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I think you may have dramatically overtuned the A.I. instructions, as even simple suggestions on friendly NPCs seem to be reliably failing, such as asking to use their phone, or to tell you the time. Instant suspicion, and just general combativeness from the narrator itself coming along with it.
Thanks for the feedback! I'm trying to thread the needle between a permissive narrator that allows nearly anything (as it was before) who therefore incentivizes bulldozing over the game's mechanics rather than engaging with them, and ab overly pedantic and restrictive narrator.
I haven't had the level of pushback you're describing, but these things are very sensitive to how you play, which is why I value outside feedback so much. I've pushed a small change to the prompting to hopefully make the narrator less aggressive while still policing jailbreaking attempts. Let me know if you're still having problems!
I'll give it a look. If it was day 3+ it wouldn't be such an issue as you'd have tools to handle extremely resistant characters, but this was both with, and without, spells being used on what were often first/second encounters. It was genuinely, and unpleasantly, difficult just to reach the second day.
Is it having spells backfire "in a chaotic mess" if you have more than one active intended behaviour? Because it seems to have been detecting permanent effects for that purpose as well.
Additionally, the twists system unfortunately often creates situations that are simply not possible to handle with current game mechanics/do not have the effects described, or are not functioning correctly. Suggesting that certain characters can give you new spells, enhance your extant ones, or making an attempt to introduce male characters that, as they don't "actually" exist, cannot be targetted by magic or engaged with.
I've experimented a bit with Command-A via Kobold's interface, you might want to consider playing around with the current system in the latest version of Command-R for a bit instead to see if it cooperates a bit better, as Command-A seems to have a lot of hitching/repeating problems that Command-R seemed to resolve, and that seem a bit present here (what A.I. interfaces use the "slop detection" functions to prevent; latching onto certain phrases and repeating them, and self-reinforcing every time it happens). Some of this might not even be your doing so much as Command-A behaviour.
The chaotic mess part is not intended. Hopefully that won't happen now.
I've changed the twists prompting to hopefully prevent infeasible twists--though some of what you've mentioned is actually okay: enhancing a spell can work fine; it won't change the spell description but the narrator can generally handle it. Male side characters can be added as long as they aren't central to the story. Additionally, I've adjusted the twist mechanic to give you a choice of 3 twists, which should hopefully let you avoid any twists that break or undermine your run.
Going back to Command-R+ isn't really feasible as the API is still broken (4096 input tokens max for structured generations) whereas Command-A works with long contexts, allowing for much better narrator memory. Additionally, Command-A performs better along a lot of metrics, and a lot of the slop issues were very present in R+ as well. I actually do have some anti-slop built into the engine, but because I'm working through the API rather than a local instance of the LLM I can't use the most efficient measures (constraining the generation itself). I am adding a little more anti-slop though.
Recent "fun" issue; if you've already taken out an Iris, it becomes... extremely difficult to do anything to a second one, as it'll keep trying to ping the first, it's possible to resolve it by getting the other Iris to chase you to a different location, but it's still a bit silly (and undermines having yours, if you broke her, grab the other unit to restrain it). I ah, eventually just reloaded to reroll a different attacker for that day because it was getting so goofy.
Beyond what's already been said, the only other inputs I can provide are; Trying to use money is... a roll of the dice. I managed to make it underflow into the negatives more than once in spite of having a very large quantity. Additionally, fully mindbreaking/slaving/whatever have you a rich character and having them hand over their wealth does not seem to carry the expected finances. Perhaps adding a financial character tag to refer to would be advisable for that, if money is going to remain a thing?
A "default location"/"home location" option that can be directly influenced by the player, as opposed to just "current" would be useful, I can somewhat work around it through traits, but it's still a bit annoying to move a character to live or be confined at a certain location, only to have the narrator grumpily tell me they're not there when I try to interact with them (seemingly having reset). Send-to, while accepted and acted upon by the NPCs, also does not seem to actually move them to a given location. That might be a parsing error on my part.
Are there plans to use money more directly like with the bionics, perhaps on home upgrades? For a description change, if nothing else.
Possibly unintentional behaviour (please don't remove it, it's super useful for skipping greater spans of time than sleeping, especially with how often twists can proc in a single day otherwise); mentioning waiting or doing something for X hours advances the time correctly.
Thanks for all the feedback! I don't actually get much of it and it's very useful for me.
