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AI Roguelite News

Various fixes

  • Fixed infinite brain issue when player clicked an item that didn’t fit inside a single-item recipe
  • Fixed out-of-order text for “You take x damage due to starvation”
  • Fixed infinite brain issue when player took a turn while auto-calibration was running
  • Fixed issue where zero-mood effect would trigger even for enemy turn
  • Fixed bug where zero-mood or zero-survival-bar effects weren’t triggering
  • Added more informative tool tips about your survival bar drain rate and the drain rate after things bonus is applied
  • Fixed bug where abilities could still be cast even if lacking the required survival bar
  • Added a bit more mod validation logic and more informative error messages about uploading mods
  • Modding instructions are now available at https://steamcommunity.com/sharedfiles/filedetails/?id=2951818190


Previous update: Fixed quality issues with free cloud text gen by disallowing the Russian and Prompt Builder models. Also added a semi-hidden feature for customizing your Kobold Horde (free cloud text gen) models. Use ai-roguelite-config/config.txt and specify either KOBOLD_HORDE_DISALLOWED or KOBOLD_HORDE_ALLOWED (only one of these should be specified). The game will disallow/allow the models that contain those strings.

Mods Update

There are now four categories of moddable things: World presets, survival bars, prompts, and event checks. With this also comes the "open sourcing" of almost all prompts and event checks.

World presets: You can add new game world presets to the defaults, and share them as mods. This is the simplest kind of mod.

Survival bars: You can make your own survival bars with a limited API of how they function in the world, e.g. whether they drain over time. You can also specify your own event checks to use to increase or decrease said survival bar (more on that below), as well as the event checks for whether a consumable heals that survival bar. The original 3 survival bars have been migrated to this new system so you can use them as examples (located in the "Default" directory) for how the survival bar mod config works.

Prompts: All prompts are now visible in the "prompts" directory and can be modified based on how you see fit. Some prompts may be outdated because they were engineered to play nice with the 125M, which is becoming less used for general text generation. There may be some low-hanging fruit, and if there are mods that improve them, I may incorporate them into the base game. For example, to avoid the "small," issue, maybe we can start separating entities by semi-colon, period, newline, or numbered list, instead of commas.

Event checks: Using gpt_testing.exe and my_gpt_calibration.exe, you can create your own event checks. Each event check must go through a "calibration" process, invented by yours truly, to make sure it plays nice with each AI model. This is where you provide positive and negative examples to try to make it hone in on a desirable threshold value. You should run calibration for at least the top 3 most used models as recommended by the instructions. For less-used models, the game will try to automatically run calibration for the user before running the model. It is not always easy to find event check prompts that work well, because what seems to work in calibration might not be great in the actual game. However, as with prompts, if people discover an absolute improvement, I will likely incorporate it into the base game.

Instructions on how to mod are inside the ai-roguelite-config/my-mods directory. It is not that intuitive at the moment. Better instructions and validation are forthcoming. Please note it's not recommended to modify the "Default" directory because it's the base game which will be updated; it's preferable to make a mod instead. Overall, making mods is intended for enthusiasts, and people who just want to play the game with mods can subscribe to them on the AI Roguelite steam workshop page, which will hopefully be more populated as time goes on.

Option to disable survival mechanics

Under game options there's now a checkbox "disable survival mechanics" to disable the energy, mood, and hunger mechanics.

There will be more options/customization in the future; this is just a quick and temporary fix for those whose experience was negatively impacted by mandatory survival

Also fixed an unrelated issue causing the game to take a long time to load at startup

Survival Update (and base-building incentives)

  • You now have 3 survival bars: Mood, Energy, Hunger.
  • Consumables will be slotted into either healing, energy, or hunger. All consumables heal a little bit of mood.
  • All turns now get the event checks: Hunger satisfied, Mood decreased, Mood increased, Energy decreased, Energy increased. These take precedence over the consumable effect (for example, if the story says you became exhausted, you won’t gain energy from an energy-based consumable).
  • Mood and hunger drain are dependent on current area level. They also drain based on travel and fast travel.
  • If your mood reaches zero, you have a 30% chance of triggering a zero-mood effect whenever you take a turn, which will override the thing you’re trying to do.
  • All built things contribute an “aura” of 1 area radius which offset the mood/hunger drain. It is possible for things to offset mood drain to the point it becomes positive. For hunger, it can only mitigate the drain (not retroactive for older saves).
  • Built things have a better recovery rate and number of uses for harvesting, if they are harvestable (not retroactive for older saves).
  • Abilities now cost “energy” which has a small base recovery rate.
  • If you are starved, your health will decrease slightly each turn

Quest Fixes

  • Fixed a number of quest log UI bugs and quest logic bugs
  • Slightly improved accuracy of quest required item matching logic
  • Revamped item matching logic for crafting/building to be as tolerant as the quest required item logic