Patch 15c 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]Additions:[/h3] [list] [*] Added binds for swapping to each variation slot [*] Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times [*] Added Speedometer in HUD options [*] Added new higher resolution fire sprite [/list] [h3]Weapon Changes:[/h3] [list] [*] Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds [*] Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water [*] Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override [*] Underwater gasoline explosions are now sparser [*] Underwater gasoline explosions can now only hit an enemy once per continuous explosion string [*] Gasoline projectiles now ignore dead enemies [*] Gasoline no longer burns away when No Weapon Cooldowns cheat is on [*] Alternate Shotgun's launch direction can now be changed during hitstop [*] Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time [*] Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown [*] Alternate Shotgun speedometer now also displays time left in the red hit cooldown [*] Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used [*] Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's [*] Increased style points gained with the Alternate Shotgun [*] SRS Cannon now vibrates while charging the cannonball [*] SRS Cannon secondary fire is no longer affected by the primary fire's cooldown [*] Magnets can now again be broken with a ground slam [*] Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero [*] The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent [*] Improved optimization on enemy gasoline fill effect [/list] [h3]Enemy Changes:[/h3] [list] [*] Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined [*] Radiant Soldiers no longer have their radiance speed boost applied twice [*] Reduced Radiant Soldier speed boost from 2x to 1.5x [*] Reduced damage of Ferryman lightning bolt from 50 to 35 [*] Ferryman lightning bolts now flash before striking [*] Chargebacked lightning bolts can no longer deal damage to the player [*] Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack [*] Added hurt sounds for Virtues and Malicious Faces [*] Drones, Virtues and Malicious Faces no longer bleed when damaged by fire [*] Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does [*] Flesh Prison/Panopticon now has the same resistance to sawblades as nails [*] Cerberi no longer fall on Brutal difficulty while tackling or between two tackles [*] Insurrectionists can now be killed by fire when gasolined [*] Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively [*] Stalkers now take double damage from ground slams [*] Stalkers can now be puppeted [/list] [h3]General Changes:[/h3] [list] [*] Slide speed particles are now blue when the player has stored invincibility frames [*] 6-1 doors now open faster when the player is moving fast [*] Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked [*] Added a unique weapon icon for the other 7-S tool [*] Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay [*] Shop music now gets muted if music volume is set to 0 [*] Malicious Face Sandbox prop is no longer only breakable with hitscan attacks [*] Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it) [*] Nerfed FUP speed to 60u/s (again, don't worry about it) [*] Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon [*] Blocked off the windows in the final hallway of 5-3 [/list] [h3]Fixes:[/h3] [list] [*] Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount [*] Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends [*] Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled [*] Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo [*] Fixed missing colliders in 7-4 [*] Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun [*] 3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly [*] Fixed fire and Virtue beams no longer showing the outlines of enemies behind them [*] Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked [*] Fixed temporary FOV changes getting stuck while sliding sideways [*] Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped [*] 1-3 boss terminal no longer mutes the level music [*] Fixed gasoline exploding instead of burning in the 5-1 dry tunnels [*] Fixed gasoline stains stretching when placed on some 5-2 geometry [*] Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass) [*] Fixed Stalkers becoming intangible when forcepuppet is turned on [*] Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied [*] Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation [*] Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated [*] Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries [*] Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch [*] Fixed rockets not ignoring some body parts of dead Mannequins [*] Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen [*] Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building [*] Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena [*] Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm [*] Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered [*] Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy [*] Fixed an untagged platform in 4-3 [*] Fixed ghost Drones not working correctly with Clash mode [*] Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun [*] Fixed inappropriate objects being outlined during 7-2 intro [*] Fixed Knuckleblaster shells having enemy outlines [*] Fixed the current wall jump amount not resetting when landing on a gasoline stain [*] Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas [*] Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission [*] Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen [*] Fixed a bug that caused Size 2 fish to be catchable [/list]