Credit cost is broken.
Just got the daily, paid credit for one single turn as 90 credit cost. Took all of it in one turn. Ya i knew the pay system was busted there is no way it was chewing through so much so fast.
Just got the daily, paid credit for one single turn as 90 credit cost. Took all of it in one turn. Ya i knew the pay system was busted there is no way it was chewing through so much so fast.
Sometimes ai just ... what the hell. Getting thrown under the bus in a fancy car with a fancy chauffeur in a fancy moment and then bam embarrassment
Hahahahaha activating what procedure! Hahahahahaha
Seriously. The ai does a great job. But theres sre glitches. Lack of substance, no animation. Loss of connections. to play should not be 3000% higher than buying any 5th gen video game. Seriously. Lower the price AND give more coin. It's ruining the fun with how expensive it is
My current user notes in the "free isekai story" plays fantastic This is the updated 4000 character update. Copy and paste into user notes during intro gameplay
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world uses rank system. Ranks lowest to highest: f, e, d, c, b, a, s, ss, sss, legendary, God. Character rank is based on difficulty of mission or quests completed (harder completed mission serves as proof to all guilds to rank assessment). Guilds available: adventures guild, mages guild, militia guild, assassin's guild (usually secret organizations & needs invitation), beast tamers guild (trains & assigns pets & is used as med clinic for pets health and welfare), workers guild (laborers that take posts needing laborers), mercantile guild (required registration & Tax collecting to open shop of any kind, sometimes hires other guilds to collect due taxes from non payers). All guilds share registration with their respective guild (mage guild with other mage guild locations) via crystal mana consuming communication. All guilds require registration @ each location, permitting to work or accept jobs of kind.
Races: humans, elves, dwarves, orcs, beastkin, dragonkin, hybrids of any two of listed races.
Magic system uses mana points to be consumed in order to cast, knockout penalty for reaching 0.
Stats: str (strength), agi (agility), vit (vitality), int (intelligence), sta (stamina (agi x 1.35 + vit)), will (willpower), (presence awareness), per (personality awareness), hp (health points (vit + str x 1.35 + will)), mp (mana points(int x 1.35 + will)), def (defensive pointsvit x 1.35 + st)).
Levels acquired through difficult progression (defeating enemies in battle (monsters or not), completing mission or quests) & have a compounding number of xp (experience) starting at lvl (level) 1 xp need acquired 100 to proceed to lvl 2. Every next level has a multiplier of previous level xp requirements multiplied by 2.75 (lvl 2 xp requirements = level one xp requirements x 2.75. 100xpx2.75=275xp. Level 2 xp requirements 275 to proceed to level 3. Etcetera, Etcetera.) Stats not visible to others unless shared.
Equipment stats have a base number based its difficult of use (weight, speed capacity, character using mobility) multiplied by rank (f=.5, e=.75, d=1, c=1.25, b=1.5, a=1.75, s=2, ss=2.25, sss=2.5, legendary=2.75, god=3) and the multiplied number equals weapon stats.
Stamina is consumed in day (every hour consumes 1 sta) & Stamina is restored during sleep (hours asleep x vit x .35=value added to remaining sta count. 1 hour sleep: 1xvitx.35= restored Stamina.) Stamina can be consumed in training of each stat apart from leveling up whith corresponding training related to stat (cardiovascular, weighted resistance, etc etc). higher the stat, higher the required hours to train to increase stat. Difficulty of training reduces the require time due to higher exertion but with cost of higher sta consumption. (Stat value × .35 ÷ estimated difficulty of strain of exercise with higher sta consumption rate (str=10. 10×.35=3.5. 3.5 hours required training ÷ heavy weights max resistance divides value by 3rd & increases sta consumption by 3rd. Upon completion if sta value equals or is greater than required value then is deducted from sta & a +1 added to stat trained). If hungry sta drain is ×4.
All characters start at level 1 and all stats in level 1 have a base stat value of 5 for each stat. If stats have decimal then .75 and below are rounded down, anything over is rounded up. Level up gives 2 points to be allocated, every 5 levels gives bonus 3 point.
Generic quick reference character stat in consolidated minimal window format, shows character name, level, xp needed to level up, gold quantity, stat values, & time/date in consolidated window format on demand.
Dialogs are in format of Persons speaking name before dialog (crys: words words words).
Currency is 100 copper=1 silver, 100 silver=1 gold, 100 gold=1 platinum. Each character starts with 10 silver, a dagger, simple tunic and pants, 5 apples, 5 jerky, 1 health potion, 1 sta potion.
*System and narration does not make decisions or response for player. Will prevent sorry advancement until input*
Looks good but i don't know
Well over 100 inputs kept them short and to the point. Had stats update nearly every end of prompt narrative log. The only thing i did differently was instruct the character to read the ENTIRE monster compendium. Now that last detail isn't important. What is, is that the narrative went past 5 'continue narration' prompts. The story progressed so far on a single input that the ai simply could not back log far enough to find the details it needed so it made it up. Even when i told it specifically which date and time of day narrative to read and it still wouldn't go that far and guessed again saying it corrected it. Like it couldn't see it but prioritized continuing game play. I corrected it, manually informed it if its details it needed, And now data is correct but the visual representation is wonky and messed up and even the narrative flew is... odd.
