Added V2, V2 2nd, Gabriel, Cancerous Rodent, Very Cancerous Rodent, Mysterious Druid Knight (& Owl), Flesh Prison and Minos Prime into the Spawner Arm spawn menu
Added seperate enemy data entry for V2 2nd
Added "+MAURICED" style bonus to crushing enemies with a dead Malicious Face
Added option to turn off seasonal events
Controller Support:
Added controller support for all menus
Tutorials and on-screen text have been updated to show controller inputs when using a controller
Controller look speed is no longer affected by framerate
Fixed LB and RB not scrolling through weapons if mouse wheel weapon scrolling is disabled
Fixed LB and RB not scrolling through all variations when scroll type is set to "Both" and Remember Last Used Variation is enabled
Fixed weapon wheel being usable when dead or paused
Intro setup sequence will now have a auto-aim setting pop-up recommending to turn it on if the player has a controller plugged in
Walking slower will now also make view bob, gun bob and footsteps slower
Changes:
Halved the game's filesize
Options are now saved as files in the Preferences folder instead of in the registry (Options have gotten reset to defaults) and get synced by Steam Cloud
Players can now use right-click to zoom in while using an in-game screen such as a terminal
A screwdrivered enemy can now be punched with the Feedbacker to relaunch the screw, resetting its timer and dealing extra damage to the punched enemy
Updated the Shotgun's model and texture
Updated the Nailgun's model and texture
Variation colors will now also change relevant colors on the weapons themselves
Cleaned up and reworked many textures (especially Prelude textures) to make them look less compressed
Updated previous levels to fix some texture misalignment
Sliding no longer loses momentum if in the air or skipping on water
Objects and enemies that previously spawned inside a surface when spawned with the Spawner Arm are now offset to spawn correctly
Changed the painting inside the building of the final 2-2 arena from a generic angel painting to a portrait of King Minos
Nails that are being affected by magnets will no longer get launched by explosions
Reduced auto-aim on Whiplash to allow for greater accuracy
Whiplash will no longer auto-aim to dead Malicious Faces
Arms can now be swapped during the level intro falling animation
Malicious Face's eyes are now properly monocolored when Enemy Silhouettes is enabled
Sliding in Clash mode will now count towards the 0-4 slide length challenge
Deleting enemies in the sandbox will no longer mark the navmesh as out of date
Clash mode Herb skull invincibility now included in the "No Weapon Cooldowns" cheat
Player can no longer enter a slide state while being pulled with the Whiplash to cause movement direction conflict
Made the Nailgun's animations less extreme when using a Dual Wield powerup to improve visibility
Slightly updated jump pad particle effects
Updated 1-3 Hideous Mass' eyes to glow in the dark when enraged
Increased accuracy of the collision checks for MDK's Full Auto attack
The hand encounter in 2-4 will no longer unlock the enemy data entry for The Corpse of King Minos
Fixes:
Enemies no longer get stuck around the stairs of a specific Cyber Grind layout
Homing projectile speed is no longer affected by framerate
Fixed some weapon sounds not playing correctly in frozen time
Fixed some sound effects not playing at the correct pitch if the game speed has been slowed down with major assists
Turning on Clash mode while in ground slam state will no longer stop the spin attack from hitting enemies
Fixed Mindflayer swipe distance varying inversely per difficulty
Fixed Malicious Face's beam charging effect disappearing if enraged while charging
Cerberi will no longer keep an enrage particle effect when dying the moment they enrage
Fixed a bug that caused Insurrectionists to get stuck horizontally after a jump attack
MDK can no longer clip out of bounds if hit with great force the instant he spawns
Drones will no longer explode during their death dive when touching a spot where an explosion had recently happened
Fixed some options menus not rendering correctly at ultrawide aspect ratios
Fixed the Marksman revolver not getting the correct amount of charge if the player skips a cutscene while holding it
Fixed the Nailgun's nails and Screwdriver's drill not being aimed at the center of the screen when using centered weapons
Fixed the standard revolver's cooldown freezing when switching to another weapon, causing the next time the player equips the weapon to take slightly longer before the player can fire
