better overview of customer profiles and current potion demand tiers. Note: customer segments can be wrong in existing saves until some new customers are spawned.
Improved customer communication:
[**] customer pop-ups now more accurately indicate which potion type/category the customer is interested in;
[**] potion recipes now have new individual icons displayed next to the category icon to match the icons used by customers;
[**] added new customer reactions and updated some existing ones to better indicate customers’ momentary decisions and reasons behind them.
Added new marketing actions to affect the bulk/regular/premium customer distribution, and to improve the demand for a specific potion type.
Overhauled worker mood system:
[**] worker mood is now calculated hourly based on active modifiers;
[**] added a visual mood scale to help read each worker’s mood at a glance;
[**] workers get benefits (speed, stamina, experience gain) for good mood and suffer penalties for bad mood;
[**] all viable mood-related perks have been updated in compliance with the new system and give an hourly modifier;
[**] Tranquil trait now decreases mood change by 50% and Temperamental trait (previously Cry Baby) amplifies mood change by 50%.
Introduced a new Gardening skill for workers (with some new perks), which is required to operate cultivation equipment. (Note: workers in existing saves will have 0 points in Gardening).
Updated worker filtering in the Ledger/Workers page: workers now get sorted based on their primary and secondary skills.
Changes:
Updated customer influx modifiers for random events. Now there should be fewer customers during invasions and more customers during manias.
On the last day of an ongoing event, the event summary now shows the remaining hours instead of a vague "another 1 day".
Added a few additional customer reactions and tuned the existing ones.
Added information about customer wishes to the daily report (e.g. "didn't enter the shop because they didn't have Mana Potion").
Faction event main day start announcement newspapers are now forced open when they trigger.
Updated the day/night and event tinting slightly: days are brighter, toned down some oversaturated event tints. Adjusted day/night lighting for the city lights in the background.
Added Angry/Happy walking animations for workers.
Added missing Gardener and Greaser perks (Zen/Forager, Hauler/SpeedBottler/Tag).
Updated the "Room rating requirement" line in the promotion screen to "Seniority mood modifier" and changed it to also show the correct mood per hour penalty. Also shown in the current mood per hour breakdown as "Seniority" instead of "Experienced".
Added a mood resistance parameter ("Mood Equilibrium") to make the mood extremes harder to reach.
Added a "wants a promotion" mood penalty for workers who have been eligible for promotion for some time.
Fixes:
Fixed customers not immediately looking for the first potions at the start of a new game.
Fixed customers sometimes using the wrong walk animations.
Added the missing handling for the "Hyped" potion tag.
Widened worker popups slightly to avoid text overlap.
Fixed Main Menu bugging out when rapidly clicking the New Game button.
Fixed Monster Repellent variant not getting correctly set up in the generic Witch request.
Fixed generic Witch request not actually triggering in the Grand Assembly faction event.
Fixed category icons for potions not showing up in VIP request details and added potion icons.
Fixed wrong tooltip placement in the Alchemy view.
Fixed scroll bars in potion picker panels.
Fixed launch marketing to apply a Hyped tag instead of Hot.
Fixed Greasers being spawned with Gardener perks and Gardeners being spawned with Greaser perks.
Updated branding action texts to match their intended effects.
Fixed text layout and localization issues in Ledger/Factions/Customers.
Sort potions by demand in Ledger/Factions/Customers, also show Hot potions for all factions.
Fixed some customer speech bubble icons spilling over the bubbles’ edges.
Added potion type icons in the potion selection dialogue for VIP request delivery UI.
Added potion type icons to the "looking for" text in customer pop-ups.
Fixed multiple Ledger/Workers errors.
Fixes towards potential potency text animation problems.
Fixed event request variables getting randomized every time you chose the "Let Me Think" option and then reopened the request dialogue.
Fixed occasional render errors in small bottle graphics after loading.
Fixed Construction Menu tab buttons losing their active state after picking an item.
Fixed the starting worker not having the correct default uniform for their profession.
Fixed Alchemy toggle not being disabled in the Construction mode (as switching to Alchemy while in Construction could cause problems).
Fixed issue with tutorial goals sometimes getting displayed within unrelated barks after starting a new playthrough from an active tutorial session.
Greetings, potion magnates! Have you ever felt like Potion Tycoon was lacking personalization and could do a better job helping you make your potion shop stand out? Have you ever craved more diversity and agency in defining how your house premises, individual facilities and worke
Greetings, potion magnates!
Have you ever felt like Potion Tycoon was lacking personalization and could do a better job helping you make your potion shop stand out? Have you ever craved more diversity and agency in defining how your house premises, individual facilities and workers look?
Well, if your answer is yes, your happy day has just come!
