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Corpse mechanic, short side quests, combat changes

[h2]Side quest overhaul[/h2]
Reimplemented appearance of side quests while tracking a quest. Side quests will also be categorized as short or epic. Short side quests are a new type of quest which only have 1 task. Short side quests can be failed outright.

Long form quest generations now have an option to specify the objective as being the end goal rather than the initial plot hook.

[h2]Corpse/revival mechanic[/h2]
NPCs and enemies will now become a corpse when they die. The corpse disappears after 3 turns, and the character may be revived within that time frame. It is up to the story generator whether the recently deceased character will be described as revived or never having died in the first place. For NPCs, there will be a visible corpse you can interact with. For enemies, the corpse won’t be directly interactable, but the mechanic remains similar under the hood.

[h2]Combat minor overhaul[/h2]
  • Collapsible combat view: You can now collapse the enemy view while in combat, which allows for more combat actions such as interacting with nearby things
  • Using item/ability on enemies outside of combat is now allowed. If you defeat an enemy in this way, the XP will be nerfed.
  • Added out-of-combat charm check
  • Turned off loot for charming an enemy
  • Reinstated story-based run away for non-insane difficulties, which is feasible now that combat can be player-confirmed
  • Added roll check logic for running away with item/ability
  • Added cheat code “run” in case you prefer escaping the enemy with no checks
  • AI-detected enemy strength: The AI now decides based on the story whether your attacker is normal, elite, or legendary. Only applies to new entities.
  • Added cheat codes ene2 and ene3 to spawn an elite or legendary enemy respectively.

[h2]Revised task completion mechanic[/h2]
When you’re on the last step of a task, the event check switches to a different prompt to make it less likely to trigger a task completion false positive

[h2]Misc[/h2]
  • Added player confirmation for mentioned location
  • Fixed item epicness detection
  • Fixed bugs with conversation dropdown
  • Revised item depletion logic to allow losing items that weren’t directly used that turn
  • Added level-up logic to set your HP and survival bars to their original ratios when leveling up
  • If you visited a locked place via the story, it now becomes unlocked