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:
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]
Follow our Steam Page and make sure to join our Discord so you don't miss other upcoming devlogs!
[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]
Follow our Steam Page and make sure to join our Discord so you don't miss other upcoming devlogs!