Today we are rolling out “Custom Shop”, the next major content update for Potion Tycoon, with a strong focus on bolstering visual variation, customization and usability.
With “Custom Shop” update you will get a chance to add much more personal flavor to your potion house, and particularly to some of its areas you could not previously customize. In addition to that, you are going to benefit from another big chunk of quality-of-life improvements across the board, such as numerous UI enhancements and new utility functions requested by the community.
Unleash your inner creative genius like never before with new customization options at your fingertips - design your very own potion shop’s brand, house and crew!
And of course, remember to let us know how you enjoy these latest additions to Potion Tycoon and what other improvements could possibly make you enjoy it even more.
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
The Custom Shop Update includes:
Customization options:
Switchable visual styles for select decor and furniture
Customizable worker skins, including colors, outfit designs and faces
Customizable staircases with styles and backgrounds
Customizable house sigil (also shown in saved games along with the shop name for ease of identification)
UI improvements:
Retractable Notifications panel that can be minimized to a single line or completely hidden from view
Pinnable Ledger and other select UI pop-ups for more accessible on-screen information reference
Reworked Construction menu for:
finer categorization of constructible room content
improved display of menu elements and construction UI flow
added visual “skin” variants selection for customizable elements
better support for cross-view UI elements (e.g. Ledger)
Improved UI scaling and sizing of individual UI elements
Quality-of-life improvements:
Enhanced storage target settings to support group- and category-based editing
Option to manually remove ingredients from storage
Brighter color scheme for increased contrast
New:
Ledger usability improvements:
Ledger can be pinned to stay on screen until manually closed.
Individual Ledger pop-ups can be pinned and dragged around on the screen (limited to one at a time).
Ledger can be opened in the Construction mode (with some functionality being disabled).
Added a toggle to show or hide goal widgets in the Main view.
Ingredients in the warehouse can be deleted via the Ledger/Ingredients page.
Adjusted some Ledger page layouts and made the default size of the Ledger slightly smaller.
Storage targets can now be adjusted per groups of ingredients or potions, including multiple ingredient selection in the Ledger, raw/processed/all options for ingredients and single/category/all for potions.
Added a UI scaling option for most Main view elements. The scale can be adjusted in Game Settings.
Added small clickable hint arrows that point towards out-of-sight red warnings on the edge of the screen in the Main view.
Added new style assets for staircase frames and backgrounds matching other existing room styles (adjustable in the staircase room pop-up).
Added multiple selectable styles for decor items, shop equipment and crew quarters items.
Enhanced worker customization, including adjustable outfits, colors and faces.
Added a customizable house sigil (can be adjusted from the in-game menu).
Added a Bright Colors setting in the Game Settings menu for improved contrast.
Changes:
Changed all tier 2 VIP requests on failure to only reduce the fame with the corresponding faction instead of all factions. The imposed fame penalty has also been increased.
Reduced the tier 2 Wizard request "Lost Scrolls" duration from 28 to 16 days.
Overhauled construction UI:
transformed menu category buttons into tab selectors on top of the Construction menu panel;
combined some previously standalone constructible items into one item with multiple switchable styles;
split former Production Equipment category menu items into three new categories of Basic Equipment, Processing Machines and Production Utilities to avoid long lists;
made the “shopping cart” list stay on screen while placing items;
added icons for room types and updated some other Construction menu icons.
Notification widget can now be minimized or fully hidden.
Made the faction-specific customer modifiers show the customer types they affect in event summary in the form "More customers than usual: +50% (Wizards)". Modifiers affecting all factions should be unaffected.
Expanded the Crew Quarters’ available capacity (shown under room details in the room pop-up) to also show their total capacity.
Loading Pallets can now be used to load mixtures into Bottling Machines.
Worker stamina can no longer go below -20.
Changed “-” for storage targets to infinity sign to avoid confusion.
Fixes:
Multiple fixes towards improved stability and appearance of individual tutorial barks, prompts and dimmers.
Fixed the tier 2 Rogue request "Uncharted Lands" not applying the fame penalty correctly when the player doesn't deliver anything for it.
Fixed "The Signs" and "Show Them Mad" Witch requests’ fame penalty upon failure being displayed as resulting from a failed Guard request.
Fixed mouse clicks not properly registering in some parts of the Ledger/Ingredients list.
Some animation-related optimization, resulting in significantly improved performance when running larger houses.
Fixed an issue where requests with a non-specified amount of potions could lead to a soft-lock when running out of time and displaying the deadline choice.
Fixed bar charts in the Daily Report breaking out of bounds with a lot of customers.
Fixed an issue where updated bottle container graphics might sometimes display leftovers from previous designs.
Fixed worker pop-ups to always stay within the screen bounds.
