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AI Roguelite News

Plausibility tweaks etc.

[h2]Main[/h2]
  • [p]Added a new plausibility system dubbed "Enhanced plausibility evaluation". It's stricter and can trigger for things that aren't physically impossible but seem overpowered or unreasonable. If this gives you issues due to AI quirks, please revert to Legacy plausibility checks (or disable them completely) in Options.[/p]
  • [p]Added plausibility check for changing locations (can be bypassed by creative mode option)[/p]
  • [p]Changed most implausible actions to fail in the story instead of be blocked outright, which seems to improve the experience for when a borderline action gets marked as implausible[/p]
  • [p]Added a shorter turn length option which keeps story turns concise and reduces the chance the AI takes actions on your behalf[/p]
  • [p]Split "creative mode" options to make it more customizable[/p]
[h2]
Misc[/h2]
  • [p]Added moddable implausibility txt file implausibility-condition.txt[/p]
  • [p]Added some plausibility cheat codes (instructions in console when pressing ~)[/p]
  • [p]Removed old unused styles for Wombo image generation[/p]
  • [p]Followers now heal with the “reg” cheat code[/p]
  • [p]Fixed bug where player description would sometimes fail to save[/p]
  • [p]Fixed item abilities failing to generate when playing in Russian[/p]
[p][/p][p]In other news, a big update with even more changes (not this one) is currently available in the alpha channel, but please note it's very buggy at the moment, so only try it out if you don't mind risking your save file.[/p]

Character classes, AI-generated status bars

[h2]Character classes[/h2]

Each preset now gets 8 pregenerated character classes by default. You can pick your class or regenerate the class choices on the left side of the new game view. Classes can be saved/customized in presets.

The AI is instructed to make the first 5 sound more standard and the last 3 more exotic, but you can alter or further expand on this in the custom instructions text box. Note: Some players reported issues with local/custom models failing to follow instructions when generating classes, but I didn’t experience such issues with default models including Free cloud.

The chosen character class influences the generation of the starting item, innate abilities, and starting passive skills, as well as the player background should you choose to regenerate it. It is also inserted into story and plausibility prompts, and may influence them in subtle ways.

After starting a game, player class can still be edited by right-clicking the player portrait and selecting "Edit details".

[h2]AI-generated status bars[/h2]

Status bars are the successor to survival bars. They are AI-generated to be custom tailored to your specific world. They can be pre-generated, or generated during a new game.

Status bars come in two varieties: Player status bars and World status bars. Player status bars are focused on the player circumstances. Classic examples are hunger and mood, but if for example you're roleplaying as a student, the AI might generate "Academic standing" as a status bar. World status bars are usually related to world state, e.g. civil unrest. Some status bars can fit in either category.

Each survival bar has a preferred direction (up or down), a few clues to the AI about what might cause it to improve or worsen, status effects to apply if it becomes good or bad, what should happen if it reaches the non-preferred end, and several other parameters which can be edited.

Survival bars can be edited either in the new game view or inside a game that has started. You can also use console commands to add new status bars after starting a game (instructions can be viewed when pressing ~).

[h2]Loading screen[/h2]

Implemented a proper loading screen for new games. The purple cave from the AI Roguelite logo will be displayed first, followed by location or faction images if they are finished generating before the game finishes loading. It also includes information at the bottom about which generation is currently being awaited on.

[h2]Misc[/h2]
  • Added proper markdown display for italics and bold in the bottom-right story view
  • Improved color contrast in new game UI
  • Added support for custom instructions when regenerating world background or player background
  • Changed default image gen back to Wombo since it's working again
  • Migrated to a different sound effects service, since the previous one was discontinued
  • Migrated Sapphire NSFW fallback to a slightly better model since the previous one was discontinued
  • Fixed new game autogenerate issue where language could sometimes be wrong if you had just switched languages

Default free image generation has an outage

The default free image generation option (Wombo) is currently experiencing an outage. The issue has been ongoing for about 36-48 hours. According to their Discord, the service is down for all users, even including regular Wombo users. There is no ETA on the fix, but the team has publicly announced that they are aware of the problem and working on a solution.

Meanwhile, to alleviate the issue, I pushed an all-new official free image generation option. This option is only available in the alpha and beta channels at the moment, but may be pushed to the regular channel soon. It is faster than Wombo but nowhere near as beautiful. Please feel free to give it a try if you want.

Plausibility Hotfixes

[h2]Reduced “Trivial” false positives[/h2]
  • Tweaked plausibility prompt to reduce chance of wrongly picking Trivial plausibility
  • Tweaked game logic to make thresholds more strict (removed +2 physical plausibility,+2 likelihood of success as a valid threshold for Trivial actions, leaving us with just +3 physical plausibility, +1 likelihood of success)
  • Made all in-combat actions automatically classified as non-trivial and forcing a roll check (can be disabled in options)

[h2]Added triviality options[/h2]
Added “force roll checks when in combat” and “force roll checks when missing required item” to Options. They default to true.

