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Patch 7: GREED Update Patchnotes

Additions:
  • Added Greed layer (excluding secret mission)
  • Added new arm "Whiplash"
  • Added Dual Wield Powerup
  • Added new enemies "Virtue" and "Stalker"
  • Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
  • Added "Subtitles" option to the Audio options menu
  • Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
  • Added new Act transition from 3-2 to 4-1
  • Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
  • Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
  • Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
  • Updated enemy files to make their strategy sections more useful
  • Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
  • Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
  • Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
  • Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
  • Added special style point bonuses for advanced ricoshot variations
  • Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
  • Updated explosion visuals
  • Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
  • Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
  • Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
  • Drones will no longer chirp while suicide diving to make it clearer they're already dying
  • Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
  • Can now strafe slightly while sliding
V2 Changes:
  • New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
  • V2's movement speed now has additional possible debuffs to make healing slightly easier:
  • Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
  • Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
  • Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
  • Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
  • V2 will no longer miss shots if the player is close enough to be between V2 and their gun
  • V2 will no longer try to move towards the player even if already touching them
  • V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
  • Added 4 new official patterns
  • Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
  • Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
  • Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
  • The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
  • If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
  • Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
  • Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
  • Fixed Cancerous Rodent not gibbing when killed
  • Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
  • Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
  • Fixed explosions launching gibs too fast, causing them to clip out of map
  • Somehow made the game even cooler

LAYER 4: GREED

[h3]MACHINES, WHAT DO YOU... DESIRE?

IS IT FAME?

FORTUNE?

No... YOU WANT... BLOOD[/h3]

[previewyoutube][/previewyoutube]
[h3]Do you also want a grappling hook?[/h3] Good, because you're gonna get one.

[h3]You're also gonna get the DUAL WIELD POWERUP.[/h3]

Pick up more than one? QUAD WIELDING.



Where do the extra arms come from?

STOP ASKING STUPID QUESTIONS.



Now, in addition to the TWO NEW BOSS FIGHTS (Including a showdown with V2)

[h3]There's also two new enemies to add to the CHAOS. "Virtue" and "Stalker"[/h3]

They've also been added to the Cyber Grind.



Speaking of the Cyber Grind, we've added FOUR new patterns. (and reset the leaderboards)

PLUS the ability to start at a higher wave. If you're LAZY. (and have a high enough score)



Oh, also merch is back in stock. Use code GREED to save 10% at checkout.



[h3]Time to get that GREEN, machines.[/h3]


[h3]FULL PATCH NOTES[/h3] Additions:
  • Added Greed layer (excluding secret mission)
  • Added new arm "Whiplash"
  • Added Dual Wield Powerup
  • Added new enemies "Virtue" and "Stalker"
  • Added new bosses "Sisyphean Insurrectionist" and "V2" (Second encounter)
  • Added "Subtitles" option to the Audio options menu
  • Added a shop terminal in front of each boss arena to let players change their loadout or read about enemies between attempts
  • Added new Act transition from 3-2 to 4-1
  • Added "Boss Fight Difficulty Override" major assist that allows the player to force boss fights to be on a different difficulty than standard enemies (boss enemies as normal enemies are unaffected)
  • Added "Disable Popup" major assist that allows the player to disable the "Major Assists Enabled" popup at the start of every level and the level end results screen (blue rank background is unaffected)
Changes:
  • Encountering an enemy will now unlock the "Strategy" portion of their enemy file without unlocking the "Data" portion, allowing new players to get hints for beating difficult enemies
  • Updated enemy files to make their strategy sections more useful
  • Shooting a core eject out of the air now produces a red explosion (2x damage against enemies, normal damage against player) instead of a normal large explosion, shooting one with a Malicious railcannon will double its size
  • Killing a Drone with a punch will now cause the Drone's suicide dive to be aimed in the direction of the punch rather than at the player
  • Added healing sound effect to succesful parries to make it clearer the player is fully healed by them
  • Options menu labels that mention gear that hasn't been unlocked yet will be replaced with "???" to avoid possible spoilers
  • Added special style point bonuses for advanced ricoshot variations
  • Enemy step (jumping off an enemy) will now reset the amount of wall jumps and wall cling weight
  • Updated explosion visuals
  • Enabling "Simple Explosions" in Graphics > Performance Options will now also stop explosions from pushing gibs around, reducing their performance strain
  • Updated and increased range of Malicious Face beam's charge sound for added clarity in large arenas
  • Hideous Mass' harpoon can now also be dislodged from the player with a single Knuckleblaster punch
  • Drones will no longer chirp while suicide diving to make it clearer they're already dying
  • Player can now only be pushed by one explosion at a time (Ultraboosting has been preserved manually)
  • Can now strafe slightly while sliding
V2 Changes:
  • New green V2 movement pattern, activated when the player has stayed close for too long, causes V2 to attempt to rapidly gain distance away from player but greatly reduces attack speed (will not activate if player is below 33 health)
  • V2's movement speed now has additional possible debuffs to make healing slightly easier:
  • Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower
  • Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff)
  • Jumps are now shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less
  • Can no longer slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower
  • V2 will no longer miss shots if the player is close enough to be between V2 and their gun
  • V2 will no longer try to move towards the player even if already touching them
  • V2's ground movement speed is now also affected by the slowdown debuff from the Screwdriver drill
Cyber Grind Changes:
  • Added 4 new official patterns
  • Updated "Labyrinth" pattern to lower the walls so they can be walljumped onto
  • Maximum amount of Hideous Masses is now increased infinitely at a rate of 1 every 10 waves (1 can spawn at waves 10-19, 2 at 20-29, etc)
  • Hideous Masses now have a wave buffer (if one spawns, Masses can't spawn for the next 2 waves, if two spawn, Masses can't spawn for the next 4 waves)
  • The amount of Hideous Masses that have spawned in the current wave will reduce the maximum possible amount of Special-type enemies that can spawn in that wave
  • If any Uncommon-type enemies spawn, the maximum possible amount of Special-type enemies is reduced by 1
Fixes:
  • Machines and demons can now also give the "Fireworks" and "Airshot" bonuses when killed in the air
  • Flesh Prison's light beams will no longer break if "Max Gore Per Room" is set to 0
  • Fixed Cancerous Rodent not gibbing when killed
  • Music will no longer sometimes stay at a lower pitch from the arena end slowdown if game speed has been reduced via major assists
  • Fixed bug where Attractor magnets and Screwdriver would break almost instantly if too far from level's coordinate origin
  • Fixed explosions launching gibs too fast, causing them to clip out of map
  • Somehow made the game even cooler

