Patch 15b Changelog

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]Alternate Shotgun:[/h3] [list] [*] Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds [*] Decreased Alternate Shotgun red hit damage from 12 to 10 [*] Added unique style bonuses for Alternate Shotgun [*] Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets [*] Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy [*] Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy [*] Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards [*] Alternate Shotgun core eject cooldown now no longer resets on weapon change [*] Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun [*] Added short descriptions of each Alternate weapon when they get picked up [/list] [h3]Sawed-On Shotgun:[/h3] [list] [*] Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms [*] Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range [*] Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies [*] Chainsaw can now properly hit the same enemy again after being punched [*] V2 can longer be damaged with the chainsaw during its intro animation [*] Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it [*] Made launched chainsaws a bit quieter [*] Added sparks when launched chainsaws hit enemies [*] A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision [/list] [h3]JumpStart Nailgun:[/h3] [list] [*] Conduction now damages the magnets it conducts through to stop infinite conduction chains [*] Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause [/list] [h3]Firestarter Rocket Launcher:[/h3] [list] [*] Spraying gasoline on moving objects such as doors no longer causes physics anomalies [*] Fixed gasoline fire sustaining forever after a checkpoint restart [*] Firestarter gasoline now explodes instead of burning when underwater [*] Fixed gasoline stains under gasolined burning enemies lasting much longer than intended [*] Fixed gasoline stains not being easily visible on glass [*] Burning objects now also set gasoline stains on fire on contact [*] Fixed gasoline fill visuals not working properly on some enemies [*] Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick [*] Napalm firerate is no longer framerate dependant [/list] [h3]7-S:[/h3] [list] [*] Added "Hard Mode" in the Advanced Options [*] Added 7-S music to the Cyber Grind jukebox [*] 7-S no longer resets objective progress on checkpoint restart [*] Fixed a bug where the whiplash could grab skulls through blocking doors if really far away [*] Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks [*] Added unique cubemaps to every 7-S room's completion reflection [*] Improved accuracy of 7-S bloodstains [*] Fixed the alternate skybox sometimes appearing black [*] Fixed inconsistencies with gib amount in 7-S based on gore settings [*] Ghost Drones now have an animation when being pulled [*] Increased range of Ghost Drone chirps to make them easier to find [*] Removed unintended colliders from 7-S clock [*] Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on [/list] [h3]Brutal:[/h3] [list] [*] Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties [*] Slightly reduced attack frequency of Virtues on Brutal difficulty [*] Added Brutal difficulty to the Boss Difficulty Override Major Assist [*] Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset [*] Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked [*] Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds [*] Ferryman oars now start glowing blue when they're charging a lightning bolt [*] Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman [*] Added a short delay and a blue flash before a Cerberus performs a second tackle [/list] [h3]General:[/h3] [list] [*] Fixed player not being able to heal while dashing [*] Fixed bloodsplatter healing range being too small [*] Improved performance of bloodsplatters and bloodstains [*] Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled [*] Fixed HurtZones such as acid continuing to hurt dead enemies when not intended [*] Level Stats overlay is now rebindable [*] Player can no longer be damaged or killed while exiting a level [*] Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later) [*] Audio no longer stays muffled when restarting or quitting mission while underwater [*] Fixed audio pops caused by pausing and unpausing [*] Fixed auto-aim not working with some of the new weapons [*] Checkpoints now display their text correctly from both sides [*] Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy [*] Fixed Cyber Grind end screen text blurriness and Brutal difficulty title [*] Fixed Enemy Silhouettes option not saving [*] Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu [*] Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions [*] Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled [*] Altered Cerberus hitboxes for less janky collision on the chest [*] Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified [*] Fixed the insurrectionist not freezing properly with the Alter Arm [*] Fixed jump pad physics status not saving in Sandbox saves [*] Added Alter Arm option for enraging Guttermen [*] Fixed the enrage texture for the casketless Gutterman in 7-2 [*] Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge [*] M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it [*] M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back [*] Swordsmachines Agony and Tundra are no longer missing their right arms [*] Player can no longer get Cannonball related style bonuses from dead enemies [*] Fixed P-2 Cerberi not dying when touching the red tunnel vortex [*] Shockwaves no longer break breakables that are only supposed to break with the Revolver [*] Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable [*] Fixed some enemies having the wrong names in their health bars [*] Fixed controller look being framerate dependant [*] Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold [*] Fixed an untagged wall in 1-4 first room [*] Fixed a hole in 6-2 geometry [*] Restored FUPs (if you don't know what this means don't worry about it) [*] Fixed a bug that caused Size 2 fish to be uncatchable [/list]