I'm not completely sure what issue you're having with the Irises from your description. I think I will rename them, however, as "Iris Alpha" and "Iris Beta" can complicate some of the substring matching that I ended up adding to manage NPCs, particularly if the player or narrator truncates the name to Iris .
Money is still not fully implemented, in that there aren't many uses for it, the defined uses are bugged, and the way the game manages money hasn't been sufficiently tested and debugged. A big to-do for me.
With respect to NPC movement, NPCs can currently follow you, but can't be sent to a third location. Automating the process of sending NPCs based on input text would be very error prone (the current system can already fail sometimes based on how the player's response and the narration is interpreted), so if that were implemented it would probably be through the NPC UI.
Being able to advance time is absolutely intended.
The narrarator seems to lose focus easily, almost trying to focus on an npc im not talking to in order to drag all nearby character into the scene, mostly by repeating an action over and over until it's acknowledged
Interesting. I wasn't having this issue when playtesting but this may have to do with the twist mechanic. I'll work on some backend changes to address this.
Is something supposed to happen once you complete a bounty? I succeeded with Diana but nothing happened. It still shows as my active bounty and I didn't get anything, and any time I prod the narrator it will acknowledge she stopped her research but urge me to wait.
I did sneak past the guard and persuade Diana with a combination of talk and dream manipulation, no "encounters" per se, so I don't know if that could be the reason.
Also, does the money stat do anything other than make it impossible to pay your landlord? Is it actually possible to gain it? Is there any need to?
Once you do a bounty you get miasma which gives you higher level spells. For the bounty to complete the character has to be the focus npc and get the correct modifier and sometimes it will bug out and need a few turns to register. You dont need to pay the landlord if you control her, specifically I think you need the loyal modifier.
Yeah, now that I've completed a bounty correctly I think I see the problem. The task was to get a character to abandon their research and the way I ended up approaching it was to use a dreamscape to influence their decision. When I went back to the location, they were gone. So the narrator kind of acknowledged I succeeded but because it happened "off-camera" while the NPC wasn't in focus, I guess it didn't satisfy the bounty requirements.
Which is unfortunate because the fact that interacting through a dream that way kinda-sorta worked is actually really impressive.
The problem really comes down to the fact that modifiers are only applied to focus NPCs. I'm experimenting now with a build that will allow any NPC to be assigned modifiers. Possible downsides in increasing the complexity of the LLM's instructions and therefore making errors more likely but I'll add it if it doesn't degrade performance.
Like, I was really glued to my first run. Sure, the narrator is what it is and gets things wrong frequently, but it's still possible to roll with a lot of it, or write in a correction as part of the next prompt.
The challenges can be frustrating if you get locked into a loop and don't know what to do. Sometimes it's OK to "fail" them. I think I broke the game slightly by telling the narrator I wasn't enjoying the scene with Mara and asking it to roll everything back to when I last rested - which it tried to do. The in-game time didn't change, but it seemed to retcon Mara out of existence.
I ended up telling the story of someone desperately failing forward from one disaster to another. (Which makes more sense now that I understand how limbo works). Got abducted by Veronica. Tried to erase a meeting from the landlady's memory and made her forget me completely (interesting, because the narrator acknowledged that wasn't my intention but did it anyway). Interviewed for a job, didn't get it. Failed missions for Lilith (not the bounties - she kept giving me side jobs involving book theft), romanced Sara. Went to spend a last few hours with Sara when it wasn't possible to meet quota and she somehow came up with a way to save my soul?
There was more after that but I ended the run because they were happy and I kind of didn't have a reason to keep collecting. Also Lilith kept popping up but didn't really seem to remember the player between appearances.
Bottom line, somehow the smut robot ended up helping me tell a story that actually resonated with me emotionally. Not sure what to think about that, but thank you.
Fun to play actually, making a story by yourself, limitations...ugh... not so fun. Maybe AI will bring revival of text RPGs.
If possible, it would be nice to have something to undo, sometimes AI Narrator gets into loop or just don't understand what you want, like swapping you: -I greet a character, without telling my name -Character calls me by my name -I ask from where character learned my name and Narrator swaps me and character so now character in panic wonder how I know their name, eh?
so i'm not sure if this is possible but i think it'd be cool if we could edit created npcs as i saw a modifier that i think is great. just for reference i want to put (can follow the player through locations) on the Jessy character i made. of course if it's not possible i won't be upset i'll just have to make another one lol. or maybe just the ability to remove/delete created characters that i messed up a setting on. great game btw.
