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ULTRAKILL News

Patch 16: The ULTRA_REVAMP Update

[h3]Additions:[/h3]
  • Added Encore levels 0-E and 1-E
  • Added per-material footstep and scrape sounds
  • Added per-material environmental impact and scrape particles
  • Added performance option for disabling environmental impact particles
  • Added new death sequence
  • Added new main menu
  • Added new HUD


[h3]Level Changes:[/h3]
  • Reworked all levels in Act I and Act II to improve visual parity
  • All levels now have a baked lighting system that greatly improves performance
  • Each type of terminal now has a unique model
  • Each type of altar now has a unique model
  • Red and blue skulls and altars now have different carved symbols on them to help colorblind players


  • Added an electric wall that can be dashed through in the dash tutorial
  • Added two new secrets in 0-3 and 0-4 each
  • Added visual noise effect when nearby Something Wicked for players who had difficulty hearing it
  • Something Wicked now always runs once the player picks up the red skull
  • Something Wicked's bestiary entry no longer shows what it looks like


  • 1-1 Nailgun magnet tutorial now resets the blue Nailgun's ammo to maximum
  • Changed the path to one of 1-2's soul orbs
  • Changed the placement of one of 1-3's soul orbs
  • 1-3 red skull path drop now ends in the opening hall instead of the blue skull path


  • Added a shortcut to 3-2 (requires Alternate Nailgun)
  • 3-2 Gabriel's axe throw now functions as one large projectile instead of two small ones


  • 4-4's Whiplash Hard Damage tutorial has now been moved to the first dry arena in 5-1
  • Added belly flop to 4-S
  • Changed how the camera tracks the player in 4-S for easier distance gauging
  • Changed how air momentum works in 4-S for easier precision platforming
  • Stamina is now shown on wings in 4-S


  • 5-2 and 5-4's water now deals a flat 20 damage and bounces the player upwards instead of dealing a non-lethal 50 damage and teleporting them back on ground
  • Changed method for finding one of 5-3's soul orbs
  • Leviathan now has a new phase
  • Leviathan's projectile barrage is now a set pattern rather than randomized
  • Leviathan's lunge is now properly parriable


  • Added upside down city in 6-1
  • Changed the hookpoint platforming segment in 7-4 into a tutorial for magenta attacks
  • The 7-4 countdown length now depends on difficulty
  • Updated 7-4 explosion sequence


[h3]Enemy Changes:[/h3]
  • Schisms now fire slower projectiles which connect to each other via damaging beams
  • Radiant enemies now have a visual and sound effect for spawning or turning Radiant
  • Radiant Idols now cause their target to become Radiant when destroyed, rather than when active
  • Blessed enemies have a new visual effect to make them more distinct
  • Gabriel's spiral swords no longer break on hitting the environment until launched at player


[h3]General Changes:[/h3]
  • Ground slam shockwaves no longer cost stamina
  • Ground slam shockwave hold now has a delay to reduce chances off accidental use
  • Ground slamming on airborne enemies will launch them downwards
  • Player can now slam bounce by jumping off of enemies, even if the slam killed that enemy
  • Increased the damage radius for ground slam
  • Increased the radius for jumping off enemies
  • Simplified punch exhaustion and made the arm HUD icon display it
  • Added a cooldown for conductive objects to reduce extremely complex recursive conduction loops
  • Bloodstains now account for curves, corners and edges, rather than staying flat and floating in the air
  • HUD messages now scroll in quickly instead of appearing all at once
  • The "Checkpoint" option in the pause menu is now disabled until the player has activated one
  • Levels that have multiple checkpoints with the same name in the Teleport cheat menu will now have a number appended to differentiate them more easily
  • Removed "Simple Nail Physics" performance option (now always on, since there's no downside to it)
  • Reduced Cerberus radiance speed bonus from 1.5x to 1.35x
  • Fixed options menu navigation for controllers

Two of the best-reviewed FPS games in Steam history are finally together

The history of FPS games is also a history of collaborations and influences. Without Wolfenstein, you have no Doom. No Doom, no Half-Life. No Half-Life, no Counter-Strike, and so on. Whether it's FEAR or Far Cry, Deus Ex or Delta Force, the big-hit shooters all owe a debt of inspiration to one another. In that spirit, two of the best-reviewed FPS games on all of Steam have finally forged an official crossover. Available via a free update, this is, quite literally, Mullet Mad Jack meets Ultrakill.


Read the rest of the story...


RELATED LINKS:

You should be playing Mullet Mad Jack, the best roguelike FPS on Steam

Highly anticipated ultra-violent roguelike FPS sets Steam release date

Doom becomes a super-violent anime in roguelike FPS you can try now

Classic boomer shooter hits 100,000 reviews, still rated 98% positive

It's a common pattern in statistics. The more people watch, play, read, or otherwise experience something, the more varied the responses become. Then again, sometimes all the math and probability stuff doesn't apply whatsoever, and despite thousands upon thousands of players, the rating remains stratospheric. A superb boomer shooter influenced by Half-Life, Doom, Quake, and the rest of the '90s icons, one FPS game has managed to defy the laws of numbers, and has an almost flawless score despite 100,000 reviews.


Read the rest of the story...


RELATED LINKS:

Beloved boomer shooter is suddenly surging on Steam

98% rated ultra-fast retro FPS updates with bevy of new gun variations

Patch 15d Changelog

  • Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasoline
  • Fixed Streetcleaner flamethrower flames not causing see-through enemy outlines effect
  • Fixed Cerberus gibs not being deleted when intended
  • Fixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frame
  • Fixed the HUD Background Opacity option not working on the Speedometer when using Classic HUD
  • Speedometer now has options for horizontal only and vertical only
  • Fixed 0-3 and 4-2 mid-level shops still playing/muting music
  • Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty
  • Fixed the Mover Arm breaking after letting go of a chess piece
  • Fixed 7-S pond not getting stained
  • Fixed Speedometer not taking into account objects the player is riding
  • Fixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerup
  • Fixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animation
  • Made Rocket Launcher hologram display slightly dimmer
  • Made HUD weapon icon glow slightly dimmer
  • Fixed slide particles being blue when the player has dodge frames stored but is not currently invincible

Patch 15c Changelog

[h3]Additions:[/h3]
  • 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


[h3]Weapon Changes:[/h3]
  • 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


[h3]Enemy Changes:[/h3]
  • 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


[h3]General Changes:[/h3]
  • 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


[h3]Fixes:[/h3]
  • 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