[DEVBLOG#286] Medieval 2 Alchemy (Patreon)
Content
Hey everyone!
As we approach the release of Medieval 2, I’m excited to share some new infographics showcasing the alchemy system in VFE-Medieval 2!
When designing alchemy, I wanted it to be more than just a medieval alternative to medicine. Instead, alchemy has a unique place in both medieval and industrial-era gameplay - that's why we added an electric-powered alchemy bench for more advanced colonies.
Draughts brewed through alchemy provide powerful but temporary effects, with a tradeoff: they cause toxic buildup. Consuming too many in a short time can be dangerous, especially for colonists vulnerable to toxicity. This makes alchemy a strategic tool, requiring careful use rather than just a simple boost.
Draughts vary from situational to generally beneficial, and they function similarly to drugs, making them intuitive to use for most players.
For ingredients, we aimed to avoid unnecessary resource bloat. Rather than introducing a set of new plants, we repurposed existing but underutilized flora - astragalus, clivia, rafflesia, alocasia, and glowstool - allowing them to yield unique alchemical ingredients. With the Alchemy research project, you'll also be able to farm these plants, making alchemy a fully integrated part of the game.
I truly believe these draughts will be invaluable across all tech levels, offering exciting new possibilities for colony management. Plus, an alchemy lab just looks awesome in any base!
Now, let’s take a look at those infographics!
Next up, I need to work on infographics for Heraldry, as well as for all the new furniture and structures. I will also post a teaser today that will show the Medieval mod in action!