I don't think there's anying I can do retroactively for existing characters that wouldn't be a mess. Going forward, I could add a password for revision access. For now, I'd just make a new version of the character.
You can get around it by simply entering a prompt to call them to your location. It's not quite the same as them doing it on their own, but it's an option you can tie in to your narrative.
When using the downloaded version of the game, how do you actually start the game? Doesn't look like any of the files in the folder are actually the application. Either that or I'm blind, which could very much be the case
I see that there was a downloadable file listed as an executable. Apologies--that was an upload error. There is no executable for this game. To play it from the download you'd need to run a local server from the game directory e.g. "python -m http.server 8000" or similar, then go to http://localhost:8000/index.html
This should now be fixed, but you'll need to end a new run (you only need to collect >0 orgone to get to limbo so you can end your run after the first turn you generate orgone).
I don't know why but Lilith and only Lilith's image wont load, it loads fine opening it up in a new tab but not in the game so I have the "Unable to load image" prompt permanently stuck on my screen though I can still play the game.
Uhh oops. I uh, so, you know that old trick you play when dealing with fae where you put two pieces of paper on top of eachother, one a contract, the other blank, and just ask to see what their signature looks like? Turns out, it works on Lilith.
When you travel, npcs you've recently interacted with may follow you at the discretion of the narrator. This is much more likely to happen if you describe the NPC as travelling with you to the new location.
This has been an ongoing issue, not related to the last update. That said, I've been getting complaints about the stamina so I've pushed a tiny update with prompting that will hopefully make the narrator less trigger happy with stamina.
Playing through my first playthrough, probably won't have enough Orgone on day 3 (because I keep buying spells lol). I don't quite understand what any of the stats or spells actually mechanically do. It seems like regardless of NPC stats I can just write in whatever I want them to do, with the exception of Iris Alpha who seemed to be a little harder to get to do what I wanted. On the reverse I thought that maybe spells would change the generated dialogue, like the growth spell would make characters with size queen more amenable, but if that's happening it wasn't clear. It also seems like the plot characters are supposed to have some kind of plot trigger (like Sara keeps saying she's going to give me a surprise but never actually does), now that I'm thinking about it I guess I might be supposed to prompt that they do something to forward their plot but maybe there's a way to signal generally what we're supposed to do to advance a character's plot.
Oh and it would be nice if we could modify the tag blacklist sent to GelBooru, and if hitting enter while focused in the prompt textbox would submit the prompt.
On the back end, the spells are implemented primarily through changes to the prompt the LLM receives--spell effects are directly passed as context and spells and effects that alter attractiveness change a latent player/NPC relative challenge rating which determines the instructions to the LLM on how difficult to make the NPC. In practice, Command R+ has limited capacity to follow instructions, particularly in terms of rejecting user commands, so the game is trivial to jailbreak. I have some ideas to resolve this, but they require a more performant model than the current version of Command R+ and I'm waiting for the next Command R+ upgrade or free uncensored LLM API to implement them. For now, the game relies on the honor system--you have to decide not to bullshit the narrator to get the intended experience.
Modifiers are one of the ways the game changes character personality and behavior. They are generated by AI based on the narration. They are not explicitly limited in number, though hypothetically hundreds of them would break the game. They are also key to several game mechanics: key NPCs that gain the "Loyal" modifier provide passive bonuses and giving an NPC the requisite modifier will resolve Desire side quests.
Let me clarify. Temporary modifiers are intrinsically temporary--they're removed whenever you rest (and a few other story specific situations). They are intended to represent short term changes in personality or behavior. Permanent modifiers will persist unless the llm decides they no longer apply to the character due to the narrative. A character with permanent modifier 'shy', for example, might lose that modifier if they become more outgoing during their interactions with you. On the back end, the llm is asked what modifiers it thinks should be added or removed, and can return '-tag' to remove a tag and 'tag' to add one.
Click the "Locations" button. This should open a 5x5 grid of locations. Your current location is highlighted yellow. Clicking on a defined location will instantly take you there, highlighting the new location yellow.
Clicking on an "open" location will open a dialogue to name the location. When you submit, a description of the location will be generated and npcs will be procedurally generated if there are currently none. This may take a few seconds. The location's name will change to what you wrote and you can now visit this location by clicking it again, turning the location yellow.
