Patch 15b Changelog
Alternate Shotgun:
Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 seconds
Decreased Alternate Shotgun red hit damage from 12 to 10
Added unique style bonuses for Alternate Shotgun
Fixed the Alternate Shotgun not losing freshness when used on core ejects or rockets
Alternate Shotgun no longer activates red hit cooldown when hitting a dead enemy
Alternate Shotgun now applies environmental hit pushback when hitting a dead enemy
Alternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwards
Alternate Shotgun core eject cooldown now no longer resets on weapon change
Fixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgun
Added short descriptions of each Alternate weapon when they get picked up
Sawed-On Shotgun:
Chainsaws no longer get stuck inside the player when punched with the Feedbacker before immediately swapping arms
Fixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in range
Fixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemies
Chainsaw can now properly hit the same enemy again after being punched
V2 can longer be damaged with the chainsaw during its intro animation
Alternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging it
Made launched chainsaws a bit quieter
Added sparks when launched chainsaws hit enemies
A launched chainsaw's sprite becomes smaller while touching the player so it doesn't block their vision
JumpStart Nailgun:
Conduction now damages the magnets it conducts through to stop infinite conduction chains
Fixed the JumpStart nailgun not losing its higher firerate after a zapper is destroyed if the player continues to fire without pause
Firestarter Rocket Launcher:
Spraying gasoline on moving objects such as doors no longer causes physics anomalies
Fixed gasoline fire sustaining forever after a checkpoint restart
Firestarter gasoline now explodes instead of burning when underwater
Fixed gasoline stains under gasolined burning enemies lasting much longer than intended
Fixed gasoline stains not being easily visible on glass
Burning objects now also set gasoline stains on fire on contact
Fixed gasoline fill visuals not working properly on some enemies
Increased damage of fire on gasolined enemies from 0.2 to 0.5 per tick
Napalm firerate is no longer framerate dependant
7-S:
Added "Hard Mode" in the Advanced Options
Added 7-S music to the Cyber Grind jukebox
7-S no longer resets objective progress on checkpoint restart
Fixed a bug where the whiplash could grab skulls through blocking doors if really far away
Respawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocks
Added unique cubemaps to every 7-S room's completion reflection
Improved accuracy of 7-S bloodstains
Fixed the alternate skybox sometimes appearing black
Fixed inconsistencies with gib amount in 7-S based on gore settings
Ghost Drones now have an animation when being pulled
Increased range of Ghost Drone chirps to make them easier to find
Removed unintended colliders from 7-S clock
Blue skull case in 7-S now opens if Disable Enemy Spawns cheat is on
Brutal:
Hideous Mass harpoon health reduced to 3 on Brutal and 2 on other difficulties
Slightly reduced attack frequency of Virtues on Brutal difficulty
Added Brutal difficulty to the Boss Difficulty Override Major Assist
Fixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint reset
Ferrymen now have a global cooldown on lightning bolt summons to avoid them being stacked
Brutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 seconds
Ferryman oars now start glowing blue when they're charging a lightning bolt
Ferryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the Ferryman
Added a short delay and a blue flash before a Cerberus performs a second tackle
General:
Fixed player not being able to heal while dashing
Fixed bloodsplatter healing range being too small
Improved performance of bloodsplatters and bloodstains
Fixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabled
Fixed HurtZones such as acid continuing to hurt dead enemies when not intended
Level Stats overlay is now rebindable
Player can no longer be damaged or killed while exiting a level
Weapon wheel and leaderboards change are now also on the Previous Variation bind (more specific options to come later)
Audio no longer stays muffled when restarting or quitting mission while underwater
Fixed audio pops caused by pausing and unpausing
Fixed auto-aim not working with some of the new weapons
Checkpoints now display their text correctly from both sides
Delayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemy
Fixed Cyber Grind end screen text blurriness and Brutal difficulty title
Fixed Enemy Silhouettes option not saving
Fixed Enemy Silhouettes Activation Distance option not displaying in the main menu
Fixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosions
Fixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabled
Altered Cerberus hitboxes for less janky collision on the chest
Fixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and Sandified
Fixed the insurrectionist not freezing properly with the Alter Arm
Fixed jump pad physics status not saving in Sandbox saves
Added Alter Arm option for enraging Guttermen
Fixed the enrage texture for the casketless Gutterman in 7-2
Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledge
M̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during it
M̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its back
Swordsmachines Agony and Tundra are no longer missing their right arms
Player can no longer get Cannonball related style bonuses from dead enemies
Fixed P-2 Cerberi not dying when touching the red tunnel vortex
Shockwaves no longer break breakables that are only supposed to break with the Revolver
Fixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableable
Fixed some enemies having the wrong names in their health bars
Fixed controller look being framerate dependant
Fixed an act appearing gold even when not actually gold on that difficulty after first going to chapter select on a difficulty that does have it gold
Fixed an untagged wall in 1-4 first room
Fixed a hole in 6-2 geometry
Restored FUPs (if you don't know what this means don't worry about it)
Fixed a bug that caused Size 2 fish to be uncatchable
Those are the extensive patch notes on April 15 in the Full Arsenal update for Ultrakill on Steam PC.