Oh man, I got the two sisters of the bathhouse (still weirded out by that) to talk together, and the dynamic of the two is really interesting when you get the bar raised on Celandine but are still strangers with Oriana. It makes it way more interesting of dialogue when someone is resistant to dialogue and is too mistrusting of the player and scolds her sister, while the other is playful and teases her for being a "stick in the mud" and you see how they have this back and forth dynamic and realize that this is how they are as siblings. It's really fun to watch. Did anyone else get this kind of interaction?
But I have learned that when multiple NPCs take turns talking, the transitions between them is way too slow. Can we speed that up?
I'm realizing that I don't know what the game expects of me for some things. I was tasked with fixing a leaky roof in the rain, and now I don't know how to do that. also, using an umbrella handed to me, a number flashed by quickly but I don't know what it was for. That should be slower, and maybe there should be a log showing what's been happening. yes, a log of the events, including what the AI thinks you're supposed to be doing.
The leaky roof sounds like the ai coming up with an objective that is roleplay oriented, in which you would choose how you would prefer it to be completed, via a brief description, an entire back to back conversation with another npc(tea breaks included) or you could choose to ignore it altogether
I have noticed that I can direct the results of things. It was weird the first set of tasks I was given, and I went back to see if the NPC could direct me to the leak spot, but they just basically said good job, and then didn't mention the other tasks. I had ask about the other tasks and they said oh don't worry about those, have some tea and dry off! lol
There is the NPC memories. You can export them in the settings in game and open it to read it. It only has recent player conversation, a list of events the AI considers memorable, and player’s relationship score for every NPC. The remembered events of an NPC can help you figure out why an NPC might be thinking or saying something, because they do talk to each other once in a while.
Also, I don't believe there is a real umbrella in the game. Though there totally should be one that stops wet on clothes. You likely got a food or drink item named, "Umbrella" as a courtesy since it was raining and when you "used" it you ate or drank the item and the number you saw was the recovered amount.
I got a water skin like that.
I found that trying to refer to the AI directly doesn't work. I tried asking the AI in the middle of dialogue, "Hey, AI, can you give me a lute so I can be a musician?" and instead the NPCs respond and say there may be a lute at the store or somewhere else. Could there be a menu item to let me refer to the AI directly? I imagine the AI isn't designed to handle that the way it's set up here, tho.
I’ve never seen the AI break character except when the LLM isn’t responding. I don’t think the AI will acknowledge it’s an AI. I believe you can ask most NPCs for items, though Aldric is the purveyor for requested items. He won’t always, but I’ve been able to get him to give me stuff he has on him and stuff he doesn’t have on him once in a while. You can also ask for an item with a name if you ask the question right. EG: Do you have a book named Karma Sutra? He didn’t but gave it to me anyway.
I have a couple of requests, if they can be implemented. Can you make it so if the NPCs imply that they will lead the way, you can select a choice to let them drag you where they want? Can you also make it so tapping space or E let's me progress the dialogue where it's just the NPCs talking and not prompting me for a response (i.e. whenever the continue button shows up)? Not only that, but I also have to click the text box to start typing whenever I do get to talk (EDIT: I learned that pressing space bar USUALLY starts typing in the text box). This should be automatically focused on by my keyboard as soon as it comes up. I've also been having problems with movement, where a lot of times my character doesn't move unless I repeatedly tap the direction I'm trying to go.
Dude, I think you got an untapped goldmine with this game. I know this game has some sexual implications definitely intended with it's exaggerated character features and is likely meant to attract a certain audience and some people wouldn't take such a game seriously, but that aside, you got a crazy intriguing concept here. I really want to see where this game goes.
Found this post on reddit about glm-4 , one of the comments mentions a fix, not sure if its related to the issue upstream but thought dev might find that comment on it useful
Generation works until a certain total amount of tokens have been processed, then it starts producing broken outputs regardless of the size of the inputs. It also produces CUDA errors that crash the backend randomly.
