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Steam News23 April 20262mo ago

Gameplay Fixes

**📖 Better Paced Exploration** - I've prevented exploration turns from dragging in rules from other points in the game.

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What changed

0 fixes0 additions1 change0 removals
  • UI and audio
changed*📖 Better Paced Exploration** - I've prevented exploration turns from dragging in rules from other points in the game. This reduces inflated responses, rare repetitions, and scenes that previously seemed intent on taking another lap when everything had already been said. - I've also refined the tone so that the narration remains substantial, but without writing a novel in every interaction. - **🎯 Buttons More Consistent with What's Happening** - I've corrected several instances where the AI left the interface relying on generic buttons. - The game now better retrieves those paths and converts them into real decisions, so there should be fewer "very nice, but where the hell do I click" moments. - **🦾 Cyberpunk Sounds and Works Like Cyberpunk Again** - I've corrected the setting mix that could sneak in medieval elements when creating characters in cyberpunk worlds. - I've also fixed Humanity so it's recalculated and displayed correctly again, even in worlds with their own names. If a character has implants, the game should no longer treat them as if their biggest problem is running out of mana. - **💰 More Reliable Commerce** - I've made sure a merchant narrated as such is correctly recognized as a vendor by the system again, preventing absurd blocks when opening a trade. - Additionally, when selling items to a generic merchant, the price is back to what it should be, not an offer that invites you to sheath your sword and leave in silence. - **🎬 More Consistent Game Starts** - I've reinforced the consistency of initial scenes when the game presents someone physically in front of the character, to reduce cases where the narration implied a clear presence but the system didn't support it well underneath.
  • **📖 Better Paced Exploration** - I've prevented exploration turns from dragging in rules from other points in the game. This reduces inflated responses, rare repetitions, and scenes that previously seemed intent on taking another lap when everything had already been said. - I've also refined the tone so that the narration remains substantial, but without writing a novel in every interaction. - **🎯 Buttons More Consistent with What's Happening** - I've corrected several instances where the AI left the interface relying on generic buttons. - The game now better retrieves those paths and converts them into real decisions, so there should be fewer "very nice, but where the hell do I click" moments. - **🦾 Cyberpunk Sounds and Works Like Cyberpunk Again** - I've corrected the setting mix that could sneak in medieval elements when creating characters in cyberpunk worlds. - I've also fixed Humanity so it's recalculated and displayed correctly again, even in worlds with their own names. If a character has implants, the game should no longer treat them as if their biggest problem is running out of mana. - **💰 More Reliable Commerce** - I've made sure a merchant narrated as such is correctly recognized as a vendor by the system again, preventing absurd blocks when opening a trade. - Additionally, when selling items to a generic merchant, the price is back to what it should be, not an offer that invites you to sheath your sword and leave in silence. - **🎬 More Consistent Game Starts** - I've reinforced the consistency of initial scenes when the game presents someone physically in front of the character, to reduce cases where the narration implied a clear presence but the system didn't support it well underneath.

Source

Steam News / 23 April 2026

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