- Added option for disabling story turn illustrations - Added prefix image gen option for story turn illustrations - Hopefully fixed an AutoModel bug for custom downloadable local models - Fixed bug where story illustration wouldn’t update while mouse hovered on it - Fixed minor tooltip display bug
Story Turn Illustrations
Story turn illustrations: Each turn now gets an illustration which you can mouse over to view. The loading time will depend on your image gen option (wombo is pretty fast for now).
Slightly improved font size and text overflow for NPC dropdown selector and text box
Speech Update
Added Text To Speech Options using the free TikTok Text To Speech API
Currently the categories are: - Narrator - Male - Female - Monster - Robot
Currently the category is determined by a non-AI algorithm which analyzes the words of the NPC name.
Edit: Please note "NPC's only" option isn't working at the moment.
Steam Achievements
- Added numerous Steam Achievements, some of which are hidden easter eggs for you to discover. - Added more novelAI image gen options - Added support for consuming item as a separate usage string e.g. “you drink the coffee” - Fixed issue where alternate universe descriptions weren’t incorporated into prompt text
More image gen options
- Added Stable Horde free image generation option - Added ability to use NovelAI image gen if you have a NovelAI Opus Subscription (make sure "isOpusAccount" is checked and you have input your novelAI key. Compatible even if you've switched text gen modes and the novelAI text gen UI disappeared).
Various fixes 2
Merry Christmas!
- Added map indicators for crafting/resource node and boss/portal place. - Fixed bug where if you managed to kill an enemy which you weren't in combat with (which is rare), game would get stuck - Fixed bug where merchant item images wouldn't load - Fixed map huge lagging issue caused by too many debugging statements. Now the map will only lag for a long time (scaled by the number of total locations) on the first opening per game. Subsequent openings should be much faster than before. - Fixed fast traveling freeze issue due to a bug in my breadth-first-search implementation where I forgot to exclude previously visited locations. Fast traveling across huge distances should no longer freeze your computer
Numerous tweaks and fixes
- Auto Save: For auto-saving, you now have an option to choose between "none", "location change" and "every turn" (unless in combat) - Plot armor for bosses/elites: Bosses now have 2 plot armor and elites have 1 plot armor. - Enemies now drop gold - Added a little transparency to the loading brain icon - Fixed crafting exploit where you could remove crafting items while it was crafting - Slightly changed wording of "up one level" button - Balance: Adventure mode gold management is easier (no crafting cost, more gold drops) - Completely removed ability descriptions in tooltips which were confusing/misleading players. The descriptions were slated to be used at a later date but were never used. - Fixed bug where portal wouldn't appear if charming legendary boss - Fixed map bug when traversing different universes - Maybe fixed UI issue with pop-up window after defeating legendary boss - Improved coverage of default banned bad words to make it slightly more streamer-friendly - Exploration tab now switches to locations after making a portal when defeating a legendary boss
Random events while traveling
Just like in classic RPG's where walking around in a grassy area might trigger some combat, now walking around in the world has a chance of triggering an interruption. The interruption will manifest in the form of a story turn and all the usual event checks (e.g. gained an item, new character appeared, etc) apply.
During fast travel, the game will simulate walking through a path that takes you from point A to B, and at each point you have a chance of triggering this interruption. The frequency as well as maximum probability while fast traveling can be configured in the options.
Misc: Hopefully fixed a steam deck compatibility issue
Some bug fixes
Changed merchants mechanic a bit: - All NPCs are capable of trading - Only "merchants" have lots of gold and lots of items. An NPC will spawn as a merchant if their name has a shop-like name such as "merchant", "vendor" etc OR they pass a 10% rng chance roll. - In addition to Charisma, now Sentiment also influences buy/sell prices - Can't trade with anyone with -2 sentiment or lower - Added the "Valuable" demarkation to the item tooltip which makes it great for selling and bad for buying. This AI-determined mod sets an item's gold value at 5x what it would've been. It triggers if the name sounds valuable (e.g. ancient bones, golden statue etc).
Misc: - Fixed some bugs and possible save file issues related to the merchants update - Fixed a bug with detecting whether quest location was the right location
Calling fans of this game to help out with marketing
I have marked on my priorities list to contact some streamers/websites about my game... Nonetheless, my top priority is game development so if you enjoy this game and would like it to receive more attention, I encourage you to contact any favorite streamers or news outlets of choice and tell them about AI Roguelite. Thanks very much in advance.