Alex Hill: Whispers at White Oak Inn - hannahontrek
I have an update on the crashing issue!
The Good News: Some of it has been fixed.
The Bad News: Some of it has not.
But thanks to some playtesting from my brother-in-law and some help from players letting me know about their issues, I now know what the root cause is and can tackle the issue!!
I just uploaded a patch. This should stop the game from crashing on startup. You will notice a new screen when you start the game. It will ask if you want to compile shaders. If you have not had any issues click "compile" If you have had issues with crashing click "Skip".
•The issue with crashing when clicking on the case file to start the case should be resolved. If anyone still has issues please let me know!
•The issue with crashing during the first conversation with Concilio HAS NOT been resolved, but I now know what the issue is and will be fixing it as fast as I can. Unfortunately it takes some time to figure out and re-package my game so I appreciate everyone's patience with this.
There is a temporary fix you can use to reduce issues for now:
Go to Steam Library. Right Click on Alex Hill in the Library list. Select Properties in the menu. In the General tab there is a field for launch options. In the box type "-dx11" without the quotes. Close the options and try running the game.
I know it's been a long time since the last update but I've been so busy with work and life! I plan on working more on this game in my free time (sadly I only get up to an hour a day most days.) But onto the update.
Quick update information
I have changed the UI to now show you your abilities and have a new way of showing you the upgrade is available.
This was done due to a lot of people not even knowing about the upgrade area or abilities.
I also added a new system to hold the upgrade system. We now have a level system to track what upgrades are available that is tied to the way that the character plays the game.
I am still working on this feature and it's balance but it makes balancing the energy a lot better.
This does mean that the energy generation is a lot slower than it was before this update.
Character Playstyles
So starting with this update I wanted to lock in character playstyle archetypes.
Armigog (Rushdown/Brawler)
His style of gameplay will reward taking down your enemy as quickly as possible. He gains meter and bonus experience based on units that fall in combat. His base units are relatively cheap and easy to summon but his stronger units take more gold to summon but can reward the player with more reliable damage. His top ability also summons a powerful unit, himself, to fight on the field and increase the potency of all of his abilities.
Ambrose (SpellCaster)
Her playstyle is more focused on taking your time and using your abilities to wear down your enemies. In game you see this as she gains meter over time and gains experience faster overtime. Her abilities are incredibly powerful but her units aren't as strong (either in health or in attack power). Managing your meter and the units you have on the field are crucial to her success.
Nirxul (Summoner)
Their playstyle feels initially similar to Rushdown but is purely about summoning as many units as possible. The main units to summon are relatively weak but useful to keep you from losing quickly. As time goes on and you gain more footing your more expensive units can prove to be more troublesome to your opponent. When playing this character you gain meter based on the units you summon and your abilities can do solid aoe to give you a strong late game pushing force.
The other characters
I am working on getting them inline based on how these 3 end up playing feelling and balancing. I want to make other archetypes but getting the base ones down is the best thing to start off with to ensure I don't have too much balance bloat early on and have to redo work.
I have a lot more planned to make this game better and this was just the start. The next things I plan on working on is the way the hero's go in and make the use of abilities more interesting and game changing, without breaking the balance of the game of course.
If you see this post because of the Next-Fest, welcome!
I'm really glad of the feedback I recieved for the demo released a few months ago and I'm working towards completing the game.
There were some errors in pacing and gameplay clarity here and there that I think are fixed in this new version of the game. I've set aside continuing the game for a few days and worked on it : I'm releasing a new version now that will drastically improve the experience.
Demo v0.4.0
General
The demo, covering the first act, have been changed drastically. The overall effect is that the demo is considerably shorter and make the experience tighter.
Player speed has been reworked. Player is now considerably faster, but the speed and stamina is adjusted depending on the object the player is carrying.
There's now one less trip to the station to do.
Regen health is now lower, but "shelters" give you health faster.
Entities
Parking Entities now deal much more damage, are slightly faster and harder to see.
Parking Entities sometimes bugged and wouldn't patrol normally. This has been fixed.
There is now a way more clear red visual feedback when you take damage from the Deadlights.
The blue panels that give warnings and tips on Deadlights are now presented better to make it so you can't miss it accidentally.
Settings & Misc
There was a bug making parking decals uglier and flater. Now the parking look even prettier!
Graphical Settings : Some problematic options were either fixed or removed.
Forest performance upgraded
Lamps turning of more in a more dramatic fashion now.
Some colliders have been adjusted
In the mean time, developement of the final game is going forward. In a few months there should be a final release date announced. Have a good one!
And again, if you have any feedback, please visit the Community Hub or the Discord and let me know.
The next wave of improvements is here! Week 2 focuses on refining AI behavior, fixing map issues, enhancing multiplayer stability, and adjusting in-game settings.
📌 Patch Notes – Beta 1.0.99, 0.8.5
AI Fixes & Optimization – Improved pathfinding, responsiveness, and general stability.
Map Adjustments – Fixed minor level design bugs and optimized performance.
Multiplayer System Tweaks – Enhanced server stability and connection handling.
Settings & Functionality Adjustments – Tweaked various in-game settings for better control.
🚀 More Updates Incoming!
Week 3 will bring additional refinements, so stay tuned for more improvements.
Another wave of optimizations is here! Week 2 focuses on refining AI, fixing map bugs, improving multiplayer functionality, and fine-tuning game settings.
📌 Patch Notes – Beta 9.9.5, 0.8.5
AI Fixes & Optimization – Enhanced AI behavior, responsiveness, and stability.
Map Adjustments – Fixed bugs in level design and improved overall performance.
Multiplayer System Updates – Improved connection stability and gameplay synchronization.
Settings & Functionality Tweaks – Adjusted settings for better control and smoother gameplay.
🚀 More Updates Coming Soon!
We’re continuously working on more refinements. Expect additional fixes and optimizations in the next update!