AI Roguelite

AI Roguelite

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Better Epic Quests 2.1 (Full Overhaul)
   
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15 Mar @ 7:11am
4 Jul @ 9:42pm
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Better Epic Quests 2.1 (Full Overhaul)

Description
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.

(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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3473608523)

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, they rely less on the 3 steps of progress - talking to someone usually means, talking once will fulfill the quest, no need to talk three times to increase the counter. For me, tasks are much faster done, balancing out the longer quest length, but apparently this varies wildly from model to model (me using free.)

In addition, it is now far 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, it is prone to misdirection, so more useful for Open-Ended Quests when you don't care that your end goal might change, especially for multiple rewrites. 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, quests should be offered more often, video generation focuses more on relevant quest details, maybe more, 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.
9 Comments
Nathan Pascal  [author] 5 Jul @ 1:14pm 
There is now also an alternate version with shorter Epic Quests (3-5 Tasks), if some players might prefer this direction more.
Nathan Pascal  [author] 4 Jul @ 9:48pm 
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  [author] 3 Jul @ 10:58pm 
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 3 Jul @ 10:27pm 
" coaching an AI is like herding cats"
Wise words, how is it with alpha?
Devs 2 Jul @ 6:21am 
Must-have.
Nathan Pascal  [author] 1 Jul @ 6:15pm 
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 25 May @ 7:38am 
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  [author] 3 May @ 11:42pm 
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?
Nathan Pascal  [author] 15 Mar @ 6:22pm 
Some more adjustments to the prompts for the five people who already found the mod mentioned in the forum, hello there. I am quite pleased with results so far, I hope you will be, too.

With this we are also public, so I expect at least five more people to find this.