Keep up the good work mate ! i am really invested to see where this project of yours is going as a fellow informatician , i planned to have a game like this but in "fps" view in a village but i cant even start to it haha, anyways might give a try with kobold.cpp , Good Luck in the future !
I would like to see like 3 frames each direction to make a walk cycle. I'd also like to see the feet of the characters on the center of the tiles rather than along the bottom. That way they line up better and aren't, for example, walking in the hand rails of a wooden bridge.
Does your GPU have 24+ gb of vram? There also seems to be an unfixed backend issue with Vulkan/AMD GPUs for this specific model. I believe the workaround they currently use might result in context processing so slow that the API call times out, but I have no way of testing or fixing this.
the game is amazing, I really like that you can create your own plot that you will follow, only sometimes it is annoying that NPCs often forget what happened 10 seconds ago if you leave the dialogue and that other characters who did not participate in the dialogue cannot join the conversation, I hope in the future this will be resolved and the game itself is incredible, I really look forward to the next updates, the developers are great
Im getting a new gpu that will have greater vram than my last one and exceeds the 8gbvram that the LLM the game offers to download requires. Is it possible for me to place an LLM that would use more vram than the ones the game suggests into the file location for the game to use or would the game / kobold not accept it due to modifications you (the developer) needed to make?
Every model needs a specific instruct format and custom sampling settings to work properly, so it's not possible to simply drop in a new one.
I test all major new model releases with this game, and so far only GLM-4-32B-0414 and Gemma 3 27B outperform Nemo, which is the 10 gb/server model. Gemma 3 actively skirts around mature content, so it's not suitable. Both of these models require a GPU with 24 gb of vram. There is no better model than Nemo for 12/16 gb GPUs.
If there's interest in a 24 gb model I will add support for GLM-4.
Thank you for the reply and the clear explanation, i personally would be interested in having a 24gb model option as i will be able to use it once the new gpu arrives(32gb vram) , but i completely understand that it may not be a priority compared to other changes or new requested content. I am hopeful that it can be something added to your 'to do' list but will regardless continue to admire your future updates.
I imagine it has probably been suggested for you to open a patreon or other form of subscription to aid in further development, perhaps even a ko-fi link for donations? please consider it, im sure im not the only one that would like to see the game grow in quality and scope And support it on that journey
Is there a tutorial in this game? I'm not sure if I'm just stupid but the game basically just plops me in and I'm not entirely sure what I'm supposed to do. Don't know how to earn gold, complete objectives, fight, build stuff, stuff like that. Is there a guide somewhere that I can make use of? Furthermore, where are the AI-related files saved? I downloaded them by mistake not realizing I don't have much space left and would like to delete them.
There is no tutorial, objectives or quests. It is mostly about what you want to do in this fantasy village. If you want to get closer to PNJs, work as an adventurer. To build you need to collect resources and then press U it will open a menu with various options. To fight you need to get close enough with the enemy and then press E . Globally, E is your everything button, it helps you interact with everything.
For the IA files they are in \Silverpine 1.0.6\Silverpine_Data\StreamingAssets\KoboldCP
I'm happy I spent the money on this. There are certainly some issues that the other comments have addressed but I enjoy playing this game. I'm still getting the hang of the how to play but I think it's solid so far.
If I may make some minor suggestions, (and forgive me if this has already been said in another comment) I would say adding a compass to the map (north isn't what I thought it was), potentially having an option to follow an NPC and having an option to control your character via dialogue (ex: Matt moved to sit on the chair next to the fireplace).
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Oh man, I got the two sisters of the bathhouse (still weirded out by that) to talk together, and the dynamic of the two is really interesting when you get the bar raised on Celandine but are still strangers with Oriana. It makes it way more interesting of dialogue when someone is resistant to dialogue and is too mistrusting of the player and scolds her sister, while the other is playful and teases her for being a "stick in the mud" and you see how they have this back and forth dynamic and realize that this is how they are as siblings. It's really fun to watch. Did anyone else get this kind of interaction?
