The FULL ARSENAL Update
Machines, it's time to LOCK AND LOAD.
Your arsenal is now complete.
Featuring...
THE RED WEAPON VARIATIONS:
BRUTAL DIFFICULTY
and 7-S
So clean... so peaceful...
Also the game is on sale:
https://store.steampowered.com/app/1229490/ULTRAKILL/
So are all our other FPS:
https://store.steampowered.com/bundle/11357/The_New_Blood_FPS_Trilogy/
And we have new merch on sale!
BEHOLD...
ULTRARUGS!
FULL PATCH NOTES:
Additions
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Added 7-S
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Added Alternate Weapon in 7-2 secret
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Added "Firestarter" red Rocket Launcher variation
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Added "JumpStart" red Nailgun variation
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Added "Sawed-on" red Shotgun variation
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Added Brutal difficulty
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Conductor aftershocks now spread damage to nearby enemies and other conducting objects
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Underwater electric attacks now cause conduction in all underwater enemies (and the player)
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Added Sound Effects Volume option
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Added Muffle Music While Underwater option
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Added "Puppeted" alter arm option for enemies
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Added console commands "forcepuppet", "forcesand" and "forcebossbar"
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Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm
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Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)
General Changes
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Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions
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Updated and reorganized the options menu
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Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button
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Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation
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Coins now increase the damage of the explosions of explosive hitscans
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Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions
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Shockwaves now fade out instead of disappearing instantly
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Increased style points for explosions that don't kill
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Added new style bonuses for the S.R.S. Cannon
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Screwdriver railcannon now has style bonuses
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Reduced style points gained from a successful projectile boost from 150 to 90
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Auto-aim will now also target hookpoints
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Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing
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Added a sound effect to firing a Nailgun magnet
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The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option
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Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead
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Trams will now instantly kill any enemies they hit
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Added arrows to UI scrollbars to make it clearer they can be scrolled
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Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements
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Capped SSJ speed to 100u/s
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Ground slam no longer causes projectile interruptions
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Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting
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No Weapon Cooldowns cheat now also stops magnet timers
Enemy Changes
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Minotaur now has an attack for hitting a target that's on its back
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Reduced Cerberus orb damage from 35 to 20
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Idols now give style points when destroyed
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Enemy projectiles will now get destroyed between Cyber Grind waves
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Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone
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Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn
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Earthmover Brain now takes increased damage from parried projectiles
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Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked
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Dying Hideous Masses can now be whiplashed to
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Punching a dying Mindflayer into a Gutterman now breaks its shield
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Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles
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Improved textures for Insurrectionists Angry and Rude
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Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it
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Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40
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Ferryman parries can now also cause the Conductor bonus
Level Changes
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Added a new checkpoint near the start of 7-4 to reduce restart time
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Added a new checkpoint after the fall of the clocktower in 7-2
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Added terminals near Alternate weapon pick up spots for easier arsenal control
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Added an error message to the 7-2 payload panel when trying to lower payload without tram
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Tweaked 2-1 dash jump tutorial text for clarity
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Hard Damage related tutorials no longer show up on difficulties that have no hard damage
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Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200
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Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1
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5-2 cabin door will no longer open exclusively outwards
Fixes
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Fixed magneted nails getting pushed by explosions again
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Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable
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Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it
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Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient
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Fixed Sharpshooter not being able to destroy homing mortars
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Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed
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Fixed game freezing when throwing a soap at an idoled Drone
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Fixed some cheats-only console commands not requiring cheats to be turned on
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Fixed Cyber Grind song names popping up even if the song is looping
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Fixed being able to punch while paused
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Level names now appear at a speed independent from framerate
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Fixed a small gap in the geometry next to the entrance door in 7-4
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Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through
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Fixed blurriness in the text in the main menu
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Fixed the 5-S leaderboard's title being blurry
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Fixed the 5-S leaderboard sometimes overflowing
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Removed an invisible collider in the Credits Museum
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Fixed the 7-4 sand warping too much with texture warping
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Improved camera angle check for posing mannequins
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Swordsmachine AI no longer breaks after throwing a sword at a flying enemy
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Modified hookpoint values now get properly saved in sandbox saves
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Fixed the player unstucker trigger under the 7-2 bomb being visible
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Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it
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Fixed a small gap in the ceiling of 2-2's generator room
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Fixed an untagged wall in 1-2
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Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull
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Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp
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Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties
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Fixed the style meter text sometimes appearing behind weapons
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Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off
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Fixed 0-4 challenge counting total slide time and not uninterrupted slide time
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Fixed 4-1 final arena sometimes having a delay before ending
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Fixed issues with loading Violence layer music in the Cyber Grind
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Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill
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Fixed Filth limbs sometimes getting teleported to world origin
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Fixed a bug that caused Size 2 fish to be uncatchable