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报告翻译问题
For personal use I run a modified sentiment check which is much more restrictive, so you get relationship changes less often (almost never). A weary glance does not turn someone into your enemy, a nice word does not turn someone into a devoted friend, relationships remain neutral much longer and only develop over the duration of a campaign, normal business and everyday interactions will usually produce no changes at all.
Is that something people would want me to include here? Or do you like the current system, which is more... responsive/volatile?
At least the main part seems to work fine and as expected for everyone, that is good to hear.
Trying to figure out what might happen there, because in my own testing as a generic young adventurer I was hit pretty hard by enemies, but the new prompts might be biased to favor your narrative role over game mechanics a bit more.
But when this happens as a regular fighter against (lore-wise) stronger opponents, I have little idea what might cause it. Maybe I need to remove the combar instructions after all, if they behave so strangely for some.
Again, might just be the difficulty of the base game being weird.
If you mean, enemies never try (or succeed) to hit you, that might be because of the mod, but relatively situational.
Regardless, happy to hear it could solve many of the other narration problems, those I spent way more time on to hopefully get right.
Insane I get so much damage, but on Roguelite and Adventure, I rarely if at all I get damaged. ?
So might not be a problem of this mod.
NPCs are more interesting, and I don't get the "but then, more enemies approach!" infinite mess that the AI usually throws at me.
The combat might be a bit too easy in this mod. I rarely get damaged, regardless what happens in combat.
Other than that, good mod.
I was a little concerned, I might have overdone the pacing. I pushed pretty hard towards momentum and resolution, since in my old games (before 2.0) NPCs were always stuck in choice paralysis and could rarely make up their mind to take any action at all.
So I am a little surprised, it has the opposite effect for you, slowing down the pacing, but I suppose, all taken together the instructions balance out nicely like that.
Mysteries of the AI, I am sure, the next model update will bring new challenges.
But for now, thanks for the feedback!
Happy days.
I hope, the new changes are welcome (and nothing strange is broken now, the AI always finds a way to be weird, I feel.)
Purging all hesitation and vagueness from the NPCs as much as possible is my new goal. While realistic, I eventually found it a little tiring, so now I test a new version where everyone is more decisive and pro-active. Wish me luck. (Not yet updated, just teasing.)
I sat with my character in a teahouse over dozens of incarnations, with different levels of NPC behaviour, I had an ensemble of monks dancing around me, waving silk robes into my face while musing about the transcience of time; I watched an old monk clean the teahouse for 70 turns, while nothing ever happened; I sat in silence while NPCs begged me to speak until I sang.
Still working on some other mods, the quest system haunting me, mostly. Never quite right.
And if nothing else, I still have my changes for my own games, even if a little troublesome with the new implementation, it mostly works fine for me.
On the other hand, the updated models (especially free, which I am using) seem to handle NPC dialogue much better without additional guidance, making the difference between base and my mod barely noticeable for me, so I am unsure how to support this project in the future.
Continue_without_input still works as normal, to fill the scene with NPC momentum, which is the main feature for now, it seems. Mm.
Balancing all the different AI tendencies is surprisingly difficult, but this is it now, I hope. Already was scratching the token limit, trying to persuade internal weighting. Output varies between scenes quite a lot, so evaluating averages is always hard, let me know if you encounter some persistent, obsessive behaviour from the AI (that is not the usual ones, I mean. If I see one more crack in the walls opening with black ooze I will burn that house down.)
One thing I still dislike, the AI does not completely stop to assign names to characters in no_input, which must be stopped, or Elias and Elara will take over all possible worlds by themselves eventually.
I believe this is all I can do - all that can be done, in this specific scope. The without_input option is heavily geared towards creating meaningful engagement in low-tension situations, so there might be some strange behaviour when done in high-stakes situations. I will try to observe and adjust if that is the case, but otherwise I am incredible happy with the results.
I hope you will be, too.