
What's New This Week: Mutiny Wraith 2 + Major Update
Mutiny Wraith 2 is live.
Wraith just got an upgrade. We present to you Mutiny Wraith 2, live now.
This update touches several areas of the experience: Model / AI Behavior / Flicker, WorldState / Facts / Memories & Persistence, NPC & Character Generation, Full Rules & Character Mechanics, Campaign & Module Experience, and UI / UX / Mobile.
Flicker got smarter.
First things first: Flicker got a major upgrade. She can now view, read, and discover new World Facts with you as you find them throughout your campaign.
She also gained two new features: Recall Brain and Memory Powers.
Recall Brain gives her the ability to look into your campaign context and give you precise answers about moments you may have forgotten, want clarification on, or simply want to talk about.
Memory Powers give her the ability to edit, delete, or create new memories for you instead of requiring you to manage them manually.
A bigger and more capable model.
On the model side, the model is now bigger, giving it more knowledge and stronger narration capabilities than the previous one. Combined with the work we've done around it, it's designed to let you create pretty much any story you want.
Fantasy, medieval, slice of life, modern, or NSFW. It is built to handle all of them. You shouldn't play two completely different campaigns and feel like you're seeing the same story patterns playing out underneath.
Going into a bit more detail, we've tackled several long-standing behaviors.
The "which is it?" pattern has been practically eliminated. "Eliminated" may be a strong word. It did technically appear once across thousands of actions during our testing, but that's a massive improvement compared to what we had before.
We also tightened the AI's reading of characters. No more dwarves being generated as humans.
NPCs aren't seers anymore.
NPCs will no longer reasonably know things they shouldn't. They'll ask questions, engage with you, and react to what they actually know, giving conversations more life and creating better opportunities for immersion and relationship development.
Your character is not special.
We've also tightened the leash around player agency. The model will never act for you. And we mean it.
Your character isn't automatically the protagonist of the world. If you want to be just another random person living in it, the world will treat you as such.
But don't be surprised when you bump into a young noble, piss him off, and end up in prison because you got his robes dirty, followed by having your hand cut off for the offense.
If you don't have power and mess with the wrong people, consequences will be enforced on your character. You are not special anymore.
And yes, sometimes the AI will still try to give you a way out. It's an AI, after all. Whether you take it is up to you.
Hidden World Facts
We fixed the hidden tag for World Facts. Hidden facts will no longer steer you in the direction of the fact itself.
There is one caveat here: don't add the name of the fact to the discovery note. Instead, describe how the fact is supposed to be found.
Rumors are now almost necessary to discover hidden or secret facts. No more AI steering you toward the secret the moment you step into the location where it's hidden.
Regenerate is finally clean.
We also fixed a particularly nasty issue where regenerating a response could leak information from the first response into the second.
Regenerates now completely reject the previous draft, meaning you can expect genuinely different and more varied responses without the model carrying knowledge or decisions over from the response you just regenerated.
WorldState
WorldState now updates with each action and deletes or rolls back information after you delete or edit a message.
No more delays or confusion from divergent context in your WorldState affecting your campaign memories.
Time
Time is finally fixed and stable!
Time updates automatically as soon as the response finishes, whether it's a one-day or a one-year timeskip. All times of day are also working correctly.
As a nice fallback, time tags are editable. In case the AI messes something up, instead of deleting your messages, you can simply edit the timestamp on the memory and continue with your story.
NPC & Character Generation
This one is big and took a lot of work.
The AI Create feature inside the character creation page, when used just before starting a campaign, now creates a character based on the world setting and context you're in.
We also added a witness mechanic behind the scenes that assigns facts to the characters who were present. You may not notice it right away, but after thousands of actions, you'll thank us for not letting the AI guess who was actually in the scene when it recalls a memory.
We tightened and improved character sheet generation. Now, every NPC generated gets its own sheet based on the world setting, the context in which they were generated, and what is known about them.
No more fantasy NPCs appearing in modern scenarios.
You talk to a gym coach and he tells you he comes from Russia? Once his character is created, that information will be reflected in his sheet and expanded from there.
We also improved age, appearance, and personality generation to make every character a little more unique and grounded.
Our Illustrate function also got improved, but we need to be honest here: the model that generates images has its own limitations. If you want fidelity and character realism in your illustrations, add portraits to your NPCs. Image-to-image generation works almost every time, with very few documented deviations.
Full Rules & Character Mechanics
Now we come to Full Rules. This one received some well-deserved work.
Manual inventory editing is now available, along with damage type selection for weapons.
And you ask, where?
Inside the campaign, under your character's name, you'll find a small pencil with the Edit button. Click it and it will open your character sheet, where you can edit your character directly.
Race traits are now shown correctly, along with AC, which was previously being displayed incorrectly in the UI.
Skill modifiers are now visible and displayed correctly under their respective tabs.
Proficiencies are also fixed and can now be added or removed directly from your sheet.
Full Rules PC UI
The PC UI has also received some improvements. Not a complete redesign, just a general polish and cleanup to make the experience smoother.
Campaign & Modules
Campaigns and Modules got some fixes too.
You, the creator, or even a player, can now lock characters to openings. You can have 10 characters in your cast, but if one is locked to an opening, only that character will appear there.
The playable character flow was also fixed and is now working for anyone who generates a module with playable characters or sets them when creating a module.
When creating a module, under World Setting and NPC Picking, you'll now find hints about mechanics that can improve both of them inside your module edit page: World Facts and Character Enhancement (Auto Personality Builder).
We've also reduced friction for new players. Creating a character from the Choose Your Character page after entering a campaign for the first time now takes you directly into the campaign instead of sending you back to the My Characters page.
We found a bug where changes made to your character during a campaign could leak into the real character on the My Characters page. This has been fixed. It won't fix the issue in old saves, but it prevents it from happening in new ones going forward.
Detailed module creation is now better suited for mobile users as well.
One more thing for PC players.
If you're on PC and don't want to touch the mouse after every response just to click on the text box, you can rest easy now.
After the AI response, just wait a moment and the text box will automatically be selected for you. You can just start writing without taking your hands off the keyboard.
Mobile
And for mobile users? We didn't forget you.
Once you send your message, the screen will automatically centralize the DM response from the top. This means you can start reading as soon as it begins writing and scroll down whenever you're ready.
If you hold or move the screen, it will naturally detach, so you aren't forced to stay in that position until the message finishes generating.
Speaker Portraits
The small icon beside the font size turns speaker portraits on, and the feature received some work too.
Speaker Portraits now work in all modes, and the formatting inside them is rendered accordingly.
In chat campaigns, if you're talking to one character, their portrait will appear in the response header. If there are two or more characters, the header will remain empty.
In narrative/full rules mode, the header will always show the Dungeon Master.
Character Tracking
A new addition for chat campaigns on PC: we're bringing over a feature from V2, character tracking.
It shows on your right rail who's currently in or out of the scene.
Nothing too big, just a cosmetic addition that makes it easier to keep track of who's around.
End.
Let us know how it feels. Any new patterns, annoying flows, bugs, or thoughts you have. A third of the work we did this week came directly from player feedback. You help more than you know.