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ULTRAKILL — Fraud Hotfix #1

Fraud Hotfix #1

**

MACHINES, WE HAVE A HOTFIX FOR YOU

** But before we get to the patch notes, I just wanted to take a second and say WOW.

**

The release of Ultrakill: Layer 8 - Fraud was HUGE.

** We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.

More than giant multiplayer games like Apex Legends and Helldivers 2.

**

Crazy.

**

We also launched some new merch...
Including MINOS PRIME PLUSHIES!

Don't wannt buy stuff?! Well we're also having a giveaway!

Wanna know where all our money is going?!
CHARITY!

Here's some final notes from Hakita:
  • **THE SPOILER WINDOW IS UP TOMORROW! ** HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː

  • The Fraud Soundtrack will be be out TOMORROW on (https://www.youtube.com/hakita) and Bandcamp!

  • Another hotfix is coming SOON™ with even more improvements!

Thank you for making New Blood's 12 Year Anniversary something to truly celebrate ːleatherneckː

Cheers

Full Patch Notes

General changes:

  • General optimizations

  • Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing

  • Made tweaks to some Fraud encounters for a smoother difficulty ramp

  • EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions

  • (Hopefully) greatly reduced out of bounds issues caused by portals

  • Pink hook points are now spawnable in the Sandbox

  • Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown

  • Added a menu for manually removing level times from the leaderboards

  • The game now disallows and automatically removes 0:00.000 times from the leaderboard

  • Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it

Enemy changes:

  • Increased time between idle Providence dodges and changed them from double dashes to single dashes

  • Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee

  • The beams of parried Providence projectiles now damage enemies and no longer damage the player

  • Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)

  • Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies

  • Puppeted Cerberi no longer enrage

  • Puppeted Providences no longer spawn hookpoints on death

  • Radiant Deathcatchers now create radiant puppets

  • Deathcatchers can no longer puppet Idols in the Cyber Grind

  • Fixed the Deathcatcher terminal model heartbeat animation

  • Reduced Mirror Reaper damage taken from nails, sawblades and fire

  • Increased Mirror Reaper boss version health from 100 to 120

  • Fixed Mirror Reaper not being able to navigate if spawned into other levels

  • Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind

  • Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks

  • Added spawn effect and animation for Mirror Reaper outside of 8-2

  • Reduced damage dealt to enemies by toxic clouds and pools

  • Added a sound effect when Mirror Reaper lands a swing

  • Mirror Reaper projectiles can now be destroyed with other projectiles

  • Mirror Reaper no longer spams errors while blinded

  • Made Powers 5% slower

  • Added boss health bars for the first three Powers in order to make their functionality easier to understand

  • The Cyber Grind laser grid no longer kills Powers

  • Fixed bug where enemy projectiles could still deal friendly fire damage to Powers

  • Increased Geryon's health from 130 to 180

  • Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases

  • Increased the amount of heat buildup Geryon gets from using its proximity explosion

  • Increased blood spray on Geryon's death

  • Geryon death cutscene no longer plays if it dies after the player dies

  • Fixed Geryon's blue beams not resetting on checkpoint restart

  • Gabriel's teleport effect is now yellow when enraged

Level 8-1 changes:

  • Added jump pads to the pit in the final arena of 8-1 to assist players who fall off

  • The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering

  • Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1

  • Fixed 8-1's terminal displaying 7-1's Tip of the Day

Level 8-2 changes:

  • Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall

  • Edited the 8-2 second floor to place the shop directly opposite the maintenance room

  • Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward

  • Desks in the Mirror Reaper arena are now breakable

  • Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2

  • Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down

  • Fixed a wall collider in 8-2 Upside Down Hall not being tall enough

  • Increased the size of the 8-2 Upside Down Hall gravity change triggers

  • Fixed the 8-2 Mirror Reaper arena not locking its door

  • Fixed a typo in the 8-2 evaluation board

  • Fixed 8-2's blue skull mirror reappearing if player places the blue skull back down after activating the Guttertank sequence

