Latest changes
Patch Notes 25.37 - Premium Narration + Franz 2.0.2
Hey Friends, You might notice a new naming on our patch notes. They represent [year] [# of patch notes]. So yes, this is our 37th patch note of 2025! New Premium Model for Legend Subscribers We’re experimenting with a new premium narration model that is much smarter and better with creative writing. We had some community members report that the current narration model was missing details / lacked common sense given context. We re-ran their messages with this model and it performed much better, so we have high hopes for it! This model is much more expensive for us to run, so for now we are limiting it to Legend subscribers only. This way we can gather data and feedback before we can decide on how to roll it out generally. If you are a Legend subscriber, this model is automatically turned on for you in your campaigns. If you want to go back to the default model, you can change it in your campaign settings. Please let us know what you think! Franz 2.0.2 Improved dialogue character matching accuracy, these should no longer be linking to wrong characters. If you run into a case where the dialogue is linked to the wrong character, please submit a new bug report and we’ll look into it! Fixed an issue where sometimes the NPC turn in combat would spit out malformed responses.
Franz 2.0.1 - Better OOC correction handling + Lore Sync
Lore Sync You can now sync all the new lore from world builders into your existing campaigns! To sync Lore, from the world tab in your campaign, click on the + icon next to lore and then ‘Sync with World’ The select the new lore pages you want to bring in. Please note that if you’re a world builder, you can push lore from a campaign back to your world, but it will not correctly link @mentions in lore pages. For world builders, we recommend adding lore to the world directly and then pulling it into any campaigns for testing for the best @mentions support. Improved OOC correction handling When notifying corrections to Franz, he’ll now do a better job at updating his context blocks and any relevant game state. Please note that while it’s okay to correct Franz for a few messages, prolonged arguments and corrections will tend to make the experience worse as his chat history will lose context of the campaign as it’s filled with corrections. To learn more about how to better get Franz on track, check out this article. Other Fixes and Improvements Improved accuracy of correct dialogue tags (Franz is more likely to pick the right NPCs when they are talking). If you still see Franz picking the wrong NPC for dialogue, please submit a bug report and event ID! Improved reliability of generating quests with AI. If you still run into an issue generating quests, please submit a new bug report and we’ll take a look! Made “Generate With AI” 30-50% faster, especially for quests. Fixed an issue where some quests were unable to be deleted. Fixed an issue where monsters were not appearing at some POIs when starting a campaign. Fixed issue in the POI form where it would not let you save without a faction. Fixed issue where avatars would show a split view on Firefox. Fixed issue where you could not delete campaigns you were invited to and not the host of. You can now leave campaigns you were invited to. Fixed an issue where 5e monsters and items were showing in the POI entity placer when 5e defaults were off. Fixed an issue where you couldn’t see the profile quick display from the campaign sidebar on mobile devices. Fixed an issue where editing a campaign lore page and clicking another lore page would bring over the edit state. Franz 2.0 Demo Video If you haven’t seen it already, here’s a quick video that shows off some of the new features from Franz 2.0 What’s coming up The rough plan is for the next few weeks we’ll be focused on catching up on bug reports, back of house things like updating our landing page, adding QoL features, filling in small feature gaps like having NPCs generated with spells, and tuning and addressing feedback to Franz 2.0. Expect smaller and more frequent updates like this one while we’re in this phase for the next few weeks. If you’ve been having any issues with the Franz 2.0 update, please drop a bug report for the issue along with event IDs so we can tune it and make it better for you. As we work through these things, we’ll also be doing some reprioritization of the roadmap. Thanks for playing ya’ll and happy adventuring!
