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Potion Craft: Alchemist Simulator News

Potion Craft 1.0 Release Notes Sneak Peek

Hello Alchemists!

We just wanted to share a list of the most interesting features and fixes you can expect in the Potion Craft 1.0 release.

Please note that these changes are not live yet. You can discuss new stuff with other players and leave your feedback. Enjoy!



[h2]General[/h2]
  • 400 new unique potion orders (orders are different for different visitor classes). Most of the orders can be completed in several ways (for example, "Explosion" or "Strength").
  • 26 unique quests for Herbalist, Mushroomer, and Dwarf Miner that upgrade their assortment and develop relationships with them.
  • New Haggling topics – 17 ways to convince customers to pay even more! Chat with Herbalist about herbs! Show wizards that you know something about magic! Keep up the conversation with bandits by talking about assassination!
  • You can now roleplay a "bad guy" – choose a dark path to serve rogues and evil wizards.
  • The Tutorial can now be skipped.
  • New customization icons: legendary substances and salts.
  • More relevant ingredients in additional quest requirements.
  • Some "Evil" customers now look even grumpier than "Good" ones.
  • All ingredients now have correct (and sometimes funny) descriptions.
  • Other small improvements.


[h2]Balance[/h2]
  • Haggling on Hard (4) and Very Hard (5) difficulties is now much easier.
  • More balanced reputation calculation. Now you need to choose who to serve, or you can lose your "Good" or "Evil" reputation pretty fast. Serving everyone will keep you near 0 reputation, serving only "Evil" customers will bring you to -100 eventually, and serving "Good" people will bring you to +100, but much slower than before. Every customer "skip" will cost a lot of reputation now, so be prepared to serve every person if you want to keep moving towards 100.
  • You will now have 12 empty Recipe Book pages instead of 6 at the start. Old players will get 6 bonus ones as well.
  • Some old potion orders are now neutral (neither "Evil" nor "Good").
  • Ingredient prices are now higher (×2) for better experience.
  • You now need slightly more popularity per each popularity level.
  • You get significantly more (×2-2.5) salt from crafting it in the Alchemy Machine.
  • Small gold/popularity rebalance for some additional order requirements.

[h2]UI and UX[/h2]
  • New incredibly handy inventory sorting (Read the devlog here).
  • You can now quick-brew from the Recipe Book even if you are already brewing something in the cauldron.
  • Trading: if you have enough money only if you haggle well, you will now see what difficulty you need to haggle on.


[h2]Controls[/h2]
  • Toggle fullscreen/windowed mode with Alt+Enter.
  • Controller layout can now be changed to "swapped" in "Settings/Controls".
  • Better controller controls.
  • Controller is now disabled by default. To enable it go to settings and turn it on (it's a temporary solution to prevent some weird bugs, which will be fixed later).

[h2]Bug fixes[/h2]
  • Fixed a bug that prevented some merchants (Alchemist, Dwarf Miner, Traveling Merchant) from coming to the shop.
  • Fixed a bug that caused customers to react incorrectly on completed additional potion requirements (weak potions etc.).
  • Fixed a bug that caused players to gain free XP near the edges of a map.
  • Fixed a bug that caused incorrect profit calculation when bartering (when there are items on both scales).
  • Localization fixes.
  • Fixed a lot of other not-so-interesting bugs.

[h2]Optimization[/h2]
  • The game now loads much faster and doesn't freeze on the loading screen.
  • The game will now require less RAM.
  • FPS should now be higher.
  • Less freezes during gameplay.
  • Other optimizations.

[h2]Steam Features[/h2]
  • 29 achievements.
  • Steam Cloud support.



Follow our social media channels and join more than 28,000 alchemists on our Discord server to stay up to date with all things Potion Craft.

Update 0.5.0 is now available

Hello Alchemists!

Update 0.5.0, which we tested through the Steam beta functionality, is now available to all players!

Thank you for all the comments you send us! They really help us with the development of Potion Craft. If you'd like to share your feedback or suggestions with us, use the Steam forums or the #feedback and #bug-reports channels on our Discord server.

