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Big Pharma screenshot
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Genre: Simulator, Strategy, Indie

Big Pharma

Patch v1.07.13

Mini patch! In the last update I introduced a bug which made some mods incompatible. All fixed now. ːsteamhappyː

Patch v1.07.12

Here's a little holiday gift! This update contains a number of small bug fixes and requests I've received over the last few months.

There's nothing major but I thought this would be a nice time of year to say thank you to everybody who is playing the game and to demonstrate my commitment to keep it updated and running as smoothly as your ingeniously designed production lines! Enjoy! ːsteamhappyː

Changelog



  • Added a dropdown menu to Packer so that you can choose to pack less than the maximum.
  • Added note to mod manager saying that achievements are disabled when mods are active.
  • Updated description on Megalines challenge so that it says "treating different cures" when you hover over.
  • Added requirements for Expert and Master for 'The One and Only'.
  • Fixed bug where medals that were just unlocked would disappear if you went to the menu and back.
  • Fixed bug when modding where strings in MM/string-xx.data were ignored.


Any issues with the latest patch, please let me know!

Also, in case anybody is interested, my latest game which is still in development, Megaquarium, is now available to wishlist! Due out mid 2018.

http://store.steampowered.com/app/600480/Megaquarium/

v1.07.11

Hey everyone, I've just released the latest patch for Big Pharma. There are no major new features but I've fixed a few bugs and added a couple of small things that get requested every now and again and were easy for me to add.

Here's the changelog: ːsteamhappyː

Changelog



  • Added a count for the "maker" (Pill Printer, Creamer etc.) upgrades on the research tab.
  • Added option to disable upgrade point indicators in video settings.
  • Fixed a bug where if you clicked on the analyzer directly after loading up a game you could cause a weird graphical issue.
  • Fixed bug where hover-over details on cures, on the cure tab would get hidden if you changed tabs while hovering over them.
  • Fixed bug where if two ingredients randomly generated the same name they would cause graphical error on ingredients tab (kinda embarrassed by this one, let's just say I'm a much better programmer than I was two years ago ːsteamfacepalmː).


I've also attempted to fix the relatively common issue where the game does not shut down properly on some Windows 10 machines. The current fix for this is to run the game in compatibility mode but I'm hoping the change I've made might stop the problem.

It's a bit of a shot in the dark because I can't reproduce the bug at my end. If anyone with this issue could try the game with compatibility mode off and let me know if it has helped, I would be very appreciative.

Tim

v1.07.10 Patch

Just pushed out v1.07.10. There were a couple of bugs introduced in the last patch which this one fixes.

Changelog



  • Fixed bug where you could no longer export products with boosters in them ːsteamfacepalmː
  • Fixed bug where scrollbar on company tab no longer showed


Thank you to those that let me know about these bugs and please accept my sincere apologies for any inconvenience caused. Please let me know if you see anything else off. :)

Big Pharma v1.07.09 available now!

Hey guys, Tim here with another patch for Big Pharma. This one contains some nice quality of life improvements for the UI and a series of bug fixes.

The standout feature is the addition of socket labels to the factory floor. The labels that appear next to each socket depends on whether it is an import or export socket.

For import sockets you'll see the cure name or booster and any catalysts that are present in the ingredient. This should hopefully make it much easier to see at a glance what raw ingredients you have to work with and whether there are any opportunities to split a line of ingredients between multiple products e.g. a booster between two half speed lines.

For export sockets you'll see the name of the product, color-coded by the highest level of cure that is active in it. Green for level 1, blue for 2, purple for 3 and so on.

Assuming you give your products memorable names, or use the standard names which give a pretty large hint, this should make it much easier to remember what products you are producing where in your factory.

You can toggle these new socket labels on and off using the new buttons in the top right corner of the screen. One of them toggles the existing socket bubbles, the other toggles the labels.

Hope you like the new feature. Below are all the other bits and bobs I've managed to get in.

Changelog



  • Preview on ingredients screen now shows ALL catalysts rather than just the first one.
  • Added import count to ingredients on the ingredients screen so it's easier to work out which one to upgrade.
  • Fixed a bug where adding additional boosters in a custom game caused an error.
  • Changed the code used to quit to the game to potentially solve this issue.
  • Fixed bug where unfinished product button appeared when it shouldn't with the drug packer.
  • Made it so that drug packers that accept alternating ingredients will maintain a 1-a-day speed. They won't condense the number of drugs at all (drug packers can only pack identical drugs) but at least it won't slow down if you misuse it by accident.
  • Updated socket positions in buildings.
  • Fixed bug where you could select machines from different menus with hotkeys if the current menu didn't have that number of machines.


