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  3. Play in your language of choice, Roll Check Transparency, and more

Play in your language of choice, Roll Check Transparency, and more

[h2]Multi-language support[/h2]

AI Roguelite now officially supports 25 languages in addition to English. Choose your language from the Options menu or use the language selector in the Steam properties. If the two conflict, the game overrides the language setting in Options if and only if your Steam language setting changed since last seen.

All default game scenarios (prompt presets) have also been translated, and the language for a New Game defaults to your interface language.

Each game save is tied to a language (saves from before this update are assumed to be in English). Story and entities will be generated in that language. Rarely, some text may be translated to English under the hood for things like image generation.

Game interface text has all been translated by LLMs, assisted by some manual spot checking from myself using my very limited knowledge of French and Chinese. The translation quality may vary.

In addition to the 25 languages officially supported, you may also choose to play a story in a custom language. This tells the AI to generate the story/entities in that language, even if the game interface doesn’t officially support it.

Note: Generating non-English story/entity text was tested using the officially supported cloud options (Free, Silver, Sapphire), and YMMV if using 3rd-party models.

[h2]Ephemeral turn mode[/h2]

In options you can set combat turns to be deleted after encounter, summarized after encounter, or same weight as regular turns.
  • Delete after encounter: Use this if you don’t want combat to be remembered in the story at all
  • Summarized after encounter: A nice balance of having the AI know you were in combat but not having it overwhelm your context window too quickly if you grind lots of enemies
  • Same as regular turn: Same as old behavior. Use this if you feel combat is an important part of the story for your play style.

[h2]Roll Check Transparency[/h2]

Mouse over a dice roll icon to see more information about how you got that roll result. In most cases, two d100’s are rolled (one for attribute, and one for skill check) and the results are averaged.

Mouse over an attribute number in the player/inventory view to see your current roll check breakpoints (assuming target level same as yours). The same can be done for skills by hovering over the skill level number in the skills window.

[h2]Moddable Placeholder Images[/h2]

Details in ai-roguelite-config/default/ui/info.txt

[h2]More flexible auto-generate for new game[/h2]

Added AI-generate buttons and logic in case you want to regenerate World Background, Player Backstory, or Player Physical Description alone (without generating all the fields at once)

[h2]Build Thing Plausibility[/h2]

Changed how building a new thing works. It now uses a plausibility check with an optional Essence of Fabrication.

[h2]Misc[/h2]
  • “[character] from [location] is now in the scene” is now a confirmable event
  • Fixed quest achievement bug
  • Top-level thing recipes should no longer appear as craftable item recipes (not retroactive)
  • More coherent summaries (in theory) due to revised prompts for AI summarization
  • Player name, pronouns, level scaling etc can now be stored/loaded in world presets
  • Redo image when running Wombo should work correctly now