Level 8-3 changes:

  • Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation

  • Fixed a hitch when the final song of 8-3 starts playing

  • Fixed a bug in 8-3's opening sometimes showing out of bounds

  • (Hopefully) fixed a bug where the player could get stuck if partially intersecting the lava while it moves in 8-3's Clockwork Lava room

  • Removed the second Virtue from 8-3 Clockwork Rotator room

  • Removed the second Mannequin from second 8-3 Space Street encounter

  • Added a terminal to the first Power encounter

  • Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10

  • Rockets now have infinite fuel while ridden in the final section of 8-3

  • Modified the space asteroid sound

  • Renamed 8-3 "Hallway" into "Folded Hallway" for clarity

  • Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap

  • Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave

  • Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint

  • Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion

  • Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher

  • Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there

  • Added more level name drops in 8-3

Level 8-4 changes:

  • Altered the 8-4 arena transition

  • Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat

  • 8-4 arena edges no longer deal damage to the player, only bouncing them back

  • Added an Advanced Options for making the 8-4 arena static

  • Fixed a ceiling in 8-4's intro not having collision

Bugfixes:

  • Fixed a bug where disabled doors would lock themselves if the player fell out of bounds, sometimes softlocking the player in 8-2 and 8-3

  • Fixed 7-S using the wrong blood system, making the bloodstains uncleanable

  • 9-1 no longer shows as unlocked when it isn't

  • Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction

  • Fixed audio bugs caused by sounds that have 0 pitch

  • (Hopefully) fixed a bug where very low end computers get a lot of pink textures

  • The game no longer crashes if the player restarts a level while firing spraying oil

  • Dual wielding the Firestarter no longer causes oil ammo to deplete faster

  • Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target

  • Fixed coins not bouncing the correct amount from coin punches

  • Fixed enemy hitscan attacks not being able to explode rockets the player is riding on

  • Fixed the Alternate Shotgun being unable to hit a rocket the player is riding

  • Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun

  • Doors that open faster based on player movement speed now also take into account rocket riding

  • Fixed the maximum range on coins for targeting rockets and cores not working

  • Various JumpStart fixes

  • Fixed bloodstains that have landed on moving objects not moving with the objects

  • Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups

  • Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head

  • Fixed Malicious Faces no longer being shotgun parryable

  • Fixed Cerberus not swapping to a damaged model and texture at half health

  • Fixed Providences not shooting at the player if the player is on the other side of a portal

  • Fixed Mindflayers not tracking the player if they haven't gotten line of sight

  • Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level

  • Fixed 0-1 Malicious Face not having the correct amount of health

  • Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health

  • Fixed 6-2 Gabriel counting as a kill

  • Fixed 6-2 Gabriel not using his second phase taunts

  • Fixed the first Hideous Mass in 1-E having the wrong amount of health

  • Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen

  • Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying

  • Fixed Sentry chargebacks being inconsistent

  • Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first

  • Fixed coins aiming at Insurrectionists' boulders

  • Fixed coins not aiming at parts of the Earthmover Defense System

  • Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death

  • Fixed Minos Prime's attack cooldown not working

  • Fixed Sisyphus Prime not using his AOE explosion attack

  • Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row

  • Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack

  • Fixed Sisyphus Prime jittering when performing secondary attacks at ground level

  • Fixed the player being able to jump twice in quick succession to perform a mid-air jump

  • Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"

  • Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range

  • Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue

  • Fixed the player not being in terminal use mode when looking at the upper third of the terminal (as a temporary solution, terminal use mode is now proximity-only)

  • Fixed some lighting effects in 0-3 not working correctly

  • Fixed Earthmover eyes not being visible in the 7-2 skybox

  • Fixed a bug that caused the Size 2 fish to not appear in recent changelogs

https://store.steampowered.com/app/1229490/ULTRAKILL/

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