Patch 15: The FULL ARSENAL Update

ULTRAKILL

ULTRAKILL is a fast-paced ultraviolent retro FPS combining the skill-based style scoring from character action games with unadulterated carnage inspired by the best shooters of the '90s. Rip apart your foes with varied destructive weapons and shower in their blood to regain your health.

[h3]Additions:[/h3] [list] [*] Added 7-S [*] Added Alternate Weapon in 7-2 secret [*] Added "Firestarter" red Rocket Launcher variation [*] Added "JumpStart" red Nailgun variation [*] Added "Sawed-on" red Shotgun variation [*] Added Brutal difficulty [*] Conductor aftershocks now spread damage to nearby enemies and other conducting objects [*] Underwater electric attacks now cause conduction in all underwater enemies (and the player) [*] Added Sound Effects Volume option [*] Added Muffle Music While Underwater option [*] Added "Puppeted" alter arm option for enemies [*] Added console commands "forcepuppet", "forcesand" and "forcebossbar" [*] Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm [*] Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default) [/list] [h3]General Changes:[/h3] [list] [*] Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions [*] Updated and reorganized the options menu [*] Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button [*] Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation [*] Coins now increase the damage of the explosions of explosive hitscans [*] Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions [*] Shockwaves now fade out instead of disappearing instantly [*] Increased style points for explosions that don't kill [*] Added new style bonuses for the S.R.S. Cannon [*] Screwdriver railcannon now has style bonuses [*] Reduced style points gained from a successful projectile boost from 150 to 90 [*] Auto-aim will now also target hookpoints [*] Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing [*] Added a sound effect to firing a Nailgun magnet [*] The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option [*] Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead [*] Trams will now instantly kill any enemies they hit [*] Added arrows to UI scrollbars to make it clearer they can be scrolled [*] Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements [*] Capped SSJ speed to 100u/s [*] Ground slam no longer causes projectile interruptions [*] Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting [*] No Weapon Cooldowns cheat now also stops magnet timers [/list] [h3]Enemy Changes:[/h3] [list] [*] Minotaur now has an attack for hitting a target that's on its back [*] Reduced Cerberus orb damage from 35 to 20 [*] Idols now give style points when destroyed [*] Enemy projectiles will now get destroyed between Cyber Grind waves [*] Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone [*] Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn [*] Earthmover Brain now takes increased damage from parried projectiles [*] Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked [*] Dying Hideous Masses can now be whiplashed to [*] Punching a dying Mindflayer into a Gutterman now breaks its shield [*] Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles [*] Improved textures for Insurrectionists Angry and Rude [*] Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it [*] Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40 [*] Ferryman parries can now also cause the Conductor bonus [/list] [h3]Level Changes:[/h3] [list] [*] Added a new checkpoint near the start of 7-4 to reduce restart time [*] Added a new checkpoint after the fall of the clocktower in 7-2 [*] Added terminals near Alternate weapon pick up spots for easier arsenal control [*] Added an error message to the 7-2 payload panel when trying to lower payload without tram [*] Tweaked 2-1 dash jump tutorial text for clarity [*] Hard Damage related tutorials no longer show up on difficulties that have no hard damage [*] Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200 [*] Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1 [*] 5-2 cabin door will no longer open exclusively outwards [/list] [h3]Fixes:[/h3] [list] [*] Fixed magneted nails getting pushed by explosions again [*] Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable [*] Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it [*] Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient [*] Fixed Sharpshooter not being able to destroy homing mortars [*] Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed [*] Fixed game freezing when throwing a soap at an idoled Drone [*] Fixed some cheats-only console commands not requiring cheats to be turned on [*] Fixed Cyber Grind song names popping up even if the song is looping [*] Fixed being able to punch while paused [*] Level names now appear at a speed independent from framerate [*] Fixed a small gap in the geometry next to the entrance door in 7-4 [*] Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through [*] Fixed blurriness in the text in the main menu [*] Fixed the 5-S leaderboard's title being blurry [*] Fixed the 5-S leaderboard sometimes overflowing [*] Removed an invisible collider in the Credits Museum [*] Fixed the 7-4 sand warping too much with texture warping [*] Improved camera angle check for posing mannequins [*] Swordsmachine AI no longer breaks after throwing a sword at a flying enemy [*] Modified hookpoint values now get properly saved in sandbox saves [*] Fixed the player unstucker trigger under the 7-2 bomb being visible [*] Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it [*] Fixed a small gap in the ceiling of 2-2's generator room [*] Fixed an untagged wall in 1-2 [*] Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull [*] Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp [*] Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties [*] Fixed the style meter text sometimes appearing behind weapons [*] Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off [*] Fixed 0-4 challenge counting total slide time and not uninterrupted slide time [*] Fixed 4-1 final arena sometimes having a delay before ending [*] Fixed issues with loading Violence layer music in the Cyber Grind [*] Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill [*] Fixed Filth limbs sometimes getting teleported to world origin [*] Fixed a bug that caused Size 2 fish to be uncatchable [/list]