Before I try it, can you clarify how the use of a Cohere API key with this application respects the Terms Of Use of Cohere? Specifically how is this respecting the point 14.c.iv, which includes not sending pornographic information to their API?
Ultimately, your compliance with this and other terms of the TOS depends on how you, the user, interact with the game. The game is a sandbox and your engagement in erotic scenes--and how pornographic they are--depends on your own choices.
That being said, the following facts may be relevant to you.
1) Despite the CYA boilerplate in the TOS, the Command R+ model is so pornographic that enterprise clients regularly complain that it turns e.g. customer service interactions NSFW. I can provide examples from the official Cohere Discord if you'd like.
2) In practice, it is almost exlcusively used for NSFW roleplay. The model is not performant relative to industry leaders like GPT, Claude, etc. and the only advantage it has is that it is uncensored, unlike leading models. This is a choice Cohere has made to differentiate themselves.
3) You do not need to identify yourself to Cohere to receive an API key. A burner email will work.
4) I have found no evidence of anyone ever being banned for a TOS violation of this sort, or even more obvious and egregious TOS violations such as users creating up to 17 (!) free API accounts for erotic roleplay. I do not suggest you make numerous free accounts to evade their free tier limits as it is certainly against their terms, but mention it to illustrate the degree of enforcement even on issues that are far more salient to them due to the huge compute cost of serving unlimited free API calls to individual users.
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I think you may have dramatically overtuned the A.I. instructions, as even simple suggestions on friendly NPCs seem to be reliably failing, such as asking to use their phone, or to tell you the time. Instant suspicion, and just general combativeness from the narrator itself coming along with it.
Thanks for the feedback! I'm trying to thread the needle between a permissive narrator that allows nearly anything (as it was before) who therefore incentivizes bulldozing over the game's mechanics rather than engaging with them, and ab overly pedantic and restrictive narrator.
I haven't had the level of pushback you're describing, but these things are very sensitive to how you play, which is why I value outside feedback so much. I've pushed a small change to the prompting to hopefully make the narrator less aggressive while still policing jailbreaking attempts. Let me know if you're still having problems!
I'll give it a look. If it was day 3+ it wouldn't be such an issue as you'd have tools to handle extremely resistant characters, but this was both with, and without, spells being used on what were often first/second encounters. It was genuinely, and unpleasantly, difficult just to reach the second day.
Is it having spells backfire "in a chaotic mess" if you have more than one active intended behaviour? Because it seems to have been detecting permanent effects for that purpose as well.
Additionally, the twists system unfortunately often creates situations that are simply not possible to handle with current game mechanics/do not have the effects described, or are not functioning correctly. Suggesting that certain characters can give you new spells, enhance your extant ones, or making an attempt to introduce male characters that, as they don't "actually" exist, cannot be targetted by magic or engaged with.
I've experimented a bit with Command-A via Kobold's interface, you might want to consider playing around with the current system in the latest version of Command-R for a bit instead to see if it cooperates a bit better, as Command-A seems to have a lot of hitching/repeating problems that Command-R seemed to resolve, and that seem a bit present here (what A.I. interfaces use the "slop detection" functions to prevent; latching onto certain phrases and repeating them, and self-reinforcing every time it happens). Some of this might not even be your doing so much as Command-A behaviour.
The chaotic mess part is not intended. Hopefully that won't happen now.
I've changed the twists prompting to hopefully prevent infeasible twists--though some of what you've mentioned is actually okay: enhancing a spell can work fine; it won't change the spell description but the narrator can generally handle it. Male side characters can be added as long as they aren't central to the story. Additionally, I've adjusted the twist mechanic to give you a choice of 3 twists, which should hopefully let you avoid any twists that break or undermine your run.
Going back to Command-R+ isn't really feasible as the API is still broken (4096 input tokens max for structured generations) whereas Command-A works with long contexts, allowing for much better narrator memory. Additionally, Command-A performs better along a lot of metrics, and a lot of the slop issues were very present in R+ as well. I actually do have some anti-slop built into the engine, but because I'm working through the API rather than a local instance of the LLM I can't use the most efficient measures (constraining the generation itself). I am adding a little more anti-slop though.
Good to hear, then.