Fixed Stalkers not dying from fall damage
Fixed Stalkers not destroying magnets that are attached to them when exploding themselves
Fixed a bug where enemies that have no weakpoints would only ever take a single point of damage from coinpunching
Fixed a bug where the V2 would be unable to use its shotgun when the player pulls off a specifically timed ricoshot
Fixed a bug that caused the player to be unable to spawn a sandbox block unless looking at a nearby surface
The last arena of 1-2 will no longer stay locked if the player restarts from a different checkpoint
Fixed a Clash mode bug where restarting from a checkpoint immediately after jumping would cause the player to enter an endless falling state
Classic HUD will now properly show the maximum HP value as 200 on Harmless difficulty
Fixed a bug where resetting to a checkpoint while in front of a locked door would cause it to open after the player has respawned, possibly despawning the room the player is in
Black Hole will no longer stay inert if Corpse of King Minos changes phases during its spawn animation on Violent difficulty
Fixed a Classic HUD bug where the weapon icon could not be disabled until another HUD icon setting had been changed
Fixed the shop terminal in the Cyber Grind not closing the Sandbox window if the player has it open and clicks the Weapons button
Fixed fullscreen option appearing to be off on restart even if the game is windowed
Fixed the ceiling lantern inside the small house in the first arena of 2-2 not having physics
Fixed the game loading the intro on startup if the player is using the second save slot without having any save on their first slot
Fixed a bug where throwing coins directly vertically could cause a multi-hit beam to get cancelled by hitting a dead coin
Fixed an issue where ground slam waves in 2-1 indoor areas would have outdoors lighting
Fixed the spine gib not being visible when destroying a husk's chest
Hello Machines, did you have a good Valentine's Day?
Is your heart FULL OF BLOOD? Good, because it's time to SAW IT IN HALF.
Is that what it looks like? Indeed it is...
BEHOLD, the alternate nailgun:
THE SAWBLADE LAUNCHER
IT SLICES
IT DICES
BUT IT MOSTLY SLICES
(We're not going to tell you where it is and how to get it. It's definitely not in level 4-4)
We also added V2, V2 2nd, Gabriel, Cancerous Rodent, Very Cancerous Rodent, Mysterious Druid Knight (& Owl), Flesh Prison and Minos Prime into the Spawner Arm spawn menu (for practice)
Oh and a "+MAURICED" style bonus to crushing enemies with a dead Malicious Face
And added the option to turn off seasonal events (but WHY?!)
But more importantly... we've added
FULL Controller Support:
And yes we mean FULL
Controller support for all menus
Tutorials and on-screen text have been updated to show controller inputs when using a controller
Controller look speed is no longer affected by framerate
Fixed LB and RB not scrolling through weapons if mouse wheel weapon scrolling is disabled
Fixed LB and RB not scrolling through all variations when scroll type is set to "Both" and Remember Last Used Variation is enabled
Fixed weapon wheel being usable when dead or paused
Intro setup sequence will now have a auto-aim setting pop-up recommending to turn it on if the player has a controller plugged in
Walking slower will now also make view bob, gun bob and footsteps slower
Steam Deck Verification... SOON?
As for Changes?
We halved the game's filesize
Options are now saved as files in the Preferences folder instead of in the registry (Options have gotten reset to defaults) and get synced by Steam Cloud
Variation colors will now also change relevant colors on the weapons themselves
Cleaned up and reworked many textures (especially Prelude textures) to make them look less compressed and updated previous levels to fix some texture misalignment
Sliding no longer loses momentum if in the air or skipping on water
Changed the painting inside the building of the final 2-2 arena from a generic angel painting to a portrait of King Minos.
Nails that are being affected by magnets will no longer get launched by explosions
Reduced auto-aim on Whiplash to allow for greater accuracy
Whiplash will no longer auto-aim to dead Malicious Faces
Arms can now be swapped during the level intro falling animation
There were also more than 30 fixes: check out the full patch notes for those.
Alongside things like Twitch Integration! https://www.youtube.com/watch?v=TlVQ8VRSgjQ And of course, the "Halloween Clash Update" brought about a CLASH of BRANDS in 4-S as well as the ability to make the game look as DUSK-y as you want with color palette and dithering options.
