Skip to content

Aikami v0.1.2 — Emberwatch 5.0, Combat & the AI Director

Choose a tag to compare

@snorreks snorreks released this 27 Sep 11:29
v0.1.2
44b41a4

🌋 Aikami v0.1.2 — Emberwatch 5.0, Combat, and the AI Director

Since v0.1.1, Aikami rebuilt its showcase content pack, put real combat and
companion AI into the play loop, and turned the client into a platform: typed
LLM routing, subagent orchestration, a world-space map studio, and a
Cloudflare-native community hub.

✨ What's new

  • Emberwatch 5.0.0 — "The Fading Ward" — a full content overhaul with
    release safety built in: operation provenance and recovery, a World Codex, a
    declarative content-provenance policy, a release atlas integrity gate, and
    reproducible local evidence. The village was rebuilt, legacy props replaced,
    five maps polished, a continuous oriented bridge and a raised house assembled,
    and the full 5.0.0 cast dressed with synced portrait and prop credits.
  • Combat — the overlay and its engine stall repaired (C-500), a
    direct-control production slice (C-516), objectives/morale/reactions and a
    release gate (C-532), and combat affordances, improvised actions and an
    object inspector. Companion and enemy LLM intent agents produce post-resolution
    narration (C-526); the agent is now typed, cancellable and step-wise.
  • AI routing and orchestration — task-typed LLM routing with telemetry and a
    local fast lane (#330), plus subagent orchestration and AI routing controls in
    the app (#394). The Pi Bridge architecture and Provider Endpoint Registry
    (#293) give every role a resolvable model behind one seam.
  • Map Studio — community publishing from drafts, a corner-16 terrain
    preview, and end-to-end coverage (C-508). Semantic terrain authoring,
    validation and a local studio ship alongside it, with soft terrain
    transitions (C-552).
  • Community Hub — a public LPC preview compositor, a walk-sandbox launcher
    and anonymous navigation (#333), on top of the SSR catalog and catalog asset
    previews from v0.1.1.
  • The Obsidian Chronicle — a UI/HUD overhaul across four phases (#327),
    then a polished exploration HUD, inventory icons, and a real pause /
    settings / session-action shell (C-554). Interaction prompts now track the
    camera and stay onscreen.
  • Desktop parity — Kokoro TTS with a model cache that can no longer be
    shadowed by a stale relative entry, Tauri bundling fixes, dev routes and a
    deploy guard (#407). Local model responses are sniffed for HTML across
    chunk boundaries and mixed-case content types, so a captive portal or SPA
    fallback can no longer poison the cache.

🔧 Under the hood

  • Content pipeline hardening (C-381) — provenance, trust, versioning,
    validation and boot, with an immutable candidate lock and a required human
    visual gate before any remote publish.
  • Deterministic generation — asset jobs with durable batches and execution
    records (C-519), versioned image workflows (C-510), and local audio
    generation for music and SFX (C-517). ONNX Runtime is externalized to the dist
    plane with build governance.
  • Memory and narrative — in-house memory and lore retrieval (C-458), GM
    prompt assembly (C-457), group chat and systemic NPC interaction (C-456), the
    AI GM / narrative director (C-459), and NPC behavioral autonomy (C-460).
  • Data and identity — TypeBox row schemas generated from the Drizzle schema
    (C-461), client-side R2 save backup and restore (C-462), and D1/R2 declared
    exactly once behind shared infrastructure constants (C-454).
  • The journey — the start menu rebuilt around campaigns rather than personas
    (C-317), frame pacing and point-and-click movement (C-380), and a single
    unconditional release path (C-486) so the first run and the upgrade path are
    the same path.
  • Release engineering — one bun run release pipeline with a rolling
    staging channel on its own updater signing key (#272), worktrees that
    bootstrap completely and self-orchestrating E2E preflight (#355), a pragmatic
    source-file-size guard (#314), and Pi budget controls (#405).
  • Everything runs without an account. The game boots, plays and saves with
    no sign-in; the first run needs network once to fetch starter content, and
    every run after that is fully offline.