What’s New

ULTRAKILL — Patch 15b Changelog

Patch 15b Changelog

Alternate Shotgun:
  • Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds

  • Decreased Alternate Shotgun red hit damage from 12 to 10

  • Added unique style bonuses for Alternate Shotgun

  • Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets

  • Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy

  • Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy

  • Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards

  • Alternate Shotgun core eject cooldown now no longer resets on weapon change

  • Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun

  • Added short descriptions of each Alternate weapon when they get picked up

Sawed-On Shotgun:
  • Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms

  • Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range

  • Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies

  • Chainsaw can now properly hit the same enemy again after being punched

  • V2 can longer be damaged with the chainsaw during its intro animation

  • Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it

  • Made launched chainsaws a bit quieter

  • Added sparks when launched chainsaws hit enemies

  • A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision

JumpStart Nailgun:
  • Conduction now damages the magnets it conducts through to stop infinite conduction chains

  • Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause

Firestarter Rocket Launcher:
  • Spraying gasoline on moving objects such as doors no longer causes physics anomalies

  • Fixed gasoline fire sustaining forever after a checkpoint restart

  • Firestarter gasoline now explodes instead of burning when underwater

  • Fixed gasoline stains under gasolined burning enemies lasting much longer than intended

  • Fixed gasoline stains not being easily visible on glass

  • Burning objects now also set gasoline stains on fire on contact

  • Fixed gasoline fill visuals not working properly on some enemies

  • Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick

  • Napalm firerate is no longer framerate dependant

7-S:
  • Added "Hard Mode" in the Advanced Options

  • Added 7-S music to the Cyber Grind jukebox

  • 7-S no longer resets objective progress on checkpoint restart

  • Fixed a bug where the whiplash could grab skulls through blocking doors if really far away

  • Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks

  • Added unique cubemaps to every 7-S room's completion reflection

  • Improved accuracy of 7-S bloodstains

  • Fixed the alternate skybox sometimes appearing black

  • Fixed inconsistencies with gib amount in 7-S based on gore settings

  • Ghost Drones now have an animation when being pulled

  • Increased range of Ghost Drone chirps to make them easier to find

  • Removed unintended colliders from 7-S clock

  • Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on

Brutal:
  • Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties

  • Slightly reduced attack frequency of Virtues on Brutal difficulty

  • Added Brutal difficulty to the Boss Difficulty Override Major Assist

  • Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset

  • Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked

  • Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds

  • Ferryman oars now start glowing blue when they're charging a lightning bolt

  • Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman

  • Added a short delay and a blue flash before a Cerberus performs a second tackle

General:
  • Fixed player not being able to heal while dashing

  • Fixed bloodsplatter healing range being too small

  • Improved performance of bloodsplatters and bloodstains

  • Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled

  • Fixed HurtZones such as acid continuing to hurt dead enemies when not intended

  • Level Stats overlay is now rebindable

  • Player can no longer be damaged or killed while exiting a level

  • Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)

  • Audio no longer stays muffled when restarting or quitting mission while underwater

  • Fixed audio pops caused by pausing and unpausing

  • Fixed auto-aim not working with some of the new weapons

  • Checkpoints now display their text correctly from both sides

  • Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy

  • Fixed Cyber Grind end screen text blurriness and Brutal difficulty title

  • Fixed Enemy Silhouettes option not saving

  • Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu

  • Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions

  • Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled

  • Altered Cerberus hitboxes for less janky collision on the chest

  • Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified

  • Fixed the insurrectionist not freezing properly with the Alter Arm

  • Fixed jump pad physics status not saving in Sandbox saves

  • Added Alter Arm option for enraging Guttermen

  • Fixed the enrage texture for the casketless Gutterman in 7-2

  • Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge

  • M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it

  • M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back

  • Swordsmachines Agony and Tundra are no longer missing their right arms

  • Player can no longer get Cannonball related style bonuses from dead enemies

  • Fixed P-2 Cerberi not dying when touching the red tunnel vortex

  • Shockwaves no longer break breakables that are only supposed to break with the Revolver

  • Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable

  • Fixed some enemies having the wrong names in their health bars

  • Fixed controller look being framerate dependant

  • Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold

  • Fixed an untagged wall in 1-4 first room

  • Fixed a hole in 6-2 geometry

  • Restored FUPs (if you don't know what this means don't worry about it)

  • Fixed a bug that caused Size 2 fish to be uncatchable

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