[h2]What’s new in the 0.5.0 update[/h2]
[previewyoutube][/previewyoutube]
  • Completely redesigned Water alchemy map
  • New Oil base and a dedicated map for it
  • New map mechanics: teleporting vortex, swamps, map borders, big experience books, etc.
  • New effects and quests for these effects
  • Special quest requirements (e.g. make a potion without using a specific ingredient or make it at least level 3)
  • New Salts: Moon Salt, Sun Salt, Philosopher's Salt
  • New Ingredients (Read the devlog here)
  • New customer classes with their own unique challenges and problems
  • Developing relationships with merchants
  • Reputation affecting which customers come to the shop
  • Improved haggling with difficulty choices (Read the devlog here)
  • Animated loading screen
  • Improved save and load system (Read the devlog here)
  • Accessibility options (Read the devlog here)
  • Inventory sorting by element
  • Full gamepad support (Xbox)
  • And much more
You may encounter a few templates and outright non-final content in this version. We are also aware of several bugs and instability. We are actively working on the release version of Potion Craft, and these issues will be fixed and improved as soon as possible.

[h2]What’s up with my save files?[/h2]
Previously, we've talked about why save files were incompatible with different versions and why we had to reset the alchemists' progress in the game. This time around, with update 0.5.0, we're going to do it one last time. This version will serve as the foundation for all future updates to the game, which means you will no longer have to start the whole game from the beginning after another major Potion Craft update.

However, you will always be able to go back to the previous game versions via the Steam beta functionality. If you wish to continue playing the game with your current save files, you can select version 0.4.7 in the game's Steam settings via the beta functionality.
  • Saves from version 0.4.7 are incompatible with 0.5.0, but all future updates will be backward compatible with saves from 0.5.0 and above.
  • If you want to play the actual game version, you'll have to start over – we recommend you do so because the game now offers many new features and content.
  • The saves from version 0.4.7 will not be gone; they will be displayed as incompatible with the current version of the game.
  • If you're not ready to start the game all over again now, you can roll back to 0.4.7 and play your old saves.
[h2]How to roll back to version 0.4.7[/h2]
If you are not ready to start a new game now, you can continue the old game, but to do this you will have to roll the game back to version 0.4.7. This is done through the game settings in Steam:
  • Right-click Potion Craft in your Steam Library.
  • Click Properties.
  • Click the Betas tab.
  • Select a version from the dropdown menu.
To return to the stable version of the game - select "None" in the Beta settings. The save files of the stable and beta versions (up until version 0.5.0) are incompatible with each other but will not be lost when switching versions.

[h2]What if I was in the beta branch?[/h2]
If you have already played 0.5.0 via the Steam Beta branch, nothing will change for you. The Beta branch will no longer be available and the main branch will be 0.5.0.

As mentioned above, bugs, instability, and poor optimization in version 0.5.0 will be present in the game for a while, but we will be releasing an update very soon which will fix and improve everything. It won't be long now!

[h2]The game won't start after an update / works poorly. What to do?[/h2]
The new version of the game is heavier and not optimized yet, so it may take a very long time to load, and on some computers, it may not run at all (even if it worked fine before). We are aware of this and will fix most of the issues in the upcoming update. Here's what you can do now:
  • If the game takes a long time to load, give it some time (don't click on the screen, just wait for the loading screen to pass). It can take up to 10 minutes to load on some computers.
  • If you get a message that the software is not responding - this is normal, just wait for the app to load.
  • If the game crashes, it is likely that your computer is not powerful enough or you have too many other applications running. Try closing all other applications.
  • If you have strange bugs and you installed any mods previously, please delete them. If you don’t know how to delete mods, uninstall the game and re-install it again. Your saves will not be deleted as they are in a folder that is not associated with the game's install/uninstall process.
  • If your FPS is low, try zooming in on the map in the lab as much as possible. This will improve the FPS.
  • If you still can't launch the new version of the game for some reason, you can roll back to the old version 0.4.7, and play it (instructions above).
When the optimization update comes out, try running the game again - most of the issues should be solved by then.

[h2]What’s next?[/h2]
We can't wait for the doors to the world of Potion Craft to open and for you to try out all the new features we've been working on! We will be sure to bring you more details when the time comes. For now, update to version 0.5.0 and start stocking up on materials and gold for when all the locals flood into your shop looking for that very special potion!

Follow our social media channels and join more than 28,000 alchemists on our Discord server to stay up to date with all things Potion Craft.

Devlog #20. Treasury (Work-in-Progress)

While working hard on the release version of Potion Craft, we also developed new mechanics and content to appear in the game in later updates. Today we would like to show you the new room – treasury! You can share your thoughts on it with us and maybe even influence the development process!



Picky clients, lack of ingredients, a blank recipe book – these are problems any amateur alchemist has to deal with. But hard work and diligence pay off eventually as the shop’s popularity increases and clients come more often who are willing to pay handsomely. With a copious amount of customers comes an abundance of ingredients and potions that need to be stored somewhere! Therefore, a successful alchemist might want to expand the shop and arrange a treasury for storing the most precious ingredients and trophies!



