What’s New

ULTRAKILL — Patch 15: The FULL ARSENAL Update

Patch 15: The FULL ARSENAL Update

Additions:
  • Added 7-S

  • Added Alternate Weapon in 7-2 secret

  • Added "Firestarter" red Rocket Launcher variation

  • Added "JumpStart" red Nailgun variation

  • Added "Sawed-on" red Shotgun variation

  • Added Brutal difficulty

  • Conductor aftershocks now spread damage to nearby enemies and other conducting objects

  • Underwater electric attacks now cause conduction in all underwater enemies (and the player)

  • Added Sound Effects Volume option

  • Added Muffle Music While Underwater option

  • Added "Puppeted" alter arm option for enemies

  • Added console commands "forcepuppet", "forcesand" and "forcebossbar"

  • Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm

  • Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)

General Changes:
  • Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions

  • Updated and reorganized the options menu

  • Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button

  • 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

  • Coins now increase the damage of the explosions of explosive hitscans

  • Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions

  • Shockwaves now fade out instead of disappearing instantly

  • Increased style points for explosions that don't kill

  • Added new style bonuses for the S.R.S. Cannon

  • Screwdriver railcannon now has style bonuses

  • Reduced style points gained from a successful projectile boost from 150 to 90

  • Auto-aim will now also target hookpoints

  • Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing

  • Added a sound effect to firing a Nailgun magnet

  • The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option

  • Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead

  • Trams will now instantly kill any enemies they hit

  • Added arrows to UI scrollbars to make it clearer they can be scrolled

  • 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

  • Capped SSJ speed to 100u/s

  • Ground slam no longer causes projectile interruptions

  • Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting

  • No Weapon Cooldowns cheat now also stops magnet timers

Enemy Changes:
  • Minotaur now has an attack for hitting a target that's on its back

  • Reduced Cerberus orb damage from 35 to 20

  • Idols now give style points when destroyed

  • Enemy projectiles will now get destroyed between Cyber Grind waves

  • Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone

  • Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn

  • Earthmover Brain now takes increased damage from parried projectiles

  • Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked

  • Dying Hideous Masses can now be whiplashed to

  • Punching a dying Mindflayer into a Gutterman now breaks its shield

  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles

  • Improved textures for Insurrectionists Angry and Rude

  • Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it

  • Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40

  • Ferryman parries can now also cause the Conductor bonus

Level Changes:
  • Added a new checkpoint near the start of 7-4 to reduce restart time

  • Added a new checkpoint after the fall of the clocktower in 7-2

  • Added terminals near Alternate weapon pick up spots for easier arsenal control

  • Added an error message to the 7-2 payload panel when trying to lower payload without tram

  • Tweaked 2-1 dash jump tutorial text for clarity

  • Hard Damage related tutorials no longer show up on difficulties that have no hard damage

  • Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200

  • Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1

  • 5-2 cabin door will no longer open exclusively outwards

Fixes:
  • Fixed magneted nails getting pushed by explosions again

  • Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable

  • Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it

  • Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient

  • Fixed Sharpshooter not being able to destroy homing mortars

  • Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed

  • Fixed game freezing when throwing a soap at an idoled Drone

  • Fixed some cheats-only console commands not requiring cheats to be turned on

  • Fixed Cyber Grind song names popping up even if the song is looping

  • Fixed being able to punch while paused

  • Level names now appear at a speed independent from framerate

  • Fixed a small gap in the geometry next to the entrance door in 7-4

  • Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through

  • Fixed blurriness in the text in the main menu

  • Fixed the 5-S leaderboard's title being blurry

  • Fixed the 5-S leaderboard sometimes overflowing

  • Removed an invisible collider in the Credits Museum

  • Fixed the 7-4 sand warping too much with texture warping

  • Improved camera angle check for posing mannequins

  • Swordsmachine AI no longer breaks after throwing a sword at a flying enemy

  • Modified hookpoint values now get properly saved in sandbox saves

  • Fixed the player unstucker trigger under the 7-2 bomb being visible

  • 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

  • Fixed a small gap in the ceiling of 2-2's generator room

  • Fixed an untagged wall in 1-2

  • Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull

  • Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp

  • Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties

  • Fixed the style meter text sometimes appearing behind weapons

  • Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off

  • Fixed 0-4 challenge counting total slide time and not uninterrupted slide time

  • Fixed 4-1 final arena sometimes having a delay before ending

  • Fixed issues with loading Violence layer music in the Cyber Grind

  • Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill

  • Fixed Filth limbs sometimes getting teleported to world origin

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

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