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AI Roguelite News

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

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.