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The new difficulty modes are the biggest plus for me and my style of play. The expense of Suffering mode has really slowed things down, which is more fun than it might sound. My first play-through before the update, it was too easy to buy all the ingredients - making "create the most optimal potions" a fairly open challenge without many constraints.
Things are quite different now - choosing what seeds to grow, and then using whatever I've got on hand, is lots of fun. Every time I'm able to buy new seeds it's like I'm being handed a new puzzle set. How can I make the best potions with what I can grow now? The unlocks are just far enough apart that I can really dig into that and enjoy optimising things, before eventually unlocking something new and being able to rework things again with whatever new ingredients I'm able to add to the mix.
So that's probably the thing that's behind why I'm enjoying things so much right now. This is a game that I like to play slowly, enjoying the hands-on mechanics of brewing things, so every customer having a mandatory request stops things from getting stale, and the slow progress makes the progress milestones feel more significant and satisfying.
(I probably could be min-maxing to progress a lot more quickly than I am, but I'm content to be pottering along enjoying the work)
Also, although it might sound silly, having shelves to put stuff on is really great too, haha. I'll switch between using them for inventory management and just arranging things to look nice, depending on how the mood takes me.
Simple things please simple minds.
One of my biggest criticisms with the game previously was that it felt like it was missing a base. It was too weird that the game told you that different bases could let you mix different potions, but that there was only one alternate base from water. Not only that, but there were recipes that felt way too complex with just water and oil available -- I distinctly remember hating fragrance potions, felt like they were a waste of ingredients for how often customers demanded them.
Wine map solved all those problems. Not that I wouldn't take a fourth base if one existed, but the game feels way more complete with three, and there's that sense of progression. Plus, exploration talents feel like they have a point (if you're not googling the new maps), since they get used multiple times. On top of this, some of those 'wasteful' recipes feel sensible now; sure, they're not all easy to hit, but using salt is way more justified in slightly altering an ingredient's path, and previous expensive recipes now have multiple new options, all without feeling 'too easy'.