Hello!
As some of you might already know, I am developing a patch for XXL1 that includes improvements like a better widescreen FOV, gamepad camera control fixes, and more!
Another feature that I just implemented is an infinite potion mode which can be enabled in a config file, allowing you to perform your Potion% runs without any need of external tools!

However, there is one problem I'm facing and I would like to know your opinions, especially if you're interested in the Potion% category 🙂 :
Previously, the Potion% runs were done using cheat tools from our _good old pal_ Pyramiden. He did two versions:
* In the **first** version, you would have infinite potion, but there were moments where the game would still disable the potion for a short period of time through an event/trigger, and reenable it the next frame or when you exit a zone.
* In the **second** version, the potion is no longer disabled through an event anymore, you always keep the potion in every situation.
I checked all runs submitted on speedrun.com in the Potion% category, and all of them were using the **first** version, meaning the potion was disabled in some instances of the game.
The problem is, if I would implement my potion tool like the **second** version, where all potion removal triggers are removed, then there will be zones (like in Normandy in the sector loading tunnel just before the second slide) where Asterix would now keep the potion and run faster, compared to previous runs where the potion would have been gone and Asterix would move at a normal speed. That means you would now **save more time**, and new runs would become generally faster than old runs, making them obsolete.
So, would it be better for the potion tool to always keep the potion and make all previous runs obsolete, or should it disable the potion at special points like in the old runs so that old runs can still compete with newer ones?