Franz 2.0 - Working Context, Lore, Improved Planning, and More
Hey Friends, We're thrilled to announce Franz 2.0! This update represents months of development and incorporates invaluable feedback from our community over the past year. We'll cover the highlights first, then dive into the details for those who want the full picture. Our Core Goals for Franz 2.0: Better Input, Better Output – Improve Franz’s responses by making sure we provide the right context at the right time, while cleaning out less relevant context Improve Storytelling – Improve memory, narrative cohesiveness, and variation in storytelling Flexible control – Give power users full control over context management, while making the hands-free experience even better for casual players Greater transparency – Give players more visibility into exactly what context Franz uses for responses Improve Game State Updates – Make game state updates more accurate and deliver them at the right time Better reactivity and instruction following - When players argue or correct Franz, he should remember what the player wanted Give you the best AI RPG / Game Master experience - We’re focused on delivering as much value in the product as we can. With this update, we’re confident there’s nothing else like Friends & Fables on the market. We’re projecting this update will increase our costs by 33-100%, but we think it is worth it to deliver a better experience for you all. Here are some of the big new features and updates we’ve made: Context Blocks - Context blocks are editable text blocks that serve as the new foundation for managing context. They're designed for flexibility, allowing you to bring in any context you want and giving you ultimate control over what information is available to Franz. Research Step - Franz will now perform a research step before he responds. He will read lore, memories, character sheets, and more to automatically create context blocks from the most relevant information. The research step automatically takes care of managing your context blocks for you, so you don’t have to lift a finger unless you want to. Plot and Plan - Franz will now update the plot (summary of recent events) and update his plan at the end of every message. This greatly improves his storytelling abilities, and allows you to view and edit his plan. Scene Context - Besides context blocks, we automatically build scene context that shows Franz where you are in the world, nearby locations, character sheets, and more. We’ve always done this, but now we show you exactly what Franz sees. Working Context - Context Blocks, Plot & Plan, and Scene Context come together to form Working Context, which represents almost all of the context Franz sees on his next turn. We’ve added a convenient drawer right above the text input for you to quickly view and edit the working context. New Architecture - The response you get from Franz is created from a collection of different processes. We’ve rewritten the composition of these core processes to deliver faster responses, more accurate game state updates, and more natural OOC responses. There are also a handful of other important changes to subscription plans, response modes, custom instructions, and quests that we’ll get into more detail below. For those of you who have been around for a while, you might remember our last update was ACE 1.5.6. We’ve decided to retire the ACE (agentic campaign engine) name and just refer to everything related to the backend game master / game engine as Franz. Working Context The working context drawer is made up of context blocks, plot and plan, and scene context. These three tabs represent almost all of the context Franz will see on his next turn, except for our system instructions and any new blocks the research step creates. You can think of working context as a shared notepad between you and Franz. In a campaign, the world, memory, and lore tabs serve as a GM’s books and documents that serve as the foundation of the campaign, and the working context are the specific notes from those documents the GM pulls up for the current moment. Context Blocks One important thing we’ve learned in the last year is that less is more when it comes to the context used in the narration step. The key is having the right context at the right time. If you are in a tavern scene asking the barkeep for an ale, it’s counterproductive to have memories of your last quest or instructions on how Franz should describe a fight scene. That’s why we’ve created Context Blocks, which are extremely flexible, easy to use, and automated blocks of context. Context Blocks have the following properties: Block Type Instruction - Used for custom instructions. When you correct Franz, he will automatically create instruction blocks to save your instructions for the future. Memory - These blocks are for including memories that previously happened in the campaign. They include a short cut to the memories screen, so you can quickly add existing memories (or if you want, you can now inject new ones). Entity - These blocks are created from character sheets, monster or item stat blocks, etc. Lore - Franz can read your lore now! The research step will automatically query lore and pull in relevant information. You can also manually bring in snippets of lore into context. Misc - For you to add anything else that doesn’t fit in above. Block Status Blocks can be active, idle, or archived. Active: The block is being used in context. Idle: The block has not expired, but is not used in context because the current budget limits have been met. If space frees up, this block will be active. Archived: This block has either expired or been manually archived. Block Priority You can drag and drop blocks to order their priority. If there is an idle block you think is more important than an active block, you can drag to reorder them. Block Expiration You can set the expiration for a context block. If you know a block is only important for the next few turns, you can set the expiration and then forget about it! The blocks automatically created by Franz are also set to expire to clean themselves up when appropriate. Block Sources Sources are linked at the bottom of context blocks, so you can see what the research step was looking at when it created the block. Adding Context to Blocks We’ve added short cuts to quickly add memories or lore. Just choose those block types and you’ll see a “View Memories” or “View Lore” button. We’ll add shortcuts for entities in the future. Group Budgets and Limits Each block type is categorized into a group and allocated a certain % of the total context budget. When a group has reached its budget, if the total budget limit has been reached, low priority blocks will become idle until space