But I have learned that when multiple NPCs take turns talking, the transitions between them is way too slow. Can we speed that up?
I'm realizing that I don't know what the game expects of me for some things. I was tasked with fixing a leaky roof in the rain, and now I don't know how to do that. also, using an umbrella handed to me, a number flashed by quickly but I don't know what it was for. That should be slower, and maybe there should be a log showing what's been happening. yes, a log of the events, including what the AI thinks you're supposed to be doing.
The leaky roof sounds like the ai coming up with an objective that is roleplay oriented, in which you would choose how you would prefer it to be completed, via a brief description, an entire back to back conversation with another npc(tea breaks included) or you could choose to ignore it altogether
I have noticed that I can direct the results of things. It was weird the first set of tasks I was given, and I went back to see if the NPC could direct me to the leak spot, but they just basically said good job, and then didn't mention the other tasks. I had ask about the other tasks and they said oh don't worry about those, have some tea and dry off! lol
There is the NPC memories. You can export them in the settings in game and open it to read it. It only has recent player conversation, a list of events the AI considers memorable, and player’s relationship score for every NPC. The remembered events of an NPC can help you figure out why an NPC might be thinking or saying something, because they do talk to each other once in a while.
Also, I don't believe there is a real umbrella in the game. Though there totally should be one that stops wet on clothes. You likely got a food or drink item named, "Umbrella" as a courtesy since it was raining and when you "used" it you ate or drank the item and the number you saw was the recovered amount. I got a water skin like that.
Interesting, I wish I tried to use the umbrella.
Also, in the interest of security, can anyone attest to the safety of running the downloaded game? Windows freaks out about it.
Ive played it many times and had no issues
I found that trying to refer to the AI directly doesn't work. I tried asking the AI in the middle of dialogue, "Hey, AI, can you give me a lute so I can be a musician?" and instead the NPCs respond and say there may be a lute at the store or somewhere else. Could there be a menu item to let me refer to the AI directly? I imagine the AI isn't designed to handle that the way it's set up here, tho.
I’ve never seen the AI break character except when the LLM isn’t responding. I don’t think the AI will acknowledge it’s an AI. I believe you can ask most NPCs for items, though Aldric is the purveyor for requested items. He won’t always, but I’ve been able to get him to give me stuff he has on him and stuff he doesn’t have on him once in a while. You can also ask for an item with a name if you ask the question right.
EG: Do you have a book named Karma Sutra? He didn’t but gave it to me anyway.
I have a couple of requests, if they can be implemented. Can you make it so if the NPCs imply that they will lead the way, you can select a choice to let them drag you where they want? Can you also make it so tapping space or E let's me progress the dialogue where it's just the NPCs talking and not prompting me for a response (i.e. whenever the continue button shows up)? Not only that, but I also have to click the text box to start typing whenever I do get to talk (EDIT: I learned that pressing space bar USUALLY starts typing in the text box). This should be automatically focused on by my keyboard as soon as it comes up. I've also been having problems with movement, where a lot of times my character doesn't move unless I repeatedly tap the direction I'm trying to go.
Dude, I think you got an untapped goldmine with this game. I know
this game has some sexual implicationsdefinitely intended with it's exaggerated character features and is likely meant to attract a certain audience and some people wouldn't take such a game seriously, but that aside, you got a crazy intriguing concept here. I really want to see where this game goes.Found this post on reddit about glm-4 , one of the comments mentions a fix, not sure if its related to the issue upstream but thought dev might find that comment on it useful
https://www.reddit.com/r/LocalLLaMA/s/EuJuF0LSeK
1.0.7 already utilized all of those fixes, including the ones talked about here: https://github.com/ggml-org/llama.cpp/issues/12946
Generation works until a certain total amount of tokens have been processed, then it starts producing broken outputs regardless of the size of the inputs. It also produces CUDA errors that crash the backend randomly.
