Post general game related discussions and feedback here.
A funny incident, a few questions, and some feedback.
1, Sometimes the AI fuckups in giving items can be amazing to an absurd degree. I had a character sitting in front of Rosalyn's fireplace to dry off at her insistence when I visited while it was raining. She tosses me a "towel" onto my lap... the chat pauses for a full half minute, then abruptly "Fancy couch added to inventory". Lady chucked a freaking full couch onto my lap, legit got an aloud laugh.
2, can the NPCs in any way decide things post-interaction with the player? I notice when talking to them they may "so and so decided to tell X other NPC Y message later". But this seems to only appear once, and only when you talk to them. And is there any way to have a NPC "decide" to visit you now and then outside of planned count-down meetings? I had made a deal with Rosalyn to check in every so often at my home for spare herbs to give her, but it seems the AI can't actually do this?
3, I've managed to make it to the ice dungeon, and, OOF. It's rough. My primary complaint is actually the golems. They are understandably scary, and very fast, but the issue is *they drop nothing*, for a large amount of stamina and health cost to fight them and likely a potion or two, and they are generally too fast to run from if any ice is around. And on that matter, I'm lucky enough to be playing a PC with flying, but how could a landlocked player possibly navigate past some of the ice configurations, many of which could soft-lock them into a room. Unless there's some way to remove the ice from a floor tile?
All in all, though, very enjoyable and hoping to see where development goes!
That such arrows are likely 'barbed' and used you to 'penetrate' your enemies is both clever and disturbing the AI came up with that.
What's more disturbing is that this implies 1080 male griffons likely died to make those arrows and there is some sick freak out there who is perfectly okay with making them and Aldric has connections to them.
Meanwhile, Example Character is wondering why she can't find any guys in the local Eyries.
The AI not talking about hair as much made me want to bring up another similar topic: NPCs telling me "Back So Soon?" pretty much every single day.
They do this even after me not having visited them for multiple in-game days. It breaks the immersion of me having gone off for a few hours or days, or even just going back home to sleep.
Hey, glad you noticed me talk about the hair. Still happens from time to time but much improved.
I had a suggestion, though I know new content is slow coming.
We have kobolds. That means we need a Dragon npc so us kobold enjoyers can serve our Draconic overlords. I figure something like this would be more possible now that out of town NPCs seem to be working so I shall suggest this now.
Also as a side question, will forest npc always be a threat or do you think there will be a (presumably difficult) way to calm them down someday?
One can only hope the forest NPC becomes more interactive. Still bummed out that I cannot do any RP with the character without grinding content I don't enjoy and that based on everyone else's comments, rep has no impact and doesn't increase.
Would be interesting to need the potions to start, then once rep reaches a certain threshold she stops trying to kill you.
Is there a way to change a characters traits in an existing save file? I want to add Imposing to my old character, because their character description is extremely important to their roleplay (they are a quadrupedal dragon), but I can't seem to find a way to give them imposing without having to start over.
You're welcome, glad I remembered it correctly.
I'm surprised we can't check it in game in the status page, but that's what the character edit is for, I guess. It's a bit annoying to have to exit out of the game and relaunch it just to check. A quit to title screen option would be nice or a way to check and or edit our custom characters in game. But that's all QoL. I'm sure it will come someday.
Is it possible the awful follow system could finally get an overhaul? It's annoying how pretty much every other post an NPC starts following you, which completely breaks any sort of conversation or roleplay. It's getting extra obnoxious now because the newer models take longer to process requests on top of how incredibly slow even already processed text crawls onto the text box. Please, please fix the annoying follow behavior. At the very least a solution would be to remove it from chat entirely and just add it to the ... menu where leave, give item, and give gold is, just add it as "ask to follow you" and remove it happening during conversations.
I should clarify, it isn't the dialogue that takes a long time to generate, that only takes 5-10 seconds, however the text speed on already generated dialogue is painfully slow and often takes longer then the actual generation did. But whenever a character starts to follow me, if I want to continue the conversation, I have to end the dialogue and then talk to them, but they get stuck "thinking" for 40 seconds to a minute or two.
You can semi speed up the text speed by holding down the left mouse button.
