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ULTRAKILL
Patches
Build 14338040
Patch 15c Changelog
ULTRAKILL
· build 14338040 · published
11 May 2024, 19:30 UTC
On Steam
Notes only · this build shipped before we watched the app
Additions:
Added binds for swapping to each variation slot
Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
Added Speedometer in HUD options
Added new higher resolution fire sprite
Weapon Changes:
Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 seconds
Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
Underwater gasoline explosions are now sparser
Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
Gasoline projectiles now ignore dead enemies
Gasoline no longer burns away when No Weapon Cooldowns cheat is on
Alternate Shotgun's launch direction can now be changed during hitstop
Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
Alternate Shotgun speedometer now also displays time left in the red hit cooldown
Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
Increased style points gained with the Alternate Shotgun
SRS Cannon now vibrates while charging the cannonball
SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
Magnets can now again be broken with a ground slam
Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
Improved optimization on enemy gasoline fill effect
Enemy Changes:
Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
Radiant Soldiers no longer have their radiance speed boost applied twice
Reduced Radiant Soldier speed boost from 2x to 1.5x
Reduced damage of Ferryman lightning bolt from 50 to 35
Ferryman lightning bolts now flash before striking
Chargebacked lightning bolts can no longer deal damage to the player
Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
Added hurt sounds for Virtues and Malicious Faces
Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
Flesh Prison/Panopticon now has the same resistance to sawblades as nails
Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
Insurrectionists can now be killed by fire when gasolined
Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
Stalkers now take double damage from ground slams
Stalkers can now be puppeted
General Changes:
Slide speed particles are now blue when the player has stored invincibility frames
6-1 doors now open faster when the player is moving fast
Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
Added a unique weapon icon for the other 7-S tool
Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
Shop music now gets muted if music volume is set to 0
Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
Made FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)
Nerfed FUP speed to 60u/s (again, don't worry about it)
Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous Weapon
Blocked off the windows in the final hallway of 5-3
Fixes:
Disabling blood and gore no longer causes some attacks to heal the player an incorrect amount
Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
Fixed missing colliders in 7-4
Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
Fixed temporary FOV changes getting stuck while sliding sideways
Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
1-3 boss terminal no longer mutes the level music
Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
Fixed gasoline stains stretching when placed on some 5-2 geometry
Fixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)
Fixed Stalkers becoming intangible when forcepuppet is turned on
Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
Fixed rockets not ignoring some body parts of dead Mannequins
Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
Fixed an untagged platform in 4-3
Fixed ghost Drones not working correctly with Clash mode
Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
Fixed inappropriate objects being outlined during 7-2 intro
Fixed Knuckleblaster shells having enemy outlines
Fixed the current wall jump amount not resetting when landing on a gasoline stain
Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
Fixed a bug that caused Size 2 fish to be catchable