Added a shortcut at the start of P-2 that opens if the player has encountered the boss at least once
P-2 boss no longer becomes unparryable in the second phase on Violent difficulty (second phase stamina increased to compensate)
Reduced non-boss Ferryman health from 40 to 30
Removed one Cerberus from the last P-2 arena
Chargebacks will now ignore blessed enemies while targeting
Restructured and repaced Flesh Panopticon's death for greater clarity
Increased volume for all Sisyphus Prime voicelines
Added a slight trail to Sisyphus Prime's teleports
Reduced chances of Sisyphus Prime hitting the player through the floor
Falling OOB during the P-2 boss fight will now reset the player or the boss back inside the arena
Changed the physics of Stalkers to reduce the possibility of phasing through surfaces when magneted
Added a failsafe to the last P-2 arena in case the Stalker dies prematurely
Fixed a bug that allowed punching at an angle to break the Idols in P-2
The red hallway in P-2 now deals a flat 30 damage and acts as a solid surface instead of dealing a non-lethal max 50 with a teleport back to ground
Fixed a bug that caused Flesh Panopticon's death animation to not play out if the player paused during it
Flesh Panopticon now opens its mouth properly while firing mortars
Flesh Panopticon's mortars now spawn from its mouth rather than in front of it
Fixed scrolling in P-2 terminals not working if the player has downscaling turned on
Enemies hidden by Streetcleaner flames will now display outlines
Alter arm can now make breakable sandbox objects unbreakable
Fixed the Radiance effect being offset from enemy models
Radiant Stalkers will now also make the enemies it sands radiant
Fixed a bug that caused the "buffs forceradiance" console command to disappear
Fixed "Remember Last Used Weapon" breaking the 6th weapon slot if the player's last used weapon in that slot was the second or third one
Fixed a rare bug that caused the game to not load, resulting in just a black screen
Fixed players being unable to change weapons while starting a level
Stored dash frames are now drained at 20% rate while sliding
S.R.S. Cannonballs can now be launched by pressing primary fire when charged
S.R.S. Cannonballs now have a 1 second window after bouncing off an enemy before they can hit another in order to stop cannonballs from breaking instantly after a bounce
If hit with an S.R.S. Cannonball right before landing from a jump, Insurrectionists will stay knocked down for longer
Developer museum Rocket Race now gives rideable rockets infinite fuel
Developer museum Rocket Race is now replayable
Fixed the Gianni attack easter egg and 5-S time of day not resetting when restarting from death or via the checkpoint main menu option
Reading the 5-S Testament will now mute the TV
The exit for 5-S is no longer spawned in until the exit door opens
Changed glow color of the P-1 skull on P-2 door from gold to red
Fixed a bug that caused Flesh Panopticon's music to not reset its pitch on checkpoint restart
Fixed Flesh Panopticon using the wrong name for Alter arm's health bar setting
Fixed P-2 ending not activating if the boss is killed in Clash mode
Fixed a bug that caused Mindflayers to not explode on death if the player activates a checkpoint during their death animation
Using the "simpler explosions" graphics option will now also stop the Cannonball break effect from triggering when exploded
Fixed fish sometimes swimming out of water
Fixed enemies sometimes spawning sideways with the spawner arm
Fixed Mysterious Druid Knight (& Owl)'s spawner arm preview clipping into the hand
Fixed 5-S HUD not scaling down at low resolutions
Changed positions of the Developer museum chess pieces to conform to standard chess rules
Fixed a developer museum Swordsmachine's sword having an outline
Force disabled outlines for players using CoreGL due to an unfixable outline bug
Fixed a bug that caused Size 2 fish to not be catchable
It features new music by Heaven Pierce Her (Hakita) as well as guest artist KEYGEN CHURCH
You think you're ready? That's cute.
Why not relax and also take in new Secret Level 5-S while you're here?
Our decidedly most chill secret level to date.
Because something tells us you're going to need it.
This update also contains Radiant Enemies:
They can be tested in Sandbox Mode currently and will eventually be used in the Cyber Grind and upcoming Encore levels with alternate enemy placements...
As well as the S.R.S Cannon (Green Rocket Launcher Variation)
Sam would be proud.
And... The Developer Museum.
Created entirely by (paid) ULTRAKILL community developer Vvizard, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets.
It was designed and built as a testament to ALL of the talented people who have contributed work to ULTRAKILL over the years, and we hope you enjoy exploring it much more than a simple credits screen.