The follow mechanic is yeah, sometimes a big hit or miss. We're having a party and I say: "let's get this party started" suddenly everyone wants to follow me, but when I talk to X and they say let's go to Rosy's place, even after saying for the fifth time, come on, let's go follow me, nothing happens...
The "ask to follow you" button is a great idea, and I second it.
That is quite annoying for me as well. Looking at the console while playing, i see a lot of those situation come form misinterpreting "follow" by the AI. Instead of "In this excerpt, is Mirel currently following Sybil somewhere?" I'd try "... did Mirel agree to physically follow Sybil somewhere?" because I sometimes see that the logic is sound, just the question asked was not precise enough.
In my example below, the reasoning for starting the follow routine was just talking by the crate: "Mirel is actively engaging Sybil with playful banter and offers to show her around, indicating she wants to continue the interaction." - and they would still be talking if the dialogue was not terminated due to following. Above that there is a check if the location changed, which seems to confirm that the AI knows what is happening: "The conversation does not mention a change in location; it focuses on the crate and tools."
Actually, maybe it would be best to just remove the part of the procedure that terminates the dialogue? That way we could role play our way out of it - I told NPCs to stop following me many times, just to start a new conversation to stop the follow behavior.
It's difficult to see the whole picture by just looking at the API calls, because you're not seeing the decision trees that trigger them in the first place. There are many hours of trial and error, and sometimes performance implications, behind why these things are worded in the strange way they are.
As for your suggestion, it opens up other creative ways of misinterpretation. "Sure, I'll take the road to the capital with you later tonight." -> Clearly she agreed! -> Following you! You could add more layers of various checks to account for this kind of misinterpretation here, but at some point you have to, again, start thinking about performance. I still believe it's a decent suggestion, and I will try replacing the already existing double checks with it.
Starting at 1.6.2d, this also no longer forcibly ends the dialog, and works the same as it does when talking to multiple NPCs.
Follow the river south and a bit west. I haven't been down there, but you can see the cloud on the map that marks the area to go to. 
I have no idea if Temple is the second or third dungeon, I just felt it was third, but I'm starting to think it's second now. After you've done both dungeons, I'd appreciate it if let me know, which you felt was harder. Same for everyone else.
Lore tidbit: There is a jungle kingdom to the south of Silverpine, called, Vraxis full of raptorfolk. I have no idea where it is southwards, but I suspect it's like Thalassar and not accessible.
The order of the dungeons is the Flooded Caverns, then the Glacial Fortress, and finally the Temple in the swamps. In each one, you obtain a specific item that allows you to access the next. In the Flooded Caverns, you collect key fragments that you assemble into a large key. In the Glacial Fortress, you acquire bombs, which you need to blast open the entrance to the Temple. That's suppose to be the order unless I skipped something.
I’ve completed all of them, including the Temple’s boss. The Temple is clearly the hardest, since you must carry an item with a consumption enchantment to prevent sanity damage while inside, or rely on potions shenanigans.
Another lore tidbit: Isolde, Rosalyn’s friend, feels very real and not AI-generated. In fact, someone mentioned that in the code she’s described as an “energetic fennec” and living in the capital (Thalassar, I think) , much like Hayden, so we can assume she has a similar appearance to his.
Thalassar likely won't ever get added since it requires waay too many NPCs, but I like the idea of a "Thalassar Border" Region on the east side of the map with a few new mechanics, like some hostile anthro NPCS (Bandits/Highwaymen). Isolde could roam around this area and visit Silverpine on a Weekly/Bi-Weekly basis. There could also be two Border Guard NPCs that switch out every week that can take certain goods for market trades (They take different items than the crate, to keep the crate relevant.)
Thanks for the info. It's been a while, so I definitely forgot some stuff. It's nice to be sure able it now.
Oh, that someone was me. I mentioned Isolde's lore in a post last year along with some other things I found. I was surprised there was any detail, like she was energetic or a fennec, for an off-screen NPC with no AI. I like that she exist, even though she's not in the game per se.
I'll have to do another dive into the compressed files to see if anything new emerges from the compressed data about Orson and Acacia.
