Immersive Level Scaling, Vastly Improved Customization, etc.
[h2]Immersive Level Scaling[/h2]
The original leveling system was designed as an infinite dungeon crawl to encourage exploration during a pre-ChatGPT era where LLMs couldn’t write very well. The new system, dubbed Immersive level scaling, replaces the “infinite treadmill” aspect with a more meaningful power curve.
You can still select the old leveling system for a new run by selecting the Dungeon Crawl leveling system.
[h3]Power curve[/h3]
Enemies have tiers which influence combat generations and roll checks, and locations get danger levels which slightly influence generations and spawned entities. Leveling up feels more meaningful because the maximum tier/level is finite, with a max player level of 20 and max enemy tier of 7.
[h3]Currency[/h3]
Item monetary values are AI-determined based on a new concept called a currency guide, which is tailored to your world. This also means the AI gets to determine exactly how much money you received/spent on a turn (previously, it was overridden by the game logic for balance purposes, which confused many players)
[h3]Item quality[/h3]
The AI is now given full freedom to determine your item rarity from Common to Legendary.
[h3]Immersive HP changes[/h3]
The AI has been given more freedom to specify exact HP changes for the player and characters, which allows it to deduct tiny or large amounts. The damage is based on what happens in the story rather than scaling based on item/character level. To improve variation while maintaining AI coherence, I came up with the idea to use RNG for the prompt sent to the AI rather than applying it after the AI’s response. These values can be modded in misc/hp-delta-rng.txt.
[h3]Skill leveling overhaul[/h3]
In the new system, you invest points into skills as you level up instead of passively training them. To help undecisive players, asterisks will be displayed for your most commonly used skills. There is also a skill cap to prevent certain skills from becoming OP.
[h3]Crafting, foraging, harvesting, looting[/h3]
Crafting, foraging, harvesting, and looting are now available to be played as story actions rather than out-of-story actions. A new event check also improves the experience of crafting in this way.
[h3]Essences overhaul[/h3]
General edits to entity name/descriptions are now freely available and no longer gated by any setting or essence, because they’re commonly needed to fix AI or game engine mistakes, and impossible to balance.
[h3]AI-detected XP gain[/h3]
Added an event check for XP gain. It can be tweaked by following the README in the moddable files.
[h2]Customizable Scenario Settings[/h2]
Each scenario can now be individually customized with options, including:
[h2]Retry last action[/h2]
Hold alt while clicking on the undo button to retry/reroll your last action.
[h2]Reduced item spam[/h2]
The event check context now includes your most recently used items, which should prevent most cases of duplicate items.
[h2]NAI image gen v4.5[/h2]
Added support for NovelAI image gen v4.5.
[h2]Misc[/h2]
The original leveling system was designed as an infinite dungeon crawl to encourage exploration during a pre-ChatGPT era where LLMs couldn’t write very well. The new system, dubbed Immersive level scaling, replaces the “infinite treadmill” aspect with a more meaningful power curve.
You can still select the old leveling system for a new run by selecting the Dungeon Crawl leveling system.
[h3]Power curve[/h3]
Enemies have tiers which influence combat generations and roll checks, and locations get danger levels which slightly influence generations and spawned entities. Leveling up feels more meaningful because the maximum tier/level is finite, with a max player level of 20 and max enemy tier of 7.
[h3]Currency[/h3]
Item monetary values are AI-determined based on a new concept called a currency guide, which is tailored to your world. This also means the AI gets to determine exactly how much money you received/spent on a turn (previously, it was overridden by the game logic for balance purposes, which confused many players)
[h3]Item quality[/h3]
The AI is now given full freedom to determine your item rarity from Common to Legendary.
[h3]Immersive HP changes[/h3]
The AI has been given more freedom to specify exact HP changes for the player and characters, which allows it to deduct tiny or large amounts. The damage is based on what happens in the story rather than scaling based on item/character level. To improve variation while maintaining AI coherence, I came up with the idea to use RNG for the prompt sent to the AI rather than applying it after the AI’s response. These values can be modded in misc/hp-delta-rng.txt.
[h3]Skill leveling overhaul[/h3]
In the new system, you invest points into skills as you level up instead of passively training them. To help undecisive players, asterisks will be displayed for your most commonly used skills. There is also a skill cap to prevent certain skills from becoming OP.
[h3]Crafting, foraging, harvesting, looting[/h3]
Crafting, foraging, harvesting, and looting are now available to be played as story actions rather than out-of-story actions. A new event check also improves the experience of crafting in this way.
[h3]Essences overhaul[/h3]
General edits to entity name/descriptions are now freely available and no longer gated by any setting or essence, because they’re commonly needed to fix AI or game engine mistakes, and impossible to balance.
- Essence of Opportunity is now activated by clicking on it. You will gain a roll check bonus on your next roll.
- Essence of Rewinding is used for undos and retries.
- Essence of Fabrication is also activated by clicking on it, and allows you to use non-story crafting (if playing with story-based crafting), or learn arbitrary recipes (if playing with non-story crafting).
[h3]AI-detected XP gain[/h3]
Added an event check for XP gain. It can be tweaked by following the README in the moddable files.
[h2]Customizable Scenario Settings[/h2]
Each scenario can now be individually customized with options, including:
- Leveling system: Whether to play on the new immersive mode or the classic dungeon crawl mode
- Plausibility/mechanics options: Which plausibility system to use, whether to bypass click-to-move plausibility, whether to allow unlimited undo’s, etc.
- Death outcome: Choose from no penalty, lose most items, or permadeath
- Free-form trading: Whether to enable the classic trading UI and trade without the story, or restrict yourself to trading exclusively via the story and the AI’s money/item event checks
- Various mechanics options: Whether to enable on-demand skill creation, classic loot system, farming, item depletion, classic foraging/harvesting/looting, max inventory items, and various other mechanics.
- “Continue without input” mode: Choose from default (same as before), Player is passive (less likely to take actions on your behalf), Passive with penalty (same as #2 but applies a penalty if you do it 3+ times in a row)
- Story turn length: Choose from Default, Concise, or Concise combat.
[h2]Retry last action[/h2]
Hold alt while clicking on the undo button to retry/reroll your last action.
[h2]Reduced item spam[/h2]
The event check context now includes your most recently used items, which should prevent most cases of duplicate items.
[h2]NAI image gen v4.5[/h2]
Added support for NovelAI image gen v4.5.
[h2]Misc[/h2]
- Improved sound effects service.
- Improved plausibility checking by adding a decoy choice called “Inappropriate” (unused by the game) to prevent the AI from labeling inappropriate actions as implausible
- Event checks can now finally detect multiple items or new NPCs in the same turn
- Added “move here” option when right-clicking an NPC on a location other than your own
- Rebalanced status bars and added numerous customization options in the edit details view, including a multiplier for each direction as well as modifiable thresholds
- Slightly increased Free Cloud context limit