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AI Roguelite News

Fixed a few more broken saves and text generation speed

Attempted to fix a rare occurrence in which your current location would be marked as a parent of itself which would break the save. For saves that were broken in this way, the parent location info was lost, so my workaround was to set it as a detached location in the player's first universe. If you were affected by this issue, use `opopen 1` to describe the place being somewhere in the world, then use the map UI to move it to where you want.

If your save is still broken, please report it in the Discord or Steam forums

Fixed bug in client-side logic limiting parallelization for all text gen, which would cause slow-downs only when background tasks were queued.

Bug fixes and better bug reporting

  • Fixed a few bugs related to the previous update
  • Added bug reporting feature which will pop up automatically if encountering an error, but can also be accessed manually by pressing esc and clicking the top-right feedback button in Scenario Settings.

Locations v2.1

[h2]Worlds/Universes[/h2]
Added support for the concept of multiple worlds aka zones and multiple universes. The location event check will take this into account. A "world" refers to a map, and could be the size of a city or planet depending on your scenario. A universe can contain multiple worlds. You can access the worlds/universes view in the map.

[h2]Movable locations[/h2]
Locations can now move around, to support being in large moving vehicles such as starships. If conceptually it doesn't make sense to place it on the map or is in transit, your location could be marked as detached from the map, then be reattached upon docking or landing.

[h2]Better status effects[/h2]
Changed how status effects work. The duration is now AI-determined, and they can also be removed by the AI.

[h2]Better state changes[/h2]
Consolidated name, description, and status effect changes into a single system (technically two event checks, but followed by one prompt to ask the LLM which fields should be changed). To prevent names and descriptions from being overwritten, you can either turn on player-confirmed "details updated" and avoid clicking that button, or ensure "lock name and description" is checked on the entity you care about.

[h2]Location placement awareness[/h2]
AI can now dictate initial placement for regions. For example, a southern region will is more likely to start in the south. Region shapes are still procedural. The story generator also gets context about a location's heading and distance if mentioned.

[h2]Location manual adjustments[/h2]
Added move button for map locations
Added "move here" option for locations and npcs
Added option to make a sublocation its own top-level location

[h2]Lorebook[/h2]
Added a lorebook system which can be accessed via a tab in the journal view. Lorebook keys are one per line, and treated as regular non-case-sensitive matching. If encased by slashes, it's treated as a regex. Lorebook entries may be triggered if story or player input text matches them, up to a limit (at this time, a maximum of 3 entries).

[h2]Favorites[/h2]
Added a favorites system which can be accessed via a tab the journal view. Favorites (up to a limit) are included in story and event check prompts and thus have a higher chance of staying relevant in the game.

[h2]Reduced character/item duplication[/h2]
Added the concept of recent entities, including those which recently died or went away. The event check is primed with recent and favorited entities and the game will check if the string corresponds to a pre-existing entity. For example, if you recently lost an item, you might get it back.

[h2]Better high-cost quest videos[/h2]
Improved reliability and quality of high-cost quest video generation

[h2]Region background images in map[/h2]
Cosmetic improvement that makes the map feel more immersive

[h2]Misc[/h2]
  • Fixed a comfyUI issue where the game was accidentally slowing down generations. The other issue of images not appearing in the game until 10+ seconds after generating may or may not be fixed (I can't reproduce the issue).

07/24/2025

  • Upgraded event check models for all AI Roguelite cloud service tiers (should result in less random damage across the board)
  • Added player-confirmed item depletion, defaulting to false. To enable, go to Options, and under "Require player confirmation", select "Item removal".
  • Added prompt suffix for successful crafting rolls to mitigate issue where the story turn would leave you hanging
  • Implemented merchant detection for NPCs appearing in the story
  • Fixed currency UI in new game view
  • Added inclusion of static object description when interacting with it
  • Fixed visual bug with map colors

Small update 07/20/2025

  • Switched free cloud text generation to a slightly better model
  • Improved free cloud text generation speed
  • Improved AI Roguelite Free image generation coherence (not to be confused with Wombo, which is a 3rd-party image gen)
  • Added a new style to AI Roguelite Sapphire image generation called "Vibrant V2", which outperforms other styles in most cases
  • Added support for detecting if multiple items were crafted simultaneously
  • Fixed bug in Dungeon Crawl leveling system where player was always "stronger than enemy" in roll mods
  • Added tip to utilize Scenario Settings when opening the New Game UI for the first time