2022 will bring you an Enemy AI Update with full controller support, and a new alternate weapon before we deliver you unto Layer 5: WRATH with new weapons and variants and then the final layer of Act II...
Made changing direction in the air in Clash mode slightly faster
Stamina and velocity now reset on death in Clash mode
Cerberus' and Malicious Face's player prediction will now take into account the environment and large enemies that might block the player's movement
The player can no longer parry an unlimited amount of projectiles with a single punch (now only two max: one that's inside a player and one that's infront)
Replaced 4-S ending hologram's texture to the default one to reduce confusion
Normal spawnables are now removable with the deleter arm
Added a tutorial message about holding the jump button to bounce higher in 4-S
Added water surface skipping to Clash mode's slide
Activating Noclip or Flight cheats will now disable Clash mode and vice versa
Added a ceiling to the 4-S final section
"Navmesh out of date" message now includes instructions for rebuilding it
Spawner Arm now has a notification in the cheats list with instructions for accessing it
Slightly raised enemy step height in the sandbox so they can climb onto the lowest possible custom block height
Breaking or deleting baked static objects will now mark the Navmesh as out of date
Made the orange damaging shockwaves' flat sprite white to make the shockwave easier to track in yellow/orange environments
Changed the sentence "Your failure will not be tolerated" to "Your treachery will not be tolerated" in the Act I intermission for consistency and accuracy
Changed the phrase "The Chamber of Dreams" to "The Chamber of the feline and the rodent" in the 4-3 tablet to make it easier to understand
Fixes:
Fixed most cases of Intel graphics cards crashing from the color palette option
Fixed cheats not turning off properly sometimes when exiting Sandbox with the spawner arm equipped
Fixed 2-2's water causing movement issues when the player tried sliding in it
Fixed Sandbox saving not working if the player had placed a Whiplash hookpoint
Breaking a breakable while holding it with telekinesis will no longer break the arm
Dead enemies no longer get saved as alive in sandbox saves
Fixed 4-2 moon not emitting light when looking down at the secret exit
Fixed soldiers in the final rooms of 2-3 and 3-1 spawning early even if enemy spawns had been disabled
While in dual wield mode, switching to the spawner arm and then back to the original weapon will now spawn the dualwielded guns correctly
Restarting from checkpoint or dying a second time during a Clash mode death animation will no longer cause the player to reset twice
Sisyphean Insurrectionists will no longer keep tracking the player if knocked down by a parry while in a horizontal or vertical swing animation
Fixed major assists game speed control not working correctly
Fixed screenshake continuing indefinitely while paused
Game no longer freezes when picking up a new secret soul orb in Clash mode
Game no longer freezes when switching to Clash mode during hitstop
Hitstop no longer breaks when no arms are equipped
Fixed inverted crosshair
Fixed the 4-S desert not getting unloaded properly when traversing back and forth between the beginning and end of the level
Fixed jumping OOB not killing the player in 4-S
Fixed Something Wicked not killing the player when touching them
Fixed blue Nailgun not having spread
Fixed a Clash mode related bug that would cause the spawner arm to only spawn objects in one specific spot
Fixed a terminal issue that would cause telekinesis effects to persist
Fixed a spawner arm positioning problem when trying to spawn an object that's outside the spawning range
Fixed the Chamber of Dreams in 4-4 not spawning in if circling around through a specific route
Fixed the camera unlocking if the player pauses and unpauses in the results screen
Fixed mouse invert not working in Clash mode
Fixed the underwater filter not working in Clash mode in some levels
Fixed the underwater sound filter breaking when the player dies underwater
Enemies are no longer killable with parries when the Invincible Enemies cheat is on
Fixed the sky not returning in 4-S after going back to the outdoors section
Fixed the indoors death pit not being disabled when returning to the outdoors section through a checkpoint restart
Fixed hurting surfaces not killing in Clash mode if the player has a protector and doesn't jump off the surface before the invincibility frames run out
4-2 nighttime sand no longer kills in Clash mode
Clash mode unlock can now be picked up while in standard mode
Fixed pumpkin textures turning blank when an enemy enrages
Chapter select buttons for each act will no longer unlock one level too early
Nailgun now shoots nails correctly when auto-aimed
Railcannon meter is no longer broken on the classic white HUD
Fixed dithering slider offset
Fixed the red skull hallway in 2-3 not spawning in if the player backtracks through a specific route
Fixed the Railcannon meter (no weapon icon version) not updating properly when always on top HUD is enabled or disabled
Fixed dashes not working if the player whiplashes towards an enemy without pausing the game at any point during the level
Fixed "Keep enabled" cheat remembering wrong cheats when set off and on again
Fixed some sounds not lowering in volume in reverbarated zones
Fixed the Cerberi in the 4-1 final arena not being lit correctly
Fixed the Nailgun not aiming at the center of the screen when using middle weapon position
Halloween is here! So this year we've decided to go all out and give every damn enemy in the game a pumpkin head. Even some things that aren't enemies. Even some things that aren't things!
