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ULTRAKILL News

Patch 11 Changelog

Additions:

  • Added LAYER 5: WRATH
  • Added LAYER 6: HERESY
  • Added weapon colors
  • Added weapon infos
  • 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

ULTRAKILL ACT 2 OUT NOW

[h3]This is it. [/h3]

This is what you've been waiting for, machines.

Limbo, LustGluttony and Greed... all gone.

Now Wrath and Heresy await you.

Your kind know nothing but hunger, purged all life on the upper layers, and yet you remain... unsatiated.

BEHOLD THE CONCLUSION OF ULTRAKILL: ACT 2: IMPERFECT HATRED

[previewyoutube][/previewyoutube]
spoiler alert: Gabriel is like super duper pissed.

Good luck.

https://store.steampowered.com/app/1229490/ULTRAKILL/

P.S don't forget the price is going up after this.

ULTRAKILL ACT 2 RELEASE DATE

August 16th, 2022.

14 days.

https://store.steampowered.com/app/1229490/ULTRAKILL/

Remember: We will be raising the price of the game after Act 2 releases so buy the game before then.

ROCK IT

[h2]As first seen during the PC Gaming Show[/h2]

[previewyoutube][/previewyoutube]
[h2]What more needs to be said?[/h2]

[previewyoutube][/previewyoutube]


[h2]Oh yeah, ACT II is coming this summer. [/h2]



[h2]And since it's already summer.

That means... SOON™[/h2]

https://store.steampowered.com/app/1229490/ULTRAKILL/

https://twitter.com/ULTRAKILLGame https://twitter.com/HakitaDev https://twitter.com/dev_pitr https://twitter.com/SamuelJB_23 https://twitter.com/ActionDawg https://twitter.com/BigRockBMP https://twitter.com/francishsie https://twitter.com/jericho_rus https://twitter.com/DaveOshry https://twitter.com/NewBlood

Patch 10b Hotfix

  • 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