Fixed redundant placeholder in the "In Stock:" line of the product pop-up.
Fixed Master Bedroom capacity not stacking (existing Master Bedrooms have to be rebuilt).
Fixed the bottle cost in the Product Creation view being double of the intended value; base costs have been updated to keep overall production costs at the same level.
Removed the Delete button from Ledger/Ingredients/Seeds list entries.
Set the minimum value to 1 in the Delete dialog.
Fixed an issue where Goal widgets could be slightly out of alignment when disabled and re-enabled.
Fixed worker perks that affect processing times not working as intended when the worker does not actively operate the affected processing machine.
Fixed workers not immediately stopping their ongoing operation when the affected equipment is moved within the same room.
Fixed the Tab and Esc keys not working in the Construction mode.
Fixed missing localization for the “Total Cost” line in the Construction mode.
Fixed staircase background cropping to avoid overlapping with adjacent room’s background.
Updated the Advanced Research Lab preview sprite to match the actual item dimensions.
Fixed an issue where mixture barrels and potion crates couldn't be seen in pallet inventory lists (in Pallet Settings).
Fixed Stockpile and Load Recipe button tooltips getting obstructed from view by product pop-ups in Ledger/Products.
Fixed the scrollbar handle in Ledger/Production.
Scrolling in Ledger/Production should now be more responsive.
Fixed a crash after moving existing room content to a newly built room and then deleting that room. Now the moved content is deleted with the room and its cost is refunded.
Hide the worker pop-up when the worker has been dismissed (also fixes errors when switching Soul Mirror clones).
Fixed an issue where the room rating could show wrong values in the Construction mode.
Fixed an issue where some newly built machines could look like they are in the working state right after building.
Fixed the special Witch character not using the witch animations.
Fixed inventory filters not working correctly for specific ingredient processes and allowing all variants of the ingredient to be stored on the affected pallets instead.
Fixed trait tooltips from Ledger/Workers getting stuck on screen when the Ledger is closed.
Fixed an issue where updating a recipe would leave an existing order hanging in the Cooker if it was waiting for ingredients. Now the order is restarted with the new recipe.
Fixed an error that could happen when a worker gained experience right before starting and canceling a construction session, resulting in the associated XPs not being added.
Made save file handling more robust to avoid issues where existing saves could be overwritten if the files had been manually renamed outside of the game.
Fixed an issue where customers could no longer browse a cabinet if a previous customer had been spooked by a monster while browsing it.
Fixed an issue where updating a product could leave old processing orders with obsolete process requirements hanging around. Also fixed such orders not being removable from a processor queue.
Hello everybody, we just release a tiny small hotfix that addresses some localization issues for the new content in the following languages: French Spanish Happy tycooning! Team Snowhound Games and Daedalic Entertainment
Hello everybody,
we just release a tiny small hotfix that addresses some localization issues for the new content in the following languages:
French
Spanish
Happy tycooning! Team Snowhound Games and Daedalic Entertainment
Greetings, Potion Magnates! As we are approaching our 6-month anniversary in Steam Early Access, we can’t help but look back at our humble beginnings and admit that during this time Potion Tycoon has already shaped into a much better game - thanks to your active contribution abov
Greetings, Potion Magnates!
As we are approaching our 6-month anniversary in Steam Early Access, we can’t help but look back at our humble beginnings and admit that during this time Potion Tycoon has already shaped into a much better game - thanks to your active contribution above all else!
We’ve kept listening to what you had to say all along and tried to address your most urgent needs and common desires at the earliest opportunity as well as prioritize your demands over our own plans whenever possible. Our third big EA update, “Brick & Mortar”, is no exception to this formula as it brings a bulk of vital changes to the game feature that has received by far the highest number of improvement requests from you - construction!
With “Brick & Mortar” you can finally build wider rooms and move entire premises around your potion house while enjoying multiple other UI/UX improvements throughout construction.
But wait, there’s more! We introduced a brand-new location to start your potion business at. Not only does it offer a diverse scenery to behold, but also provides for more spacious house layouts for those who crave ample construction space.
Lastly, we’ve thrown in a medley of fixes and quality-of-life improvements to top it all off. Please see the full changelog below for further details and let us know how you liked the “Brick & Mortar” update.
Do be sure to check back and share your feedback after each forthcoming game update as our Early Access journey goes on. We are still as enthusiastic as ever and keep working hard to make Potion Tycoon the best game it can be for old and new fans of tycoon games alike.
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
_____
Changelog:
Changes:
Construction:
Added a new construction site/location: Floodlands (available as a New Game starting location option).
Existing rooms can now be moved in Construction mode.
Rooms can be stretched much wider in Construction mode.
Gaps between rooms are allowed on ground level.