Malicious face? More like MALICIOUS GOURD.
Think it's annoying? Well, it'll be gone at the end of the month. Think it's amazing? Well, it'll be gone at the end of the month.
We've also spookified the main menu (and music), you're welcome.
But none of this is why you're here, is it?
You heard we were releasing 4-S today, didn't you?
WELL YOU HEARD RIGHT.
We're not going to spoil it for you (and you shouldn't spoil it for others)
But turn off the sun, run to the hills and maybe bring a D-Pad for this one, machines.
We've also added Custom Color Palette and Dithering options to the game!
So you can completely customize the way ULTRAKILL looks. For example...
ULTRASZYMANSKI?!
ULTRABOY?!
ULTRANOIR?!
Anyway, you can do that now - so have fun!
Sandbox mode has also gotten some upgrades such as new cheats, a new cheats menu, cheat rebinding, custom blocks, telekinesis, aaaaand saving and loading. Take that, Garry.
Now that this creatively fulfilling update is out of the way...
Hakita and the gang can get back to work on Layer 5: WRATH.
Hope you brought some swim trunks, machines.
ːTRː
And by popular demand there's a bundle of all 3 New Blood FPS games now.
Holding space or the dash button will now fast-forward through text scrolls
Added a tablet that appears in the Mysterious Druid Knight's sarcophagus after the fight
Added an early access end screen after 4-4
Updated the visuals for dual wield orbs that count as secrets and red orbs that don't count as secrets to have a clearer consistent visual language
Skipping a cutscene will now charge your weapons up to the amount where they would be charged if the cutscene hadn't been skipped
Sisyphean Insurrectionist changes:
Sisyphean Insurrectionist parries now heal and give the parry style bonus
Sisyphean Insurrectionist Cyber Grind special token cost has been reduced back down to 1
Sisyphean Insurrectionist health has been slightly increased (60 -> 75 normally, 90 -> 110 in 4-2 boss fight)
Sisyphean Insurrectionists will now instakill enemies they fall on
Nailgun changes:
Improved nail physics
Magnets now get automatically destroyed when the enemy they're attached to dies
Fixed bug where nails would disappear after 5 seconds even if being pulled by a magnet
Very slightly reduced blue nailgun's base damage (0.225 per nail to 0.205)
If a nail hits a dead enemy, it will no longer attach to it if in the radius of a magnet to stop corpses from ruining nail traps
Magnets attached to enemies are no longer breakable to avoid accidentally breaking them while shooting at the enemy with a hitscan weapon
Bugfixes:
Fixed bug where red explosions didn't deal double damage to living enemies
Fixed explosive projectiles (Hideous Mass and Cerberus) not colliding with the environment
Dual wielded charger revolvers no longer mismatch charge amounts
Fixed Mindflayers not giving the "BIG KILL" style bonus on death
The blue skull arena Malicious Faces in 4-2 as well as The Cerberus, Malicious Faces and Hideous Mass in 1-3 are now lit correctly
Reduced the first 4-2 Stalker's preparation time from 5 seconds to the previous 3 to avoid unnecessary waiting on replays
Fixed a bug where a Cerberus' projectile throw would sometimes hit the Cerberus itself
Malicious beams (Face and railcannon) will no longer explode on a coin instead of reflecting/chargebacking if the beam just barely misses the coin hitbox
Fixed 4-4 outro getting fucky if the player dies while V2 is flying off at the end of the second phase
Fixed the spawner arm preview for Cerberus
Fixed small gaps in the Sandbox lake geometry
Fixed a visual bug where the second weapon would be positioned incorrectly if the player picked up a dual wield powerup while holding a book
Swordsmachines in the Cyber Grind now also become red when enraged
0-2 Swordsmachine teases no longer unlock its bestiary entry
0-2 classic-style dead husk decorations no longer unlock the Cerberus bestiary entry
The aura around virtues in their first appearance in 4-1 no longer stops emitting after a couple of seconds
Fixed the 4-4 to main menu black screen still happening in specific circumstances
Fixed a culling issue with the Schism and Swordsmachine, causing them to become invisible at the edges of the screen
Hideous Mass will no longer lose the sandification glow effect when enraged
Improved performance on 4-4 V2 fight
Fixed an issue where sliding into the level exit pit in a specific way would cause the player to get stuck
Hey Machines, have you ever wanted to just play around with all of your weapons and all of the enemies that the world has on offer, without any of that pesky Campaign or Cyber Grind getting in the way?!
