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AI Roguelite News

Default free image generation has an outage

The default free image generation option (Wombo) is currently experiencing an outage. The issue has been ongoing for about 36-48 hours. According to their Discord, the service is down for all users, even including regular Wombo users. There is no ETA on the fix, but the team has publicly announced that they are aware of the problem and working on a solution.

Meanwhile, to alleviate the issue, I pushed an all-new official free image generation option. This option is only available in the alpha and beta channels at the moment, but may be pushed to the regular channel soon. It is faster than Wombo but nowhere near as beautiful. Please feel free to give it a try if you want.

Plausibility Hotfixes

[h2]Reduced “Trivial” false positives[/h2]
  • Tweaked plausibility prompt to reduce chance of wrongly picking Trivial plausibility
  • Tweaked game logic to make thresholds more strict (removed +2 physical plausibility,+2 likelihood of success as a valid threshold for Trivial actions, leaving us with just +3 physical plausibility, +1 likelihood of success)
  • Made all in-combat actions automatically classified as non-trivial and forcing a roll check (can be disabled in options)

[h2]Added triviality options[/h2]
Added “force roll checks when in combat” and “force roll checks when missing required item” to Options. They default to true.

[h2]Moddable triviality condition[/h2]
Added a moddable file under “misc” called “triviality-condition.txt”; explanation is in the README file.

[h2]Nerfed physical plausibility score effect[/h2]
It now ranges from -15 to +9 rather than -15 to +15.

[h2]Misc[/h2]
  • Fixed bug where when AI picked an ability during the plausibility check, it wouldn’t mention it in the game log view
  • Removed dropdown for trivial roll check options which is no longer used

Plausibility V2

[h2]Plausibility V2[/h2]

Months ago I discovered a problem while playing my game. I would do most actions, especially during combat, with little to no thought. I would use “grow crops” to fight a bear knowing that the outcome was entirely dependent on my skill in crop-growing rather than how sensible the action actually was. I would throw a crumpled note at a zombie which had about the same chance of defeating it as using a literal flamethrower.

Thus I started to brainstorm a way to make the player’s decisions actually matter, and reward actions which are strategic, sensible, and effective according to the story context, while penalizing nonsensical actions.

Under this new system, the AI takes your proposed action into account based on the story context, and evaluates it based on a number of metrics:

  • Physical plausibility: Whether the action makes physical/logical sense.
  • Likelihood of success: How generally effective the action should be. For example, throwing a crumpled note at a zombie is physically trivial, but highly unlikely to do anything.
  • Relevance of item/ability to action (if using an item or ability): Penalizes or rewards you based on how effective the item or ability should be in context. For example, you may suffer a penalty if using “hack robot” on a non-robotic entity.
  • One AI-generated criterion: The AI model is given free reign to impart its flavor for this one. In one playthrough, I got a bonus for reviving a dog because "everyone wants Sparky to survive".

These ratings then become bonuses and penalties to your attribute/skill check roll.

A key change is that all actions are evaluated, not just open-ended, so you can no longer just spam some random item or ability at everything under the sun without penalty (unless I suppose it has an OP name).

If physical plausibility is rated at the maximum and likelihood of success is relatively high, the action is deemed Trivial and passes without a roll check… but beware – for an action being trivial doesn’t automatically succeed; rather, it’s passed to the story generator with no suggested outcome, so it’s up to the model as to what happens next!

[h2]Updated roll mechanics, expanded roll outcomes[/h2]

You now use the same roll for the attribute and skill check, but it uses a 2d50 system to maintain a slight bias towards the middle. Additionally, ability/faction bonuses now modify the roll value just like the plausibility checks, as opposed to the convoluted logic it was using before.

Instead of 4 outcomes, there are now 7 outcomes ranging from Critical Success to Critical Failure. If using the “roll” cheat code to override roll checks, you can now specify a value between -3 and 3.

[h2]Model refresh/update[/h2]

Updated all official cloud models to slightly better and more modern ones across all tiers; Free, Silver, and Sapphire. The difference is most noticeable in Sapphire story generation, in which characters feel a bit more alive than ever before.

