In this update5
Full notes
Full Heartworm update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Events
- Balance
- Gameplay
- Fixes
- UI and audio
Heartworm changes
- Officemap
Hey Everyone!
The Heartworm 1.1 Update is here! You can grab it for 15% off right now during the Steam Autumn sale. You can also now purchase the game’s soundtrack - featuring 60 original songs written for the game. As previously mentioned, with this update, there is a new, optional increased difficulty called “Challenge” mode, with a new costume reward upon completion. This will require much stricter management of resources and more careful decision-making in regard to when to fight or flee. (The original, normal difficulty of the game still exists, of course.) There are also a number of other additions and changes, outlined below: Patch Notes
Gameplay:
Introduced Hard/Challenge mode, selectable at the pre-game menu.
- Challenge modeIncreased static enemy HP by 25%.
- Challenge modeStatic Enemy slow chance increased to 50% (from 25%).
Challenge mode: Significantly less health and ammo spawns; the camera bag is not accessible.
- Challenge modeThe Deer boss increased HP by x1.75.
Beating the game on Challenge mode now unlocks baseball skin.
Introduced Long Exposure(charge) mod in the chess puzzle in the cave behind the waterfall in the Wilderness.
Increased minimum charge mod damage from 5 to 10.
Increased max charge mod damage from 40 to 50.
Added visual particle FX for charge mod attack.
Added an icon on the camera sprite to signify when the charge mod is equipped.
Clean up the enemy dog's behaviour
Reduced The Unchained enemy run speed from 5.72 to 5
The Unchained enemy fov reduced from 180 to 45
Fixed the Deer boss not roaring at the start of the fight
- The Deer bossfixed the footprint spawner not spawning footprints after the cutscene
Removed the shelf from the yellow Office hall to further avoid traffic jams.
Final Boss Fight Adjustments:
Gears now come in from the sides, forcing the player into the center, removing the "safe" areas until the sweep attack, when the gears retract.
TK Slam attack order is now randomized, but a light red warning circle appears to telegraph the location of the attack.
Increased frequency of falling brick attacks.
Changed visuals for fireballs.
Reduced the amount of film given in the final boss fight from 24 to 12.
Localization:
Credits updates
Fixed some missing loc
Added missing dialogue to subtitles in gallery 4 - third and fourth lines were not showing up as subtitles
UI/UX:
Fixed the incorrect map trigger in the Wilderness clearing
Fixed menu/bg image offset while in a 4:3 aspect ratio on the pre-game difficulty select menu
Fixed change tabs (Q/E) not working when opening map from Inventory
Fixed the map system, changing the area progress of the previous scene area
Fixed softlock when rebinding keyboard after starting rebind with controller
Added difficulty to the ranking screen
Removed inaccessible area from parking map sprite
Additional Bug Fixes:
Attempt to fix the rare elevator softlock
Fixed flash lingering (camera to flashlight exploit)
Attempt to fix the rare aiming stuck bug
Reworked gallery VOs to use the same VO sequences that are used elsewhere
Fixed the gallery word puzzle, sometimes acting strangely when solving while the voiceover is active.
Fixed infinite mod/combining issue when a camera was already modded and combine was used
Fixed credits camera easing into the first camera - added camera blend to make sure it cuts instead
Source
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