[h2]Moddable triviality condition[/h2]
Added a moddable file under “misc” called “triviality-condition.txt”; explanation is in the README file.

[h2]Nerfed physical plausibility score effect[/h2]
It now ranges from -15 to +9 rather than -15 to +15.

[h2]Misc[/h2]
  • Fixed bug where when AI picked an ability during the plausibility check, it wouldn’t mention it in the game log view
  • Removed dropdown for trivial roll check options which is no longer used

Plausibility V2

[h2]Plausibility V2[/h2]

Months ago I discovered a problem while playing my game. I would do most actions, especially during combat, with little to no thought. I would use “grow crops” to fight a bear knowing that the outcome was entirely dependent on my skill in crop-growing rather than how sensible the action actually was. I would throw a crumpled note at a zombie which had about the same chance of defeating it as using a literal flamethrower.

Thus I started to brainstorm a way to make the player’s decisions actually matter, and reward actions which are strategic, sensible, and effective according to the story context, while penalizing nonsensical actions.

Under this new system, the AI takes your proposed action into account based on the story context, and evaluates it based on a number of metrics:

  • Physical plausibility: Whether the action makes physical/logical sense.
  • Likelihood of success: How generally effective the action should be. For example, throwing a crumpled note at a zombie is physically trivial, but highly unlikely to do anything.
  • Relevance of item/ability to action (if using an item or ability): Penalizes or rewards you based on how effective the item or ability should be in context. For example, you may suffer a penalty if using “hack robot” on a non-robotic entity.
  • One AI-generated criterion: The AI model is given free reign to impart its flavor for this one. In one playthrough, I got a bonus for reviving a dog because "everyone wants Sparky to survive".

These ratings then become bonuses and penalties to your attribute/skill check roll.

A key change is that all actions are evaluated, not just open-ended, so you can no longer just spam some random item or ability at everything under the sun without penalty (unless I suppose it has an OP name).

If physical plausibility is rated at the maximum and likelihood of success is relatively high, the action is deemed Trivial and passes without a roll check… but beware – for an action being trivial doesn’t automatically succeed; rather, it’s passed to the story generator with no suggested outcome, so it’s up to the model as to what happens next!

[h2]Updated roll mechanics, expanded roll outcomes[/h2]

You now use the same roll for the attribute and skill check, but it uses a 2d50 system to maintain a slight bias towards the middle. Additionally, ability/faction bonuses now modify the roll value just like the plausibility checks, as opposed to the convoluted logic it was using before.

Instead of 4 outcomes, there are now 7 outcomes ranging from Critical Success to Critical Failure. If using the “roll” cheat code to override roll checks, you can now specify a value between -3 and 3.

[h2]Model refresh/update[/h2]

Updated all official cloud models to slightly better and more modern ones across all tiers; Free, Silver, and Sapphire. The difference is most noticeable in Sapphire story generation, in which characters feel a bit more alive than ever before.

Also tested all models extensively making sure they held at least some small tangible improvement over their previous versions, and tweaked certain prompts and event checks to make them as compatible as possible. Please feel free to report issues that feel like regressions, as it is often the case that an overall improvement doesn't imply improvement in everything.

[h2]Use ability/item without target[/h2]

To prevent the oft-complained about case where you would eat your bedroll instead of sleeping in it, or hit yourself on the head with a book instead of reading it… You may now use an ability or item without specifying a target, by clicking the “no target” icon next to the player portrait.

[h2]Specify usage details for using ability/item and interacting with static object[/h2]

To prevent the oft-complained about case where you would rub spaghetti over someone’s face instead of feeding it to them… You may now hold Shift when using an ability/item or interacting with a static object to specify the nature of your action. These custom player instructions are also folded into the Plausibility V2 mechanic for your roll check bonuses and penalties.

[h2]Status effects revision[/h2]

Fixed a number of issues with status effects. They are now included in the prompts correctly. Character and static object status effects decay within 2 turns. Location status effects are persistent unless removed or overridden by event checks. Status effects can also influence the Plausibility V2 mechanic.

[h2]Misc[/h2]
  • Tweaked a lot of event checks to slightly improve accuracy for most models across the board
  • Fixed issue where unchecking factions when starting a portal to another universe would still generate factions
  • Fixed player name not displaying in tooltip
  • Fixed exploration background having constant white circle if autogenerate was disabled
  • Added Sapphire image gen presets as part of the supported image gen modes for saving/loading as JSON
  • Changed default combat turn mode to regular story turn instead of summarize per encounter, due to coherence issues if attempting to immediately follow up with the enemy after combat.