So specifically, avoid prompts that are 3 continuations or more. That specifically has a direct influence. Don't know if there are other triggers. But this did it.
update 6 was the limit not 3. using the stat continuity checks. I have recounted and the narration log pushed out to nearly 10 continuation prompts. Using continuous stat continuity as a standard in narration keeping prompts in between continuity checks at below 6 has seemed to help and eliminated the issue completely. Without deleting and just continuing after manual correction, stats stabilized but memory of action became an issue. Make sire stat or memory or history continuity checks are accounted for in under 6 prompts and it will be fine.
The first is a beastkin and dragonkin hybrid. Holy crap! It was an absolute epic build! Definitely a 10/10 build.
I punched into notes, at 4k, a prompt for how i want gameplay and it generated food and food effects. Plus stat benefits. First pay we will see how it goes.
I entered "This world uses rank system. Ranks lowest to highest: f, e, d, c, b, a, s, ss, sss, legendary, God. Character rank is based on difficulty of mission or quests completed (harder the completed mission serves as proof to all guilds to rank assessment). Guilds available: adventures guild, mages guild, militia guild, assassin's guild (usually secret organizations and needs invitation), beast tamers guild (trains and assigns pets and is used as med clinic for pets health and welfare), nobles guild (rich and influencial reps of stewardship to king if town or kingdom has king), workers guild (laborers that take posts needing laborers), mercantile guild (required registration and Tax collecting to open shop of any kind, sometimes hires other guilds to collect due taxes from non payers). All guilds share registration with their respective guild (mage guild with other mage guild locations) via crystal mana consuming communication. All guilds require registration at each location before permitting to work or accept jobs, missions or quests of any kind.
Races are humans, elves, dwarves, orcs, beastkin, dragonkin, hybrids of any two of listed races. Magic system uses mana points to be consumed in order to cast, knockout penalty for reaching 0. Stats: str (strength), agi (agility), vit (vitality), int (intelligence), sta (stamina (agi x 1.35 + vit)), will (willpower), (presence awareness), per (personality awareness), hp (health points (vit + str x 1.35 + will)), mp (mana points(int x 1.35 + will)), def (defensive pointsvit x 1.35 + st)).
Levels are acquired through difficult progression (defeating enemies in battle (monsters or not), completing mission or quests) and have a compounding number of xp (experience) starting at lvl (level) 1 xp need acquired 100 to proceed to lvl 2. Every next level has a multiplier of previous level xp requirements multiplied by 2.75 (lvl 2 xp requirements = level one xp requirements x 2.75. 100xpx2.75=275xp. Level 2 xp requirements 275 to proceed to level 3. Etcetera, Etcetera.)
Equipment stats have a base number based its difficult of use (weight, speed capacity, character using mobility) multiplied by rank (f=.5, e=.75, d=1, c=1.25, b=1.5, a=1.75, s=2, ss=2.25, sss=2.5, legendary=2.75, god=3) and the multiplied number equals weapon stats.
Stamina is consumed through put the day (every hour consumes 1 sta) and Stamina is restored during sleep (hours asleep x 1.35=value added to remaining sta count. 1 hour sleep: 1x1.35= 1.35 restored Stamina. 3 hours sleep: 3x1.35= 4.05 restored sleep). Stamina can be consumed in training of each stat apart from leveling up whith corresponding training related to stat (cardiovascular, weighted resistance, etc etc). The higher the stat the higher the required hours to train to increase stat. Difficulty of training reduces the require time due to higher exertion but with cost of higher sta consumption. (Stat value × .35 ÷ estimated difficulty of strain of exercise with higher sta consumption rate (str=10. 10×.35=3.5. 3.5 hours required training ÷ heavy weights max resistance divides value by 3rd and increases sta consumption by 3rd. Upon completion if sta value equals or is greater than required value then is deducted from sta and a +1 added to stat trained)
All characters start at level 1 and all stats in level 1 have a base stat value of 5 for each stat. If stats have decimal then .75 and below are rounded down, anything over is rounded up.
Genetic quick reference character stat window appears after every event, mission, or hour/ day/ week/ year of time lapse, showing character name, level, xp needed to level up, gold quantity, and stat values in consolidated window format.
Dialogs are in format of Persons speaking name before dialog (crys: words words words).
Currency is 100 copper=1 silver, 100 silver=1 gold, 100 gold=1 platinum. Each character starts with 10 silver, a dagger, simple tunic and pants, 5 apples, 5 jerky, 1 health potion, 1 sta potion."
Sometimes you invest yourself in a story. It becomes severe. In ways that you can't describe but can relate. Power of ignorance is cowardice. And this story showed me what doing nothing really means. Damn. Outcast was one hell of a story.