frees up. We know that different players have different preferences and needs, so you can adjust the budget allocation for each group via the working context settings tab. E.g some players don’t play with any instructions at all, and can lower the budget allocated for instructions to make more room for memories or lore. One thing we want to stress is it’s totally fine to go over your limit! The limit just enforces which blocks end up being used. Any block that goes over your limit will just sit idle, but generally this is fine! Context Blocks are self managing, so the most relevant blocks will take priority over older ones. Plot and Plan The plot and plan are new features we’ve added to help improve Franz’s storytelling and cohesion over time. Franz updates the plot and plan on every single turn. Both are editable. We’ve heard in alpha feedback that these have made a huge difference! Scene Context We’ve been providing this context to Franz all along, but we’ve decided to display it so you can see exactly what we provide by default. This scene context will generally show Franz where you are in the world, nearby locations, basic world context, and nearby characters, monsters, and items. Response Modes The Narrative / Conversation / OOC response mode picker has now been deprecated. Previously these three modes were different systems under the hood. In Franz 2.0, they’ve been unified into one system. You’ll still be able to have the same types of conversations, but Franz 2.0 will automatically switch between them. The player only mode has been moved into the Continue Mode picker, which is still next to the send button. Lore Research During the research step, Franz will search across the existing campaign data which includes Lore entries. It’s important to know that Franz researches Lore based off the folder titles, page titles, and page headings of lore pages. Franz initially has access to all of the Lore page titles and headings, and based on the research questions asked, he will pick the most relevant lore pages and sections denoted by headings to read and potentially bring into context. If Franz decides to perform research, you can see the topics he researched along with the blocks created and the source of the lore/memory/entity. Memories → Plot + Long-term Memories Previously, memories were created on every message and we would group the last 50-100 memories as a summary which we would then give to Franz. The idea here was to compress your messages into a concise summary, so Franz has a further view back to what happened in the campaign. This worked okay, but we found that the summary created from memories often included a bunch of fluff or irrelevant details. We’re replacing this function with the Plot, which is a summary that Franz rewrites on every turn. It’s a much more concise and sensible history of events, which only really contains the most relevant plot points. Long term memories are still generated, but we now generate larger long-term memories every 5 messages and these memories are now editable. Long term memories are not used in Working Context directly, but the research step will search long term memories and bring them in if it deems they are relevant. With Context Blocks, you can also now guarantee that a specific memory is context even if the research step decided it was not relevant for the current scene. We recommend players start new campaigns to get the best experience from these changes. If you’re in an existing long campaign, the plot and plan should automatically catch up and sort itself out after a few messages, but you may need to edit the plot and add important memories as context blocks for any details long in the past. Quests We’ve found that the plot & plan are actually quite good for handling quests narratively, so we’ve decided to remove Franz’s on-the-fly quest generation. The quest system will still be used, but it is now meant only for player-made quests by world builders. Custom Instructions Custom Instructions are now replaced by Instruction context blocks when playing a campaign. We’ve left custom instructions at the world level, so world builders can set the default custom instructions. When someone starts a campaign in the world, the player’s context blocks will be populated with any default custom instructions set by the world builder. Note: Existing custom instructions in campaigns have NOT been automatically ported to ‘instruction’ blocks. We know that in the past, these custom instructions have been used for other things such as lore or memories which are better suited under the lore and memory block types. Also with any major update like this, we recommend to first try playing with instructions off and then gradually add them as needed. In a campaign, you can still see the set of existing custom instructions from before with a button to quickly add it as an ‘instruction’ block to bring it into working context. In the future, we plan to remove the custom instructions from the campaign settings, and on the world level replace it with an initial Context Blocks builder instead. Subscription Plan Changes We have removed short-term memory limits as they are no longer used in the same way. You have unlimited long-term memories, but they are not guaranteed to be used unless they are added to Working Context. Free players can now play up to 3 player campaigns. All subscription plans now have unlimited world slots. Free players now have 20 world slots. All plans now have 15 custom instruction slots at the world level. Plans now have Context Block total character limits. Please note this is not the same as a context window / total context we send to Franz. These limits only apply to context blocks. Free - 4,000 Starter - 6,000 Pro - 7,500 Legend - 12,500 New Resources This update has been really heavy on context management, so we’ve decided to write a couple blog posts that explain how LLMs and Franz works under the hood. I highly recommend you read these as they will help build your intuition for getting the most out of Franz and other LLMs! How LLMs Work How Franz works Help Center Articles Conclusion We expect Franz 2.0 to be a huge improvement for all players, but fully expect that there will still be issues, both existing and new ones. We’ve set a better foundation to continue improving things like movement, item updates, and character creation and you should expect some more improvements coming soon. Please continue to submit those bug reports as we’ll be spending the next couple weeks tuning things up before starting work on anything new. We’ll also be making updates to the public roadmap soon, so stay tuned! As always, thank you for playing and supporting Friends & Fables, none of this would be possible without you!
