In this update12
Full notes
Full AI Roguelite update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- UI and audio
- Gameplay
- Events
- Fixes
AI Roguelite changes
Worlds/Universes
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.
Movable locations
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.
Better status effects
Changed how status effects work. The duration is now AI-determined, and they can also be removed by the AI.
Better state changes
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.
Location placement awareness
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.
Location manual adjustments
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
Lorebook
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).
Favorites
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.
Reduced character/item duplication
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.
Better high-cost quest videos
Improved reliability and quality of high-cost quest video generation
Region background images in map
Cosmetic improvement that makes the map feel more immersive
Misc
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).
Source
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