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AI Roguelite News

07/24/2025

  • Upgraded event check models for all AI Roguelite cloud service tiers (should result in less random damage across the board)
  • Added player-confirmed item depletion, defaulting to false. To enable, go to Options, and under "Require player confirmation", select "Item removal".
  • Added prompt suffix for successful crafting rolls to mitigate issue where the story turn would leave you hanging
  • Implemented merchant detection for NPCs appearing in the story
  • Fixed currency UI in new game view
  • Added inclusion of static object description when interacting with it
  • Fixed visual bug with map colors

Small update 07/20/2025

  • Switched free cloud text generation to a slightly better model
  • Improved free cloud text generation speed
  • Improved AI Roguelite Free image generation coherence (not to be confused with Wombo, which is a 3rd-party image gen)
  • Added a new style to AI Roguelite Sapphire image generation called "Vibrant V2", which outperforms other styles in most cases
  • Added support for detecting if multiple items were crafted simultaneously
  • Fixed bug in Dungeon Crawl leveling system where player was always "stronger than enemy" in roll mods
  • Added tip to utilize Scenario Settings when opening the New Game UI for the first time

Image gen outage (mitigated, still usable)

There's an outage in the image generation service for AI Roguelite Image Gen (affecting free and paid tiers). A mitigation has been pushed to temporarily switch to a different model until the issue is fixed.

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.
  • 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


Plausibility tweaks etc.

[h2]Main[/h2]
  • [p]Added a new plausibility system dubbed "Enhanced plausibility evaluation". It's stricter and can trigger for things that aren't physically impossible but seem overpowered or unreasonable. If this gives you issues due to AI quirks, please revert to Legacy plausibility checks (or disable them completely) in Options.[/p]
  • [p]Added plausibility check for changing locations (can be bypassed by creative mode option)[/p]
  • [p]Changed most implausible actions to fail in the story instead of be blocked outright, which seems to improve the experience for when a borderline action gets marked as implausible[/p]
  • [p]Added a shorter turn length option which keeps story turns concise and reduces the chance the AI takes actions on your behalf[/p]
  • [p]Split "creative mode" options to make it more customizable[/p]
[h2]
Misc[/h2]
  • [p]Added moddable implausibility txt file implausibility-condition.txt[/p]
  • [p]Added some plausibility cheat codes (instructions in console when pressing ~)[/p]
  • [p]Removed old unused styles for Wombo image generation[/p]
  • [p]Followers now heal with the “reg” cheat code[/p]
  • [p]Fixed bug where player description would sometimes fail to save[/p]
  • [p]Fixed item abilities failing to generate when playing in Russian[/p]
[p][/p][p]In other news, a big update with even more changes (not this one) is currently available in the alpha channel, but please note it's very buggy at the moment, so only try it out if you don't mind risking your save file.[/p]