ACE 1.5.6
Small patch for you all! Models have not changed, just some of the work flows and prompting. Reduces repetition across messages. Franz is much less likely to repeat the same line from one of the last few messages now. You may still see repeated plot points over longer campaigns (we are trying to address the longer campaign repetition issues in the next update) 1.5.5 did not like to give skill checks, so we’ve reintroduced the prompts that encourage it to ask for skill checks at the right time. Overall coherence should be better
ACE 1.5.5
Hey everyone, we’ve been receiving a ton of feedback about the recent changes, it’s been quite polarizing! We’ve seen people love and hate the change quite extremely on both ends. We have been paying close attention to all of your feedback! The tl;dr is that we just shipped ACE version 1.5.5. In 1.5.5, we’ve reverted parts of the system back to how we had things in 1.5.2. There were parts of 1.5.3/1.5.4 that we consistently heard people liked, so we’ve decided to keep those parts of it around in the contexts that it excels in. Bug Fixes Fixed an issue where the screen would scroll down when scrolling up or searching for older messages Fixed an issue where new characters would not be created if you talked to them Fixed an issue where NPC strangers would seem to know your character when meeting you for the first time If you are correcting Franz, and then Franz forgets your corrections later on, that is an expected issue we are addressing in the upcoming Lore/Context Management update. 1.5.5 does not fix that issue. User Feedback / FAQ If all you wanted were the patch notes, you can stop reading here! Otherwise, I thought I’d give you all a little more insight into how we’re thinking about changes in ACE. Of all the updates we’ve made, this was definitely the most polarizing one. We’ve gotten feedback on both ends. If you check out our #feedback channel in Discord, you’ll see about 80% negative feedback and 20% positive feedback. If you look at the survey we put out, it’s overwhelmingly positive. That being said, the negative feedback we were receiving was so strong that we have decided the new models were not ready for prime time, at least not in full. I think a lot of people don’t submit bug reports or speak up because they think they will not make a difference, but it really does! When we hear the same thing from a lot of people, then we know it’s something we need to take action on. Playing a TTRPG with an AI game master is an extremely subjective experience, and the strongest signal we have of if the platform is improving is the feedback we get from you all. These recent ACE changes should only be affecting narration style. Combat, OOC mode, memory, and game state updates have been unchanged since 1.5.2. We’re working to address those issues in upcoming updates. Why don’t you just add a switcher so people can choose the one they like more? We are considering doing this in the future, but every additional version we support means additional complexity for us. Instead of managing one system, we have to manage multiple. Our platform is quite complex, its not just a single LLM responding to you like other chat services. ACE is an interconnected system of prompts, models, and normal code. If we supported multiple versions, updates would be a lot slower. We’re also still not finished with the core product. Once things are more stable, we may introduce a switcher. Why didn’t you test the changes more before setting them live? Before shipping 1.5.3, we had it out to alpha testers for a couple of days. The response was overall positive, and there were a few issues that were called out. For example, alpha testers identified that 1.5.3 was using bulleted lists. The problem is, we didn’t know how much that would annoy everyone until it was live for a few days. Bulleted lists themselves are not necessarily a bug, and we only know it is something we need to change once we receive feedback from enough people that they are annoyed by it. Friends & Fables is still in beta. We really appreciate all of you playing and supporting the platform, but we’re still experimenting a lot to find what works, and the only way to truly know sometimes is to set it live. You can expect that we’re still going to be making changes like this until we’re happy with it and stabilize, but you can also expect that we will respond to the feedback quickly!
ACE 1.5.4 - Style Adjustments!
(If you didn’t read the 1.5.3 announcement yet, see below first for context!) Hey everyone, appreciate the feedback you all have given about 1.5.3 in Discord. The main things we’re hearing are that 1.5.3 tends to write with some weird style, bullet points, numbered lists, and scene notes. 1.5.4 is a minor patch that should reduce those quirks. Franz should be much less likely to use bulleted lists, ooc tags, and [scene notes:…] Please keep in mind that LLMs like to repeat patterns. If your previous 10 messages contain those weird quirks, even 1.5.4 will likely still repeat them. If you want to get rid of them in your current campaign, I recommend editing those quirks out of at least the last few messages and continue from there. I know a lot of you like to argue with Franz in OOC mode, but based on how the system works, arguing with him will not do you any good right now. He will not save your corrections at this time (we’ll update this in the future). It is always better to edit out an issue or retry the message. We’re always trying to update Franz so that overall, people think he is getting better and better. It can be difficult to get this right at scale though, even OpenAI had quite a bit of push back around GPT-5’s personality. While we do let alpha testers use the models for a couple days before they go into beta, we only have so many alpha testers and can only be sure there’s a larger issue once it is in beta. Especially with a new model, the edge cases and quirks can sometimes be hard to find until they are used on all sorts of campaigns. That’s why we rely on all of you to let us know (and give us event IDs) when things are off, so we can continue to adjust the systems. Thanks everyone and keep letting us know what you think!
ACE 1.5.3 Patch Notes
Narration We changed the underlying narration model in ACE 1.5.3 to one that ranks higher in role-play evaluations. In addition, we changed some of our system prompts and workflows. We have NOT changed the models in OOC or Combat. You should notice these changes in narration/conversation modes: More engaging narration Less tropes Less refusals Franz now respects custom instructions for message detail and response lengths better This model is slightly slower, but we think the tradeoff is worth it! Please give it a try, we’ll put out an optional survey in-app tomorrow to collect your feedback! Quests Allows you to mark quest steps completed manually via the UI in the quest tab or in the right hand sidebar Franz can now complete quest steps via OOC Other Fixes issue where a roll would come in but the chat window would not automatically scroll down Fixes 500 error when looking at world pages Fixes issue where lore pages don’t update after saving them Fixes issue where private world lore pages would not appear in side bar