AI Roguelite

AI Roguelite

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Reactive Realms v1.51.1
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3.933 MB
3 月 17 日 上午 6:13
9 月 20 日 下午 10:11
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Reactive Realms v1.51.1

描述
Reactive Realms v1.51.1
Overhaul of Story Generation, Quests, NPCs, Images, and more
Free Tier Fully Supported | Alpha 7 Compatible
This mod is a simulation-focused overhaul of story generation, quest progression, NPC behavior, starting abilities, starting item, image descriptions(items, npcs, locations, objects, and player), starting abilities. It includes systems that enhance quest clarity, world simulation, and adds additional realism (when using reactivity suffixes).Over 900 hours of work have gone into this. It's not foolproof, but it's a significant improvement. Tested primarily with ChatGPT 3.5 and Sapphire AI.
✨ Highlights
Refer to the change notes for full list of latest changes
  • 🎯 (Updated 1.51)Streamlined Quests — Tasks are now generated from a "Campaign", not cherry-picked plot points, leading to more structured and logical stories.
  • 🖼️ (Updated 1.50.2)Rich Descriptions — NPCs, locations, and items include detailed visuals for image generation: gender, faction, culture, colors, and naming conventions. Story updates enhance the visuals accurately.
  • 💸 (Updated 1.51)Token Optimized — Optimized for low token usage. Preambles use less than base game token(event & general less, story ~same). Summaries use less tokens and focus on facts (-50% in some cases), preventing forgetting characters, factions, locations, etc and reduces context bloat.
  • 💬 (Updated 1.50.1)Multi language support — Fully supports other languages, not just english.
  • 🧬 NPC & Faction Overhaul — Faction generation creates more interesting factions that have stakes in the world, heraldry, and are assymetrical which enhances NPC behavior (without relying on NPC descriptions)
  • Strong Quest Openers & Epic rewards— The Main Quest Plot Hook starts much stronger, with prologue, starting equipment, and clear context why the main quest exists and how it can be started. Completing a main quest guarantees great rewards.
  • ✏️ Improved model context — When the AI summarizes turns into history, it keeps track of most important events, where you were, what you did, and how things changed, and if you struggled or not. Uses less tokens and prevents mid-game from losing track of the plot.
  • 🚢 Vessel Support — Narration support so vessel and vehicles are tracked properly. In supported stories, quests now transition seamlessly as you enter or leave your vehicle or vessel, making travel a smooth part of your adventure.
  • 🧠 Intelligent Task Completion Checking with Progress Alignment Safeguard— Improved task state logic for better quest clarity and accurate progression tracking. Keeps story and quests in sync(especially in linear mode), so progress never accidentally leaps ahead of tasks.
  • 🌐 Reactivity Suffixes — Additional suffixes that you can use which change how the story / narration is written.
🔁Reactivity Unleashed
    Note Consider not using a suffix first to get a baseline, each of the suffixes have a drastic effect on the game but depend on which model you are using.
  • Reactivity (Chatty) – If FREE tier still has the problem with npcs not talking, this one should fix it. Not recommended for sapphire.
  • Reactivity (Linear) – Optimized for Immersive Questing. The story is hyper-focused on the current quest, and only failures (or ignoring) may derail the story.
  • Reactivity (Immersion) – The story and narrative is enriched with additional details, and the pacing is slowed down.
  • Reactivity (Hardcore) – New tasks are generated more often on failed attempts. Failure has more effect on the narrative and quest.
  • Reactivity (Tourism) – For relaxed exploration and worldbuilding. Low tension. Events are purely flavor, but AI may still "read" too much into them and cause some "Fun"
  • Reactivity (Realism) – Similar to immersion with more emphasis on giving npcs more agency and additional instructions to stay grounded to the current genre / realism. Side effect is the story can be harder to track as the world sort of goes on without you.
  • Reactivity (Insane) – The original "realism" mode, while bringing the world to life it has the side-effect of making the story more difficult to follow and increases the amount of random things that happen in the background, which can derail the story.

