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  3. Devlog #5. Potion effect compatibility

Devlog #5. Potion effect compatibility

Currently Potion Craft features 23 different potion effects. And since it's possible for players to put more than just one effect into a single bottle, we had to come up with something that allows us to control how different effects interact with each other when you create another wombo-combo potion.

[h2]Table of compatibility[/h2]



As both names imply, it's a Google Sheets table which is used for reviewing and adjusting the effects compatibility. When a change is made, the contents of the table are pasted in a TXT file within the game project for the new configuration to take effect (no pun intended).

On game start the TXT file is parsed for effects names and 0 and 1:
  • 1 means the effect has synergy with the other and mixing them both can make the potion somewhat better.
  • 0 means that an effect is incompatible with the other, and will weaken should it be mixed with the latter.

Here you can see how all battle/damaging effects are perfectly compatible, except for fire and frost:



Also, all damaging effects are totally incompatible with recovery effects:



So making some, say, "Sneaky Healing But Actually Poisonous Potion" will require a combo of at least 1 Healing and 2 Poisoning effects to make it work. Any less Poisoning will leave you with a bottle full of useless slipslop and disappointment.

It's worth mentioning that effect compatibility is not always symmetrical. For instance, if a customer demands a Fire potion, any combination of Fire and Light effects will suffice:



On the other hand, if it's a Light potion that is required, adding too much Fire to the potion won't make your guest happy at all:



We tried to make our effect compatibility follow a specific logic and common sense (hopefully), and while the current balance seems legit, we may need to re-adjust and tweak some things in the future.

[h2]Stay tuned[/h2]

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