Also tested all models extensively making sure they held at least some small tangible improvement over their previous versions, and tweaked certain prompts and event checks to make them as compatible as possible. Please feel free to report issues that feel like regressions, as it is often the case that an overall improvement doesn't imply improvement in everything.

[h2]Use ability/item without target[/h2]

To prevent the oft-complained about case where you would eat your bedroll instead of sleeping in it, or hit yourself on the head with a book instead of reading it… You may now use an ability or item without specifying a target, by clicking the “no target” icon next to the player portrait.

[h2]Specify usage details for using ability/item and interacting with static object[/h2]

To prevent the oft-complained about case where you would rub spaghetti over someone’s face instead of feeding it to them… You may now hold Shift when using an ability/item or interacting with a static object to specify the nature of your action. These custom player instructions are also folded into the Plausibility V2 mechanic for your roll check bonuses and penalties.

[h2]Status effects revision[/h2]

Fixed a number of issues with status effects. They are now included in the prompts correctly. Character and static object status effects decay within 2 turns. Location status effects are persistent unless removed or overridden by event checks. Status effects can also influence the Plausibility V2 mechanic.

[h2]Misc[/h2]
  • Tweaked a lot of event checks to slightly improve accuracy for most models across the board
  • Fixed issue where unchecking factions when starting a portal to another universe would still generate factions
  • Fixed player name not displaying in tooltip
  • Fixed exploration background having constant white circle if autogenerate was disabled
  • Added Sapphire image gen presets as part of the supported image gen modes for saving/loading as JSON
  • Changed default combat turn mode to regular story turn instead of summarize per encounter, due to coherence issues if attempting to immediately follow up with the enemy after combat.

Start game without quest, save/load image presets as JSON, etc.

[h2]Start game without quest[/h2]

In the new game view, you now have the option of starting the game without having the quest tracked and without the initial quest plot hook. The two new options are non-quest story intro, and no intro at all. If selecting one of these options, you start with the quest untracked, and can track and start it at any future time (and, if you pre-generated the quest in the new game view, it will still be used).

[h2]Save/load image presets in JSON form[/h2]

Due to popular request, in image gen options there are now export and import buttons for your image geneneration settings. These include the height, width, iterations etc for each entity type, as well as the negative prompt.

[h2]Configurable entity ordering[/h2]

Right click to change the ordering of a Thing, NPC or Enemy in the exploration view. It has the biggest effect on NPCs (only if you have a lot of them) because the game currently limits the prompt to the first 5 in the location.

[h2]NovelAI v4 image gen[/h2]

Added NovelAI v4 image gen support, and revised default values for prefix and negative prompt. The default prefix is "(no text, best quality, very aesthetic, absurdres). " (without quotes). The default negative prompt is "nsfw, blurry, lowres, error, film grain, scan artifacts, worst quality, bad quality, jpeg artifacts, very displeasing, chromatic aberration, multiple views, logo, too many watermarks, white blank page, blank page" (without quotes)

[h2]Misc[/h2]
  • Added option to delete locations
  • Added separate sliders for crop/stretch depending on whether image is portrait, square or landscape
  • Added option to provide guiding instructions for starting ability
  • Fixed spawn NPC/enemy/thing cheat bug; the last turn should be included correctly now
  • Added option to specify task branch when using task adv cheat code
  • Added farm cheat code: farm 1 or farm 0 will enable or disable farming in the current location
  • Added a debug log warning when any AI Roguelite service had to use a fallback model due to an outage or the content being rejected by the preferred model. It is purely in the log and not in the UI.
  • Removed outdated and incorrect warning about player physical description’s lack of inclusion in the story in new game view
  • (Server side) fixed an issue with high-cost video generations
  • Fixed QTE not triggering enemy turn in combat
  • Fixed bug where if you deleted every single story turn and tried to do anything the game would throw an error
  • Added button to open Player.log in console


Lots of fixes

[h2]NPC description auto-update tweaks[/h2]
  • Increased frequency of NPC description update or turn history summarization to help with coherence
  • Tweaked summarization prompts to prioritize important changes over trivial events
  • Tweaked prompts to differentiate between description vs history summary
  • Changed auto-update description to default to off (disable NPC description update is now checked by default), thus using history summary instead of description to reflect recent story events

[h2]Image gen override[/h2]
Added a field for manually overriding the image gen prompt when editing an entity. It is used only for image generation and never used for text generation.