Immersive Quests
Experimental*
The proceed with task button is overhauled, you won't always get a checkmark but it will take you through the entire quest. It now will depend on the quest, but it wont give you advancement until you actually get to the location, or get the item, or go to the person you need to talk to (etc) - it will not get derailed and the story makes a lot more sense from start to finish.
You can go many turns exploring dungeons, getting in and out of your vessel and/or mount and the "Proceed with Task" button will guide you (even 100+ turns out) through your quest without getting derailed when using linear suffix.
📘 Story & Quest System Overhaul
In the original game, the AI first generated a five-paragraph "quest blob," then extracted objectives from it. The problem was that it often pulled plot points that no longer made sense by the time the player reached them—like assigning an objective involving an NPC who had already died, causing them to suddenly reappear in "Task 4."
To make things worse, the story engine also relied on the original blob, leading to jarring moments where the player referenced events that never happened—just because the quest blob said they did, even if the actual gameplay took a completely different path.
So I threw all that out
Instead, this mod first generates a Campaign—a focused summary of the current world state, key factions, and ongoing events. Then it generates a Mission Setup based on that campaign context.

🧾 Character & Item Description Enhancements
As part of this overhaul, character and item descriptions have been significantly improved to support vivid imagery and consistency in the generated world. This includes:
  • NPCs and locations include rich visual detail for image generation. (gender, faction, colors, culture)
  • Immersive descriptions that don't spoil the story or let you "mind read"
  • Items look better than ever, and also explain their purpose clearly

🙏 Acknowledgements & Credits
This overhaul would not have been possible without the support and contributions of the following individuals:
  • To Max Loh, creator of AI Roguelite, for making a game that's brought me a lot of joy. Modding it has deepened my understanding of prompt engineering and improved my use of AI for other tasks.
  • To BillyAVNC, for contributing to the Reactive Realms mod and helping test and refine prompt updates that have meaningfully improved quality.
  • To Nathan Pascal, for providing valueable feedback on NPC conversations in free tier, leading to the 1.23 update.
  • To Master Actio, for helping test and refine prompt updates and providing excellent suggestions that greatly improve quality.
热门讨论 查看全部(5)
9
1
7 月 7 日 上午 7:31
Try this for your chatgpt_story_from_continue_wo_input
Master Actio
2
6 月 23 日 上午 10:59
typo in realism.txt
Master Actio
2
6 月 8 日 上午 1:00
Typo in autogen_player_physical_desc
Master Actio
160 条留言
questionable 10 月 21 日 上午 7:06 
any plans on updating for current alpha or just waiting until its fully out?
tonechild  [作者] 9 月 28 日 上午 6:32 
Yes, works with free. The realism option adds a lot of tokens, and I haven't tested it lately so it might actually work with free (because I reduced token usage by 50% (even less than vanilla version for summaries) - but I am not sure. You would have to try it with free and see how it goes. If it doesnt work with free you'll get a red colored message saying tokens were cut.
Simon 9 月 27 日 上午 10:34 
Is this work with free models ? There is writing sapphire next to realism option.
tonechild  [作者] 9 月 20 日 下午 9:07 
thanks @Totes :)

Just released 1.51.0

- initial support for Alpha 7 (new grid system is interesting)
- tightened up suffixes (you dont get these automatically, you'll need to go to options to reselect your suffix if you were using them)
- small tweaks to event checking
- updated linear suffix to work as intended. (fixes to deviating from task)
The Totes Adorbs 9 月 20 日 下午 6:54 
Most important mod anyone could get for this game,

Also, super awesome, helpful, and very patient dev :3
tonechild  [作者] 9 月 18 日 下午 9:04 
Proud to present 1.50.0 - which includes token reductions, even using less tokens than the vanilla base game. Description optimizations for entities, as well as on state updates. Improved compatibility with other quest related mods. (Less reliant on subtasks so other quest mods that over-write files are not negatively impacted) Optimized for other languages as well.
Cardaran 9 月 18 日 上午 8:34 
Thank you :)
tonechild  [作者] 9 月 18 日 上午 8:23 
1.49.1 coming soon with additional token reductions (50% cuts in some areas) - still in testing but so far I'm seeing no loss in game quality, just faster text completions since the token overhead is lower.
tonechild  [作者] 9 月 18 日 上午 8:06 
Ah yeah. So what happened was 1.48 removed subtasks in favor of multiple tasks to achieve that end, but it actually ended up causing a lot more issues, so I had to revert back to 1.47. However, 1.48 also had some other improvements (which I will update in the description shortly as well) that were lost, so 1.49 was merged 1.48 changes without anything related to the subtask removals. Most of the changes were reduction in tokens and minor tweaks to system preamble, faction generation, and quest openers and rewards. this would have been a patch update (1.48.x) but since 1.48 added a new feature that no longer exists I opted for 1.49
Cardaran 9 月 17 日 下午 9:42 
Sorry, but I think you didn't mention what was improved in 1.49 in the description