# ULTRAKILL Patch 11b Changelog - Product: ULTRAKILL (https://whatsnew.fyi/product/ultrakill) - Vendor: Arsi "Hakita" Patala - Date: 2022-08-28 - Original notes: https://store.steampowered.com/news/app/1229490/view/3218405707241214303 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/2022-08-28-patch-11b-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'. --- - **changed** — Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu - **changed** — Hard Damage bar now flashes yellow whenever the player takes Hard Damage - **added** — Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness - **added** — Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers - **changed** — Spawner arm slot changed from 5 to 6 - **added** — Added a weapon icon for the Spawner Arm - **added** — Added an "Under Construction" text to the Very Hard difficulties - **changed** — Cyber Grind score font size should now scale down to show more digits if required - **changed** — Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts - **changed** — A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again - **changed** — Player will no longer descend 2 style ranks when getting hit at S or above - **changed** — Whiplash will now only cause Hard Damage if the current Hard Damage is below 50 - **changed** — Whiplash no longer builds up Hard Damage while the player is underwater - **changed** — Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount - **changed** — Reverted player momentum loss when cancelling a pull on a heavy enemy - **changed** — Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank - **changed** — Whiplash now passes through Idols and blessed enemies - **changed** — Blessed enemies no longer give most style bonuses - **changed** — Dual Wield will now reduce the decay of weapon freshness General changes: - Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu - Hard Damage bar now flashes yellow whenever the player takes Hard Damage - Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness - Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers - Spawner arm slot changed from 5 to 6 - Added a weapon icon for the Spawner Arm - Added an "Under Construction" text to the Very Hard difficulties - Cyber Grind score font size should now scale down to show more digits if required - Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts - A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again Whiplash, Style and Hard Damage changes: - Player will no longer descend 2 style ranks when getting hit at S or above - Whiplash will now only cause Hard Damage if the current Hard Damage is below 50 - Whiplash no longer builds up Hard Damage while the player is underwater - Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount - Reverted player momentum loss when cancelling a pull on a heavy enemy - Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank - Whiplash now passes through Idols and blessed enemies - Blessed enemies no longer give most style bonuses - Dual Wield will now reduce the decay of weapon freshness - Weapon freshness regain is now also different per weapon Rocket Launcher changes: - Freezeframe rocket launcher will now automatically cancel its freeze if all its frozen rockets have been destroyed - Rockets now only track towards magnets that are attached to enemies - Rockets now break magnets after 3 hits on an enemy with a magnet attached to them (a mid-air hit counts as 2) - Chaining 3 or more rocket rides without touching the ground will cause diminishing returns on rocket riding time - Coins will no longer target a rocket the player is riding on Enemy changes: - Punches now properly auto-aim to Idols - Idols are now breakable with a Knuckleblaster explosion - Added a vertical light shaft on Idols that shows them from a distance - Riding on a Malicious Face will no longer rotate the player alongside the Face - Removed headshot multiplier from Leviathan's heart to reduce the damage of ricoshots - Timer in 5-4 now stops when Leviathan dies to reduce frustration due to the length of its death animation - Soldier terminal now mentions their explosion resistance - Soldiers can no longer block explosions while blind - Soldiers can no longer block Mindflayer death explosions or Malicious Face explosions caused by hitting a core eject or coin - Reduced Soldiers' explosion resistance on Violent difficulty from 100% to 75%, matching Standard difficulty - Changed most Soldiers in 5-3's final rooms into Strays - Added enemy silhouettes and colors for Sentries, Idols and Ferrymen - Added custom spawn sounds for Ferryman and Idol - Gabriel 2nd now only takes half damage during his juggle phase - Altered Cyber Grind spawn rates and waves for multiple enemies - Uncommon type enemies can now only use a maximum of half the current Cyber Grind wave's point reserve - Extended the distance that Swordsmachines and Ferrymen are be brave enough to jump down - Increased tracking speed for Ferryman's lightning bolt Fixes: - Added keybind option for Slot 5 - Camera no longer clips through the world when shaking - Fixed doors in some layers not closing when supposed to, causing connected rooms to no longer load in - Fixed Ferryman's bestiary entry not having a Strategy section - Filled 2 holes in the collision mesh of the Ferryman's s _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3218405707241214303]_