Chests and cases, boxes and cabinets, baskets and pockets of all sizes are essential for a decorous treasury!



As well as some shelves to feast an alchemist’s eyes on fruits of one’s labours.



Now it’s time to arrange everything as desired and bask in one’s success surrounded by treasures and trophies! But wait, what’s that sound? – Is someone knocking on the shop door again? It is unseemly to keep clients waiting! Bathing in treasures can wait until the end of the working day.



We’re also working on container inventories to achieve easy and handy storing and sorting of items.



As always, there were a lot of rejected variants on the way to the right visuals for this room.



The treasury is still in progress, but hard work and patience always pay off. While you wait, please, share what other rooms you would like to see in the shop! Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss other upcoming devlogs!

Get 20% OFF Potion Craft!

Hello fellow Alchemists!



Winter is fast approaching and the holiday season is soon to begin. Potion Craft is currently 20% off during the Steam Autumn Sale and would make the perfect gift for an aspiring alchemist! You can, of course, treat yourself too and save yourself a few coins.

Take advantage of the discount and open your potion shop today! Hurry, the sale ends November 29th.

https://store.steampowered.com/app/1210320/

Devlog #19. NPC Types

Greetings, alchemists!

In today’s devlog we want to talk about Potion Craft’s NPCs. You will learn about different NPC types and hidden, yet important things, such as factions and faction classes. Please note that most of what’s written below is only relevant for version 0.5.0 (beta).

[h3]NPC types[/h3]



In total, there are 3 types of NPCs in the game: traders, plot NPCs and random NPCs. Let's check them out in order.

Traders

All traders visit the player's shop to sell something. Each merchant has a unique assortment of goods, but this is by no means the main difference between merchants from each other. In Potion Craft, there are 3 types of traders: main, extra, and karmic.



Everyone's favorite Herbalist and Mushroomer are the main traders. These two are pretty constant and predictable in their schedule. Either of them will appear daily in the player's shop at around the middle of the customer queue. Now, who exactly will visit you today? No one knows. However, let us tell you one little secret: the same main merchant cannot come to the alchemist's shop more than 2 times in a row.



Extra traders include Alchemist, Dwarf, and Wandering Merchant. They only pay a visit to the player’s shop once every few days, but when they do they are always first in the line. It is worth noting that the number of days until the next visit is randomized within a certain range. Have you noticed that the Alchemist visits your shop much more often than the Wandering Merchant? This is because each extra trader has an individual range.



And finally, there is another type of trader that is not yet represented in the game - karmic. In general, these are the same as extra merchants, but with a small catch: they only come by when the player’s reputation is at a certain level. Are you a kind and law-abiding alchemist who helps those in need? Then a druid will pay you a visit. And if you are a greedy and immoral type that sells necromancy potions left and right, an old hag may come round... The functionality of karmic traders is completely ready, and we are currently deciding what goods they can offer the alchemist. If you have ideas, share them in the comments!

Plot NPCs



Plot NPCs, just like traders, have a constant charismatic appearance, so you can easily recognize them among the crowd of random visitors. They occasionally visit the alchemist and ask to help them with some sort of potion. If for some reason you didn’t like one of them, you can ask the character in question to never come to you again. And if you fulfil their request, next time they will come with a new order.

In order for plot NPCs to “remember” whether the player has already helped them or not, and to update quests and dialogues in a timely manner, we have created a hidden closeness system. For each level of closeness, the necessary settings for story NPCs can be set, for example, a quest and a dialogue. Each time the player helps a plot NPC, the level of closeness with them increases and the settings get updated. The closeness system also works with merchants, allowing them to expand the assortment of the goods every time the player completes one of their quests.

It is worth mentioning that each plot NPC has a certain closeness cap for each chapter, i.e. you will not be able to complete all of a character's quests right after the said character appeared. After reaching maximum closeness, the character will temporarily "disappear" and will patiently wait until you start the next chapter. And when he runs out of quests completely, he will stop coming altogether... Which is not exactly cool, so in the future we plan to give a set of random quests to the plot NPCs so that they continue visiting the alchemist even after their questline is completed.

By the way, plot NPCs have a reputation range at which they come to the player too. For instance, if your reputation gets below -50, the Brewer (and some other characters, as well) will stop showing up until you regain your good name.

There are currently 6 plot NPCs in Potion Craft. Do you have any suggestions for adding someone else? Share your ideas with us!

Random NPCs



Random NPCs make up the bulk of all NPCs that come to your potion shop. One could say this NPC type is the backbone of our game. But what’s so special about them?

