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  3. Open-ended Overhaul, Plausibility Mechanic, and Equipment Overhaul

Open-ended Overhaul, Plausibility Mechanic, and Equipment Overhaul

[h2]Open-Ended Overhaul, Plausibility Mechanic[/h2]

All open-ended instructions are now categorized into Player Action or Story Manipulation. To circumvent this entire system and use the old open-ended system, use the cheat code opopen 1

[h3]Player Action[/h3]
Encompasses situations where you describe taking any sort of action, whether it be walking somewhere, stabbing a zombie, casting a spell, or anything in between. These will be classified according to one of 3 Plausibility tiers: Trivial, Medium/Hard, and Implausible.
  • Trivial: The minimum roll outcome is the same as what you specified under “minimum roll check for basic actions” in Options (default minor failure).
  • Medium/Hard: Regular roll check with no minimum outcome. An ability may be invoked if it matches the recommended ability, which usually has a higher multiplier than default for things like damage, healing etc.
  • Implausible: If the action did not require an item from your inventory, an ability will be required. The action will be blocked if the requirement isn’t met. This requirement is bypassed in creative mode and replaced by a roll check penalty.

For all Plausibility tiers, an item may be required, which blocks the action if you don’t have it, unless using creative mode.

[h3]Story Manipulation[/h3]

Encompasses situations where you describe events that shouldn’t be within your control, such as specifying what an NPC is doing or describing a change in the environment. Always allowed in creative mode, and costs 1 Essence of Opportunity in regular mode.

[h2]Equipment Overhaul[/h2]

[h3]More slots[/h3]
Added equipment slots for face, neck, inner torso, finger, and pants.

[h3]Better classification[/h3]
Revised the prompt to reduce false negatives for wearable equipment

[h3]Item breakage/depletion mechanic[/h3]
In the old system, an item would deplete only if you used it while it wasn't equipped. Now, it's using the story from the AI to determine whether it should be depleted (depleted in this case meaning broken, expended, given away, stolen, or left your possession in any way). Many items will have a % chance to resist the story-based depletion, which increases by a flat 20% when equipped (therefore most epic and legendary items are indestructible when equipped).

[h3]Use your equipped items[/h3]
In the past, you had to unequip an item to "use" it. Now, you can also use equipped items.

[h3]Revised concept of a "wieldable" item[/h3]
In the past, anything that wasn't a wearable or consumable was deemed "wieldable", reflecting the fact that you can hold almost anything in your hands. Now that using items from the inventory doesn't incur such a large penalty, there's a new category for miscellaneous items, which makes wieldable items rarer and more special.

[h3]Slightly revised armor logic[/h3]
Armor will only be used to "block" an attack in the story prompt if the favorable text triggered. This prevents armor blockage from becoming a bad thing due to the revised story-based breakage mechanic. The formula is largely the same, with each equipped item having an equal chance of being picked as a potential absorber of an enemy attack, and once picked, the % chance to mitigate is used to determine whether it triggers.

[h3]Prompt context[/h3]
Added all equipped items to the story context, as well as the name and description of the current item being used or triggered as armor.

[h2]Mood/energy[/h2]

Revised mood/energy prompt to reduce false positives and reduce the chance of a mood debuff per turn (which was happening too often). The new system is also moddable via the new fields in the survival bars, increased_strs and decreased_strs.

[h2]New cheat codes[/h2]
  • opopen 1 - As mentioned above, causes all open-ended instructions to be unchecked
  • task adv - Completes the current quest task
  • task obs - Obsoletes the current quest task causing the quest to be rewritten

[h2]Misc[/h2]
  • Tweaked new item prompt to slightly improve accuracy
  • Tweaked enemy charmed prompt to reduce false positives
  • Tweaked task completion prompt to reduce false positives
  • Added world background to respawn enemies prompt
  • Added world background to merchant items prompt
  • Added logic to parse quests more tolerantly and accept a common wrong format produced by smaller models, in which one task can span multiple lines
  • Added mitigation for a rare character duplication bug
  • Added mitigation for crafting an item with an empty name so at least the save won’t be broken
  • For NovelAI users: Migrated to the new NovelAI API to prevent future breakage
  • Fixed bug when pressing Esc after picking an item to use
  • Reduced new item false positives by preventing equipped item names from showing up as new items
  • Tweaked consumable logic to apply the consumable effect even if event checks determined that bar went down that turn (this way energy drinks should work in combat even if you seemed exhausted during that story turn)
  • Added brighter warning messages to all non-standard options that perform worse than Free Cloud, due to a couple negative reviews left by people who did not bother to try Free Cloud first