the new AI makes spelling mistakes sometimes??? like sometimes it forgets letters or even entire words.
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Not sure if it's a bug, but it certainly didn't happen for me in the last version I had. I keep getting failed endpoints even at the initiation of the game. It's saying invalid URL and whatnot, but I'm not certain what that means or how to remedy this.
Edit: Failed to process AI request, and possible wrong model name are two more parts of the errors. I can't even start a playthrough.
Unsure whether to count this as a bug or not but the AI likes to repeat... like alot. Here are the 3 main examples of what I mean:
- The AI will often start with "As you, *insert player name here*, stand in *insert location here*,..." and will do so every page. If you're with an NPC, it'll also add their name and rank or species in said intro.
- Oftentimes the AI will start the next page with a partially summarized version of the last page, or just add the entirety of the last page in the new one.
- The AI will sometimes explain what is happening twice or more. Example: "As you stab NPC in the hand, you stap her hand... *4 lines later* ... and you stab her right in the hand, piercing her flesh..." (This is not a new one but still figured i should say it)
this is a common issue with smaller AI models like mistral nemo, you should use a bigger model such as one of the free models on OpenRouter. A quick fix is to edit the AI message to remove the redundancies (if you leave the repeating stuff in, the AI will look at your message history and likely write more repeating stuff later on…)
FieryLion summed it up pretty well. I've played with models under 20b parameters mostly, and they repeat themselves *frequently*. They'll basically blueprint or template part of a message and just keep pasting it back in like it's boilerplate. I had pretty good success with a 30b parameter Gemma fork running locally (I'm on a 2070 Super with 8GB VRAM), although I only get 3-5 tokens per second (super, super slow). But the dialog quality was absolutely stunning compared to the 8b and 14b models. Qwen 2.5 is listed in several places as a "potato-friendly" model, but it's very unsophisticated: it can't really handle lewd/suggestive content in anything that would titilate or suspend disbelief, it is very repetitive and subject to "GPT-isms", and even if you set it for high temperature and sampling (to add a lot of randomness and creativity), it's still heavily constrained by how small it is.
I _personally_ don't like running AI through a hosted endpoint, even though I could be using some really good hardware and getting really fancy models out of it. My two main reasons are privacy and cost. But if you want better quality responses, you're going to have to either pay for much better hardware or hosting solutions (such as OpenRouter).
Will the rollback/abort issues ever get fixed, or will I be stuck using version 1.0.9? As I'm heavily relying on rollbacks for getting certain prompts to show properly, the fact its constantly resetting basically everything is making using newer versions impossible for me unless i make hard saves for basically every response, which is super cumbersome.
EDIT: So I think I found the cause of the issues, and how to trigger it relatively consistently. It seems to happen if you rollback a second time when the current page is less than the furthest you've been in that save. Basically, if your furthest page is page 5, roll back to 4, then roll back to 3, then sometimes (but not always) it resets to page 5 due to a negative underflow. It throws an error as described below:
Detected mismatch in old save: totalPages (3) != gameStates.length (4), using offset: -2
Basically, to me it seems that because memory isn't truly cleared when rolling back, its causing direct issues with the gameStates.length the game thinks exist. Solution could be to try actually deleting the pages that are rolled back from memory? Since technically the current behavior is also a quite severe memory leak.
I've been using formamorph again, it's been a few weeks and I've come across a few bugs and issue
I've found that it's not always reporting an error properly in the LM Studio when the AI's context length just barely isn't enough, and it goes off trying to generate a response anyway. This is what's caused spontaneous scenario resets for me, mainly on very big/detailed worlds.
Try increasing the context length a little bit and see if that changes it.
Yeah, basically what FieryLion said. Even the web version's AI is dependent on a Context Length set on the ai host, though in the web version you'll obviously not have access to it. (For reference, Context Length is simply how much data the AI is configured to be able to handle at a time in a single request, action prompt + system prompts + world rules/stats/entities/location data etc)
The fact it happens on all worlds for you seems unusual though, so my hypothesis is uncertain there as I've only experienced it on heavy worlds.
Basically, my hypothesis was that if say, the AI was configured to 4000 token context length, and a world required 3950, the buildup of memory containing history, or the Notes, could push it past 4000 in an edge case the AI isn't configured to react to since, just maybe, it only checks token limit BEFORE taking into account history, causing it to discard all past history and reset the scenario to fit within the configured 4000 token limit. But eh, I don't really know the inner workings enough to really say anything certain, which is why I'm just hypothesizing something that could logically explain what's happening, since increasing context length HAS worked for me.
Hi, I noticed on mobile, there is no way to change from portrait to landscape while in a session. The default seems to be portrait, which is unfortunate because when you load a previous save, you get locked into portrait mode (backing out and switching to horizontal requires that you re-load the save...which puts you back intonportrait.
Ok, so been testing a little over the last 11 days regarding the 'sudden scenario restart' issue, and can pretty much say it's 100% related to the Dictionary. Worlds with larger dictionaries suddenly reset FAR sooner than those with smaller ones, and the ones that doesn't have one doesn't reset at all. Increasing context length as mentioned in an earlier post makes it last longer before it happens, but unless context length end up being much larger than Max Memory, it seems inevitable to happen eventually.
Not sure what can be done about it though. If I remember right, the dictionary was designed as a way to go beyond context limit, but apparently it didn't work as expected.
Ok. Me dumb. Am running this locally with LM Studio, which just updated. Now, any/every AI model I try refuses to acknowledge any of the former prompts/responses, responding as if I started a new game each time I enter a prompt regardless of the model, save I use it on, settings I mess with(in game and in LMS), etc. Been messing with stuff for about an hour now. This has happened before, and it seemed to just fix itself eventually after I couldn't figure it out then either. It is not "fixing itself" this time. Anyone know what is happening, why, how to fix, and/or prevent with future LMS updates? Please?
Hello. I've begun having an issue. I am using a private endpoint, and have been for some time. Today, suddenly, while setting a new world, i've started getting the "Fatal Warning: Memory limit exceeded! Endpoint may fail." on the start of the game; the disk icon gives me these details:
Memory Usage Breakdown:
Prompt: 1.7%
History: 0%
Output Tokens: 1333.3%
Messages kept: 0 / 0
Available: -1235.3%
As i said, i was only starting the game on a world that is a testing ground to play with settings, so it has little to no text among the definitions. When i reset the endpoint to the default one, it doesn't throw that error. I tried changing the Max Memory and Max output tokens to smaller values (i was using them on 20k and 160k respectively) and still, the same error.
Tried deleting the contents of the formamorph folder in appdata/roaming, still it persists.
Can you give me any assistance?
All right, seems to work. So this max memory, is it the previously generated text? Do the world settings (locations, descriptions, etc) consume it?
Also, would you answer a few more questions i have about how the program works? The definitions for game world, stats, entities, locations and dictionary, are they sent with every prompt or only at the start of the game?