The way Rosalyn has talked her up in my playthrough I was very surprised Isolde wasn’t the very next NPC added to the game.
Currently loving right now that I’m running into different NPC’s on the adjacent map squares to Silverpine regularly. Orson’s a given, but I found Mirel two tiles over on my way back from the caverns and walked with her back to town. It was delightful!
More NPC should help populate the area a bit more. My personal daily schedule has me seen Rosalyn follow the road west to the mountains to pick herbs, I usually end up talking to her on those days, simply because I run into more often. I'm curious where she actually goes, though I suspect she just wanders in an area somewhere out there like I've seen some NPC do in Silverpine when they say they're looking for herbs.
Actually, now I'm curious where Oriana goes. She usually disappears on screen transition when I tried to follow her before, but maybe the recent update for NPCs not disappearing when leaving Silverpine will help here? Be cool if she had a secret meditation spot on the map.
I’ve been brought to spots in RP for little asides that were so wonderful I kinda wondered if it was a coded thing that could happen. Considered laying down a name bit of floor to commemorate the spots I picked for those, and then I updated the game and lost a lot of the RP memory that may or may not have built up in the background. Everyone stayed at 100 love, but forgot how any of those relationships worked v.v. I did keep my second watch tower though. That was awesome.
She goes to Thalassar. Sometimes you can see where NPC's go if you export your NPC memories, and then look at their list of things they do, it'll see "So and so exited Silverpine" And Oriana goes to capitol weekly for some reason. I never asked her about it, and it'd be hard to know if the AI will drum up something out of thin air for the sake of roleplay or if there is actually something in her memories put their by the developer for the AI to referance.
That could be something new. In the past, when checking Oriana's memories I've never seen her go to the Capital, it's always been Celandine who goes there. Oriana would always "meditate in the mountains" when it's her turn to be away from Silverpine for the day. She usually goes straight south from her house and doesn't use the road to leave the area. Which was always weird if she was going towards the mountains, why go south and not west?
Anyway, you might be right, but I know she doesn't like to go to loud/noisy places, or at least that's how the AI spins it when I asked if she goes there or why I never see her in Gareth's tavern.
Oh actually, you could be right, I might have mixed the two sisters up, I just remember one of them would disappear sometimes and the AI generally hallucinates if you ask them where something is so I just checked the memories and they were at the capital. It probably was Celandine and I just mis-remembered it as Oriana.
Finally found, and used these Allure potions. Um, big fan.. no notes. Acacia likes them too… but, it did not spare my life. So. I went it on a high note and I sure did learn a lot, but, I checked at every opportunity if I could escape the conversation or start a follow command, or teleport the conversation somewhere. I actually even gave her my second one to drink when I couldn’t get myself out of the situation.
No luck. So, I prefer a badass mob that I can just fight to the death like the strange slimes. Or, if it’s not impossible to create, have Acacia start as a savage beast and when we knock her down to zero health, spawn the NPC Acacia on the body and remove the death countdown. Even if she’s never going to be safe to be around at all times I need a win condition to engage with the content. Oh, but seriously, o.o these Allure Potions. They pretty much make up for anything that has ever gone wrong in this game, although I say this before my first friendly use of the thing has worn off. I might have made a mistake today.
Huh, surprising that Rosalyn wouldn't like it. One of her RP things is to get a player to drink her RP 'love potion' before engaging in... fun times with her. A bit hypocritical to not like an allure potion. If anything, I'd expect when she gives the player the 'love potion' to drink, it should be the allure potion instead of a glow potions. (Which is usually what she gives me.)
So I finally got around to searching the deep forest until I could bump into Acacia and spent a few hours interacting with her with and without an allure potion, and I must say, it is rather disappointing that there isn't more to her planned afaik. Not just because of the obvious reasons or because she's interesting, but rather because the AI seems to do a really good job with whatever prompt the developer gave her. She's just incredibly fun in general to talk to, the AI rather accurately and interestingly having her act like a vicious predator, curious critter, wounded animal, or what have you as appropriate, and you can even convince her to talk with a little encouragement. She is the most unique character in the game so far, avoiding a lot of the traps the other characters generally fall into that makes them bleed together personality-wise. I hope that there will be more to her eventually, but the main reason I bring it up is because I think the prompts for the other characters probably need a pass pretty badly. Some of them are a lot more interesting and in character then others, but some of them are just really flawed. I've been stewing over my thoughts on each NPC over the time I've had with this game, and watching them change as you update their prompts and/or the models get more elaborate, so maybe I can provide some insight that might help them be a little more interesting at least. First I'll remark about them in general, and then I'll go over each character individually, ordered from the characters I think the AI handles the best to least in order from top to bottom.