Recent "fun" issue; if you've already taken out an Iris, it becomes... extremely difficult to do anything to a second one, as it'll keep trying to ping the first, it's possible to resolve it by getting the other Iris to chase you to a different location, but it's still a bit silly (and undermines having yours, if you broke her, grab the other unit to restrain it). I ah, eventually just reloaded to reroll a different attacker for that day because it was getting so goofy.
Beyond what's already been said, the only other inputs I can provide are;
Trying to use money is... a roll of the dice. I managed to make it underflow into the negatives more than once in spite of having a very large quantity. Additionally, fully mindbreaking/slaving/whatever have you a rich character and having them hand over their wealth does not seem to carry the expected finances. Perhaps adding a financial character tag to refer to would be advisable for that, if money is going to remain a thing?
A "default location"/"home location" option that can be directly influenced by the player, as opposed to just "current" would be useful, I can somewhat work around it through traits, but it's still a bit annoying to move a character to live or be confined at a certain location, only to have the narrator grumpily tell me they're not there when I try to interact with them (seemingly having reset). Send-to, while accepted and acted upon by the NPCs, also does not seem to actually move them to a given location. That might be a parsing error on my part.
Are there plans to use money more directly like with the bionics, perhaps on home upgrades? For a description change, if nothing else.
Possibly unintentional behaviour (please don't remove it, it's super useful for skipping greater spans of time than sleeping, especially with how often twists can proc in a single day otherwise); mentioning waiting or doing something for X hours advances the time correctly.
Thanks for all the feedback! I don't actually get much of it and it's very useful for me.
I'm not completely sure what issue you're having with the Irises from your description. I think I will rename them, however, as "Iris Alpha" and "Iris Beta" can complicate some of the substring matching that I ended up adding to manage NPCs, particularly if the player or narrator truncates the name to Iris .
Money is still not fully implemented, in that there aren't many uses for it, the defined uses are bugged, and the way the game manages money hasn't been sufficiently tested and debugged. A big to-do for me.
With respect to NPC movement, NPCs can currently follow you, but can't be sent to a third location. Automating the process of sending NPCs based on input text would be very error prone (the current system can already fail sometimes based on how the player's response and the narration is interpreted), so if that were implemented it would probably be through the NPC UI.
Being able to advance time is absolutely intended.
The narrarator seems to lose focus easily, almost trying to focus on an npc im not talking to in order to drag all nearby character into the scene, mostly by repeating an action over and over until it's acknowledged
Interesting. I wasn't having this issue when playtesting but this may have to do with the twist mechanic. I'll work on some backend changes to address this.
Is something supposed to happen once you complete a bounty? I succeeded with Diana but nothing happened. It still shows as my active bounty and I didn't get anything, and any time I prod the narrator it will acknowledge she stopped her research but urge me to wait.
I did sneak past the guard and persuade Diana with a combination of talk and dream manipulation, no "encounters" per se, so I don't know if that could be the reason.
Also, does the money stat do anything other than make it impossible to pay your landlord? Is it actually possible to gain it? Is there any need to?
Once you do a bounty you get miasma which gives you higher level spells. For the bounty to complete the character has to be the focus npc and get the correct modifier and sometimes it will bug out and need a few turns to register. You dont need to pay the landlord if you control her, specifically I think you need the loyal modifier.
Yeah, now that I've completed a bounty correctly I think I see the problem. The task was to get a character to abandon their research and the way I ended up approaching it was to use a dreamscape to influence their decision. When I went back to the location, they were gone. So the narrator kind of acknowledged I succeeded but because it happened "off-camera" while the NPC wasn't in focus, I guess it didn't satisfy the bounty requirements.
Which is unfortunate because the fact that interacting through a dream that way kinda-sorta worked is actually really impressive.
The problem really comes down to the fact that modifiers are only applied to focus NPCs. I'm experimenting now with a build that will allow any NPC to be assigned modifiers. Possible downsides in increasing the complexity of the LLM's instructions and therefore making errors more likely but I'll add it if it doesn't degrade performance.
Sandbox mode would slap
So I actually found this pretty compelling.
Like, I was really glued to my first run. Sure, the narrator is what it is and gets things wrong frequently, but it's still possible to roll with a lot of it, or write in a correction as part of the next prompt.
The challenges can be frustrating if you get locked into a loop and don't know what to do. Sometimes it's OK to "fail" them. I think I broke the game slightly by telling the narrator I wasn't enjoying the scene with Mara and asking it to roll everything back to when I last rested - which it tried to do. The in-game time didn't change, but it seemed to retcon Mara out of existence.
