AI Roguelite

AI Roguelite

(New 2.5 Version!) Better Epic Quests (Full Overhaul)
Nathan Pascal  [开发者] 9 月 30 日 上午 10:47
2.5 Update Patch Notes
This might be the final version of the mod.

Okay, I should explain that ominous statement. If you are not a regular visitor to the game's Discord you might have missed it, but Max (the developer) mentioned his (no-promises) intent for a full rework of the base game quest system on the (far) horizon.

So, likely Better Epic Quests 3.0 will deal with that (if I see room for improvement) and 2.5 is the final version for the current quest system. Unless there appear unexpected problems, I intent to let development rest on this until then.

And, frankly, this version is all I could hope for with the current system, I feel.
Below are some of the major changes that have arisen from the multiple re-writes this has undergone since version 2.1.

Outcome Continuity

The old version sometimes loved to throw twists and curve balls like "Task: Deliver the package -> Outcome: On your way, you are ambushed", which did not work with the way Quests are structured in the framework at all. Now the AI is ensured to always accept the Task as Written as "completed in the past" and to continue from there.

(At least I have not seen a slip up in my 50+ test generations on this. Likely you will see one on your first try, because AIs are cruel like that and like to mock our efforts, like some ancient and terrible gods.)

Broad Quest Tasks

The previous version would often create Tasks which were too small and specific (Look around -> Open Chest -> Read Note) which was rather boring and a little annoying with all the padding and busywork. The new version strongly encourages broad goal-oriented verbs like "Investigate, Confront, Locate", which give you lots of agency and creative room to engage with, instead of working down a list of action verbs like from an instruction manual on how to brush your teeth.

This is not always the case, since the AI must also ensure continuity, there are still some more specific Tasks around in every quest and very occasionally the dreaded Open Chest -> Read Note loop, but in my 50+ generations I only had those twice. Generally, you should have much more freedom.

Quest Rewrites

Previously I wanted quests to be able to adapt to complete change of goals, but now I believe, in such a case you should just abandon the quest and find a new one, since allowing this would also allow the AI to abandon quest goals you wanted to keep - just change the path towards it - when it saw fit.

Instead Quest Rewrites are now encouraged to keep the original goal always in mind. It works... well enough, still some risk for End Goal Quests to get derailed, but overall it seems to keep intent and theme intact.

Event Checks

The checks for new quest and quest progress have also been adjusted.

Quests are rarer now, but I believe this is for the better. From my testing it seems, the AI picks up almost only on goals which are worth building epic quests around, also focusing more on unique quests, so you get less repetition for what you are doing anyway right now (if quest status is tracked) and less quest weirdness, simply from the AI not offering to generate when there is not enough material to work from.

The progress check is hopefully more stable, less false positives, less missed progress. Note, there is now also a "post-Task" clause, so when you get stuck with some vague quest like "Escape from danger" because you left the danger already behind and there is no "escaping" left to do, mentioning in dialogue "whew, glad we are safe from danger" should (hopefully) catch up the quest. (Same for, "Find Temple", walking around in the Temple should also catch that up, for example.)

Generally, the Quest Progress is more "verb/object" focused, less vibes based. I think I have that inspiration directly from tonechild (Reactive Realms mod), so my appreciation here.

If you want to trigger a quest rewrite or progress, trying to match your words with the wording of the Task should help the AI to better pick up on intent, if it seems stubborn.

Slice-of-Life

The last aspect, the previous quest generation was a little too mystery/action focused, turning even calm scenarios into horror and corruption. Now you should be able to play as a baker, with a quest to make some bread, without uncovering any doomsday cults in your attic. Just... baking bread or collecting stamps. (Yes, I tested both.)

There might still slip some drama in ("Quest" kinda is a loaded term by default), but it should be much reduced, if your world and player background is conflict free, calm and serene.

End Note

Did anyone read this? Huh. Thanks for your interest.

If there is any problem for you, like Quests not being offered anymore or progress not tracking, please let me know. AI prompting is weird like that and I can only test so much, and only for the base free version, so what seems optimal for me might not work on your end the same. As usual. Herding cats and all that.
最后由 Nathan Pascal 编辑于; 9 月 30 日 上午 10:51
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Puffin_Nugs 10 月 2 日 上午 8:05 
Thanks for updating the mod. Keep up the good work! Now I should have a bit better quest experience in my Neon Genesis Evangelion Playthrough.
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