Well, now you CAN!
Introducing... The Sandbox!
Thanks, Garry.
The Sandbox is just that, a playground for you to test anything and everything in ULTRAKILL.
Neat, huh?
You know what else is neat?
MULTIPLE SAVE SLOTS:
AND BOSS ABILITY COOLDOWN BARS!
This will allow you to see what bosses like V2 and Flesh Prison are planning to do right before you fuckin' <DIE>
*We've also made a good amount of tweaks and changes you can see below.*
And be sure to tune into Realms Deep 2021 T O M O R R O W to get a FIRST LOOK at Layer 5: WRATH.
See you there, Machines...
-------------------------------------------------------------------------------------------------------------- FULL PATCH NOTES
Additions
New Sandbox level (available from the shop)
Multiple save slots (available in the General options)
Added secondary boss bars
Flesh Prison: displays time until the next heal
V2: displays patience
General changes
Burning enemies now take 150% damage from all attacks
Countdown before a Stalker can explode itself increased from 3 seconds to 5
Streetcleaners now have a blue flash instead of a yellow one to signify that their flamethrower attack is unparriable
Added a tutorial tip to 1-2 that explains that blue flash attacks are unparriable
4-4 Whiplash tutorial tips are no longer timed and are instead disabled by triggers
Whiplash no longer auto-aims to Malicious Face corpses
Punches now reset rotation quicker to no longer block the HUD for a long time after a punch to the side
Spawning undroppable items (skulls and torches) with the spawner arm will now also create an altar to put them down on
Updated music for 4-1 and 4-4
Nailgun changes
Greatly decreased the amount of time it takes to be able to shoot when switching to any variation of the Nailgun
Attaching magnets to a Stalker will reduce the splash radius of its sandification explosion (0.75x for 1, 0.625x for 2, 0.5x for 3)
Nailgun's firerate is no longer slowed down when playing at a low framerate
Magnets attached to enemies no longer have a damage penalty
Sisyphean Insurrectionist changes
Insurrectionist's attacks are now parriable: Punching his boulder with the feedbacker mid-attack will momentarily turn it into a cannonball
Added distinct spawn and death sounds to make Insurrectionists easier to keep track of in the Cyber Grind
Insurrectionist's attacks have been slowed down to make parrying possible
Insurrectionists can no longer be damaged by enemy explosions
Insurrectionists now take up 2 Cyber Grind special enemy tokens instead of 1, meaning spawning an Insurrectionist costs as much as 2 Mindflayers
Greatly reduced Insurrectionist's amount of bleeding when not on fire and increased bleeding when on fire
Insurrectionists will now play hurt sounds when on fire
To explain the Insurrectionist fire changes: Burning an Insurrectionist will now work as an opening for dealing big damage rather than just dealing big damage by itself. This is to stop players from setting Insurrectionists on fire and then running away until they die from the passive damage. The changes to bleeding and hurt sounds are to make the importance of using fire against Insurrectionists clearer and more intuitive.
