- Each npc has a 20% chance of being a merchant who you can trade with - Crafting now costs gold - Sell/Buy price is influenced by Charisma attribute
Another UI Overhaul
Non-blocking "consulting the AI": Replaced "consulting the AI" with a brain animation which does not prevent you from taking non-AI actions such as viewing your inventory.
Edit story overhaul: You can now edit any turn that's being prompted (currently, only the last 2 turns are considered. This will most likely be a player-configurable setting in the future).
Fixed some lag issues
Added "all" ability tab which is default
Fixed/balanced using the conversation window during combat (enemy gets a turn afterward)
Fixed new location prompt to not cover up log text
Implemented scrolling text animation to more easily see what text is new.
Replaced "AI decided that" with an AI icon.
Increased wombo time out for times where wombo is extremely slow
Added kobold API key for free cloud gen (this is a completely optional field for the kobold horde priority/karma system)
Allows instant running away from enemies (take damage without consulting AI) unless in Insane mode
FREE cloud gen, and better paid cloud gen
- Added a free cloud gen option which uses Kobold Horde - Added ability to uncheck "use local model for event checks" if using paid cloud gen. Paid cloud gen event checks uses a 355M model which is marginally better than 125M, so if you have the capability, it's still better to use the 1.3B or bigger models for event checks. - Offering items now checks for Charisma and attacking with bare hands checks for Strength.
Note: Due to a quirk of how disallowed tokens are calculated, some local model is still required to get the token ids even with paid cloud gen event checks. However, in theory getting token ids shouldn't be resource-intensive.
More attribute checks, slight quality improvements
Attribute checks for items/abilities: The attribute check will now run not only for quest task completions but also for item/attribute usages. Also, non-common items now have an attribute bonus which will bias your roll check positively for usage and attacking.
Misc: - Added the pythia 125m model as the default for people with no subscription/GPU, which outperforms the original 125m model due to that original one having a bug with newlines. - Tweaked a lot of event check prompts to try to improve the accuracy a bit, especially in the smaller models - Fixed bug where essence of transforming wasn’t consumed - Fixed formatting bug in auto-generated world presets
Please nominate AI Roguelite if so inclined
I probably posted this way too late because I didn't realize the nominations only last 1 week until now. And I realized since it only includes games released this year and there are lots of categories, we might've actually had a chance to make it to the top 5 of one category. I am going for the "most innovative gameplay" award so I've gone ahead and nominated myself for it.
Natural Actions v2
Improved natural actions - Enemies now get natural actions instead of abilities, which makes combat text more open-ended, makes the AI less likely to repeat itself with quoted abilities, and eliminates the initial load time when encountering an enemy. - Reworded the prompt to the AI to make it more likely to generate a string that works. - Moved this functionality to the main AI model (using cloud gen if you're using that) instead of forcing it to be the local model. The tiny bit longer wait seems worth the improved quality. - You are now able to edit the natural action string which is called the "use string" in the edit details window. Follow the pattern by using "[entity]" (with no article) to denote the target.
Forgot to mention from last update: - Added world presets such as zombie apocalypse and UC Berkeley frat row
Natural actions
Natural actions
Items and abilities now get an AI-generated action. For example, if you use a cup of water on someone, it may say “you pour water on [person]” instead of “you use the cup of water on [person]”. If you cast “slither towards person”, it may say “you slither towards [person]”.
This is a part of an ongoing effort to improve the generated text style and make it slightly more likely to stay on track as a story generator rather than devolving into nonsense.
This system isn’t anywhere near perfect yet and only affects about 25% of items/abilities. Faulty generations will default to the old wording with “cast” and “use”.
So far this feature using the local AI only, to prevent long wait times. In the future if it’s feasible and improves the game, I might have it prioritize using the cloud AI, same as the story generation.
Misc:
- NPCs now have an AI-checked modifier to see whether they need a preceding article, so hopefully most cases of “You say to the Alice” will be fixed - You can press the enter key when the text box is empty to advance the story without any input. This doesn’t cost any essence of opportunity even in Roguelite mode. - Fixed a few cases of glitched processing of AI-generated names/items - If you change location while interacting with an NPC, the game will also bring the NPC into the new location. This change was made because during experimentation/playing I found that over 50% of the time this happened, the NPC was supposed to be in the new location according to the story.
Learn new abilities during your adventures
There is a new AI event check called New Ability which will try to detect whether you learned a new skill in the story. If it triggers, you'll get a new available ability in the ability pool. You'll get 1 point per 2 levels (starting at level 2) to spend on this pool, and each learned ability will go into your innate abilities tab.
Misc: Tweaked and marginally improved some false positives in AI event detection
Sentiment update
All NPC's now have an opinion of you starting at 0 and ranging from -3 to +3. When it hits +2 they become your follower (if you don't have an existing follower) and remain so unless they hit -2.
The sentiment also influences the way they respond to your actions/words. These "influenced try strings" are sent to the AI each turn and visible in the text log, but not stored verbatim in the story (to prevent the AI picking up on something repetitive and imitating it).
v1.20
-Tweaked healing detection and re-enabled healing event for talking to NPC’s -UI improvements to questing such as the quest button tooltip displaying the next location to go -Tweaked roll check probability formula (made it slightly less punishing across the board) and incorporated difficulty level into this check -Tweaked prompt to AI for figuring out which attribute to check for roll check -Hopefully fixed issue with GPT-J where repetition_penalty was too high -Change quest: Before pressing “begin quest” on a quest, you can change the quest and the title. First change is free, after that costs 1 essence of rewinding (unless playing on creative mode)