Updated room coloring in Construction mode to only apply to new or changed rooms (also fixes inconsistency when starting construction).
Rooms can now be resized up to 29 tiles wide by default, and 47 tiles after unlocking the Advanced Construction research upgrade.
Made Bottler, Kettle, Mortar, Cultivation Box and Advanced Research Lab 1 tile shorter.
Balancing:
Improved the odds of receiving middle range reviews for potions (2-4 stars).
The fame boost from potion reviews now only affects the factions interested in the respective potion category. So a 2+ star review sorcery potion launch will increase fame with Witches and Wizards only.
Higher tier VIPs' endorsement now gives a bigger boost to the launch marketing campaign’s success chance.
Launch marketing campaign’s success is made progressively more difficult to achieve at later game stages (as currently it’s too easy to get 4- and 5-star reviews during late game).
Miscellaneous:
Disaster events: skeletons and ghosts can now be temporarily knocked out by throwing a rock at them if you don't have a suitable potion to permanently banish them.
UI: Improved the New Game options dialog.
Room rating now gains a bonus for small rooms, and a penalty for large rooms.
Items no longer compatible with the pallet’s modified storage settings are now automatically moved to other pallets (if possible).
Complete overhaul of the Chinese localizations for better quality and consistency (both Traditional and Simplified). This is a still ongoing process which will cover the next updates and fixes, but the first changes should be noticeable already.
Audio:
Added UI sounds to the New Game dialog.
Added some missing panel opening/closing and button press UI sounds.
Added background ambience sound effects to outdoor environments at both starting game locations.
Multiple audio mix tunings.
Fixes:
Fixed crash when a pallet was removed prior to pasting that pallet's previously copied settings.
Fixed Candelabras not showing a tooltip on hover.
Candelabras (intended to be placed on the floor) cannot be hung on the wall anymore.
Construction: Artifacts menu does not reopen when no more artifacts are left in the inventory.
Fixed Alchemy Authority goal’s requirement text.
Fixed missing Neutral price tag translations.
Fixed duplicate faction rank-up letters if the previous letter was not opened.
Fixed some room contents and their bonuses getting duplicated if the item was built in one room and moved into another room in the same construction session.
Room contents are no longer rebuilt if they are moved and then moved back to their original position during construction.
Grotto rooms can no longer be placed or resized so that their ceiling is above ground level.
Construction: made existing items’ overlays hidden when moving or placing content, to prevent unintended clicks on remove buttons.
Fixed resized rooms being rebuilt even if their original size was restored during the same construction session.
Fixed wall overhangs being drawn in spots where they shouldn't.
Cleaned up remnants from a previous duplicate room content entry bug, which could have caused a crash in some situations.
Added loading spinner icon when starting a new game.
Fixed error messages when starting and then canceling construction while previous room content construction work was still going on.
Fixed hireable workers getting duplicated when canceling construction.
Fixed crates of removed potions lingering around if workers were carrying them when the product was removed.
Fixed issue where the daily report could pop up immediately after loading a saved game if the time was 6:xx.
Fixed issue where localized text might not fit into the Fame Summary panel.
Fixed issue where label text for loans overlapped their value in Ledger/Revenues.
Fixed issue where localized text of some goal completion notifications wouldn't fit inside the notification banners.
Fixed issue where the "Choose potions to deliver" quest deadline option could in some specific situations be used even though the requested potions were no longer available.
Fixed issue where adjusting storage targets in Ledger/Ingredients might occasionally affect the wrong target.
Fixed customer exits getting logged when a customer was moved to safety from the construction area.
Fixed multiple issues related to canceling construction tasks.
Fixed some situations where the same delivery task could be assigned to multiple workers (typically as a result of construction-related changes), possibly leading to game crashes.
Fixed issue where workers could move outside of the house when entering staircases.
Fixed a text issue with the Lady of the Moon's “thank you” dialogue.
Fixed issue where the "Ask me again" option was sometimes available for special event requests (only "Let me think" should be available in those situations).
Fixed issue where event requests could in some situations be initialized with the wrong potion specifications, leading to eligible deliveries not being accepted.
Fixed game unpausing before the end of the new game start-up sequence (Tutorial start dialogue prompt).
Fixed multiple issues with dimming highlights in different stages of the tutorial.
Fixes to improve stability of the tutorial when the player attempts to move too fast through it.
Fixed issue where the tutorial would get stuck if ingredient seeds were planted into available cultivators prior to the start of the ingredient growth tutorial module.
Changed tutorial action prompt to only highlight actually unused cultivators during the ingredient growth tutorial module.
Fixed Cooker production queue not updating reliably when you move production orders around.
Fixed increasing the potency or grade of an existing potion to correctly trigger relaunch and demand upgrade price in Tycoon Points per each crate of it in storage.
