# ULTRAKILL Patch 11 Changelog - Product: ULTRAKILL (https://whatsnew.fyi/product/ultrakill) - Vendor: Arsi "Hakita" Patala - Date: 2022-08-16 - Original notes: https://store.steampowered.com/news/app/1229490/view/3394044824590236378 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/2022-08-16-patch-11-changelog What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Add LAYER 5: WRATH - **added** — Add LAYER 6: HERESY - **added** — Add weapon colors - **added** — Add weapon infos - **added** — Add a confirm pop-up when the player selects Restart Mission or Quit Mission, disableable in the options menu - **added** — Add sounds and effects for walking while partially submerged in water - **added** — Add tutorial message to 0-1 explaining Hard Damage - **added** — Add tutorial message to 4-4 explaining Whiplash building up Hard Damage - **changed** — Update the Revolver's model and texture - **changed** — Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones - **changed** — Finishing 1-S will now put the player back in 1-1 instead of going to 1-2 - **changed** — Improve projectile ricochet physics - **changed** — A magnet attached to an enemy will now pull things towards the enemy instead of the magnet - **changed** — Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards - **changed** — Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw - **changed** — Auto-aim will now also target coins and shotgun cores - **changed** — Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed - **changed** — Update difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty - **changed** — Add a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away - **changed** — Dash storage no longer works on iframes caused by damage - **changed** — Parry heals now override the healing nullification from explosions - **changed** — Change the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect - **changed** — Update the model of Gabriel's spear to match its depiction in the 1-4 stain glass window - **changed** — Make Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound - **changed** — Hideous Mass' mortars will no longer be deflected by explosions - **changed** — Swordsmachines now have a slight delay after spawning before they can attack, excluding boss encounters - **changed** — Cerberi now have a slight delay after spawning before they can attack, excluding ones that start as stage props - **changed** — Cerberi will no longer attack unless they have a line of sight to their target - **changed** — Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target - **changed** — Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking unless Enraged - **changed** — Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them - **changed** — Hideous Masses will now only start a harpoon shot when it has line of sight - **changed** — Add exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way - **changed** — Husks that use projectiles will now attempt to fire regardless of range instead of just waiting for the player to come closer when unable to reach their desirable range - **changed** — Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range - **changed** — Soldiers will now block explosions if not in the air, except red explosions, interruptions and ones caused by a rocket hitting the environment, reducing damage by 75% on Standard and 100% on Violent - **changed** — Schisms will now instantly die from interruptions - **changed** — Reduce texture compression on most enemy textures - **changed** — Killing a husk with an overkill will now spill an appropriate amount of blood - **changed** — Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x) - **changed** — Weapon freshness's value is now based on style actions rather than time - **changed** — Change threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve - **changed** — Hard Damage reduction rate is now affected by your style combo rank, with S to SSS increasing speed of recovery and ULTRAKILL nullifying all hard damage instantly - **changed** — Using the Whiplash on enemies will now build up Hard Damage up to the player's current HP - **changed** — Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable - **fixed** — Fix the Cyber Grind Editor being unable to export for some people - **fixed** — Pressing Restart Mission while the game is loading a different assetbundle will no longer start the next mission anyway - **fixed** — Fix the timing for the easter event - **fixed** — Fix a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook - **fixed** — Fix Malicious Faces not dying properly from the Kill All Enemies cheat - **fixed** — Filth will no longer run at hyper speed if deactivated in the middle of an attack - **fixed** — Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation - **fixed** — Fix husks not taking parry damage from punch parries - **fixed** — Fix the Revolver's cylinder not rotating when shooting - **fixed** — Fix non-standard doors that are opened by an arena ending not closing when another door is opened - **fixed** — Fix multiple typos - **fixed** — Fix the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling - **fixed** — Fix Major Assists Enabled popup reappearing whenever stepping over the spawn position in the Sandbox - **fixed** — Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable - **fixed** — Multi-skull doors will no longer close if one skull is removed Additions: - **Added LAYER 5: WRATH** - **Added LAYER 6: HERESY** - Added weapon colors - Added weapon infos - Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu) - Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it - Added sounds and effects for walking while partially submerged in water General Changes: - Updated the Revolver's model and texture - Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones - Finishing 1-S will now put the player back in 1-1 instead of going to 1-2 - Improved projectile ricochet physics - A magnet attached to an enemy will now pull things towards the enemy instead of the magnet - Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards - Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw - Auto-aim will now also target coins and shotgun cores - Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed - Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty - Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy - Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage - Parry heals now override the healing nullification from explosions Enemy Changes: - Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect - Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window - Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound - Hideous Mass' mortars will no longer be deflected by explosions - Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters) - Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props) - Cerberi will no longer attack unless they have a line of sight to their target - Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target - Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged) - Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them - Hideous Masses will now only start a harpoon shot when it has line of sight - Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way - When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer - Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range - Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent. - Schisms will now instantly die from interruptions - Reduced texture compression on most enemy textures - Killing a husk with an overkill will now spill an appropriate amount of blood Style Meter Changes: - Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x) - Weapon freshness's value is now based on s _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3394044824590236378]_