[h2]Better max tokens control in OpenAI/Oobabooga API[/h2]
  • Added config files for per-generation-type param overrides. View the README file for more detailed instructions. This should allow for compatibility with reasoning style models.
  • The HTML-tagged "" and "" text which pervaded initial releases of these models is trending downward and moving towards putting think tokens in a separate field. If you still require the game to remove "think" tokens, please message the Steam forum or Discord with your request as well as which app you're using to generate text.

[h2]Support for Korean, Thai, and Hindi[/h2]
Korean, Thai, and Hindi were the last languages that almost had full support except for the fonts. Added the fonts so now they’re actually supported. Note: There may be an issue when using the keyboard to type in Chinese, Japanese, or Korean when using Steam deck. If you have any experience with this (whether positive or negative) please report it in the Steam forum or Discord.

[h2]Better NPC spawn via cheat[/h2]
Added some context for world background and previous turn for when using cheats such as spawning an NPC

[h2]Better Skills[/h2]
In a bid to reduce the chance of weird skills being generated, new games now start with a default of 30 skills, with up to 3 skills you can pick to start with an initial bonus.

[h2]System Prompt tweaks[/h2]
  • Migrated to using Gemini’s actual system prompt, which has a minor improvement in instruction-following over the fake system prompt (the latter was created before Gemini supported real system prompts).
  • Added a list of overly common AI words such as “Elara” and “Whispering” as banned words to default system prompts. The efficacy of this is not guaranteed and varies greatly based on the prompt and model. I don’t recommend going crazy with it unless you know for a fact it’s helping your use case. It’s expected to improve in the future as LLMs get smarter and cheaper.

[h2]New game announcement: Life of an NPC[/h2]
For the past couple months, I have been working on a new AI colony sim game, called Life of an NPC. It will release soon on Steam.

[h2]Misc[/h2]
  • Migrated some Sapphire prompts, including initial locations generation, to a better model with less chance of cliche words
  • Fixed adventure mode scaling logic killing followers too easily
  • Tweaked faction logic to cap out at a depth of 2 for some prompts, to prevent some random merchant (or whomever it may be) from spawning in a closet
  • Fixed bug where quick-time events used an older turn as context
  • Fixed bug where error messages often wouldn’t display correctly
  • Fixed error that would often happen during player death
  • Added world context for loot and foraged item generations
  • Tweaked system prompt to reduce chance of NPCs being silent (thanks to B00D0 and others who suggested it)
  • Fixed entity names such as “9mm pistol” being butchered by some ancient logic which was meant to accomodate older LLMs
  • Added prompt hint for animals to be generated in NPCs (e.g. if you’re in a barn)
  • Loosened silver and sapphire character limit for BACKGROUND_WO_NEWLINES
  • Fixed bug where NovelAI would fail for certain prompts
  • Fixed Kobold Horde not working, by capping max tokens to the common Kobold Horde limit of 1024
  • Tweaked blocking thing prompt to encourage it to be an inanimate entity
  • Fixed bug where sometimes story editor text would be stuck in cyan
  • Fixed bug where faction debuffs were incorrectly green
  • Fixed bug where player pronouns dropdown didn’t update when selecting a world preset
  • Fixed story preset dropdown overflow when text is too long
  • Fixed quest log UI not refreshing when starting new quest
  • Added a more informative error message in case OpenAI/Oobabooga API response wasn’t as expected
  • Added basic support for NovelAI v4 image gen. For best results you may need to modify the params in the config file.
  • Fixed error when starting game if changed location on first turn
  • Fixed bug with map not updating when generating sublocation