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AI Roguelite News

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

Quest Contingencies

[h2]Quest Contingencies:[/h2]

  • During a quest, if a task was unsuccessful, an alternate strategy will be generated. The maximum number of times you can fail in this way is 1 (after that, if you fail again you’ll just get reduced xp, but still move on to the next task)
  • “Give Up” current task: If the current task is infeasible or too difficult, trigger the contingency yourself by pressing “Give Up”, which will generate an alternate strategy. You can do this an unlimited number of times.


[h2]Choose your next quest:[/h2]

  • After each stage of the main quest is completed, you now get a choice of 3 possible next quests.


[h2]Better required quest item detection:[/h2]

  • You may now specify a thing/item to use as the required quest item. The AI will decide if it’s usable.


[h2]Misc:[/h2]

  • Migrated to the newer API of kobold horde (free cloud gen) to futureproof it more
  • Tried to fix rare cloud gen error "Authentication failed because the remote party has closed the transport stream" (not verified)
  • Probably fixed “cuda too old” issue on older GPU’s. It should now correctly fall back to CPU in that case.
  • Fixed accumulating extreme lag on dropdown menu for right click
  • Special shout out: Thanks Sylverone and Six Dots of Snowflake for streaming my game in our Discord!

Quests Update

Quests Update

Required item: In each stage of a quest, the AI is asked whether it requires an item. If true, it’ll require an item instead of a location. Tasks that require items have an xp multiplier of x2. The item is only required to be in your inventory or in the current location’s “things”; you are not required to explicitly use it.

Quest completion via story: Each story turn now asks the AI whether the current task has been completed according to the story events. The accuracy is not guaranteed, and it currently uses a combination of the generic “task was completed” check combined with checking whether the probability of producing your task string after the story was significantly higher than a baseline value. In the future, more powerful AI models will be able to evaluate this more accurately. Completion via story also gives an xp multiplier of x2, which can stack with the required item multiplier.

Misc:
- Possibly fixed issue where parent area incorrectly had a quotation in it
- Removed some cruft debugging statements which were slowing down event checks. Local event checks duration reduced from 3 seconds to 1 second (on average)

SummaryCeption and Key Plot Points

- SummaryCeption: When a maximum number of text has been stored, the AI will generate a summary and remove the first turns from memory. When those summaries have reached a maximum size, that summary is in turn also summarized. This (in theory) allows the game to remember past events without using too many tokens. Please note: YMMV with this feature and the quality of the summary can depend on the size/intelligence of the model being used.
- Key plot points: When the AI deems a story turn was important, it flags it as a "key plot point". You can customize how many key plot points to remember at the bottom of "Options" -> "Text Gen". You can also adjust the sensitivity of key plot point as with any other event check.
- You can specify the number of turns to keep in context as well as customize SummaryCeption and Key Plot Points settings, at the bottom of "Options" -> "Text Gen".
- You can now edit the summaries and key plot points in the story tab, just as you would for regular story turns. The "Final Prompt" shows what will be prepended to the AI prompt for the next action.

Misc:
- Fixed bug where KoboldAI horde allowed models wasn't implemented correctly
- Mitigated the "small," "large," item issue when using Free Cloud gen. In the long run, someone still needs to implement bad_words_ids on koboldAI horde to prevent it from generating unwanted strings such as asteriks, "http" and the likes.
- I "enabled" Steam Cloud Play and Cloud Saves for AI Roguelite a few days ago, but it's completely untested. If it doesn't work, please feel free to report it in the Discord or the Steam Discussions.