Fixed quest delivery potion picker's potion pop-ups not displaying the potion's container quality correctly.
Fixed default ingredient storage targets sometimes not being set for the final processed ingredients in a recipe.
Fixed crash after marking a customer guide sign as removed and then moving it in Construction mode.
Fixed issue where the potion delivery UI would be shown when the deadline was reached for an ingredient or artifact VIP request.
Fixed issue where some events could be started while their earlier instances were still active, leading to problems such as monsters not spawning.
Fixed issue where multiple copies of the same potion tag could be added.
Fixed issue where the construction overlay for room content could be in the wrong place in the next construction session after moving the item and then moving it back to its original location.
Fixed default storage target not being set for products when launching their production via Ledger/Production.
Fixed room background textures stretching a little bit too wide on the right side.
Fixed issue where walls between rooms would not change when changing the room style.
Fixed crash that could happen upon applying extensive construction changes where the house entrances were temporarily removed.
Fixed issue where the game could start "playing" in the background and display a daily report dialogue in the Main menu after viewing the Credits screen.
Greetings, potion magnates! The latest major update has brought in Potion Tycoon a bunch of brand-new mania and disaster game events for you to live through and enjoy. Alas, it also came not without some new technical disasters and issues of its own, regardless of how maniacally
Greetings, potion magnates!
The latest major update has brought in Potion Tycoon a bunch of brand-new mania and disaster game events for you to live through and enjoy. Alas, it also came not without some new technical disasters and issues of its own, regardless of how maniacally we had tried to avoid them. So we kept relentlessly sifting through your feedback and bug reports (which we are extremely grateful for!) for the signs of those nasty invaders to eventually catch and banish them for good. Today we are glad to finally roll out a new patch that should rid the game of the bulk of new bugs, along with some older and sneakier intruders, which have been sticking around for a while.
Check out the full changelog below for more details.
And please, keep sharing all your findings and insights with us as you play - it’s so much help!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
PATCH NOTES (English): v.0.10.9
Changes
Stone Ogre, Skeleton Memorial and Phantom Statue: removed some of their effects which were not intended and added room rating effects description to their tooltips.
Slightly reduced the chance of Mania and Disaster events spawning.
When placing the last copy of an artifact in Construction mode, the Artifacts menu gets reopened to improve the UI flow when adding multiple artifacts in quick succession.
Changed shared cooldowns between events to reduce the likelihood of getting the same kind of event multiple times in a row.
Added another possible reward option on successful completion of an event request: a temporary Hot tag for the delivered potion.
Fixes
Fixed Stone Ogre's tooltip not showing the potion type it gives an appeal boost to.
Possible fix for an issue where an active VIP request’s widget would not properly detect the availability of requested items in stock until the game was restarted.
Fixed missing icons and bottle graphics for starting potions in the tutorial.
Fixed new music themes for Mania and Disaster events not triggering as expected at events’ start.
Fixed Mania and Disaster music volumes and some other audio issues.
Construction fixes:
[**] Improved room accessibility checks; new rooms must now be connected to ground level through other rooms to get accepted for construction.
[**] Fixed issue where after moving a room and then canceling its move its contents would stay in the new location.
[**] Fixed issue where clicking to place a room would also immediately pick an existing item up if it happened to be under the cursor.
[**] Fixed room types/purposes sometimes not updating properly when moving or removing their defining room contents.
[**] Fixed issues with the ESC key and the confirm dialog when reverting changes.
[**] Fixed storage pallet’s capacity not getting updated after moving the pallet to another room.
[**] Fixed a crash that could randomly occur upon deleting a guidance sign.
Fixed issues where upon canceling out some confirmation dialogs might unpause the game prematurely when finalizing a product in the Alchemy View.
Fixed problems with moving and zooming the Main View camera after zooming during the screenshake VFX (during Monster Invasion event) while under fast forward.
Fixed some event modifiers not getting removed as intended, leading to situations where only one variant of a mania event would be constantly triggered.
Successfully completing a Mania extension request now correctly sets the chance of the matching Disaster event to trigger during that Mania.
Fixed fame reward options granted by event requests potentially using wrong faction texts.
Fixed a small memory leak with the "Ask Me Later" option on some requests.
Greetings, potion magnates! 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 fea
Greetings, potion magnates!
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
------
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 is one step below Neutral. All other price tags below Fair were shifted down one step.
[**] Changed price bracket colorization to have 3 "optimal" green spaces (Neutral, Fair and Bargain), 2 "viable" yellow spaces (Pricey and Blowout) and all of the rest are with red implying either no benefits or heavy penalty on appeal.
