HEAT — Patch 4

Terry City gets a day and a night. The pawn shop buys. Weapons cost what they're worth.

The city gets a sky

 
Terry City now has a day and a night.
 
The sun rises, crosses and sets on the city's own clock — the same one in the corner of your
 screen. Early and late it sits low and goes warm, throwing long shadows down the streets. At noon
 it's overhead and flat. After dark the city dims right down.
 
Everything about the light comes off one thing: how high the sun is. Warmth, brightness, the fill
 in the shadows, how much the sky itself contributes. So dusk looks like dusk rather than daytime
 with the brightness turned down.
 
A day is about four minutes, so you'll see a few sunrises in a session.
 
Note: street lamps don't light the road yet. Nights are dark. That's next.
 

The pawn shop buys

 
There's a third tab in the back room: SELL.
 
Weapons and the skateboard, half price, cash in hand. It's the first time in HEAT you can turn
something you own back into money — and the only place that does it. The dealer's sign has said
PAWN since the day it was built; now it means something.
 
It pays in notes whatever you bought the thing with, so a pistol bought with TerryCoin comes back
as cash. Half price is a worse rate than the bank gives, so it's a way out of something you don't
want, not a way around the exchange.
 
Clothes, drugs and upgrades aren't sellable. You take those off, use those, or keep those.
 

Weapons cost what they're worth

 
The pistol was the strangest thing in the shop: the only gun in the game, level 20, priced in
 TerryCoin so you have to bank your cash and convert it — and in real money it was worth less than a
 baseball bat.
 
  • Pistol: 4 TC → 16 TC. Top of the ladder, where it belongs. Ammo up to match.
  • Knife: 62 → 75 damage. At 62 it killed a pedestrian in two swings, a bruiser in three and an
    officer in four — exactly what a bat does for a third of the price. At 75 it saves you a swing on
    both, which is what the shortest reach and the loudest heat in the game are supposed to buy.
  • Pistol and ammo now unlock at level 20, down from 30.

If you already own a pistol you bought at the old price, the pawn shop will give you more than you
 paid for it. Consider it a thank-you for being early.
 

Nine slots, and the game will say so

 
Your bar holds nine things. It always did — but buying a tenth used to quietly push something off
 the end, and you'd only find out when you went looking for it.
 
Now the shop refuses. The row greys out, the button says NO ROOM, and the line underneath tells
you to use or sell something first. Buying more of a drug you're already carrying still works — that
stacks into the slot it has.
 

You can see what you're on

 
Running effects get a panel: a tile, the name, the time left and a bar that drains. It disappears
 when nothing's going. There's a toggle for it in the Q-menu under the permanent readouts.
 
And everyone else can see you've taken something — a glow, the same for every drug. Nobody can
tell what. Knowing a player is buffed is fair; knowing exactly what they're carrying isn't.
 

The skateboard

 
Rebuilt. It's a skateboard now rather than a longboard — proper proportions, a real deck with
 trucks and an axle, and it sits on the road instead of hovering an inch above it.
 
More to the point, the rider stands on it properly. Feet stay on the deck through a hard carve
 instead of the board's edge passing through them, the pushing foot pushes off the road rather than
 through it, and the ankles point where ankles point.
 

Also

 
  • Rope lines are solid. The casino's front rope and the upstairs VIP rope turn you back instead of
     letting you walk through them.
  • The shop's gear rows have their colour chip, so the skateboard isn't the one blank row.
  • The effects panel shifts up when you've no bounty, so the left column doesn't leave a gap.

people
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