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Ultrakill Update Patch Notes 15b Apr 18

 

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

 

Ultrakill Update Patch Notes 15 Apr 15

 

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.

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