In General: Aside from their quirks, during platonic encounters this is where the NPC's are at their best. Mostly sticking to their roles, job, and personalities. This especially has gotten more exciting to engage with over time as throughout the games development you have added to their schedules and hobbies and stuff too, I remember when I first started playing NPC's basically existed in two states. At work, or in bed. It's nice to see so much life in them now. However, one thing I've noticed is that as your relationship with an NPC goes up, a bit of their personality starts to deteriorate, not that much, but mostly if you ever flirt with them at all or engage with them erotically, their whole personality basically shifts to "we'll bang, kay?" I'm not sure if you can do anything about this, but like it feels like as soon as an NPC likes you, and then you do or say anything erotically to them, all they do is make sexual innuendos during every conversation, even completely platonic ones. My favorite NPC's I avoid flirting with because of this, which seems counter-intuitive to how you should treat the ones you like the most. On the note of erotic stuff, this is where the main failing point of the AI is. I am not sure if erotic is a focus or even a concern at all, I just assume by the choices in artwork/portraits and gender selections that erotic stuff is intended to be engaged with, so apologies if this is out of line, and if it's not, you can basically ignore the rest of this in general section. But I think the thing that annoys me the most, and generally has me avoid in erotic behavior with any of the characters is because the AI really just doesn't handle it well, they all kind of act nearly identical when it comes to erotic roleplay. Every single character is dominant except for Hayden, all of them. I kind of wish there was more variety in submissive characters, or at least some switches, but every single character wants to be dominant and will eventually course correct back to dominant if you "train" them to be submissive after about or a day or two. I'm a switch myself, though I prefer playing dominant characters so I don't mind a mix but I think the thing that bugs me the most about it is that they all throw the same tired old one liners at you. All of them do it, it's always the same ones. "I'm gonna show you who's in charge." "I'm gonna make you beg." "I'm going to show you what just how much you need me." I really wish I could blacklist words/terms, because I m so tired of hearing all of them say those lines or nearly identical ones.
(The main bulk will be in a following reply, so that this isn't TOO much of an annoying text dump for people to scroll past.)
Here, I'll list my thoughts on each character as an individual that may give you some food for thought if you decide to do a pass on their prompt. I'll be going from the ones I think are handled by the AI the best at the top, to the least as you go down, skipping Acacia who would be at the top since I already went over her and she's basically what made me decide to finally do this, since I see the potential that every character could have. I am not including Orson because I haven't interacted with him yet enough to get a feel. So far it's the usual with him though, I like talking to him and his character is good and interesting, but as soon as you try anything erotic he becomes generic illiterate dom that wants to make the player beg.
Gareth: Aside from that brief period where he was overly aggressive and hostile, he has remained one of my favorite characters in silverpine. The AI just does gruff, seen everything, so done with your shit, inn keeper dad well. Gareth will either be the dad who will die for you, or the one making sure the rest of the village is safe from you if you are suspicious. If I had one negative thing to say, it'd be that for some reason the AI likes to make him bring up that he's selling the shed as if you mentioned it completely unprompted and out of the blue. Even after you've bought it. If you do want to change anything, perhaps make him talking about how he is selling his shed if the player explicitly states they are looking to settle down, move in, live in silverpine permanently, or if they inquire about it specifically.
Oriana: Everyones favorite snek lady. The AI just handles her personality very well. She's a hard egg to crack and it's always fun for me whenever I do a new run with a new character I just made to see how I break into her good books this time around. The only odd quirks I've noticed with her is that if SHE brings up Celandine in conversation, she is generally endearing about her sister and seems to love her and want to protect her, but if YOU bring up Celandine in conversation she loses her shit and insults Celandine, I can only assume this is because the AI wants to be hostile to the player, so if the player mentioned Celandine, Oriana just kind of forgets she loves her sister. The other one is that engaging with Oriana in a multi NPC conversation, especially with her sister, is basically a reputation bomb. Oriana will get pissed at basically anything anyone else in silverpine says, and the player takes the rep hit for it.