I ended up telling the story of someone desperately failing forward from one disaster to another. (Which makes more sense now that I understand how limbo works). Got abducted by Veronica. Tried to erase a meeting from the landlady's memory and made her forget me completely (interesting, because the narrator acknowledged that wasn't my intention but did it anyway). Interviewed for a job, didn't get it. Failed missions for Lilith (not the bounties - she kept giving me side jobs involving book theft), romanced Sara. Went to spend a last few hours with Sara when it wasn't possible to meet quota and she somehow came up with a way to save my soul?
There was more after that but I ended the run because they were happy and I kind of didn't have a reason to keep collecting. Also Lilith kept popping up but didn't really seem to remember the player between appearances.
Bottom line, somehow the smut robot ended up helping me tell a story that actually resonated with me emotionally. Not sure what to think about that, but thank you.
Fun to play actually, making a story by yourself, limitations...ugh... not so fun. Maybe AI will bring revival of text RPGs.
If possible, it would be nice to have something to undo, sometimes AI Narrator gets into loop or just don't understand what you want, like swapping you:
-I greet a character, without telling my name
-Character calls me by my name
-I ask from where character learned my name and Narrator swaps me and character so now character in panic wonder how I know their name, eh?
so i'm not sure if this is possible but i think it'd be cool if we could edit created npcs as i saw a modifier that i think is great. just for reference i want to put (can follow the player through locations) on the Jessy character i made. of course if it's not possible i won't be upset i'll just have to make another one lol. or maybe just the ability to remove/delete created characters that i messed up a setting on. great game btw.
I don't think there's anying I can do retroactively for existing characters that wouldn't be a mess. Going forward, I could add a password for revision access. For now, I'd just make a new version of the character.
You can get around it by simply entering a prompt to call them to your location. It's not quite the same as them doing it on their own, but it's an option you can tie in to your narrative.
When using the downloaded version of the game, how do you actually start the game? Doesn't look like any of the files in the folder are actually the application. Either that or I'm blind, which could very much be the case
I see that there was a downloadable file listed as an executable. Apologies--that was an upload error. There is no executable for this game. To play it from the download you'd need to run a local server from the game directory e.g. "python -m http.server 8000" or similar, then go to http://localhost:8000/index.html
How does one get to Limbo? Ending a run just sends me to the main menu
This should now be fixed, but you'll need to end a new run (you only need to collect >0 orgone to get to limbo so you can end your run after the first turn you generate orgone).
Noticed some custom characters don't post the correct character pictures anymore.
can confirm, it will either just keep using the previous focused character or just not update the previous image
Can you tell me which character?
Off the top of my head I remember this happening with Kate (one with the tifa base) and Tet (one with Kasane Teto)
This should be fixed now.
I don't know why but Lilith and only Lilith's image wont load, it loads fine opening it up in a new tab but not in the game so I have the "Unable to load image" prompt permanently stuck on my screen though I can still play the game.
Should be fixed now
Uhh oops. I uh, so, you know that old trick you play when dealing with fae where you put two pieces of paper on top of eachother, one a contract, the other blank, and just ask to see what their signature looks like?
Turns out, it works on Lilith.
Does anyone know a way to put specific NPCs in a location?
When you travel, npcs you've recently interacted with may follow you at the discretion of the narrator. This is much more likely to happen if you describe the NPC as travelling with you to the new location.
no, I meant like in a fresh game, how do I get NPCs to spawn where I want?
The stamina changes might have broke something because most actions, even trivial ones, take a flat 20 stamina now
This has been an ongoing issue, not related to the last update. That said, I've been getting complaints about the stamina so I've pushed a tiny update with prompting that will hopefully make the narrator less trigger happy with stamina.
Playing through my first playthrough, probably won't have enough Orgone on day 3 (because I keep buying spells lol). I don't quite understand what any of the stats or spells actually mechanically do. It seems like regardless of NPC stats I can just write in whatever I want them to do, with the exception of Iris Alpha who seemed to be a little harder to get to do what I wanted. On the reverse I thought that maybe spells would change the generated dialogue, like the growth spell would make characters with size queen more amenable, but if that's happening it wasn't clear. It also seems like the plot characters are supposed to have some kind of plot trigger (like Sara keeps saying she's going to give me a surprise but never actually does), now that I'm thinking about it I guess I might be supposed to prompt that they do something to forward their plot but maybe there's a way to signal generally what we're supposed to do to advance a character's plot.
