AI Roguelite

AI Roguelite

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(New 2.5 Version!) Better Epic Quests (Full Overhaul)
   
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3 月 15 日 上午 7:11
9 月 30 日 上午 10:10
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(New 2.5 Version!) Better Epic Quests (Full Overhaul)

描述
Did you ever embark to destroy that evil wizard and suddenly feel compelled to raid the mayor's wine cellar together with Lyra and Elias, without even knowing who those two are? We all have been there.

This is a full overhaul for almost anything related to Epic Quest Generation - Main Quest and Side Quest, Open-Ended and End-Goal Generation - only small quests are left mostly unchanged, not much to be done there.

2.5 Update Notes
-for long version, see discussion below (above comment section - but really, I am just rambling more there, here is all the information you need)

Broader Quest Tasks - Tasks now use more goal-oriented verbs (“Investigate,” “Confront,” “Locate”) instead of micro-actions, giving more creative freedom. Reduces padding and busywork (e.g., “Open Chest → Read Note” loops are much rarer).

Outcome Continuity - Eliminates sudden twists that ignored the original Task (e.g., ambushes mid-delivery).

Quest Rewrites - Quests no longer fully abandon their original goals when circumstances change. AI is guided to preserve the intended end goal and theme.

Event Checks - New quest generation is less frequent, focusing on unique and worthwhile hooks to create more fleshed out quests. Quest progress detection adjusted with clearer verb/object matching (credit to tonechild (Reactive Realms) for this inspiration.)

Slice-of-Life Support - Quest generation no longer defaults to mystery, horror, or corruption. Everyday activities (e.g., baking bread, collecting stamps) can now generate appropriate quests with much less forced drama.


Key Features:

A complete rewrite of the way quests are generated to be more sensible and relevant, less weird logic jumps, less random betrayals, less unexpected tangents, making quest results more rewarding and less arbitrary - no more "You defeated the evil wizard, but the world is swallowed by darkness regardless!" or "Congratulations, you defeated the ultimate demon overlord, buuut that was only the beginning!"

Variable Quest Length - Main Quests are between 7-9 Tasks long, Epic Side Quests between 5-7, making them less predictable und formulaic (thanks to BOODO for their working example.)

Tasks are more precise in tracking progress (or tracking, when there was no progress, just as important.)

In addition, it is now easier to trigger a quest rewrite - don't like what the Task demands of you? Tell it; no! Refuse the Task in dialogue, look for a different solution, be offered a different approach, then click the rewrite button that appears and watch the Quest adapt.

Note: The rewrite function is a bit volatile, only click it, when the related passage clearly implies a change in plans or direction you want, otherwise the poor AI will get lost. The more context the passage provides for future intent, the clearer the rewrite. Still, a little more useful for open-ended quests, but it should also respect end-goal quests better now. Don't click Alternate Task for Short Quests, this is bugged in the base game and will simply cause the Quest to fail.

Some smaller features, video generation focuses more on relevant quest details, such small improvements.

As always, coaching an AI is like herding cats, so results are not guaranteed and strangeness may always occur - but this is so much more sane than the base quest generation.

(There is also a version with shorter Epic Quests (3-5 Tasks), if you prefer a more focused experience, bite-sized adventures with minimal risk of tangents (hopefully): https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473608523)
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10 月 2 日 上午 8:05
2.5 Update Patch Notes
Nathan Pascal
11 条留言
Nathan Pascal  [作者] 9 月 30 日 上午 11:29 
Update is out, Patch notes above.

I am free now...

If it does not suddenly break once you play it - the AI likes to betray me like that - maybe give me a Like? Please? Modder needs validation through internet points, to know his time was not wasted.

---

Joking aside, this version might be all I could hope for when I started with this project - given the limitation the game sets. Now I will likely wait for the base game overhaul of the quest system and see, if I need to start anew. In any case, I have learned some things and can finally enjoy my quests without hesitation.
Nathan Pascal  [作者] 9 月 23 日 下午 2:12 
So, new update on the horizon.

I had two main concerns with the current version:

1. Sometimes Quest Outcome would undermine the Task. Something like "Deliver package" could end in "While traveling, you are ambushed", which does not work with game logic at all and risks continuity. Should be eliminated now.

2. Quest generation currently tends to create too much filler, mechanical delay and other low-substance Tasks for my taste, which I hope to reduce as well and replace with more meaningful Steps.

Currently I am in testing phase, might take a bit before I am certain it is worth updating. (This is the second (third?) re-write since the last update, so I had some versions which were only different, not notably better, in my opinion.)
Nathan Pascal  [作者] 7 月 5 日 下午 1:14 
There is now also an alternate version with shorter Epic Quests (3-5 Tasks), if some players might prefer this direction more.
Nathan Pascal  [作者] 7 月 4 日 下午 9:48 
Had to bring the progress counter back, since it seems on Sapphire the event check never allowed Quests to complete for some, so there is now a fallback. Quest Complete and Rewrite should still be more common than before, at least with the free model I am using.
Also some other small adjustments, mainly trying - trying... - to forbid colons in quest results as those mess with the format.
Nathan Pascal  [作者] 7 月 3 日 下午 10:58 
I playtested it last with Alpha, the quest system is no different from the stable release, so it works as well as it can. (Currently working on a Short Quest Version, but the free AI seems to have a bad day and only produces subpar output in general, so I can't test it right now properly.)
Misha 7 月 3 日 下午 10:27 
" coaching an AI is like herding cats"
Wise words, how is it with alpha?
Devs 7 月 2 日 上午 6:21 
Must-have.
Nathan Pascal  [作者] 7 月 1 日 下午 6:15 
We are, after much testing and tuning and bleeding finally here, version 2.0.
Seriously, if you are so inclined; please look at the files. Look what the original quest prompts look like, and then what I have done with them. We are so very close to the free token limit, otherwise I would have liked to insert more, but, well, this is what I can do within this frame.

I rewrote that stuff about 3-4 four times at this point, so, I really hope it shows.
Please let me know. Or not. Your choice. Because that is the point here.

And now watch, when Max (the developer) rolls out a new quest system within the next three months to make all my efforts in vain. It will be glorious.
Otherversian 5 月 25 日 上午 7:38 
Having a way to dynamically reject quest tasks would be great tbh, I just had an experience where the game railroaded me into abandoning the faction I was *already aligned with* despite it making absolutely no sense given my character (and also given that I had already outright killed everyone it was giving me an option to betray my faction for)
Nathan Pascal  [作者] 5 月 3 日 下午 11:42 
So, I have made a pretty substantial overhaul of the whole quest generation now, not only end-goal side quests but open-ended and main quest as well. Also an easier ability to dynamically reject quest tasks through narration and replace them with new ones within the same quest (somewhat volatile, but still.)

I just wonder, should I put all of this into this mod or create a new one? Pushing such a massive change on a mod already out for some time feels weird, what if you all like the open-ended quests as they are? But then again, why would you be here then?