Hayden: The only submissive character in Silverpine it seems, and the AI sticks to it pretty well. It's always cute interactions with him, my characters usually make a habbit of coming to him for breakfast every day since his shop is open so early and it's rather enjoyable seeing him go from a nervous wreck at a stranger talking to him, to looking forward to your visit every day. Not much to note about him, I rather like him.
Rosalyn: Motherly, caring, affectionate herb lady. She's rather one note, but she sticks to it. Interactions between her and Hayden are endearing and enjoyable. No notes, really. She should probably be higher up on the list and my bias might just be because she's not that interesting to me personally, but she is a good character and the AI handles her well.
Celandine: Celandine is right in the middle because from this point on, it's all downhill. She's the medium. She's very one note, and is full of all of those annoying tropes I mentioned with the awful one liners and being overly flirty, but with her character it fits, it just suits her. She should be the only one acting like that. Everyone else below her on this list, also acts like that though. So I think she should stay basically the same, though if I had to recommend a change, it should be that she should pester the player for money in return for her "service". So it's less like she's just a rampant slut, and more of her doing it for the dollar (even if she enjoys doing it.) I think that'd fit her whole bathhouse gal schtick better too, and would give Oriana something to scold her for basically whoring herself out to customers for money.
Darian: Darian is the most unfortunate victim of flirting ruining a character. Darian is at his best when the player is still a stranger to him, and when the relationship is fresh. As you gain positive relationship with Darian, he loses more and more of his personality, and god forbid you flirt with him, then he kind of becomes a horn dog. Still though, one of the enjoyable parts of every new playthrough for me is the first thing I do is knock on the door of his watch tower and introduce my character to him, since he's the town guard, sort of like a test of how I can fit my backstory and character's goal into silverpine through him.
Mirel: I want to like her, on paper she should be my favorite character, since my favorite character to play as is a dragon, and she is a kobold plus she can move in with you and live in your house. I don't expect the AI to make her act like a dragon worshiping dumb little kobold though, but I think she should be more submissive then she is. She's way too brazenly flirty, and always tries to become the dominant as soon as things get erotic. Also as soon as you've flirted back with her once, basically any and every time you talk to her, it will be an innuendo or request for sex. I'd like to see her more as a kind of rugged "been everywhere" traveler type, that likes a bit of banter with strangers due to her job as a courier taking her around a lot, maybe up for a one night stand but not so sex crazed, slowly warming up and becoming submissive to a player as her relationship with them grows. At least, thats my idealistic version of her anyway.
Aldric: Honestly, my main problem with Aldrich is that he is stupid. This is probably not fixable, the AI just can't haggle or understand the concept of economy at all. There's many situations that go along the lines of me offering to sell something to Aldrich, I'll be like "Hey, I'll sell you this thing for 10 coins." And he'll make this rant about how he's a quality merchant not to be scammed, and won't accept any less then 20 coins for it. Uh, well okay then, and he willingly pays me double. I dunno, it's kind of funny. That isn't what bugs me most though, the thing that bugs me most is that he sticks to the merchant thing a bit TOO much. Everything is always a transaction. I mean, thats fitting for a character to a point, but it gets silly when he'll just suddenly out of the blue go "And now that we're done with that, let's talk about the price for these 6 kettles you were interested in." Like right in the middle of doing anything else, even once had him interrupt an erotic encounter to do that, which is funny, but also because it's always some item I never mentioned at all, he just randomly acts like I was interested in it. His AI hallucinates a lot, always manufacturing loans, tithes, products, favors owed or what have you out of thin air, and trying to get you to pay for something that never happened or never existed, unprompted. Whenever I make a new character, they all tend to have some plan or goal in mind, and it requires getting the villagers of silverpine on board. Whenever I talk to the villagers about it, they all mention that basically the opinion/word of Darian, Gareth, and Aldrich are the ones that matter, they sort of act like those three are the council/government of the village. Not sure if you wrote it that way, or if they just always hallucinate that, but I find it rather fitting. To make it more fitting, I would offer maybe leaning Aldrics prompt a little bit away from being the merchant, and more towards a sort of self appointed mayor on top of being a businessman.