[**] Price point now increases by one step whenever grade surpasses the next whole number. Previously price points were at: 1st price point: 0.5-1.49 grade, 2nd price point 1.5-2.49, 3rd price point 2.5-3.49. Now price points are at: 1st price point 0-0.9, 2nd price point 1-1.9, 3rd price point 2-2.9 and so on.
Increased the Welcoming trait customer action point bonus from 4 to 12.
Increased the customer action point bonus for every curiosity artifact (from 8 to 12 for Jar Of Wishes, Wisebeak, Spirit Trap, Old Friend, Mystery Object, Unicorn Shoe, Preserved Troll, Petrified Skull, Grim Pumpkin and from 6 to 8 for the Wheel Of Divination).
Marketing Rite now requires a Veteran Clerk (instead of Master), costs 15TP instead of 20, has a base success chance of 50% (instead of 30%) and yields bigger boosts to launch marketing.
Grand Cooker, Big Kettle and Big Mortar now require Veteran workers (instead of Adept).
Re-adjusted Fame and Appeal increases in all marketing and branding actions.
Fixes:
Fixed some interactions between the quest deadline choice and delivery picker that could lead to UI problems.
Items carried by workers and waiting in machine outputs are now considered when checking storage targets.
The Continue button now behaves more consistently and should always reload the latest save. The game is also saved on exit.
Fixed crash when closing the game during intro videos.
The “For hire” workers list now avoids duplicate worker names. Existing saves may still have duplicates in the list until it is refreshed. (Also note that you can rename workers in the Ledger).
Various localization fixes.
Fixed event requests showing wrong portrait and letter icon in the quest reminder.
Fixed Sorbus generic "Thank You"-dialogue showing !loc warning for what's supposed to be an empty space except when the player had just completed the Field Trip quest.
Fixed Cabinet refills sometimes getting stuck if the worker could not find a crate.
Fixed Issue where a newly built item could stay outside a room after canceling construction in some situations.
Fixed customers sometimes turning around for a split second when exiting the shop.
Fixed tutorials and goals related to stocking potions getting completed in some places where they shouldn't.
Fixed customers sometimes spawning/despawning too close to the house depending on the entrance locations.
Fixed Growth Lamp not showing tooltip on hover.
Some animation-related optimization - should result in slightly less CPU load depending on the amount of objects.
Fixed issue where potion appeal wasn't checked properly in Ledger/Segments.
Fixed issue where player potions weren't shown properly in Ledger/Segments if the player didn't have any superior potions.
Fixed customers getting away without paying if they could not find their way to a Cash Register. Now they will go through non-shop rooms if necessary, and if they still can't pay, the potions are moved back to Shop Cabinets.
Fixed Alchemy Labs not being checked for existing potion orders when determining whether a potion can be deleted or not.
Fixed equipment status icon tooltips being covered by other item pop-ups when on top of each other.
Fixed a crash that could occur when a room construction order was canceled after being assigned to a worker.
Fixed issues where sorting player and rival houses in Ledger/Leaderboard based on multiple different stats wasn't executed properly.
Fixed issue where unprocessed ingredients weren't properly marked in Ledger/Ingredients if their storage targets were reached.
Public branches: With this update we establish two public branches you can use if you encounter issues to see if the builds provided there help you to improve your experience. These branches are opt-in and of course our goal is to polish and improve the game continously to make these branches obsolotete as soon as possible.
rollback: in this branch you'll find the version without the latest update, in case you encounter issues with new content or features.
experimental-public: unstable and mostly untested iterations of the game that are currently in the works to be released soon that may help with issues we already fixed in this branch without having them rolled out to the public yet.
To get into these branches, right-click on the game in your library list, choose 'Properties' and then 'Betas...', in the following window, please choose the according branch from the dropdown menu.
Greetings, potion magnates! Since the launch day of Potion Tycoon we have been meticulously collecting your feedback, noting down every last piece of it for further processing. So once Potion Tycoon’s most reported issues such as random crashes and localization errors were largel
Greetings, potion magnates!
Since the launch day of Potion Tycoon we have been meticulously collecting your feedback, noting down every last piece of it for further processing. So once Potion Tycoon’s most reported issues such as random crashes and localization errors were largely patched up, we locked ourselves up in a cellar to scrupulously analyze all your expressed needs, woes and desires, and to cook up some more fundamental and potent remedies to address them to the best of our ability. Today we are thrilled to finally get them in your hands as one extensive package of quality-of-life improvements and gameplay enhancements garnished with some more fixes and game content additions!