Oh and it would be nice if we could modify the tag blacklist sent to GelBooru, and if hitting enter while focused in the prompt textbox would submit the prompt.
On the back end, the spells are implemented primarily through changes to the prompt the LLM receives--spell effects are directly passed as context and spells and effects that alter attractiveness change a latent player/NPC relative challenge rating which determines the instructions to the LLM on how difficult to make the NPC. In practice, Command R+ has limited capacity to follow instructions, particularly in terms of rejecting user commands, so the game is trivial to jailbreak. I have some ideas to resolve this, but they require a more performant model than the current version of Command R+ and I'm waiting for the next Command R+ upgrade or free uncensored LLM API to implement them. For now, the game relies on the honor system--you have to decide not to bullshit the narrator to get the intended experience.
your Discord link is broken. can you please make a new unlimited one?
My bad. Done.
still says invitation invalid
Whoops, I changed the text of the link without changing the hyperlink itself. Should work now.
Lost the ability to gain and use Orgone. Something broke.
Thank you for the feedback. Did the Orgone value go to something like "NaN"?
If you're willing, I'd be grateful for a quick bug report so I can try to replicate and fix the error: https://forms.gle/fSuQCUm1oKpR8DBp6
Also, if you've done any manual saves, loading one will likely fix this.
Can you explain what these "modifier" things are? Are there a limited number of them? Are they generated by the AI?
Modifiers are one of the ways the game changes character personality and behavior. They are generated by AI based on the narration. They are not explicitly limited in number, though hypothetically hundreds of them would break the game. They are also key to several game mechanics: key NPCs that gain the "Loyal" modifier provide passive bonuses and giving an NPC the requisite modifier will resolve Desire side quests.
Well, with that, why do characters lose "permanent" modifiers seemingly at random?
Let me clarify. Temporary modifiers are intrinsically temporary--they're removed whenever you rest (and a few other story specific situations). They are intended to represent short term changes in personality or behavior. Permanent modifiers will persist unless the llm decides they no longer apply to the character due to the narrative. A character with permanent modifier 'shy', for example, might lose that modifier if they become more outgoing during their interactions with you. On the back end, the llm is asked what modifiers it thinks should be added or removed, and can return '-tag' to remove a tag and 'tag' to add one.
How do I visit a location? The tutorial was not very helpful.
Click the "Locations" button. This should open a 5x5 grid of locations. Your current location is highlighted yellow. Clicking on a defined location will instantly take you there, highlighting the new location yellow.
Clicking on an "open" location will open a dialogue to name the location. When you submit, a description of the location will be generated and npcs will be procedurally generated if there are currently none. This may take a few seconds. The location's name will change to what you wrote and you can now visit this location by clicking it again, turning the location yellow.
Looks interesting!
Before I try it, can you clarify how the use of a Cohere API key with this application respects the Terms Of Use of Cohere? Specifically how is this respecting the point 14.c.iv, which includes not sending pornographic information to their API?
Ultimately, your compliance with this and other terms of the TOS depends on how you, the user, interact with the game. The game is a sandbox and your engagement in erotic scenes--and how pornographic they are--depends on your own choices.
That being said, the following facts may be relevant to you.
1) Despite the CYA boilerplate in the TOS, the Command R+ model is so pornographic that enterprise clients regularly complain that it turns e.g. customer service interactions NSFW. I can provide examples from the official Cohere Discord if you'd like.
2) In practice, it is almost exlcusively used for NSFW roleplay. The model is not performant relative to industry leaders like GPT, Claude, etc. and the only advantage it has is that it is uncensored, unlike leading models. This is a choice Cohere has made to differentiate themselves.
3) You do not need to identify yourself to Cohere to receive an API key. A burner email will work.
4) I have found no evidence of anyone ever being banned for a TOS violation of this sort, or even more obvious and egregious TOS violations such as users creating up to 17 (!) free API accounts for erotic roleplay. I do not suggest you make numerous free accounts to evade their free tier limits as it is certainly against their terms, but mention it to illustrate the degree of enforcement even on issues that are far more salient to them due to the huge compute cost of serving unlimited free API calls to individual users.