Fixed a bug where jumping, sliding and unsliding while still close to the ground would cause the jump height to be multiplied (dive and USJ are unaffected)
Fixed a bug where riding a rocket could clip through a thin wall if there's another thin wall right behind it
The coin hitbox size increase caused by V2 2nd shooting it no longer stacks when punched
Fixed broken door colliders in the pool room in 4-3
Fixed burning enemies causing extra kills when dying from fire after the player activates a checkpoint that stores their state
Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu
Hard Damage bar now flashes yellow whenever the player takes Hard Damage
Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness
Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers
Spawner arm slot changed from 5 to 6
Added a weapon icon for the Spawner Arm
Added an "Under Construction" text to the Very Hard difficulties
Cyber Grind score font size should now scale down to show more digits if required
Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts
A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again
Whiplash, Style and Hard Damage changes:
Player will no longer descend 2 style ranks when getting hit at S or above
Whiplash will now only cause Hard Damage if the current Hard Damage is below 50
Whiplash no longer builds up Hard Damage while the player is underwater
Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount
Reverted player momentum loss when cancelling a pull on a heavy enemy
Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank
Whiplash now passes through Idols and blessed enemies
Blessed enemies no longer give most style bonuses
Dual Wield will now reduce the decay of weapon freshness
Weapon freshness regain is now also different per weapon
Rocket Launcher changes:
Freezeframe rocket launcher will now automatically cancel its freeze if all its frozen rockets have been destroyed
Rockets now only track towards magnets that are attached to enemies
Rockets now break magnets after 3 hits on an enemy with a magnet attached to them (a mid-air hit counts as 2)
Chaining 3 or more rocket rides without touching the ground will cause diminishing returns on rocket riding time
Coins will no longer target a rocket the player is riding on
Enemy changes:
Punches now properly auto-aim to Idols
Idols are now breakable with a Knuckleblaster explosion
Added a vertical light shaft on Idols that shows them from a distance
Riding on a Malicious Face will no longer rotate the player alongside the Face
Removed headshot multiplier from Leviathan's heart to reduce the damage of ricoshots
Timer in 5-4 now stops when Leviathan dies to reduce frustration due to the length of its death animation
Soldier terminal now mentions their explosion resistance
Soldiers can no longer block explosions while blind
Soldiers can no longer block Mindflayer death explosions or Malicious Face explosions caused by hitting a core eject or coin
Reduced Soldiers' explosion resistance on Violent difficulty from 100% to 75%, matching Standard difficulty
Changed most Soldiers in 5-3's final rooms into Strays
Added enemy silhouettes and colors for Sentries, Idols and Ferrymen
Added custom spawn sounds for Ferryman and Idol
Gabriel 2nd now only takes half damage during his juggle phase
Altered Cyber Grind spawn rates and waves for multiple enemies
Uncommon type enemies can now only use a maximum of half the current Cyber Grind wave's point reserve
Extended the distance that Swordsmachines and Ferrymen are be brave enough to jump down
Increased tracking speed for Ferryman's lightning bolt
Fixes:
Added keybind option for Slot 5
Camera no longer clips through the world when shaking
Fixed doors in some layers not closing when supposed to, causing connected rooms to no longer load in
Fixed Ferryman's bestiary entry not having a Strategy section
Filled 2 holes in the collision mesh of the Ferryman's ship in 5-2
Fixed Overheat Nailgun's sound
Fixed the restart/quit prompt appearing behind the pause menu in some old levels
Gabriel 1st no longer accidentally uses a taunt from Gabriel 2nd
Fixed resolution sometimes resetting on level load or reset
Fixed Rocket Launcher sometimes becoming unequippable after using the Spawner Arm cheat
Rocket Launcher and Shotgun weapon orders are no longer linked
Fixed inconsistent rocket freezing with Freezeframe when under the effects of a dual wield powerup
A rocket has to have been frozen at least once before it can be ridden
Rocket riding rotation no longer dependant on framerate
Ridden rockets can no longer be rotated while the game is paused
Fixed ridden rockets jittering when out of rocket riding time on the surface of water
Rocket Launcher now auto-aims correctly
Fixed player pulling out a gun while using a shop after pausing, unpausing and using the scrollwheel
Maxing out the style meter while in ULTRAKILL rank will no longer cause it to overflow and reset
Player can no longer clip through surfaces by rotating a frozen rocket while riding it
Player can no longer be knocked off a rocket by lag or a low framerate
Coins now inherit rocket ride velocity
Fixed some typos
Cyber Grind end-of-wave heal should no longer be blocked by explosions
Fixed 5-4 sea kill plane not being wide enough
Fixed a softlock in 6-1 caused by placing the red skull on the secret fight altar and resetting back to a checkpoint before the exterior section
The final arena in 6-1 will no longer re-lock if the player beats it, goes back and activates a checkpoint from a previous part of the level and then walks back to the final arena
Smaller normal explosion inside a core eject malicious railcannon nuke connecting first will no longer cause Soldiers to block nukes
Ferrymen now have a Stalker and Idol priority rank
Spawn rotation for all enemies in the Spawner Arm has been made consistent
Fixed a bug that caused scrolling in Wrath and Heresy pre-boss terminals to not work if the player has downscaling enabled
Fixed Wrath and Heresy pre-boss terminals not displaying the correct Tip of the Day
Made the check for a low ceiling wider to reduce chances of a crouching player standing up clipping through a ceiling
Fixed fish in 5-1 sometimes appearing where they shouldn't
Fixed a bug that would cause the 5-1 fish to multiply whenever the main cave is re-entered
Fixed 5-1 intro cave pits not rendering fog correctly
Fixed some holes in 5-1 geometry
Arm sprites in 5-2 sea are now affected by fog
Fixed a section of the 5-2 ship not rendering fog correctly
Fixed the Lust cityscape not rendering fog correctly
Fixed the rank square in the chapter select for Act 2 being visible when the chapter isn't unlocked yet
Fixed alternate terminals in Secret mission and Prime Sanctum not playing music
6-1 interior checkpoints will now also reset exterior areas in case the player skips the first exterior checkpoint
Fixed Ferryman lightning bolt windup sometimes staying after the Ferryman dies
Fixed Gabriel getting stuck in the environment during his dash
Fixed Gabriel 2nd freezing if hitting the ceiling right when about to swap to second phase
Fixed Gabriel 2nd sometimes getting instakilled if stuck between the ceiling and the player in the phase change juggle
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