ULTRAKILL is back in the spotlight, with new levels, modes, and a flurry of changes that me to return to the violent FPS action.
The most recent ULTRAKILL patch notes are available here, and they include all fixes, rebalancing modifications, and more!
Ultrakill Patch Notes Dec 2023
Merry Christmas! My present to you: A hotfix with 76 changes, tweaks and fixes, including performance improvements and Guttertank balance changes. pic.twitter.com/u4u4pmJ2n6
— ULTRAKILL – LAYER 7: VIOLENCE OUT NOW (@ULTRAKILLGame) December 24, 2023
Additions
- Added Layer 7: VIOLENCE
- Added custom music support to Cyber Grind
- Added autocomplete for the console
- Added a hurt sound when being hurt by acid
- Multiple buttons can now be bound to a single action
- Added God mode cheat to make the player invulnerable
- Added option to disable white screen flash when parrying
- Added “Advanced Options” menu in General options for level-specific tweaks
- Added “HEALTH – HATEFUL (Instrumental)” to the Cyber Grind jukebox
Sandbox
- Added a toggleable warning when overwriting a Sandbox save
- Added a quicksave button for the Sandbox
- Added ability to make enemies fight each other in the Sandbox
- Altars can now be edited to remove items with the Alter arm
- Added ability to sandify enemies with the Sandbox Alter arm
- Added ability to enrage enemies with the Sandbox Alter arm
- Added Crystal of Madness to the Spawner arm menu
- Added invisible wall custom block to the Sandbox
- Alter arm can now change the force of a slingshot hook point
- Alter arm can now change the size of custom Sandbox objects after they’ve been created
- Alter arm can now change a Dual Wield powerup’s duration
General Changes
- Punch and parry timing now has 3 frames of leniency (punching a few frames early will still count as a hit) [excluding projectile boosts]
- Increased horizontal and vertical size of player’s projectile parry zone
- Explosive projectiles and the Hideous Mass spear now have the same mercy frames after hitting a player as normal projectiles
- Some charge an enemy projectile sprites have been updated to match the greater visual fidelity of the game
- Alternate Sharpshooter Revolver now spins up almost instantly, making it perfect for players who only use the Sharpshooter situationally
- Rockets that have been frozen for a second or longer will always cause red explosions when hitting an enemy
- Dying Mindflayers can now be punched with the Knuckleblaster to launch them
- Punching a Screwdriver screw out of an enemy will now also deal its remaining damage to them
- Reworked the text system to fix fonts appearing blurry
- Songs in the Cyber Grind playlist now only load whenever used instead of all at once on level load, causing the game to freeze
- Seasonal events only apply in levels the player has already played at least once
- Level leaderboards are now hidden on the first playthrough
- Level leaderboards now include a notification about the option to disable them
- All level leaderboards in the level select can switch between Any or P-Rank with the last used weapon button
- Added ability to scroll level leaderboards
- The radiance speed modifier no longer affects the projectile speed
- Fixed Cyber Grind enemy point budget inconsistencies caused by start wave number
Changed the radiant enemy spawning formula in the Cyber Grind, making them less common and more consistent - Updated visuals for explosions
- Pre-boss terminals no longer play music to not ruin the build-up
Changed the tab level stats overlay’s secrets from a number to icons - State of “Don’t touch X” challenges now resets on checkpoint reset if the player hasn’t failed yet
- Boss health bars now have secondary meters for bosses who are supposed to have them
- An enemy spawning inside a rocket now consistently causes red explosions Punch exhaustion gets reset on respawn
- Converted .mp4 video files into .webm
- Removed the scrollbar from the Prelude level and select
- Players can now initiate a rocket ride with a whiplashed rocket even while moving upwards
- Reduced the delay for a Swordsmachine’s sword returning after a throw that doesn’t hit anything
- Player can now only be launched by one damage less explosion at a time
- Diving (jump+slide at the same time) into a wall now allows the player to wall jump while keeping their momentum
- Increased leniency for dive input
- Replaced 2 Strays in 5-3 Rocket Launcher airborne shot tutorial with Schisms to better illustrate the damage difference
- Streetcleaners now explode when Mauriced
- Items held while in Clash mode are now visible in the player’s hand
- Swordsmachine radiance health bonus reduces from 2x to 1.5x
Fixes
- Explosions no longer kill enemies through walls
- Fixed the name on boss health bars sometimes stretching horizontally when there are many active at once
- Fixed the spawn cost of enemies in the Cyber Grind not increasing per instance of the same enemy
- Fixed sandbox blocks becoming invisible if stretched too far
- Fixed some rumble setting names being partially cut off
- Can no longer jump off rockets while the game is paused
- Fixed S.R.S. Cannon weapon freshness not working correctly
- Fixed some objects not being saved in Sandbox saves
- Fixed a weapon wheel bug caused by unequipping the Nailgun
- Swordsmachine Agony and Swordsmachine Tundra now appear in the correct order
- Fixed 5-S Maurice bait not being held correctly
- Crosshair HUD will now be disabled correctly if HUD Fade is enabled before attempting to set the thickness to none
- Fixed strays in the first sunken arena of 5-3 being able to walk through some walls
- Fixed a hole in the ceiling of the P-2 boss entrance
- Fixed “Target Framerate” setting not applying on restart
- Fixed the framerate being unlocked during the intro videos
- Virtues no longer count towards the total Virtue count for halting the enrage of other Virtues
- Fixed the Shotgun overkill damage applying to radiant virtues without accounting for the radiance health buff
- Fixed the Shotgun weapon icon not having the correct amount of ambient glow
- Fixed the floor lights in the last room of 0-2 not having a navmesh
- Fixed Whiplash pull not cancelling properly on some big enemies
- Fixed Cerberus being unable to walk towards the player if the player is too high up
- Fixed Drones losing their sandification visual effect when shooting
- Fixed Drone seasonal event texture bugs
- Fixed Attractor Nailgun sometimes called Magnet Nailgun in the terminal
- Fixed flickering shockwave effects in 2-4 arm encounter
- Added a failsafe if the Flesh Panopticon death animation freezes
- Fixed shotgun breaking when point-blank shooting Sisyphus Prime during his intro
- Fixed Sisyphus Prime attack trails sometimes persisting after death
- Fixed Sentry beams sometimes hitting the player even if chargeback
- Fixed the Rocket Launcher not counting towards the amount of weapons equipped for freshness calculations
- Drones no longer cause “+CANNONBALLED” style bonus when killing an enemy by crashing into them
- Fixed a bug that caused Size 2 fish to be uncatchable
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