What’s New

ULTRAKILL — Patch 11 Changelog

Patch 11 Changelog

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 style actions rather than time

  • Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve

  • Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)

  • Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)

  • Added tutorial message to 0-1 explaining Hard Damage

  • Added tutorial message to 4-4 explaining Whiplash building up Hard Damage

  • Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable

Fixes:

  • Fixed the Cyber Grind Editor being unable to export for some people

  • Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway

  • Fixed the timing for the easter event

  • Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook

  • Fixed Malicious Faces not dying properly from the Kill All Enemies cheat

  • Filth will no longer run at hyper speed if deactivated in the middle of an attack

  • Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation

  • Fixed husks not taking parry damage from punch parries

  • Fixed the Revolver's cylinder not rotating when shooting

  • Fixed non-standard doors that are opened by an arena ending not closing when another door is opened

  • Fixed multiple typos

  • Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling

  • Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox

  • Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable

  • Multi-skull doors will no longer close if one skull is removed

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