Keep up the good work mate ! i am really invested to see where this project of yours is going as a fellow informatician , i planned to have a game like this but in "fps" view in a village but i cant even start to it haha, anyways might give a try with kobold.cpp , Good Luck in the future !
Is there any chance for an extra image or two of each NPC/character? Like a change of cloths or something? Just to add a little flavour.
I would like to see like 3 frames each direction to make a walk cycle. I'd also like to see the feet of the characters on the center of the tiles rather than along the bottom. That way they line up better and aren't, for example, walking in the hand rails of a wooden bridge.
GLM-4 seems to give up when i try to talk to npc's just ... Forever it seems. then a lmm error or something happens
Does your GPU have 24+ gb of vram?
There also seems to be an unfixed backend issue with Vulkan/AMD GPUs for this specific model. I believe the workaround they currently use might result in context processing so slow that the API call times out, but I have no way of testing or fixing this.
nvida and i got 32 gb so yes
Does this happen immediately or after several inputs? Does it print anything special on the KoboldCPP command prompt?
Immediate as it fails if i talk to any npc. instantly. and no for the second part.
Do you also have this issue with Nemo?
the game is amazing, I really like that you can create your own plot that you will follow, only sometimes it is annoying that NPCs often forget what happened 10 seconds ago if you leave the dialogue and that other characters who did not participate in the dialogue cannot join the conversation, I hope in the future this will be resolved and the game itself is incredible, I really look forward to the next updates, the developers are great
Im getting a new gpu that will have greater vram than my last one and exceeds the 8gbvram that the LLM the game offers to download requires. Is it possible for me to place an LLM that would use more vram than the ones the game suggests into the file location for the game to use or would the game / kobold not accept it due to modifications you (the developer) needed to make?
Every model needs a specific instruct format and custom sampling settings to work properly, so it's not possible to simply drop in a new one.
I test all major new model releases with this game, and so far only GLM-4-32B-0414 and Gemma 3 27B outperform Nemo, which is the 10 gb/server model. Gemma 3 actively skirts around mature content, so it's not suitable. Both of these models require a GPU with 24 gb of vram. There is no better model than Nemo for 12/16 gb GPUs.
If there's interest in a 24 gb model I will add support for GLM-4.
Thank you for the reply and the clear explanation, i personally would be interested in having a 24gb model option as i will be able to use it once the new gpu arrives(32gb vram) , but i completely understand that it may not be a priority compared to other changes or new requested content. I am hopeful that it can be something added to your 'to do' list but will regardless continue to admire your future updates.
I imagine it has probably been suggested for you to open a patreon or other form of subscription to aid in further development, perhaps even a ko-fi link for donations? please consider it, im sure im not the only one that would like to see the game grow in quality and scope And support it on that journey
I'd be into the 24 gb model as well.
Is there a tutorial in this game? I'm not sure if I'm just stupid but the game basically just plops me in and I'm not entirely sure what I'm supposed to do. Don't know how to earn gold, complete objectives, fight, build stuff, stuff like that. Is there a guide somewhere that I can make use of? Furthermore, where are the AI-related files saved? I downloaded them by mistake not realizing I don't have much space left and would like to delete them.
There is no tutorial, objectives or quests. It is mostly about what you want to do in this fantasy village. If you want to get closer to PNJs, work as an adventurer. To build you need to collect resources and then press U it will open a menu with various options. To fight you need to get close enough with the enemy and then press E . Globally, E is your everything button, it helps you interact with everything.
For the IA files they are in \Silverpine 1.0.6\Silverpine_Data\StreamingAssets\KoboldCP
I'm happy I spent the money on this. There are certainly some issues that the other comments have addressed but I enjoy playing this game. I'm still getting the hang of the how to play but I think it's solid so far.
If I may make some minor suggestions, (and forgive me if this has already been said in another comment) I would say adding a compass to the map (north isn't what I thought it was), potentially having an option to follow an NPC and having an option to control your character via dialogue (ex: Matt moved to sit on the chair next to the fireplace).
I look forward to seeing future updates to this.