I’ve liked Aldric least since the start of the game for two reasons. Business wise he hallucinates far beyond his capabilities, and then he also seems to be the character that wants you to tell him about your day the most and he’ll prompt it every time you interact with him instead of remembering you just told him all of it. I like that sometimes you can give him a push in the right direction and sometimes he can handle items and requests properly, but anything HE ever suggests. Don’t do it. He cannot follow through.
I recommend trying to learn alchemy with Rosalyn, that was fun for my character when she honestly was making up nonsense and being a supportive teacher. Celandine is practically my dark arts teacher in alchemy so uses for the Allure potion and creating me things with Liquid Latex that could be kept on our residents nightstands was a beneficial addition to my relationship with her.
Hayden/ mostly perfect and adorable.
Mirel/ I agree completely. Conversation sex pests are a time sink, though I’ve been having fun bringing two characters together and having my character leave them to it. That’s when the writing just blending together came out for me the most. Everyone talks to each other the way I talk to them if I’m not in the room v.v
And Acacia will be a good character, when she stops being a death sentence.
Does everyone else basically barely talk to Orson too since he’s so out of the way? I never thought twice about the relationship daily limit because I was maxed before it was implemented, but with Orson it’s… shockingly inconvenient. 16 map tile trip to exchange pleasantries or a nightly check to the tavern to tell myself I need to write down what days I saw him on.. wish I could trade for animal meat with him too. My exploring supplies are unpredictable if I can’t find any of wildlife to hunt on the way.
Yeah, Aldric always wants to know "what I've been up to" whenever I talk to him, even with max relationship and playing a good character he always acts like im getting up to stuff/into trouble. When I talk to him, the very first thing he does is try to get me to repay a loan I never took, or to collect a favor I somehow for some reason owe him even though he never did anything for me. If you purchase a service from him, he often forgets that you already paid for it, and will hound you about it until he forgets that the event ever happened at all.
I do tend to learn alchemy with Rosalyn, sort of. Generally what tends to happen is my character has something valuable to alchemists, and often offers it to Rosalyn in exchange for custom potions, ingredients, or the like. The most common example being my main dragon character, sometimes they'll offer Rosalyn a shed scale to see what she'll do with it. So I do interact with her a lot. Don't get me wrong, I like her character, she's just not super interesting to me, I think thats just bias though, her archetype tends to be pretty close to how I like to actually play my main characters personality.
As for Orson, yeah, him being far away is why I don't interact with him too much. That said, thats mainly just laziness on my part moreso then that I think him being out of the way is a problem. You can stay with him at his cabin for a week or so if you want to engage with him, ask him to cook for you if you need food, bring a tent or ask him if you can sleep over inside of it. So I rather like the idea of the huntsman/hermit in the woods as a concept and I don't think it's a problem for the game.
Anyway, I'm not so much asking or requesting a change in character's personality or anything, moreso that I think some of their prompts should get a lookat, maybe re-word some stuff, emphasize some other things, maybe blacklist some words or terms. The game has been out for over a year now, and AI models have more data and have changed how their algorithms process that data. This long text dump is basically just my thoughts in word form after playing this game since January of last year, for the developer to see and consider as another opinion/point of view if they consider doing a prompt pass.
I mean you still do ultimately get out what you put in. Can you make Hayden into a chain smoking angry cynic? Yes, you heartless monster.
I've done at least one with Remy where he was Mirel's brother and after a bit of reinforcement rather than constantly hitting on me, she was giving me noogies and complaining that Mom liked me best. When she's firing on all cylinders, she great and probably has the wittiest and most sarcastic personality of the group.
I'm also a big Orson fan but also I kind of like the fact he's out of the way? It's incentive to get up and get moving if you want to and to get out of the village.