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

Patch 6 Hotfix #2 Changelog

    Fixes:

  • Fixed the CRT texture on the Cyber Grind shop
  • Fixed a bug where scrolling through weapons backwards with scrolling weapon switch set to "Both" would only scroll through the first and last weapon
  • Scrolling through weapons when set to "Both" will now ignore Remember Last Used Variation
  • Fixed a tagging error on one of the death pit zones around the mouth door at the end of the spinal staircase in P-1 that would allow players to float in midair
  • Main menu's social media buttons no longer only work at the edges of the button
  • Fixed the charge shot of the alternate revolver still hitting a coin even if all its hits have been drained

    Auto aim fixes:

  • Auto aim amount now gets saved between levels
  • Fixed auto aim deadzone where sometimes there was a camera rotation that would cause the auto aim to not track any targets
  • Fixed auto aim weirdness when enabled but with amount set to None
  • Nails no longer get spawned in front of the camera instead of in front of the gun when auto aiming at an off-center enemy
  • Parried projectiles now get auto aimed as well
  • Fixed auto aim not working on Malicious Faces

Patch 6 Hotfix Changelog

- Added a slider for changing the strength of the auto aim assist
- Fixed a bug where the player wouldn't be able to heal during invincibility frames
- The Cyber Grind will no longer break while trying to save the player's high score if they previously did not have a high score save file
- Fixed cases of filestream conflict stopping the game from saving, leaving only a -temp file

- The game will now automatically read a -temp save file if no normal file is available
- Added a warning message if the player attempts to punch without having an arm equipped
- Parrying Minos Prime's Judgement dropkick will now cancel the explosion if he's above half health on Standard difficulty or lower
- Minos Prime will no longer explode twice if the ending cutscene is skipped after the light shafts start appearing
- Fixed Minos Prime's "uppercut->air hike->overhead->crush" combo not triggering on successful close range uppercut where the player does not get out of range in time

- Soap will no longer kill enemies that ran into it too quickly even if the soap wasn't moving
- Skipping the 0-1 title drop early will no longer cause the HUD to not appear
- Fixed alternate revolver beams not applying the correct splitshot timing bonus when hitting an enemy while aiming at another coin
- Players can now pause during the Act I intermission, allowing them to easily exit to main menu
- The music during the Act I intermission now loops correctly
- Fixed a typo in the P-1 terminal

The Soul Survivor Update



[h3]WELCOME BACK, MACHINES.

IT HAS BEEN... SOME TIME.
[/h3]
This long awaited update will add content and features for new players and hardened veterans alike.

PREPARE THYSELVES.



While we will not spoil what is behind the PPPerfect Door...
know that it will TEST you in ways you did not think possible.




And what awaits you in Secret Level 2? Will shake you to your very CORE.

But this update isn't just for returning and hardcore players, oh no.

[h3]Easy difficulties (Harmless and Lenient) are now selectable![/h3]

These difficulties will help less skilled players get more used to the speed and mechanics of ULTRAKILL.

Making progress on higher difficulties will now also unlock the same missions on lower difficulties to make switching to an easier difficulty more convenient for players who have made progress before.

[h3]We've also added Vvizard_Man's texture pack to the Cyber Grind![/h3]
[previewyoutube][/previewyoutube]
Featuring the new fan favorite skybox: "Inside Gabriel's Microwave"



In this update is also the long requested "Remember last used weapon variation" option which makes switching to a weapon also switch to the variation that that weapon was previously on.



We've also made dozens of changes, fixes and optimizations. (And added soap)

And since we know you're all PATIENTLY awaiting ACT II: IMPERFECT HATRED, we've decided that we won't wait for the entire act to be finished before giving you MORE of what you so very much crave.

That being said... the next major update will contain

[h3]LAYER 4: GREED[/h3]



As always, don't forget to keep up with New Blood by:
[previewyoutube][/previewyoutube]
Until next time, machines...

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