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AI Roguelite News

Portal to another universe

Reinstated the "portal to another universe" feature, which was reworked to be compatible with Locations V2. You get a portal token for each completed main quest (up to a maximum of 3). You can spend a token to create a portal via the static objects view. You will be prompted to specify the new universe's parameters upon creating the portal.

[h2]Misc[/h2]
  • Improved TTS reliability by first trying one service, then falling back to the next one if it failed. As well, the preferred service doesn't have the bug where accented characters are deleted on the server side.
  • Added button in Options to reset all preferences to factory defaults
  • Added more location context in full prompt string (e.g. so the AI knows you're in the bathroom of a theater rather than just any bathroom)
  • Added note in construction project help text for new players, that it's a separate feature from item crafting
  • Fixed issue where closing the Farm view caused the area name to be bugged

Sapphire temporary outage

A service outage is causing the Default Sapphire-tier model to take 10x longer than usual. There's no ETA on the fix, but I'm guessing it will be fixed within a day. As a temporary workaround, you can select "Creative" or "Fastest" as the model override.

Edit: Issue is now mostly or completely resolved.

Fixes to some frequently encountered issues

[h2]More logical TTS detection[/h2]

Previously, all quotes were assumed to be spoken by the current NPC. Now, extra logic exists to detect whether it was spoken by the player, and also take the player's gender into account when determining the TTS voice. Note: All TTS extraction logic for dialogue currently only works if the story is in English. The TTS voice is not (yet) determined by AI, because of the extra token cost that it would incur every turn. However, one fun fact is that the quotation logic was coded almost entirely by ChatGPT 4o via a detailed prompt, and worked out of the box with minimal tweaking. Here is the link to the conversation in case anyone is interested: https://chatgpt.com/share/67344c9c-6364-8012-8b18-d24ac5e9e299


[h2]Improvement to trivial actions[/h2]

Added an option in Options for trivial actions: "No roll check". Select this option if you didn't like rolling on trivial actions.

For now, the default at first launch of the game remains "minor failure" because there's still logic in the game to give +1 to the roll result unless it would make it a critical success (meaning the only way to get a minor failure in this mode is to roll a critical failure).

[h2]Player action instruction suffix[/h2]

Added an option in Text Generation Options for adding some instruction to the LLM at the end of each player action. You may experiment with this to describe how you want it to generate the story (e.g. not take extra actions for you). Since it's later in the prompt, it should have greater weight than a preamble, but results aren't guaranteed to work as expected.

[h2]Player-confirmed enemy defeat and charm[/h2]

This was slightly more work than other buttons but should be working now. If the enemy would've been defeated during a turn you made, and player-confirmed defeat or charm is turned on, you will be presented with a choice for whether the enemy should be defeated or take their turn.

Crafting hotfix

Fixed error when crafting with desired item name

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