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AI Roguelite News

Encounters, bug fixes, more subscription options

[h2]Encounters[/h2]

Encounters are a complete replacement for the combat system, which hadn’t changed much since March 2022. They also solve a long-standing issue where combat was assumed to be lethal and you’d feel forced to kill your Judo sparring partners.

Encounters are more flexible than combat and can be about anything imaginable, including friendly duels/games or solo challenges.

The AI will generate encounter parties, 3 progress bars, and 3 end states. Progress bars can go up or down during the encounter and trigger an end state if the specified conditions are met. The idea behind AI-generated progress bars and end states is that each encounter can be meaningfully unique and allow the player multiple avenues of approach. Progress bars and conditions can be edited by right-clicking the encounter UI at the top and clicking on Edit Details.

The encounter will end if either an end state is reached or the story describes it ending; however the story generator is biased towards keeping it active.

Encounters trade turns with the player, similar to the old combat system. There will only be 1 single encounter turn instead of 1 per participating entity. This is so the player doesn’t have to wait too many turns, and also to prevent the style of the story from deviating too much.

[h2]More subscription options[/h2]
  • Added the option to subscribe to Sapphire or Silver directly via Steam. It is slightly more expensive than via the AI Roguelite website, due to the Steam fee.
  • Added a “Sign in with Steam” option for the AI Roguelite subscription website. This will be the preferred sign-in method going forward because it doesn’t require copy/pasting a customer key. However, if you already have a subscription on the old system, please feel free to continue using it.
  • Added an indicator in the Options view which tells you your subscription status.

Please only choose one of the subscription methods provided, to avoid accidentally creating a duplicate subscription.

[h2]Quick actions[/h2]

Added a quick actions button to bring up 3 actions to choose from. This replaces “quick time events”.

Added a setting in options to specify the probability that one of the three actions will be humorous.

[h2]Customizable roll check mechanic[/h2]

Control the amount of randomness in your roll checks by choosing from 1d100, 2d50, 4d25, 25d4, 50d2, or 50. The more dice used, the less randomness there is. The last option (50) means no randomness at all and always sets the base roll at 50 before modifiers. The DnD-style notation is for people to understand at a glance what’s happening (1d100 stands for 1 100-sided die), but note that these are approximations; each “die” is actually a random number between 0 and the specified number, so 50d2 means 50 rng’s between 0 and 2. This is conceptually easier to understand for rolling between 0 to 100 than translating from real dice.

[h2]Location change story turn[/h2]

Added option to specify whether a location change within the same top-level location will trigger a real story turn. In such cases, it will generate a “short” story turn. Traveling between different top-level locations remains the same as before (triggering a regular-length story turn).

[h2]The Anti-Unsolicited-Horror-Story update[/h2]

Added a small but potentially impactful change to the preamble. Instead of saying to be unpredictable, it now says to avoid introducing anachronistic elements. In my testing, it reduced the chances of a benign story becoming a horror story. If the issue still happens to you, report the issue to me and/or use a mod to change it further.

[h2]Misc[/h2]
  • Added back “inappropriate” decoy choice for plausibility, because it wasn’t following the instruction that immoral choices aren’t implausible. Please note it is very important to keep this instruction if you want immoral choices to be rated as plausible. This is a decoy choice, meaning the game ignores “inappropriate” and treats it as a regular roll check.
  • Added logic to accept currency as a required item
  • Revised sentiment prompt to reduce chance of NPCs randomly disliking you
  • Fixed bugs in lorebook entry triggering and duplicate context
  • Switched to a better model for determining hierarchy during location change
  • Improved lorebook entry ordering logic
  • New characters now appear at the top instead of bottom, increasing the chance they’re used in story context
  • Fixed free tier grid issue where sprite generations were more restrictive than intended
  • Added cheat codes `hostile` and `charm`
  • Added allowing undo/retry during encounter turn confirmation
  • Added option to favorite entities in other locations
  • Added logic to prevent roll check details tooltip from disappearing while game log was scrolling, if mouse position hadn’t since moved
  • “Move here” menu option added to favorited entities
  • Added option to manually mark location as detached
  • Added current location description to full prompt string
  • Fixed new universe UI for delete button for locations
  • Location change plausibility now includes heading/distance when applicable
  • Added some help buttons in the new game view
  • Fixed bug where entity state change didn’t correctly change name and description
  • Added option to edit location level
  • Small change to explore more locations prompt (blue question mark) to make the generated sublocations more reasonable

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.