Firstly, all random NPCs only exist whilst they’re in the shop. Once they leave, they disappear forever. Therefore, we cannot, for example, implement the ability to ask the buyer to return in a couple of days, because there would be no one to come back to you...

The second feature of random NPCs is that their appearance and properties are randomly generated according to certain rules. We have worked hard to ensure the appearance of random NPCs is diverse and interesting. Just as much effort went into creating a flexible system for generating NPC’s settings and binding their spawn to the Alchemist’s Path’s chapters and player's reputation. To do this, we had to introduce things such as factions and NPC classes, which we'll talk about next!

[h3]Factions, classes, and templates[/h3]

Factions are a complex system that allows for flexible customization of random NPCs and conditions under which they will come to the player’s shop. Random NPCs are configured in a few steps: first, a base template is created, next, it’s used to set up an NPC class, which is then added to the faction itself. Sounds confusing? Then let’s take a deep dive in.

NPC templates

So, let's say we want to add a peasant class to the game. To do this, we first need to create and set up a peasant template. It will store the basic settings of the NPC (such as buyer dialogue, haggling animation, etc.) and a set of sprites for appearance randomization. Once upon a time, we had to add each sprite manually (not fun), but now our NPC browser has a magic button that adds all the sprites automatically. Note that we will need two templates, because among peasants there are both men and women.



NPC classes

Next, we need to set up the peasant class. It needs to be provided with an NPC template that we already created, along with a set of haggle topics and a list of quests suitable for the class. Just like with templates, we need two peasant classes, because quest lists for men and women are partially different from each other.



Now we are ready to add these classes to the peasant faction! Here we’ll need to specify an Alchemist's Path chapter, from which the classes will start appearing in the game. It’s also possible to arbitrarily distribute spawn chances between faction classes, so that, say, one class appears more often than the other one. In case with peasant classes, we can simply split the chances in half. And so, we are done with the classes. But this is only the beginning, because there are still a lot of settings for the faction itself!

Factions

Firstly, we need to set the chapter in which the faction unlocks. This chapter can be different from the chapters in which faction classes are unlocked. For example, we can unlock a faction as early as chapter 1, but if the classes included in it are only unlocked at chapter 3, random NPCs from that faction will not come to your shop until chapter 3 starts. The same result can be achieved by unlocking faction classes at chapter 1, and unlocking the faction itself only in chapter 3. In case with peasants, we want to unlock both the faction and its classes in chapter 1.



Secondly, we need to draw a spawn chance weight curve. The vertical axis on the graph represents chance weight, while the horizontal axis represents the player's reputation. The way we set up the curve determines how often a faction will spawn its random NPCs at different reputation values. Every time a queue of customers is generated, all active factions "compete" among themselves for the right to spawn their NPCs. The higher the spawn chance weight of a particular faction at the player's current reputation is, and the lower the total number of active factions in the current chapter is, the higher is the actual chance for that faction to spawn one of their NPC classes (and vice versa). Thanks to this system, we can make it so that at a high reputation good peasants will often come to the player, and with a low reputation the evil ones will frequent your shop.



Let's assume that we’re making a faction of good peasants. We would then need to draw the curve so that the spawn chance weight reaches the max value closer to the max reputation (+100) and is very low at the min reputation (-100).

Thirdly, we need to set weights for all the effects that are found in quests for faction classes. It’s pretty straightforward: the more weight a particular effect has, the more often NPCs of this faction will ask for potions with this effect. For example, for peasants we can set a higher chance for Healing and a lower chance for Poison and other combat effects.



Optionally, you can make a list of oneshot NPCs for each faction. A separate list is compiled for each chapter of the Alchemist's Path. Oneshot NPCs have hand-crafted properties and appearance, and can be spawned instead of any random NPC of the same faction with a certain chance. Why do we call them “oneshot”? Because each of them can only be spawned once during a single playthrough. We usually pair these NPCs up with the most memorable quests and references so all of this doesn’t get too old. And for those times when we need a oneshot NPC that doesn't depend on factions and player’s reputation, we also have oneshot plot NPCs!



As a cherry on top, we can also set a certain default mood for all random NPCs in a faction. We have 3 mood options here: good, neutral, and bad. So if our peasants are good people, then their initial mood should also be good. But that doesn't mean they won't get mad if you offer them the wrong potion!



Thank you for reading till the end! Now you know a little more about NPCs in Potion Craft. We hope that you have found this devlog interesting! Stay tuned and follow our Steam Page. Also, make sure to join our Discord so you don't miss the next devlog!