Character classes, AI-generated status bars
[h2]Character classes[/h2]
Each preset now gets 8 pregenerated character classes by default. You can pick your class or regenerate the class choices on the left side of the new game view. Classes can be saved/customized in presets.
The AI is instructed to make the first 5 sound more standard and the last 3 more exotic, but you can alter or further expand on this in the custom instructions text box. Note: Some players reported issues with local/custom models failing to follow instructions when generating classes, but I didn’t experience such issues with default models including Free cloud.
The chosen character class influences the generation of the starting item, innate abilities, and starting passive skills, as well as the player background should you choose to regenerate it. It is also inserted into story and plausibility prompts, and may influence them in subtle ways.
After starting a game, player class can still be edited by right-clicking the player portrait and selecting "Edit details".
[h2]AI-generated status bars[/h2]
Status bars are the successor to survival bars. They are AI-generated to be custom tailored to your specific world. They can be pre-generated, or generated during a new game.
Status bars come in two varieties: Player status bars and World status bars. Player status bars are focused on the player circumstances. Classic examples are hunger and mood, but if for example you're roleplaying as a student, the AI might generate "Academic standing" as a status bar. World status bars are usually related to world state, e.g. civil unrest. Some status bars can fit in either category.
Each survival bar has a preferred direction (up or down), a few clues to the AI about what might cause it to improve or worsen, status effects to apply if it becomes good or bad, what should happen if it reaches the non-preferred end, and several other parameters which can be edited.
Survival bars can be edited either in the new game view or inside a game that has started. You can also use console commands to add new status bars after starting a game (instructions can be viewed when pressing ~).
[h2]Loading screen[/h2]
Implemented a proper loading screen for new games. The purple cave from the AI Roguelite logo will be displayed first, followed by location or faction images if they are finished generating before the game finishes loading. It also includes information at the bottom about which generation is currently being awaited on.
[h2]Misc[/h2]
Each preset now gets 8 pregenerated character classes by default. You can pick your class or regenerate the class choices on the left side of the new game view. Classes can be saved/customized in presets.
The AI is instructed to make the first 5 sound more standard and the last 3 more exotic, but you can alter or further expand on this in the custom instructions text box. Note: Some players reported issues with local/custom models failing to follow instructions when generating classes, but I didn’t experience such issues with default models including Free cloud.
The chosen character class influences the generation of the starting item, innate abilities, and starting passive skills, as well as the player background should you choose to regenerate it. It is also inserted into story and plausibility prompts, and may influence them in subtle ways.
After starting a game, player class can still be edited by right-clicking the player portrait and selecting "Edit details".
[h2]AI-generated status bars[/h2]
Status bars are the successor to survival bars. They are AI-generated to be custom tailored to your specific world. They can be pre-generated, or generated during a new game.
Status bars come in two varieties: Player status bars and World status bars. Player status bars are focused on the player circumstances. Classic examples are hunger and mood, but if for example you're roleplaying as a student, the AI might generate "Academic standing" as a status bar. World status bars are usually related to world state, e.g. civil unrest. Some status bars can fit in either category.
Each survival bar has a preferred direction (up or down), a few clues to the AI about what might cause it to improve or worsen, status effects to apply if it becomes good or bad, what should happen if it reaches the non-preferred end, and several other parameters which can be edited.
Survival bars can be edited either in the new game view or inside a game that has started. You can also use console commands to add new status bars after starting a game (instructions can be viewed when pressing ~).
[h2]Loading screen[/h2]
Implemented a proper loading screen for new games. The purple cave from the AI Roguelite logo will be displayed first, followed by location or faction images if they are finished generating before the game finishes loading. It also includes information at the bottom about which generation is currently being awaited on.
[h2]Misc[/h2]
- Added proper markdown display for italics and bold in the bottom-right story view
- Improved color contrast in new game UI
- Added support for custom instructions when regenerating world background or player background
- Changed default image gen back to Wombo since it's working again
- Migrated to a different sound effects service, since the previous one was discontinued
- Migrated Sapphire NSFW fallback to a slightly better model since the previous one was discontinued
- Fixed new game autogenerate issue where language could sometimes be wrong if you had just switched languages