Revised Encounters
Bars: There are now end-state bars vs status effect bars. AI is encouraged to output 0 end-state bars for pure combat. End-state bars use pure win/lose guidance to avoid contradicting the story when hitting a terminal point.
Encounter turn: After each player turn, AI determines whether encounter gets a turn at all. To compensate, the encounter prompt itself was slightly strengthened to prevent the opposition from hemming and hawing.
Spotlight (can be disabled in options): Focuses encounter turn on a random encounter participant when applicable
Misc
- Added follow-up step confirming AI-picked ability or item in Specialized mode, in which the description is included, to further prevent wrongly picked items/abilities
- Fixed some logic deduping spawned place entities with spawned entity icons
- Tweaked passage-of-time prompts to discourage moving random NPCs into private dwellings and also discourage describing decay over time
- Fixed prompt to possibly reduce chance of GM using destroy entities when NPCs leave
- Fixed rare error if exiting/reloading game in multiplayer mode
- Added server logic to reduce errors when in Unified mode
- Fixed a couple rare game-breaking issues with map polygons
- Fixed rare error that would happen when running certain operations on an NPC who had already been transformed into an item on the same turn
- Updated Sapphire/Obsidian story completer model in specialized mode to reduce repetition issue