Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu)
Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it
Added sounds and effects for walking while partially submerged in water
General Changes:
Updated the Revolver's model and texture
Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones
Finishing 1-S will now put the player back in 1-1 instead of going to 1-2
Improved projectile ricochet physics
A magnet attached to an enemy will now pull things towards the enemy instead of the magnet
Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards
Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw
Auto-aim will now also target coins and shotgun cores
Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed
Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty
Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy
Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage
Parry heals now override the healing nullification from explosions
Enemy Changes:
Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect
Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window
Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound
Hideous Mass' mortars will no longer be deflected by explosions
Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters)
Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props)
Cerberi will no longer attack unless they have a line of sight to their target
Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target
Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged)
Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them
Hideous Masses will now only start a harpoon shot when it has line of sight
Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way
When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer
Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range
Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent.
Schisms will now instantly die from interruptions
Reduced texture compression on most enemy textures
Killing a husk with an overkill will now spill an appropriate amount of blood
Style Meter Changes:
Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x)
Weapon freshness's value is now based on style actions rather than time
Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve
Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)
Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)
Added tutorial message to 0-1 explaining Hard Damage
Added tutorial message to 4-4 explaining Whiplash building up Hard Damage
Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable
Fixes:
Fixed the Cyber Grind Editor being unable to export for some people
Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway
Fixed the timing for the easter event
Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook
Fixed Malicious Faces not dying properly from the Kill All Enemies cheat
Filth will no longer run at hyper speed if deactivated in the middle of an attack
Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation
Fixed husks not taking parry damage from punch parries
Fixed the Revolver's cylinder not rotating when shooting
Fixed non-standard doors that are opened by an arena ending not closing when another door is opened
Fixed multiple typos
Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling
Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox
Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable
Multi-skull doors will no longer close if one skull is removed
The game can now be forced to run on glcore instead of dx11 to reduce chance of crashes on very old GPUs (right click on Steam, go to Properties, set launch options as "-force-glcore")
Greatly reduced memory usage of some textures
Fixed custom color palettes causing the screen to go grey for a split second at the start of every level
Fixed arms not being swappable during freeze frames
Sawblades are now included as weight on a magnet's maximum carrying capacity
Fixed Stalkers not being launchable
Throwing a coin with the dual wield power up will no longer cost multiple coin charges
Reduced volume on sawblade bounce sounds
Sawblades can now break breakable objects
V2 2nd now has a cooldown after seeing a coin before attempting to shoot it that depends on difficulty
Increased Whiplash's auto-aim distance
Fixed the heated sawblade not being able to break after reaching its maximum hit amount unless hitting a surface
The first option of every menu no longer gets highlighted while the player isn't using a controller
Changed heat reduction rate on the green alternate nailgun to stop players from tap firing to keep heat at 0 without firing slower than the standard firerate
Fixed green alternate nailgun's sawblades having 3 hits instead of 1 if the player has no heatsinks left
Nailgun can no longer shoot through thin surfaces
Reduced inertia on the alternate nailgun to keep its HUD more on-screen when moving fast
Picking up the 1-1 nailgun will no longer replace the blue alternate nailgun
Fixed the nailgun model sometimes not appearing
Mysterious Druid Knight no longer spawns in 4-3 if Disable Enemy Spawns cheat is on
Mysterious Druid Knight and Flesh Prison's eye spawn no longer attack if Blind Enemies cheat is on
Fixed MDK and Drones sometimes being pulled through walls by great magnetic force
Gabriel no longer drifts away while Blind Enemies cheat is enabled
Reloading to the pre-boss checkpoint in 4-4 after backtracking will no longer cause the preceding hallway to stay inactive
Fixed the bugged mesh of the 0-2 end room
Fixed some segments of the end hallway in 0-4 not having collision
Fixed the first checkpoint in 4-3 not resetting later rooms if the player uses the Tomb of Kings secret to bypass the second checkpoint
Save files will no longer display 5-1's name
Fixed barrel heat lights not working on the nailgun
Slightly increased size of nailgun muzzleflashes
Fixed a bug that caused the player to be unable to throw a book if their punch had reached exhaustion cooldown
Shooting a magnet will no longer reset primary fire cooldown allowing the alternate nailgun to fire 2 shots in quick succession
Fixed an occlusion culling issue in 4-4 that would cause the pit in the broken bridge room to disappear
Fixed a bug where detached limbs hit by nails from a nailbomb would cause that limb to be magnetized
Minos Prime is no longer pulled by magnets while jumping
Fixed the dithering slider being offset in some levels
Fixed a bug that caused blue sawblades to be able to stack damage by hitting dead husks
Fixed the faint player light not affecting outdoors areas
Replaced earlier temporary controller support in 2-S with normal menu selection
Fixed pre-boss terminals and the P-1 terminal not scrolling if the player has downscaling enabled
Fixed being able to navigate off the 0-1 Full Intro pop up with a controller causing it to be impossible to close it
Fixed weapons not appearing if picking up and throwing a book quickly
Fixed the Stalker's spawn effect's light being the wrong color
Cooldown between coin throws is now reset when switching to another weapon
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.