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AI Roguelite News

Some fixes

[h2]Tiktok hotfix (again)[/h2]
  • The 2nd Tiktok TTS endpoint went down today. Migrated to yet another Tiktok TTS endpoint. No idea whether it will last.
  • Updated/Improved options for Tiktok TTS voices: In particular, female NPC now defaults to a much better voice called “Peaceful” which they didn’t have before, and narrator uses “Ghost Host” which sounds better than the previous narrator.
  • Improved TTS interruption logic: Now, the next turn will interrupt the previous turn’s TTS’s being read aloud only if it’s a player-initiated turn

[h2]Misc[/h2]
  • Fixed issue when typing in Chinese where “Enter” for selecting a word would wrongly trigger a submission
  • Fixed bug where end quote would get cut off in story generations
  • Fixed bug where image gen options had everything labeled as Places
  • Fixed poor translation quality for “Every turn” for some languages in a dropdown menu
  • Fixed starting attributes bug where they were all the same words
  • Added player name to inventory/portrait view
  • Added cheat code “merc [name]”; just like “npc [name]” but guarantees it’s a merchant
  • Fixed rare issue where a non-English interface language might wrongly override the assumed English language for English-based saves during story generations

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

Update about 3rd-party Steam key stores

A long time ago I entered a contract with a company called "Immanitas" whom I now believe may be a fraudulent company. They sold some AI Roguelite steam keys to various 3rd-party stores/websites and haven't yet paid me the agreed share of profits, even after almost a year of reminding them.

Today I banned the Steam keys I gave to Immanitas and which made their way to those 3rd-party Steam key stores. This ban is not retroactive, so if you already purchased from a 3rd-party store and activated the key before, then you're fine. The ban also doesn't affect you at all if you purchased from the actual Steam store.

The 3rd-party stores might take some time to realize the keys are no longer working before de-listing them as purchasing options. In the unlikely event you were one of the unlucky users who bought from those stores before they de-listed it but after I applied the ban: Please first reach out to the store, tell them to delist AI Roguelite because the keys were deactivated by the developer, and ask if they'll give you a refund; if not, feel free to email me at [email protected] with the Steam key you got and the store you purchased from.

Update/hotfix

  • Added button in the story editor to copy story text to clipboard, in case you want to share/use it outside the game
  • Got rid of deprecated python server logic which wasn’t used anymore, which means the download file size of the game can be again reduced in the near future
  • Removed deprecated local stable diffusion as an option; if you need this, please run your own A1111-compatible server instead
  • Fixed serious issue where NPCs who left the premises could disappear from your save forever
  • Better more tolerant substring matching for achievements for skills
  • Tweaked colon parsing logic to handle an edge case where colon with no space appears in description
  • Added logic to prevent simultaneous “left the premises” with defeated or died
  • Tweaked graphics settings to maybe slightly reduce GPU load without affecting image quality
  • Added starting location to the starting quest story blob generation prompt to improve its coherence
  • Added support for displaying Chinese and Russian characters, although actual support for non-English languages won’t be available until much later

Craft what you want, Appearance of New Thing, Sapphire Image Gen, and more

[h2]Craft what you want (within reason)[/h2]

There’s a new crafting button which allows you to input a custom item name. The AI will first evaluate the plausibility of the item being crafted based on the ingredients you specified as well as the name of the crafting station. If it’s plausible, the new item name will be close to what you specified, whereas if it’s implausible, it may be renamed to something else entirely.

There's no cheat code to circumvent the plausibility check, because in most cases you'd get what you want using the existing item spawning cheat instead.

[h2]Three new event checks[/h2]
  • Added event check for appearance of a new thing in the story
  • Added event check for detecting whether a thing should become an NPC or become your attacker (e.g. became sentient)
  • Added event check for whether a character in the scene left the premises. If confirmed, they will move to a different part of the world.

[h2]More entities info in prompt[/h2]
Things and enemies are now included in the prompt to the story generator

[h2]Crafting transparency[/h2]
Added a hint button in the crafting UI explaining how the item level is determined.

[h2]AI-determined item quality[/h2]
Instead of having an OP loot table for all story-acquired items, the AI now decides whether the item is normal or epic. If normal, the rarity will be Common or Uncommon; if epic, the rarity will be Rare, Epic, or Legendary.

[h2]Enemies vulnerable outside of combat[/h2]
It’s a bit OP, but I added event checks for enemy injury/defeat even if you aren’t currently in combat with them. This opens up some emergent gameplay like sneak attacking an enemy or damaging multiple enemies at the same time

[h2]Sapphire image gen[/h2]
Added an experimental image gen option for Sapphire subscribers. The future of this feature is uncertain. If it goes well, the image gen quality may be improved, and/or I could add something for Silver or Free tier as well.

[h2]Slightly better Wombo support, Image gen indicators[/h2]
Added an indication if an image failed to generate. If it was an unknown failure, a yellow exclamation mark will be displayed. If it was a Wombo NSFW failure, a Wombo NSFW error message will be displayed. Also added logic to avoid retrying images which failed with Wombo NSFW if using Wombo the next time you load the game, which used to add a long wait time before other images would start to generate.

[h2]Better Kobold Horde Support[/h2]
  • Added a button in Kobold Horde for selecting the list of models you want to use. This replaces the old clunky logic of manually specifying the allowed or disallowed models with a text file.
  • Integrated newer Chat templates into the default list of choices (thanks to Harald B for the original mod). Also added stop sequences logic to these templates.

[h2]Way faster loading of load game view[/h2]
Added some logic to greatly speed up the loading of the load game view. It will still be slow the first time after the update, but should be fast after that.

[h2]Misc[/h2]
  • Changed outdated event check sliders to toggles (finally).
  • Tweaked minimum roll for trivial tasks logic to be even less punishing. If you have it set at minor failure, then other than only turning critical failures into minor failures, it now also turns minor failures into minor success.
  • Abilities now display required energy
  • Added new/learned ability to the list of player-confirmable event checks
  • Added the option to delete learned abilities from your ability pool
  • Added hint to the AI that when you use an item, it’s already in your possession (to avoid it always describing you picking it up out of nowhere).
  • The open-ended plausibility check for eligible items now also allows Things.
  • Fixed a memory leak that happened if you rapidly clicked map locations
  • Tweaked farm prompt to allow more places to be used as farms.
  • Added “Farm” as a filterable category in the map.
  • Added ability to edit main quest objective before starting it.
  • Added note that player physical description is only for image gen.
  • Added ability to edit world background or character backstory mid-game.
  • Improved semicolon/comma parsing logic for lists of names such as merchant item names.