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AI Roguelite News

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.

More ability slots, skills reclustering, etc.

[h2]Abilities minor overhaul[/h2]
Increased number of innate, item, and learned ability slots. For innate abilities, also increased the generated pool amount for new games to have more to pick from.

[h2]Skill clustering[/h2]
Added logic to use AI to recluster your skills if you have too many skills. When this happens, the bottom-right log view will issue a warning. You may wish to review your skills after the consolidation and undo or savescum if you didn’t like the result.

Added delete buttons for skills

Added new cheat codes:
sk [skill name] (e.g. “sk hitchhiking”): Adds the skill with the specified name
sk[number] [skillname] (e.g. “sk42 hitchhiking”): Adds the skill with the specified name and level

[h2]Better storytelling models[/h2]
Upgraded Free and Silver to slightly better storytelling models and Sapphire to a significantly better storyteller. Added more storytelling model override options for Sapphire and Silver.

[h2]Items UI updates[/h2]
  • Added icons for items to denote their equipment slot or consumable type
  • Added the misc items tab which was needed since the misc items category was introduced

[h2]New ambient sound[/h2]
Added sound for medieval battlefield because modern warzone didn’t fit those cases

[h2]Misc[/h2]
  • Fixed a bug when starting a new main quest after the first one, where the presented task was the last quest’s last task instead of the next quest’s first task
  • Fixed bug in some ComfyUI workflows
  • Added support for NovelAI Erato, although in my opinion Free Cloud still generates better stories
  • Fixed rare issue where when user deleted the entire story history the last turn would be added back in upon reloading because it was deemed a legacy save
  • Fixed story turn not deleted in game log view when deleted in story turn view. Also added back in the warning about story editor vs game log discrepancy for first-time users, because the game log usually contains more history than the story editor
  • Item salvage is now disabled once you get to a salvage depth of 3
  • Added gender to player image gen prompt if it’s present
  • Fixed merchant item names issue

Open-ended Overhaul, Plausibility Mechanic, and Equipment Overhaul

[h2]Open-Ended Overhaul, Plausibility Mechanic[/h2]

All open-ended instructions are now categorized into Player Action or Story Manipulation. To circumvent this entire system and use the old open-ended system, use the cheat code opopen 1

[h3]Player Action[/h3]
Encompasses situations where you describe taking any sort of action, whether it be walking somewhere, stabbing a zombie, casting a spell, or anything in between. These will be classified according to one of 3 Plausibility tiers: Trivial, Medium/Hard, and Implausible.
  • Trivial: The minimum roll outcome is the same as what you specified under “minimum roll check for basic actions” in Options (default minor failure).
  • Medium/Hard: Regular roll check with no minimum outcome. An ability may be invoked if it matches the recommended ability, which usually has a higher multiplier than default for things like damage, healing etc.
  • Implausible: If the action did not require an item from your inventory, an ability will be required. The action will be blocked if the requirement isn’t met. This requirement is bypassed in creative mode and replaced by a roll check penalty.

For all Plausibility tiers, an item may be required, which blocks the action if you don’t have it, unless using creative mode.

[h3]Story Manipulation[/h3]

Encompasses situations where you describe events that shouldn’t be within your control, such as specifying what an NPC is doing or describing a change in the environment. Always allowed in creative mode, and costs 1 Essence of Opportunity in regular mode.

[h2]Equipment Overhaul[/h2]

[h3]More slots[/h3]
Added equipment slots for face, neck, inner torso, finger, and pants.

[h3]Better classification[/h3]
Revised the prompt to reduce false negatives for wearable equipment

[h3]Item breakage/depletion mechanic[/h3]
In the old system, an item would deplete only if you used it while it wasn't equipped. Now, it's using the story from the AI to determine whether it should be depleted (depleted in this case meaning broken, expended, given away, stolen, or left your possession in any way). Many items will have a % chance to resist the story-based depletion, which increases by a flat 20% when equipped (therefore most epic and legendary items are indestructible when equipped).

[h3]Use your equipped items[/h3]
In the past, you had to unequip an item to "use" it. Now, you can also use equipped items.

[h3]Revised concept of a "wieldable" item[/h3]
In the past, anything that wasn't a wearable or consumable was deemed "wieldable", reflecting the fact that you can hold almost anything in your hands. Now that using items from the inventory doesn't incur such a large penalty, there's a new category for miscellaneous items, which makes wieldable items rarer and more special.

[h3]Slightly revised armor logic[/h3]
Armor will only be used to "block" an attack in the story prompt if the favorable text triggered. This prevents armor blockage from becoming a bad thing due to the revised story-based breakage mechanic. The formula is largely the same, with each equipped item having an equal chance of being picked as a potential absorber of an enemy attack, and once picked, the % chance to mitigate is used to determine whether it triggers.

[h3]Prompt context[/h3]
Added all equipped items to the story context, as well as the name and description of the current item being used or triggered as armor.

[h2]Mood/energy[/h2]

Revised mood/energy prompt to reduce false positives and reduce the chance of a mood debuff per turn (which was happening too often). The new system is also moddable via the new fields in the survival bars, increased_strs and decreased_strs.

[h2]New cheat codes[/h2]
  • opopen 1 - As mentioned above, causes all open-ended instructions to be unchecked
  • task adv - Completes the current quest task
  • task obs - Obsoletes the current quest task causing the quest to be rewritten

[h2]Misc[/h2]
  • Tweaked new item prompt to slightly improve accuracy
  • Tweaked enemy charmed prompt to reduce false positives
  • Tweaked task completion prompt to reduce false positives
  • Added world background to respawn enemies prompt
  • Added world background to merchant items prompt
  • Added logic to parse quests more tolerantly and accept a common wrong format produced by smaller models, in which one task can span multiple lines
  • Added mitigation for a rare character duplication bug
  • Added mitigation for crafting an item with an empty name so at least the save won’t be broken
  • For NovelAI users: Migrated to the new NovelAI API to prevent future breakage
  • Fixed bug when pressing Esc after picking an item to use
  • Reduced new item false positives by preventing equipped item names from showing up as new items
  • Tweaked consumable logic to apply the consumable effect even if event checks determined that bar went down that turn (this way energy drinks should work in combat even if you seemed exhausted during that story turn)
  • Added brighter warning messages to all non-standard options that perform worse than Free Cloud, due to a couple negative reviews left by people who did not bother to try Free Cloud first

Some hotfixes

  • Fixed error when starting a new game affecting some prompts
  • Fixed occasional error with quest generation where the generation got cut off early
  • Fixed bug where item doesn’t reappear when pressing undo after offer item
  • Possibly fixed issue where crafted item descriptions get longer and longer
  • Improved prompt for salvage item
  • Fixed UI bug where spawn enemies button wasn’t updating sometimes
  • Fixed issue where AI would rarely identify a new location as an existing child place
  • Fixed quick-time actions not showing up at all
  • Possibly reduced chance of AI not following instructions by emphasizing in the system prompt that the instructions at the end must be followed
  • Improved item eligibility prompt for crafting (whether an item can qualify as a recipe item) to make it less strict
  • Fixed bug where when more than 1 NPC moved to a new location with you the UI wouldn’t update properly