More specifically, this extraordinary purely feedback-driven EA update includes the following new and improved features and contents for you to enjoy:
Worker Assignments Overhaul:
Area Assignments: a new overlay UI view where workers can be assigned and unassigned to/from individual rooms and facilities
Task Filtering: a worker UI upgrade for quick control of skill-based assignments (i.e. whether an individual worker can or cannot be automatically assigned to tasks associated with a specific skill)
Updated equipment assignment UI: multiple workers can be assigned to an individual workstation
Re-balanced task priorities: operating specialized facilities such as Cash Registers, Research Labs or Cookers gets higher priority than delivery tasks
Production Setup Update:
Automatic processing orders for the same ingredient type are now bundled together as a single order (more orders can still be added manually, though, and existing orders in the previous games will not get affected until deleted)
Automatic processing links can now be toggled on/off in the production schematics dialogue window to improve support of manual production set-ups (toggling it ‘on’ auto-fills all processing equipment entries except ones that have been explicitly set to ‘not linked’, while toggling it ‘off’ sets all entries to ‘not linked’)
Improved production queue UI: added “Move to Top” and “Move to Bottom” buttons
Improved Inventory Management:
Support for manual deletion of individual items stored on pallets (from the Pallet Settings menu)
Extended pallet storage options: added "All", "Used in this room" and "Used in adjacent machines" settings to the Pallet Settings menu. The latter two settings update the pallet filter automatically unless manual changes are made
Delivery logic enhancements to allow more even distribution of goods across storages prioritizing loading pallets with filters
Loading Pallet upgrade to function as an adjacent machine’s extended output zone (in addition to its current function of an extended input zone). Any produced goods that are allowed in the loading pallet settings will be automatically moved from the machine to the pallet
Added hover-on pop-ups for ingredients in the Pallet Settings menu
Balancing & Miscellaneous Improvements:
Smarter worker resting to avoid operation hiccups and reduce worker handover overheads
Increased construction space to accommodate more premises
Storage target settings added to the Ingredients and Product pages in Ledger
Improved VIP request requirement scaling (to prevent spawning too challenging requests too early)
Improved seed offering as quest/goal rewards (to reduce the likelihood of getting a duplicate seed in the early game)
Improved leaderboard/segment ranking calculation to use additional performance factors on top of the number of superior products
Improved XP level scales for some worker skills
More merciful rivals (that keep out of launching new products for a few game days after their starting line-up launch)
Rebalanced completion requirements for some goals
Starting workers now come with starting traits (including the witch alchemist included with Supporter Pack DLC)
Increased the starting “New player in town” event’s duration from 3 to 6 days and slightly increased the potion sale chance boost active throughout it
Increased the wages for Adept, Veteran, Master and Grandmaster workers on normal
difficulty
Bonus Content:
Easy Mode with more forgiving game economy but blocked achievements (only available at a new game start)
Additional room backgrounds for underground grottos
Additional 8 artifacts granted by faction VIPs as rewards for advancing the relationship with them to the endorser level
One new artifact to be gained randomly from request and goal rewards or purchased from the artifact trader
Added 4 new items: Candelabra (decor) and Department Signs (shop, unlocked in Sales Tools)
Fixes:
Fixed Alchemy Labs sometimes getting stuck until manually nudged to the next order
Fixed bottle editor bugs that would make existing potions load incorrectly in the Alchemy View
Various localization fixes
Fixed an issue where the game would not always pause when a modal dialog is shown, potentially leading to UI lockups
Fixed issue where gameplay would resume in the background after a confirmation dialog in the research tree
Adjusted the Recipes list layout in the Alchemy View to display category icons next to the recipe names
Changed Chinese font handling to use both static and dynamic atlases for better performance
Fixed the rogue VIP request, Enchanted Lockbox, not triggering a new request if the player delivered insufficiently and declined the retry choice
Fixed issue where the loan payment and quest deadline pop-up positions could be incorrect based on the screen resolution (in extreme cases they could be placed offscreen)
Fixed issue where the game could be manually resumed while a deadline pop-up was on the screen, if the pop-up appeared exactly at the same time as the daily report
Removed an unnecessary barrel from some Infuser, Pickler and Fermentation Tank animations
Fixed the game unpausing prematurely after clicking ‘Cancel’ in Construction mode and then ‘No’ in the follow-up confirmation dialog
Fixed the ‘Enter’ key accepting construction changes even when it shouldn't
Fixed issue where Construction mode could be activated while the Production Schematic panel was visible
Fixed issue where some letter icons (rival messages or gifts from VIPs) might linger around after going back to the Main Menu and starting a new game
The equipment names in Ledger/Production can now be clicked to make the camera center on the corresponding machine
Fixed missing hover-on tooltips on Oven Preheater and Water Tank
Added missing room construction sound
Fixed shortest-path calculations not working correctly for some customer AI and schematic linking purposes
Fixed issue where production orders for a machine could get updated incorrectly when moving orders up or down
Fixed difficulties with hovering over workers and customers while on top of equipment
Hover-on pop-ups in Ledger/Products and Ledger/Goals will now update properly when the page is scrolled
Fixed Daily Report randomly displaying when clicking on certain UI elements
Fixed the "Mine is the Superior" achievement not progressing
We do hope that this long list of fixes and improvements won’t fall short to impress you. Meanwhile, we are already working on the next big update for Potion Tycoon, which will be much heavier on new content and finally let us realize some of our long-conceived ideas and plans. To slightly lift the veil of mystery, we can’t wait to see how your potion shop’s steady daily routine gets shaken up with the arrival of disastrous world events and introduction of the day-and-night cycle.