As always please let me know if you notice any bugs with this new patch. I am going away from the 20th December and won't be able to do another update until the new year, so if you notice something let me know ASAP.

Enjoy and Happy Holidays! :D

v1.07.04 Patch

Hey guys, quite a big patch this one with lots of little UI improvements and bug fixes. Nothing that's really game changing but all of it based on community requests/feedback.

Changelog



  • Improved ingredient generation so that there is guaranteed (I really hope this time!) 1 of each 1st level cure in Free Build mode.
  • Fixed ingredient generation so that ingredients with boosters can have any starting concentration.
  • Fixed multiple cure product sales getting counted twice.
  • Price changing buttons in M&M DLC change quicker the longer you hold them.
  • Added a leave game button to the tutorial window.
  • Fixed typo in first tutorial.
  • First right click deletes stock gate only, instead of entire belt.
  • Corrected color of fixed direction corner belts.
  • Stop AI from adding two boosters of the same type to a product.
  • Cannot forget products with trials in progress or complete but not confirmed.
  • Cannot dismiss a trial complete message.
  • Removed superfluous "Max strength concentration" from boosters - it had no gameplay effect.
  • Changed hit box on options menu to stop clicks passing through to the Marketing and Malpractice enable/disable button.
  • Added a missing string to the Polish translation.
  • Added "icon" tag to research.data so that mods can create new research projects but borrow the icons from official game research projects.


For the next patch I'm hoping to get some more notable UI improvements in, again based on suggestions from the community.

As always, please let me know if you notice any new bugs after playing with this update. Keep the feedback coming and I hope you continue to enjoy the game. :)

Tim

v1.07.03 Patch

Hey all, just another small patch with a few more bug fixes. Details below.

Changelog



  • Fixed bug introduced in the last patch where cures could not be permanently "cured".
  • Improved hover over tooltip for the graph on the cures tab in M&M DLC.
  • Fixed bug where Genius perk did not affect the ETA on research items with no researchers assigned (did not affect gameplay).
  • Fixed bug where AI would incorrectly use player upgrade levels for Pill Maker, Syringe, Creamer and Sachet.

v1.07.02 Patch

Changelog



  • Tweaked ingredient price fluctuation and capped at extreme values to
    prevent erratic behaviour.
  • Fixed bug where ingredients prices would saturate quicker at lower basic demand values, which is the opposite to desired behaviour.
  • Fixed bug where tick number would stop increasing in very long games (500 years+!)
  • Added alphabetical sort to the active effects column on the company tab.
  • Fixed a typo in event text.

v1.07.00 Patch

Big Pharma v1.07.00 brings with it improved AI, balance improvements and all-round goody goodness.

Note: In this update I have added borderless window mode to the Windows version. If you are curently using the "-popupwindow" launch command, you should remove it and switch to borderless window mode via the options panel in-game.

Here are the specifics:



  • Added Polish language support for the DLC.
  • AI can use the multimixer and shaker more efficiently now. This means that they follow you up the tech tree more effectively. Expect the AI to be hot at your heels for the entire game now.
  • Improved AI pricing algorithms in Marketing and Malpractice DLC.
  • AIs don't patent things quite as often.
  • AIs now have staggered start times so they don't all flood the market at the same time in the early game.
  • Reduced the extent to which ingredient prices increase in base game in reaction to oversaturation. It was squeezing low level cures too intensely.
  • Increased value of all level 1 and some level 2 cures in base game.
  • In the base game, there are now only 2 AIs in Advanced, Quick Start and Room to Maneuver scenarios. This is balanced by the improved AI algorithms mentioned above.
  • Fixed bug where hover for "Average Saturation" was shown on the wrong column on the company tab.
  • Fixed some typos in event text.
  • Machine process times can never go below 1 (was possible before using mods).


To summarise, I've tried to decrease the difficulty in the early game which was caused by all the AIs rushing the market and filling it with level 1 and 2 cures.

This is balanced by a more difficult mid and end game because the AI is much more proficient at keeping up with the player as they build higher level cures.

These changes affect both the base game and the Marketing and Malpractice DLC.

Give it a go and let me know what you think, I think it makes the game a lot more interesting!

Tim

v1.06.12 Patch

Quick patch fixing a bug I introduced in the last patch while improving the custom game generation algorithms.