# ULTRAKILL The Wait of the World Update - Product: ULTRAKILL (https://whatsnew.fyi/product/ultrakill) - Vendor: Arsi "Hakita" Patala - Date: 2023-03-16 - Original notes: https://store.steampowered.com/news/app/1229490/view/3673287025923938474 - Permalink: https://whatsnew.fyi/product/ultrakill/releases/2023-03-16-the-wait-of-the-world-update 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** — Added P-2 level - **added** — Added 5-S secret level - **added** — Added Developer Museum - **added** — Added S.R.S. Cannon rocket launcher variation - **added** — Added Radiant Enemies - **added** — Added modifier arm for Sandbox Mode - **added** — Added controller rumble support - **added** — Added outline thickness option for Enemy Silhouettes - **added** — Added shine setting for custom weapon colors - **added** — Added console command for setting mouse sensitivity with decimals - **changed** — Rewrote shaders for better performance - **changed** — Rewrote bloodstain shaders for much better performance - **changed** — Rewrote assetbundle system for faster level loads and removed the loading screen from game start - **changed** — Enemies hidden behind Virtue beams are now visible via outlines - **changed** — Added faint transparent light shaft to Virtue insignias while winding up to show beam range - **changed** — Falling Malicious Faces can now break Idols - **changed** — Streetcleaners now explode when splattered from fall damage - **changed** — Cyber Grind high score is now visible in level select - **changed** — Slightly moved doorframe in 0-1 to prevent interference with speedrunners - **changed** — Added broken terminal to 5-3 exit - **changed** — Added warning for custom Cyber Grind patterns that disable high scores - **changed** — Tutorial now forces equipping Feedbacker if no punching arm is equipped to avoid softlocks - **changed** — Lightning can now periodically strike enemies with nails, magnets or screwdriver attached in exterior areas of 5-2 and 5-4 - **changed** — Parrying an attack now restores player to full stamina - **changed** — Parrying a Ferryman summons a lightning bolt to his position without damaging the player - **changed** — Ferrymen can no longer be damaged by other enemies excluding reflected attacks - **changed** — Enemies predicting movements now correctly attempt to predict player position when riding a rocket - **changed** — Malicious Faces can now use beams to snipe rockets the player is riding on - **changed** — Alternate Revolver primary fire cooldown is now separated per variation - **changed** — Alternate Revolver primary fire cooldown now resets when cocked instead of when ready to fire - **changed** — Whiplash can now carry maximum of 5 rockets simultaneously - **changed** — Whiplash can no longer carry ejected cores - **changed** — Changed phase change health threshold for non-boss Hideous Mass from 10 to 20 - **changed** — Insurrectionists can no longer die from passive fire damage - **changed** — Insurrectionists only pull themselves to their boulder after air stab if boulder has connected with surface - **changed** — Cyber Grind laser grid no longer kills Mindflayers - **changed** — Removed ability for Idols to swap between targets with same priority rank on Violent difficulty and above - **changed** — Magnets attached to Flesh Prison no longer pull towards enemy center instead of magnet position - **changed** — Tweaked final arena of 4-3 to account for recent enemy balance changes - **changed** — Reduced 4-3 S rank style requirements from 18000 to 17000 - **fixed** — Fixed memory leak caused by Sentries with outlines - **fixed** — Fixed Ferryman spawning at wrong vertical coordinates in Cyber Grind causing instant death - **fixed** — Fixed controller navigation for Act 2 level select - **fixed** — Fixed pausing and unpausing while using shop breaking arms or whiplash - **fixed** — Fixed loading popup appearing behind P-1 level select - **fixed** — Fixed jump height multiplication bug when jumping, sliding and unsliding while close to ground - **fixed** — Fixed rocket clipping through thin wall when another thin wall is right behind it - **fixed** — Fixed coin hitbox size increase stacking when punched after V2 2nd shot it - **fixed** — Fixed broken door colliders in pool room in 4-3 - **fixed** — Fixed burning enemies causing extra kills when dying from fire after checkpoint activation ##### _**MACHINES, WE KNOW YOU HAVE BEEN WAITING. ...YET... SO HAS HE. ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:**_ _It features new music by **Heaven Pierce Her** (Hakita) as well as guest artist **KEYGEN CHURCH**_ You think you're ready? _That's cute._ ##### **Why not relax and also take in new Secret Level 5-S while you're here?** Our decidedly most **chill** secret level to date. _Because something tells us you're going to need it._ ##### **This update also contains Radiant Enemies:** They can be tested in **Sandbox Mode** currently and will eventually be used in the **Cyber Grind** and upcoming **Encore levels **with alternate enemy placements... ##### **As well as the S.R.S Cannon (Green Rocket Launcher Variation)** Sam would be proud. ##### **And... The Developer Museum.** Created entirely by (paid) ULTRAKILL community developer **Vvizard**, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets. It was designed and built as a testament to **ALL** of the talented people who have contributed work to ULTRAKILL over the years, and **we hope you enjoy exploring it much more than a simple credits screen.** But enough about that.... ##### REMEMBER: **STAY VIGILANT** _And most importantly_ ##### **H_A_V_E _ F_U_N** New Limited Edition shirts are now available at NewBloodStore.com ***Please only purchase if you have beaten P-2*** We're sure there may be some small updates necessary after this - but _rest assured... _ We will soon be diving **head first** into: ##### LAYER 7: VIOLENCE **FULL PATCH NOTES:** **Additions:** - Added P-2 - Added 5-S - Added the developer museum - Added rocket launcher variation "S.R.S. Cannon" - Added radiant enemies - Added modifier arm for the Sandbox - Added controller rumble - Added "outline thickness" option to Enemy Silhouettes - Added shine setting for custom weapon colors - Added console command "input mouse sensitivity" to allow setting mouse sensitivity with decimals **General changes:** - Rewrote shaders for better performance - Rewrote bloodstain shaders for much better peformance - Rewrote assetbundle system for faster level loads and removed the loading screen from the game's start - Enemies hidden behind Virtue beams will now be visible via outlines - Added a faint transparent light shaft to Virtue insignias as they are winding up to better show the range of the beam - Falling Malicious Faces can now break Idols - Streetcleaners now explode when splattered (ie. death from fall damage) - Cyber Grind high score is now visible in the level select - Slightly moved a doorframe in 0-1 to stop it from getting in the way for speedrunners - Added a broken terminal to the 5-3 exit - Added warning for custom Cyber Grind patterns disabling high scores - The tutorial will now force the player to equip the Feedbacker if they have no arm that can punch equipped to avoid softlocks - In the exterior areas of 5-2 and 5-4, lightning can now periodically strike enemies that have nails, magnets or a screwdriver attached **Balance changes:** - Parrying an attack now restores player to full stamina - Parrying a Ferryman will now summon a lightning bolt to his position (does not damage the player) - Ferrymen can no longer be damaged by other enemies (excluding reflected attacks such as parried projectiles and chargebacks) - Enemies that predict enemy movements will now correctly attempt to predict player position when riding a rocket - Malicious Faces can now use their beams to try to snipe a rocket the player is riding on - Alternate Revolver's primary fire cooldown is now seperated per variation - Alternate Revolver's primary fire cooldown now resets when the gun is cocked instead of when it's ready to fire - Whiplash can now only carry a maximum of 5 rockets simultaneously - Whiplash can no longer carry ejected cores - Changed the phase chan _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1229490/view/3673287025923938474]_