Potion Tycoon is a management simulator with a witchy twist! Build and develop your very own magic shop. Manage resources, set up production lines, mix potions and sell them smartly to stay ahead of the competition. Welcome to the potion business!
[b]Greetings, potion magnates! Or should we rather say, good day![/b]
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.
[b]Bewitchingly yours,
Snowhound Games and Daedalic Entertainment[/b]
Update Title: Dawn ‘Till Dusk
[b]Headliner Content:[/b]
[list]
[*] 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
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[b]Changelog:[/b]
[u]New:[/u]
[list]
[*] 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.
[/list]
[u]Changes:[/u]
[list]
[*] 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.
[/list]
[u]Fixes:[/u]
[list]
[*] 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.
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