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Dynamic quests

[h2]Dynamic quests[/h2]

Added an all-new quest type called Dynamic quests, intended to solve the common user complaint that the quest would railroad the story. The old version is now called “Story arc” quests. tl;dr: In story arc quests, the quest drives the story. In dynamic quests, the story drives the quest.

A dynamic quest starts with a single main objective and possible subtasks. At any time, the AI may decide to add subtask(s) to the tree of tasks, replace one task’s dependencies with an alternate approach, update task completion state, or mark a task as obsolete.

Each task also has a preparation complexity. If a task has a preparation complexity of higher than 1, it will have a recommended number of subtasks (currently set as 1 for preparation complexity of 2, and 2 for preparation complexity of 3). If the number of completed subtasks is less than the recommended amount, it’s marked as “blocked” for the AI until that number of subtasks are completed. If the preparation complexity recommends subtask completion and there are no subtasks yet, the AI is told to generate leads for that task if appropriate. Completing a subtask also gains you XP and helps spur along the quest with a story turn pointing you in the next direction. Note that no task is ever fully blocked, so if your task was to assassinate someone and it’s marked as blocked, if you happen to kill them instantly it should still trigger the completion of the main task.

After each objective is completed, the AI will decide how to progress the quest, whether it’s to continue with plot development, introduce a climax, or end the quest. If one of the first two is selected, you will be able to select the next objective. The quest, which can be considered a chain of objectives, ends only when the AI decides it ends or the player clicks the “Force quest completion” option.

In the quest view, if your quest is dynamic, you may toggle “Enable editing” to show/hide buttons for adding, editing, or deleting individual tasks.

[h2]Encounter buttons[/h2]
Encounters now get 3-5 AI-generated action buttons, to make it feel more interactive and similar to the old combat UI. Clicking an action button spawns a list of 3 possible actions revolving around that action’s theme, which prevents the buttons from feeling stale.

[h2]More UI options[/h2]
Added option to use the old location image UI (even with story illustrations enabled)
Added option to use the old sublocation buttons UI

[h2]Fixed UI bug[/h2]
Fixed bug where starting borders weren’t set to their intended defaults at first launch