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AI Roguelite News

2D Grid Mode

[h2]2D grid mode[/h2]

When visiting a new place, you now have the option of initializing it as a 2D grid.

[h3]Sprites[/h3]
All entities in a grid will have associated sprites. Please note background removal for sprites currently only works on default image gen options (Free and Sapphire). Hold alt to see the nameplates of all entities.

[h3]Pathing[/h3]
The grid may have barriers such as walls, and openings representing doorways. Paths will be calculated to your destination, and relevant info will be passed to the story generator. Interact with a target entity normally, or hold shift to try to move to a specific point. Movement is never guaranteed, and depends on what the story says happened.

When an interaction involves a path, the AI may decide that an entity has a chance of interrupting you.

[h3]Sublocations[/h3]
Sublocations within a grid should be accessible via a forward “portkey” (object which moves you to it), e.g. Stairs leading to 2nd floor. Location change isn’t guaranteed and depends on whether you were successful according to the story. To bypass this system, use the console command "freemove 1" and enter the desired location via the map.

Vehicles and location changes are meant to work seamlessly when switching between grid mode and classic (hierarchical) mode. Please report any bugs using the file feedback button.

[h3]Requirements[/h3]
  • The new place must be a top-level place that has not been initialized, or is a sublocation within a top-level place that’s already 2D.
  • Limited to 3 per day per user (with Sapphire users using a more expensive model) because it’s much more expensive than a regular turn.
  • Official text gen services use models that have been verified to work well enough for grid generation. If you're using a custom endpoint, ensure the model is smart enough to generate a grid. Bug reports with failed grid generations using unofficial models will NOT be looked at (except for serious issues such as broken saves).

[h3]Caveats[/h3]
Grid mode is generally available in the Default build channel, but still considered experimental. My original vision has not yet come to fruition because proper event checks for accurate placement would require a good model which is currently too expensive to run for many turns. It is my hope that as LLM costs come down, it will eventually be possible to run the “expensive” turns more frequently.

[h2]Improved image generation settings[/h2]

Added customizability of entity prefixes/suffixes to all image generation modes. In particular, the prompt formatting is now in a "format" rather than "prefix" structure, so the user has more control over the image prompt.

Added background removal for item images, which is currently only available in Sapphire due to costs.

[h2]Misc[/h2]

Fixed Wombo image generation. Note: There’s a known issue where any name/description with quotes will still fail. This fix will be pushed in the near future.

Hotfix

[h2]Reduced NPC duplication[/h2]

Fixed a bug in anti-duplication logic which made it barely work at all. NPC duplication should be greatly reduced compared to how it was in the previous version, though not eliminated. The fix is in all build channels including Default.

[h2]Wombo fix[/h2]

The fix for Wombo image generation is only available in the Alpha channel at the moment and will be pushed to the regular build in about 1 week. If you don't want to use the Alpha build, please use AI Roguelite official free image generation instead.

[h2]Grid Mode sneak preview[/h2]

An experimental 2D grid mode has been available for a couple weeks now, currently only in the Alpha channel. When visiting a new top-level location you are given the option of generating the place as a grid. More details will be posted in a future announcement.

Fixed a few more broken saves and text generation speed

Attempted to fix a rare occurrence in which your current location would be marked as a parent of itself which would break the save. For saves that were broken in this way, the parent location info was lost, so my workaround was to set it as a detached location in the player's first universe. If you were affected by this issue, use `opopen 1` to describe the place being somewhere in the world, then use the map UI to move it to where you want.

If your save is still broken, please report it in the Discord or Steam forums

Fixed bug in client-side logic limiting parallelization for all text gen, which would cause slow-downs only when background tasks were queued.

Bug fixes and better bug reporting

  • Fixed a few bugs related to the previous update
  • Added bug reporting feature which will pop up automatically if encountering an error, but can also be accessed manually by pressing esc and clicking the top-right feedback button in Scenario Settings.

Locations v2.1

[h2]Worlds/Universes[/h2]
Added support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.

[h2]Movable locations[/h2]
Locations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.

[h2]Better status effects[/h2]
Changed how status effects work. The duration is now AI-determined, and they can also be removed by the AI.

[h2]Better state changes[/h2]
Consolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.

[h2]Location placement awareness[/h2]
AI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.

[h2]Location manual adjustments[/h2]
Added move button for map locations
Added "move here" option for locations and npcs
Added option to make a sublocation its own top-level location

[h2]Lorebook[/h2]
Added a lorebook system which can be accessed via a tab in the journal view. Lorebook keys are one per line, and treated as regular non-case-sensitive matching. If encased by slashes, it's treated as a regex. Lorebook entries may be triggered if story or player input text matches them, up to a limit (at this time, a maximum of 3 entries).

[h2]Favorites[/h2]
Added a favorites system which can be accessed via a tab the journal view. Favorites (up to a limit) are included in story and event check prompts and thus have a higher chance of staying relevant in the game.

[h2]Reduced character/item duplication[/h2]
Added the concept of recent entities, including those which recently died or went away. The event check is primed with recent and favorited entities and the game will check if the string corresponds to a pre-existing entity. For example, if you recently lost an item, you might get it back.

[h2]Better high-cost quest videos[/h2]
Improved reliability and quality of high-cost quest video generation

[h2]Region background images in map[/h2]
Cosmetic improvement that makes the map feel more immersive

[h2]Misc[/h2]
  • Fixed a comfyUI issue where the game was accidentally slowing down generations. The other issue of images not appearing in the game until 10+ seconds after generating may or may not be fixed (I can't reproduce the issue).