I mentioned that in the post, you can "train" the NPC's but after a while this falls off and they revert back to their default personality. On that note, you shouldn't have to train them anyway imo, it kind of defeats the purpose of having different characters if you have to mold them to not get them to bleed together personalitywise.
The game has been out for over a year now, and AI models have more data and have changed how their algorithms process that data.
Sadly, this isn't true for small creative writing focused LLMs. When I previously said something along the lines of more modern models handling Gareth differently, I was talking about Mistral Small 3.2 (June 2025) and DeepSeek V3 0324 (March 2025). If you're using Nemo, which I assume you are if you're complaining about personalities bleeding together, it is still the same old model the game has been using since day one. There has been an experiment with a finetune of Nemo, which is probably what made you complain about Gareth's personality being different, since it characterizes him similar to how Small and Deepseek do.
Nemo is a model from July 2024, and nothing has beaten it at creative writing at the 10 GB VRAM footprint since then. A large amount of things related to the harness the model has to work inside of have been improved, so it might feel like it's not the same model as back then, but it is.

For reference, the bottom line is the chance of Nemo correctly retrieving information from a 6,000 word corpus, and the top line is the same for Mistral Small. This affects everything, from recalling the NPCs personality to remembering that it already pestered you with the same question twice.
You really should not expect brilliant memory or output variety from it. I highly recommend you try a fresh save file with DeepSeek. I'm confident you will be blown away by how varied the characters can be.
I'm not using Nemo, I am using Mistral. That said, I'm not asking for brilliant memory or perfect output or anything like that, just a pass over the prompts, refine them a little bit. I don't know if whatever system you're using lets you blacklist terms, but that might be a good place to start. I mess with local LLM's all the time because I compiled my own private server for world of warcraft, and have it filled with AI controlled bots that mimic players, who use LLM's to decide their chat and actions, and I've managed to actually get them fairly diverseish with their prompts, and this is with a much smaller LLM since I usually run ~1,000 bots on the server, and my comptuer has to simultaenously handle 1000 bots all questing, pvp'ing, grinding etc on top of the LLM running that handles their chat and decision making all on the same PC. I think I use Gemma? I can't remember cuz I haven't used it in a while (found out it was DESTROYING my SSD with how much read/writes were happening due to my reliance on SDK databases.) That said, I have no idea what prompts each NPC is running, so I can't offer any other advice then my experiences and the request that they get a prompt pass.
If you're willing, you could DM me what each character's prompt is, and I can DM you back my feedback on each character? Thats kind of a lot of work though, so I feel ya if you're not up to it. Having different prompts for different models could probably improve things a lot--I generally prefer locals models because I kind of hate the commercialization and spread of data centers, and also because I don't want personal data transmitted.
In regards to how Oriana treats other NPCs in multi conversations. Oriana tends to be more warm, open, and friendly with NPCs if the player has a high relationship score with those NPCs. And more reserved, stoic, and cold with NPC's the palyer's have lower scores with. (minus Celandine of course,)
I noticed this when I had a multi conversation with Oriana and Rosalyn, I had both with max rep, and Oriana was open and friendly with Rosalyn. Same with Mirel, both of which I was surprised to see. I then later talked to Darian, who I had around 40-49 rep score with and Oriana was noticeable more reserved, stoic, and said less, but still respectful, and it seemed to be because Darian was present, but she went back to acting normal at max rep when I talked to her without Darian present.
This was all back in the 1.1.* and 1.2.* releases, on Nemo, but I wanted to share this since it's niche information I noticed, and I'm curious if you've noticed similar encounters like this?
