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:
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**THE SPOILER WINDOW IS UP TOMORROW! ** HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː
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The Fraud Soundtrack will be be out TOMORROW on (https://www.youtube.com/hakita) and Bandcamp!
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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:
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General optimizations
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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
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Made tweaks to some Fraud encounters for a smoother difficulty ramp
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EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions
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(Hopefully) greatly reduced out of bounds issues caused by portals
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Pink hook points are now spawnable in the Sandbox
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Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown
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Added a menu for manually removing level times from the leaderboards
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The game now disallows and automatically removes 0:00.000 times from the leaderboard
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Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it
Enemy changes:
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Increased time between idle Providence dodges and changed them from double dashes to single dashes
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Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee
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The beams of parried Providence projectiles now damage enemies and no longer damage the player
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Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)
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Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies
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Puppeted Cerberi no longer enrage
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Puppeted Providences no longer spawn hookpoints on death
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Radiant Deathcatchers now create radiant puppets
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Deathcatchers can no longer puppet Idols in the Cyber Grind
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Fixed the Deathcatcher terminal model heartbeat animation
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Reduced Mirror Reaper damage taken from nails, sawblades and fire
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Increased Mirror Reaper boss version health from 100 to 120
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Fixed Mirror Reaper not being able to navigate if spawned into other levels
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Removed Mirror Reaper projectile barrage speed increase on out of reach players if in the Cyber Grind
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Mirror Reaper hands can now be damaged and destroyed with non-explosive attacks
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Added spawn effect and animation for Mirror Reaper outside of 8-2
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Reduced damage dealt to enemies by toxic clouds and pools
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Added a sound effect when Mirror Reaper lands a swing
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Mirror Reaper projectiles can now be destroyed with other projectiles
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Mirror Reaper no longer spams errors while blinded
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Made Powers 5% slower
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Added boss health bars for the first three Powers in order to make their functionality easier to understand
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The Cyber Grind laser grid no longer kills Powers
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Fixed bug where enemy projectiles could still deal friendly fire damage to Powers
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Increased Geryon's health from 130 to 180
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Made Geryon's aggression increase in the fight's second half more pronounced and divided the health bar into two phases
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Increased the amount of heat buildup Geryon gets from using its proximity explosion
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Increased blood spray on Geryon's death
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Geryon death cutscene no longer plays if it dies after the player dies
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Fixed Geryon's blue beams not resetting on checkpoint restart
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Gabriel's teleport effect is now yellow when enraged
Level 8-1 changes:
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Added jump pads to the pit in the final arena of 8-1 to assist players who fall off
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The portals in 8-1's final arena are now disabled while the player is far away to reduce unnecessary rendering
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Player no longer softlocks if they reset to checkpoint after opening the exit door in 8-1
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Fixed 8-1's terminal displaying 7-1's Tip of the Day
Level 8-2 changes:
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Added a checkpoint in 8-2 between the Upside Down Hall and Perpendicular Hall
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Edited the 8-2 second floor to place the shop directly opposite the maintenance room
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Added a light shaft to the crevice after the 8-2 Guttertank encounter to help guide players forward
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Desks in the Mirror Reaper arena are now breakable
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Reduced amount of Virtues spawned by a secret in 8-2 from 3 to 2
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Fixed the player getting stuck in 8-2's Upside Down Hall and Perpendicular Room if entering upside down
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Fixed a wall collider in 8-2 Upside Down Hall not being tall enough
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Increased the size of the 8-2 Upside Down Hall gravity change triggers
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Fixed the 8-2 Mirror Reaper arena not locking its door
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Fixed a typo in the 8-2 evaluation board
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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:
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Increased time between rotations in the 8-3 Clockwork arenas by 2 seconds to slightly reduce disorientation
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Fixed a hitch when the final song of 8-3 starts playing
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Fixed a bug in 8-3's opening sometimes showing out of bounds
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(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
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Removed the second Virtue from 8-3 Clockwork Rotator room
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Removed the second Mannequin from second 8-3 Space Street encounter
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Added a terminal to the first Power encounter
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Reduced damage dealt by falling off in the final section of 8-3 from 50 to 10