Please stay tuned for more announcements and details to be revealed closer to the next update’s actual release date. If you have any questions, insights or suggestions, don’t hesitate to join the Potion Tycoon community dedicated discord server at https://discord.gg/daedalic and let us hear what you’ve got to say!
Thank you for your unrelenting interest and support!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
Greetings, potion magnates! Another week has passed since we launched Potion Tycoon into Steam Early Access. We are amazed by the amount and quality of the feedback on the game and its specific aspects you’ve shared with us so far! Thank you for your ongoing support and please ke
Greetings, potion magnates!
Another week has passed since we launched Potion Tycoon into Steam Early Access. We are amazed by the amount and quality of the feedback on the game and its specific aspects you’ve shared with us so far! Thank you for your ongoing support and please keep it up this way as our work on Potion Tycoon carries forward!
We know that the EA launch version of Potion Tycoon has been rough to many of you, with crashes ruining the fun and fluency of your playing experience. We are truly sorry about this situation and we have worked relentlessly this entire week to track down and address your reported problems as fast and as fully as we can!
Now we are finally relieved to let you know that the second hotfix patch 0.9.39 has just rolled out. We hope that it will prevent further game crashes occurring while moving and removing various rooms and equipment across your potion house and, apart from those, fix a number of other annoying quest bugs, UI and localization issues.
Please check out the full changelog appended below for further details.
Let us know if your Potion Tycoon experience has improved thanks to the patch - it’s our top priority to make it smoother for you with every update!
Bewitchingly yours, Snowhound Games and Daedalic Entertainment
PATCH NOTES (English): v.0.9.39
Crashes
Fixed a crash when moving Cookers.
Create schematics for Cooker orders in cases where they might be missing
(correcting potentially invalid data and crashes caused by previous versions).
Various fixes towards crashes and other problems related to removing rooms.
Quests
Fixed “Enchanted Lockbox” rogue request potentially always failing when the delivered potion’s grade is between 0.75 and 0.99.
Fixed "Enchanted Lockbox" rogue request using the wrong text and requested
potions.
Fixed issue where one of the quest letter icons could be left invisible if multiple
letters arrived in close succession.
Fixed an issue that prevented Librarian requests from spawning correctly 50% of
the time. (This fix does not work with existing saved games where the Superiority goal has already been completed.)
Localization
Fixed worker names sometimes missing characters in Chinese.
Fixed an instance of a visible placeholder when completing research in Chinese.
Fixed Chinese text not showing correctly in the Fame trackers when having a
small product department.
Fixed the customer group in the customer popup not showing up correctly in
some languages.
Fixed missing translation for "Sorcery" in the "Field Trip" Sorbus’ request. Also
fixed a missing line break in the dialogue's Chinese variants.
Fixed quest reward dialogue choices not correctly using hover-on tooltips in
Russian, Chinese and Korean.
Fixed the tier 1 rogue request "Lost Posse" not showing the request details in
Chinese.
Fixed missing translation for the product category requirement in Chinese in the
"Adventure Time" tier 1 rogue request.
Fixed “Lost Scrolls” wizard request’s text in Korean.
Fixed missing "Privacy Policy" translation in some languages.
Miscellaneous
Fixed some potential errors when updating speech bubbles.
Added Q and E (A and E on AZERTY keyboards) keys for zooming the camera
on and off in the Main View.
Fixed the worker assignment button not doing anything on cultivators’ overlay
menu.
Fixed issue where event scripts could break if a dialogue started at the exact
same time when another event was triggered.
Fixed issue where removed products could still make an appearance in
marketing reports and rival communiques.
Fixed issue where rooms could be resized so that items moved to it from
elsewhere were left outside. Also added more safety checks for moving items in
general.
Soul Mirror now also copies worker perks.
Fixed a rival script error that could occur in the late game.
Fixed unlocking and/or progress tracking problems with the Versatile, Power
House, Favors for All and Potion Connoisseur achievements.
Added a confirmation dialog when deleting saves.
Fixed issues where the game would not always pause while displaying a modal
dialogue window, potentially leading to UI lock-ups.