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AI Roguelite News

Improved New Game UI

[h2]New Game Overhaul[/h2]

[h3]Starting Item[/h3]

Players now get 1 starting item at the start of the game.

[h3]More Customization[/h3]

Improved customization for new games. You can now optionally pre-generate the initial locations, starting quest, inate abilities, starting item, and passive skills. You can re-roll these generations individually as many times as you want. You can also manually edit the fields, although editing the starting item or innate abilities is restricted to creative mode due to being OP.

Moddable world presets can also include these new fields. Sometimes you might choose to predefine some of the options for a preset, such as some ability names or a starting quest you find interesting. However, in many cases, you may want to leave these fields empty, which indicates that they should be AI-generated at the start of each new game (to increase variance and replayability).

[h3]Easy exporting of world presets[/h3]

Moddable world presets have been updated to a more future-proof format, though the game should still support old versions. You can also export your current preset as a new json file, which provides a much easier way to create customized presets to share with others.

[h3]Improved location generation[/h3]

In the case of pre-generating initial locations, you can optionally provide additional instructions to the AI. This can greatly influence how it generates the locations. A demonstration of this is included in the pre-bundled preset “UC Berkeley” which replaces “College”. In this case, I instructed the AI to generate real-life locations, and it did so successfully (including Top Dog, La Burrita, Cheeseboard, Sproul Plaza, and various other restaurants and campus locations).

[h3]Visual Improvements[/h3]

Updated fonts to be consistent and made the Auto-Generate button more prominent to encourage its use.

[h2]ComfyUI Custom Workflows[/h2]

Logic for how the game uses ComfyUI has been expanded to allow custom workflows. Instructions in the readme file inside the model-params directory.

Image gen issue mitigation

Wombo image gen was down for several hours. The image gen was broken in an unconventional way, where it would allow you to download a PNG file, but the PNG file would be corrupted. This update prevents that kind of issue from breaking game logic, so you can still at least play the game without getting error messages. It also lets the game automatically delete corrupted PNG files so that they may be generated if you reload that save.

At almost the exact time I pushed this update, Wombo was fixed again, so there should be no change in behavior for those reading this.

Note that if this happens in the future, Stable Horde is a good fallback for free image generation. Their response times seem to have greatly improved from how it was several months ago.

Level scaling + some fixes

[h2]Level Scaling[/h2]

Implemented level scaling, which is configurable when starting new games. When you enter a new area, the NPCs and enemies which spawn are capped to approximately X levels higher or lower than you, where X is the configurable “level difference cap”. As well, events and effects which would’ve used the area level are now calculated using the level-scaling-adjusted area level.

It is not retroactive to older saves. If you want to manually edit your old save to use this feature: First load the game and save it again, which triggers saving the default values for the new fields. Then go into my_save.txt and edit both instances of “lvlDiffCap” to the desired number greater than or equal to 0 (the lower the number, the more intense the level scaling).

[h2]General Improvements[/h2]
  • Removed quest minimum level requirement because it doesn’t make sense with Locations V2. This is just a stopgap measure until a more comprehensive quest overhaul is implemented in the future.
  • Fixed bug where http calls weren’t parallelized as well as they could’ve been. The speeds of Sapphire and Silver cloud gen are now significantly improved.
  • Image gen: Player’s image is now generated before everything else.
  • Edit region name/description: Right click a region in the map to edit its name or description.
  • Fixed Wombo image gen issue which would happen about 0.1% to 20% of the time depending on your computer, where the generated image wouldn’t appear in the game.
  • Improved display of saves in loading menu (includes player name and level scaling amount, if available).
  • Undo point is now added when creating one’s own recipe

Some fixes

  • Fixed Generic exception when venturing outside region from a non-top-level location
  • Hopefully-probably fixed an issue affecting only international users with numbering systems that use a comma as a decimal. New saves should be fixed now. Unfortunately, the fix is not retroactive and the old affected saves can't be saved. Sorry for the inconvenience and I will try to prevent similar issues from happening again.
  • Fixed map bug for mouse dragging speed when on non-1080p resolutions
  • Tooltip now avoids displaying images in exploration view if using "Focused" mode where images are already big
  • Added better warning messages about using deprecated options. Chat/instruct style is also assumed/mandatory when using Kobold horde, Oobabooga/OpenAI API, and Kobold API.
  • Fixed squashed player portrait in inventory view
  • UI improvement: Text input finally auto-focuses now if selecting an NPC to talk to via dropdown or the "Talk" option.
  • Changed "Redo image" menu for exploration image to only pop up when right clicking to avoid misclicks.

Locations V2

When this game first launched in early 2022, the locations system was designed to work well with the technology available at the time. But how times have since changed. The ability of today’s LLMs to accurately follow instructions, rather than just completing text naively, has paved the way for a more immersive way to generate the game universe.

Under the new locations mechanic, the universe’s major locations are generated from the start of the game. It also uses the AI to determine where a new location should go, if one is encountered during the game.

Your map is now an actual 2D map rather than a tree view. On a high level, you will see regions, which denote the major areas of the world. Within each region lies multiple locations. As long as a location is within range of your walking distance, you may visit it or any of its sublocations. Additionally, you may choose to explore any point of empty space, which will turn it into a new location in that region. You can also explore beyond the known regions to spawn more regions.

To give a better sense of space and simulate long journies, traveling somewhere beyond your current top-level location now triggers a story turn.

If you wish to explore more of any particular location, click the blue question mark to spawn additional sublocations.

[h3]Misc:[/h3]

  • Fixed issue affecting all cloud services where randomly about 5-10% of requests would get dropped
  • Added cheat code: “freemove 1” (turn it off with "freemove 0" or by reloading the save). This bypasses the walking distance requirement as well as the story turn when traveling via the map.
  • Fixed farming when using NovelAI