AI Roguelite

AI Roguelite

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Better (and Shorter) Epic Quests (Full Overhaul)
   
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30 Apr @ 8:51pm
6 Jul @ 9:01pm
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Better (and Shorter) Epic Quests (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.

(This is the version of my Overhaul for shorter Epic Quests, since some players might prefer those, if instead you want more fleshed out quest lines, you may look here for the original version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3443969036)

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 - Quests are between 3-5 Tasks, making them even more focused compared to the original Overhaul, hopefully minimizing risk of tangents as much as possible, more bite-sized adventures with more player control between (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, 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.
4 Comments
Nathan Pascal  [author] 17 Jul @ 7:02am 
I playtested all of this in Alpha, yes.
The quest system (for now) remained untouched by the dev, so there should be no problems.
questionable 17 Jul @ 5:25am 
does this work with the newest alpha?
Nathan Pascal  [author] 6 Jul @ 9:04pm 
Another small update, making End Goal Main Quests more clearer for the AI (declaring you as the player have chosen the quest goal, not to treat is as incidental) and generally allowing for quicker introduction to quests.

The orientation step is fine for longer quest lines, but with so few steps here, there should be more chance to directly start with action if the first step seems implied.
Nathan Pascal  [author] 5 Jul @ 9:02pm 
Small update, reinforced End Goal Generation more, as it felt, with the very short quests the AI took too many liberties, not actually achieving the goal, only preparing for it.

Hopefully this helps a little.