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alpha-testing-00023

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@Coelacanthiform Coelacanthiform released this 06 Jan 22:06
· 165 commits to main since this release
2a2c999

CHANGELOG

New Features

  • Improved Idle Conversation: Better idle conversations partly using my best guess of Dan's intentions with the leftover unimplemented talker_topics.xml and partly my ideas. Now works like this:
    • 50% of the time a random topic for conversation is pulled from Dan's list in talker_topics.xml (slightly edited by me to remove some immersion breaking entries like directly referencing Demonized).
    • 50% of the time the NPC is instructed to directly ask the player a question about their past, recent events, their opinions or whatever else their character might be curious about. The percentages might need to be adjusted, feedback needed. I'll make them MCM configurable eventually.
    • Idle conversation cooldown from 12 to 10 minutes and "someone has spoken recently" cooldown from 3 to 2 minutes.
  • Better callouts: New final instruction on callouts to be brief, concise and more military callout-like (ie: "Heads up, Duty squad inbound").

Tweaks

  • Clear definitions of faction relations in the dynamic faction relation part of the prompt, hopefully reducing the instances of NPCs seemingly not knowing whether somebody is their ally or enemy.
  • Some additions to the moment-to-moment concerns part of the prompt that seem to lead to better output.
  • Minor prompt tweaks and wording fixes I missed during the previous refactoring.

Content

  • Added ~35 new personality traits that are "less unpleasant" in order to balance out the previous list, which was immersive and logical but maybe leaning a little too much on the harshness and grit. Might be slightly more likely to run into friendly stalkers now (this goes for the standard list used by: Loners, Clear Sky, Army, Mercenaries, ISG, Duty and Freedom).
  • Added custom personality traits for Ecologists. Removed those that doesn't make sense (ex: "dumb as rocks") and added some new traits that would fit a scientist.
  • Added custom personality traits for Monolith/Sin (they are identical for now). Removed traits that wouldn't make sense (like "greed-driven") and added some new thematic personalities for cultists.
  • Added custom personality traits for Bandits. Mostly the same as the standard list, with a few additions on the theme of criminality and the gopnik and vatnik culuture of bandits.
  • Added custom traits for Renegades. Same list as the Bandits, plus a few extras that go with the general unpleasantness of Renegades (like "lecherous", and "a creep").

Backend

  • Fixed personalities.lua to assign two personality traits even for custom faction personalities.
  • Implemented flags for all the events that didn't have them. This is only used by callouts and idle conversation for now, but usage can be expanded to for example filter events from memory management.