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Quests Overhaul (V4)

[h2]Quests V4[/h2]

Hard to believe we’ve already been through 3 iterations of quest systems. V1 was just a single task you could perform at a single location. V2 and V3 were multi-stage and a bit more immersive, but still designed for an “older” era (just 1-2 years ago) when LLMs weren’t nearly as powerful. Quests V4 is the next logical step to take this game to the next level of immersion, and utilizes the capabilities of modern LLMs for storytelling much more effectively than before.

When you start a new quest, an entire plot line is now generated using your world background and story so far. As you complete the tasks, you reveal more of the plot.

The plot is not set in stone. At any time, if you express interest to take a different path, or if the AI thinks a task became impossible (e.g. an essential NPC died), the remaining tasks will be regenerated.

The last task of each quest segment contains a choice, where each choice leads to a different ending.

At every turn, if you are tracking a quest, an event check is included to see if you progressed along the current task. Possible outcomes are: No change, instant completion, partial completion, or task became obsolete (due to player picking a different strategy, or task becoming impossible).

At each stage when you complete a task, an extra story turn may be generated which reveals more of the plot line and introduces you to the next task.

Any action you take has the potential to progress your current task, but if you feel stuck or uncreative, just click the orange button which will generate 3 options somewhat relevant to your current task.

Finishing a quest will create a persistent world status effect that lasts for a configurable number of turns (defaulting to 10).

Quests V4 applies only to new saves. Older saves can continue questing on the Quests V3 system.

A number of issues were uncovered in the Beta and since fixed, and the feature is now being rolled out to the Default build. The fixes include:

  • Fixed story turns being broken
  • Fixed tooltip text going off screen
  • Changed format of task generation to reduce chance of error when using smaller models
  • Increased token limit for local API options to reduce chance of error when generating quest tasks
  • Tweaked prompt for story result from task result, reducing chance of a disconnect between finishing one task and starting the next one

Please report any remaining issues in the Discord or Steam discussions.

[h2]Event Checks UI Overhaul[/h2]

Event check messages have been converted to icons, which reduces clutter in the text view. Mousing over the icons provides more info about the triggered event check. Additionally, some event checks are now player-controlled and require you to click on them to confirm them, which helps mitigate false positives.

[h2]Story turns minor overhaul[/h2]

The logical representation of the text view has been improved, so now editing a story turn can finally cause it to be reflected in the text.

[h2]Misc[/h2]
  • Generic exception message now includes a link to Player.log (finally) which you should include in any bug reports
  • Removed deprecated “local” option. You may of course still play locally using one of the supported local text gen options (kobold or oobabooga).