1. ULTRAKILL
  2. News

ULTRAKILL News

Patch 11b Changelog

General changes:

  • 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

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