No new game updates. I changed the links in the description but didn't think that'd send out any notifications... sorry about that, I'll try to avoid doing that in the future.
EDIT: Sorry, I just did it again as the link expired :(
https://discord.gg/qPgrCKPw
Don't expect too much yet, I just opened it.
Just opened it up: https://discord.gg/qPgrCKPw
It's brand new so there won't be much happening yet, sadly.
Hey, thanks for enjoying the game. This is the first I've heard of save progress getting wiped - a few people actually commented wanting to know how to manually wipe it so they could restart.
Is it each time you start the game? It might worth taking a look in %LocalAppData%\HallsOfPaleWidow\Saved\SaveGames and see if the save file is being deleted or recreated somehow. And if it is check to see if it's happening upon booting the game up or exiting. You can also back up the file for future use, though this isn't ideal.
Thanks for the offer! I'll certainly think about it, there's not a lot of text in the game but I'm sure that some of the key hints would be useful to have in other languages.
[EDIT]
As for variations on the game's environment and themes, I might do that in a different game or circle back to this much later. My hands are full with the new game at the moment.
Have you tried the other Direct X bat files? 2070 super should support DX12, which this game uses by default, but see if either DX11 or DX10 works.
I was aware of some GPU hiking issues back when the game first released, but 1.0.8 fixed said issues. At least according for the people who originally flagged them. Sadly, due to the differences in hardware, I can't say for sure what is or isn't the problem.
For me at least, the game climbs to about 15% GPU load and the temperatures stay quite low. A log won't really help if it's a hardware issue, which it might be if it's only on your machine. If you do come up with any theories, though, I'd like to hear them. I don't plan on switching engine so now's the best time to try and squash issues like this so they don't come up in future releases.
Thanks! There's not really an algorithm in mind, it's more or less completely random. Each room and hallway (let's say tiles) has connection points with open geo (no walls or anything) then the level gets made by connecting each tile via the connection points.
Depending on the state of the connection point, it then fills in the gap with a doorway (if it's connecting) or a wall (If there's nothing connecting.) If you're interested, Doom (2016)'s snapmap uses a similar tile system just without the procedural generation.