Bugfixes
Improved performance on 2-2 and 4-4
Vertexlit enemies will now check for outdoors lighting zones
Virtue's cannonball effect when launched after death with a feedbacker punch now works correctly
A coin's style multiplier will no longer exponentially increase when punched into the environment causing the game to grant points for the equivalent of thousands of coin shots
Fixed an issue where some of the Insurrectionist's attacks could go through walls
Scrolling through enemy files is now absolute rather than relative, meaning large enemy files will no longer cause large skips when scrolling
Fixed a bug where combat music wouldn't start when the player spawned an Insurrectionist with the spawner arm
Fixed coins persisting through checkpoint restarts
Fixed secret dual wield powerups not respawning on checkpoint restarts if the player hasn't already found them
4-3 Tomb of Kings lantern can no longer be lit through the closed door with an explosion
Can no longer clip outside the 4-4 boss arena by riding the rising columns up
Can no longer stop the 0-1 timer from starting by picking up the revolver and running to the glass floor room before the logo disappears
Restarting from the final 1-1 checkpoint will no longer keep the preceding room despawned
Fixed a rare case that would cause the player to go into a perpetual falling loop at the start of 2-1 by not respawning the intro tunnel after falling into a pit
4-2's red skull arena will now still start even if the player enters from the side
Fixed a bug where Insurrectionists would sometimes still keep jumping even if the blind enemies cheat was turned on
Can no longer fall perpetually while slamming on the 2-2 dinner table
Main menu background will no longer be black after finishing 4-4
Insurrectionists will no longer die instantly when spawning in the Cyber Grind's jump pad pit pattern
Fixed one of the enemy spawn triggers in 4-1 not failing the challenge
Fixed V2 getting stuck if knocked down ontop of one of the lanterns during the phase change
Fixed Prime Sanctum levels getting locked again if the player makes progress in the game on the same difficulty
Hideous Mass harpoon can no longer hit the player if they're touching its tail when it teleports back due to having not hit anything
Fixed OOB issues in 4-3
Fixed Mysterious Druid Knight sometimes not resetting due to checkpoint order shenanigans
Renamed 4-3 teleport rooms to be more descriptive
Fixed multiple issues caused by jumping over the 4-4 checkpoint between the V2 phases
Fixed an issue where Malicious Faces, Cerberuses and Hideous Masses lost their sandification visual when changing texture if Outline Only enemy silhouettes were turned on
Player should no longer be able to slide out between the blinds in 4-4
Fixed the Whiplash pull sound continuing to play while paused
Reduced 4-2 Insurrectionist's health from 120 to 90
Increased Insurrectionist's attack cooldown on Violent from 1 second to 1.5 seconds
Reduced Insurrectionist's attack speed multiplier on Violent from 1.5 to 1.25
Fixed an issue where Insurrectionist would jump even if Blind Enemies cheat is turned on
(Hopefully) fixed an issue where Insurrectionist would jump into the air and never fall down
Fixed an issue where Streetcleaner canisters would appear floating above the 4-2 desert when shot
V2 can no longer be instakilled with an explosion that deflects all his projectiles back into him
Fixed a z-fighting issue with the 4-2 red skull's glass case
Fixed a bug with level end doors not opening when a checkpoint gets activated at the start of their opening animation
Fixed Whiplash's inspect animation not playing if the player is directly on top of it when it spawns
Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
Added "Subtitles" option to the Audio options menu
Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
Added new Act transition from 3-2 to 4-1
Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
Updated enemy files to make their strategy sections more useful
Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
Added special style point bonuses for advanced ricoshot variations
Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
Updated explosion visuals
Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
Drones will no longer chirp while suicide diving to make it clearer they're already dying
Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
Can now strafe slightly while sliding
V2 Changes:
New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
V2's movement speed now has additional possible debuffs to make healing slightly easier:
Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
V2 will no longer miss shots if the player is close enough to be between V2 and their gun
V2 will no longer try to move towards the player even if already touching them
V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
Added 4 new official patterns
Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
Fixed Cancerous Rodent not gibbing when killed
Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
Fixed explosions launching gibs too fast, causing them to clip out of map