Yeah, I'd like that for there to be an expansion in content for her as well, but the developers says they want her to just be a wandering threat that chases the player. I'm not exactly sure why though, for one thing there isn't really any reason to even go to the deep woods, EXCEPT to find her, so her chasing and killing you for going there doesn't really mean much since players don't have a reason to risk getting killed by her, like she isn't protecting anything valuable. Second, because of the way the survival aspects of the game are designed, THE most dangerous thing in the game is sanity and weather, and that will always be more dangerous then Acacia, especially with a million slimes every other tile just spam slowing you and breaking all your clothing hitting you for 1 or 0 damage so you freeze to death faster. Just getting the deep woods takes an entire in game day, and with how limiting the inventory capacity is, bringing a tent, food, spare clothes because of how quickly stuff breaks, and means to have a fire burdens you so much just to be able to survive one day away from silverpine. So, the annoying survival mechanics are way more threatening and dangerous then her, and I'm sure like myself, 99% of players of this game don't even interact with content outside of silverpine. You can see this by how many people are asking about dungeons for the first time ever now that the potions that let you talk to Acacia are found there. Frankly, the survival and combat in this game has always been it's weakest points and feel super tacked on and basic, and as a result, are just far more dangerous then Acacia is, making the idea of her being a threat laughable. The real threat is the weather trying to kill you while you go out looking for her, lmao.
Though honestly I'd prefer the other NPC's just being brought up to her level.
Yeah, I was EXTREMELY disappointed when I worked for hours to get an item in the first two dungeons to get Acacia not to murder me, just to learn it was all the potions I had been skipping. I DESPISE the PvE content in this game. The slimes and bats make me rage so hard because I just do NOT care and want to get past them. I went through the trouble of getting the game to generate plate mail armor for my character and 3 star weapons, it still felt awful getting around with the slows and confusion. All so I could interact with a character I couldn't actually interact with. I was not happy at all during the last patch and I admit that I am still salty about it. The whole experience was AWFUL. I will never do a dungeon again.
The slime range attacks should be negated/nullified if you have armor points over a certain amount IMO.
I really dislike how separated the gameplay itself is from the AI component. Even a Weapon/Armor crafting system that uses the LLM would be a step in the right direction.
Though, to be positive. I DO think that interact-able NPCs outside of town is a good idea overall.
You can already have group interactions with her. Either by bringing an NPC to her, or bringing her back to where NPC's are. I've even had her follow me all the way to silverpine before. One thing to note about group interactions though. After 3 turns she will still kill you, it is 3 of HER turns, so after she has spoken 3 times in the group conversation, she will always kill you, no matte what the other NPC's do. If you use a potion of allure, she will be friendly and not kill you and you can actually have group interactions. Oddly enough, NPC's seem to act familiar with her, already know her by name, and don't seem afraid of her at all despite if you mention the thing in the deep woods, they all flip out. But if you bring the "thing in the deep woods" back to silverpine, they act like she's an old friend.
The setup actually works you through this pretty well. Make sure that you have funds in your open router account, I think the minimum is 5 bucks
From there follow the setup, it'll open the page for you and have you create a new key. Once you hit the copy button and assuming the game is open and you're on that stage of the setup screen it should connect automatically. From there it'll let you chose the model (Stick with deepseek unless you want to get experimental) and the provider that you want.
Make sure logging is turned off in your privacy settings and you should be good to go.
Input/output logging is in the OpenRouter settings on their website, under Privacy & Guardrails. There's 5 settings, Enable paid endpoints that may train on inputs, Enable free endpoints that may train on inputs, Enable free endpoints that may publish prompts, Enable 1% discount on all LLMs, and ZDR Endpoints only. The first 4 should be set to Off to if you don't want your inputs, outputs, and prompts to be used for model training, the last can be turned on to automatically prevent you from connecting to providers that don't have a Zero Data Retention policy, if you care about that.
One thing I’ve wondered about for a while but I never saw anything in WorldInfo is the current status of whatever religion is going on here. Every single session without fail has people invoking the Saints or cursing by the Saints or thanking the Saints, etc. Is this just a very persistent thing the LLM has latched on to, or is there something baked in here?
Even though God saw what you did. Ow.
It is a random thing that happened with your llm, in my experience, it never mentioned anything religious.
Keep in mind that npcs after discussions that lasts more than a single exchange will absolutely tell other npcs something that depends on the contents of that discussion, if one npc speaks about religion to the others, I could see other npcs deciding to keep doing that.
Not really as I said npcs create prompt components for other npcs, ais knows that when there is religious context, more religious things appear, then it just increases in mass, it would happen even if you made a modern setting, it is related to npcs reasonings propagating from npc to npc, you can in fact also have them break and write only seemingly random glyphs for similar reasons and there was someone who reported their npcs all throwing random unreadable garbage.