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Rockets now have infinite fuel while ridden in the final section of 8-3
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Modified the space asteroid sound
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Renamed 8-3 "Hallway" into "Folded Hallway" for clarity
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Slightly moved the portal exit in 8-3 Folded Hallway to remove a thin gap
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Fixed Mannequins sometimes getting stuck on the stairs in 8-3 Dimensional Cave
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Fixed player getting softlocked if they fall out of bounds in 8-3 before getting a checkpoint
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Fixed 8-3 Dimensional Cave sometimes getting the player stuck on the wrong side after completion
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Fixed small gaps in the corners of 8-3 Dimensional Deathcatcher
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Fixed softlock if the player restarts to checkpoint after entering the 8-3 looping garage, but before grabbing the checkpoint there
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Added more level name drops in 8-3
Level 8-4 changes:
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Altered the 8-4 arena transition
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Added a Cutscene Skip for 8-4 replays to go directly from activating the elevator to combat
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8-4 arena edges no longer deal damage to the player, only bouncing them back
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Added an Advanced Options for making the 8-4 arena static
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Fixed a ceiling in 8-4's intro not having collision
Bugfixes:
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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
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Fixed 7-S using the wrong blood system, making the bloodstains uncleanable
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9-1 no longer shows as unlocked when it isn't
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Fixed resetting to checkpoint sometimes causing the player to be looking in the wrong direction
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Fixed audio bugs caused by sounds that have 0 pitch
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(Hopefully) fixed a bug where very low end computers get a lot of pink textures
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The game no longer crashes if the player restarts a level while firing spraying oil
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Dual wielding the Firestarter no longer causes oil ammo to deplete faster
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Fixed a bug that stopped the Piercer revolver charge shot from splitting on coins if the coin had no target
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Fixed coins not bouncing the correct amount from coin punches
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Fixed enemy hitscan attacks not being able to explode rockets the player is riding on
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Fixed the Alternate Shotgun being unable to hit a rocket the player is riding
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Fixed rocket weaknesses not being applied by rockets hit with the Alternate Shotgun
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Doors that open faster based on player movement speed now also take into account rocket riding
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Fixed the maximum range on coins for targeting rockets and cores not working
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Various JumpStart fixes
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Fixed bloodstains that have landed on moving objects not moving with the objects
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Fixed bug that caused puppeted Powers to sometimes turn into Dual Wield Powerups
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Fixed Brutal difficulty Schisms aiming at the player's feet instead of their head
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Fixed Malicious Faces no longer being shotgun parryable
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Fixed Cerberus not swapping to a damaged model and texture at half health
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Fixed Providences not shooting at the player if the player is on the other side of a portal
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Fixed Mindflayers not tracking the player if they haven't gotten line of sight
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Fixed a Mindflayer not following the player into the P-2 tunnel, softlocking the level
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Fixed 0-1 Malicious Face not having the correct amount of health
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Fixed 4-2 Sisyphean Insurrectionist not having the correct amount of health
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Fixed 6-2 Gabriel counting as a kill
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Fixed 6-2 Gabriel not using his second phase taunts
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Fixed the first Hideous Mass in 1-E having the wrong amount of health
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Fixed the Ferryman always instantly cancelling its uppercut into a normal attack, causing it to never happen
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Fixed Drones not automatically dying after a couple seconds if they don't hit anything while dying
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Fixed Sentry chargebacks being inconsistent
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Fixed Brutal difficulty Sentries not cancelling their second shot when launched after the first
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Fixed coins aiming at Insurrectionists' boulders
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Fixed coins not aiming at parts of the Earthmover Defense System
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Fixed Flesh Prison / Flesh Panopticon's black hole not disappearing on death
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Fixed Minos Prime's attack cooldown not working
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Fixed Sisyphus Prime not using his AOE explosion attack
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Fixed a bug that caused Sisyphus Prime to use the same secondary attacks multiple times in a row
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Fixed Sisyphus Prime not correctly teleporting above the player for the air stomp attack
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Fixed Sisyphus Prime jittering when performing secondary attacks at ground level
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Fixed the player being able to jump twice in quick succession to perform a mid-air jump
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Fixed the title of the song "Mirror Rim" showing up in the Cyber Grind music menu as "No Devil Lived On"
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Fixed the revolver beam sometimes breaking when hitting a Power at point-blank range
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Fixed the Spawner Arm preview silhouettes showing vertex colors instead of always being standard blue
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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)
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Fixed some lighting effects in 0-3 not working correctly
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Fixed Earthmover eyes not being visible in the 7-2 skybox
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Fixed a bug that caused the Size 2 fish to not appear in recent changelogs