UPDATED May 12
Patch 15d Changelog May 12
Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasolineFixed Streetcleaner flamethrower flames not causing see-through enemy outlines effectFixed Cerberus gibs not being deleted when intendedFixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frameFixed the HUD Background Opacity option not working on the Speedometer when using Classic HUDSpeedometer now has options for horizontal only and vertical onlyFixed 0-3 and 4-2 mid-level shops still playing/muting musicFixed Mannequins continuing to be parryable after landing from a launch on Brutal difficultyFixed the Mover Arm breaking after letting go of a chess pieceFixed 7-S pond not getting stainedFixed Speedometer not taking into account objects the player is ridingFixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerupFixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animationMade Rocket Launcher hologram display slightly dimmerMade HUD weapon icon glow slightly dimmerFixed slide particles being blue when the player has dodge frames stored but is not currently invincible
Patch 15c Changelog May 11
Additions:
Added binds for swapping to each variation slotAdded "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple timesAdded Speedometer in HUD optionsAdded new higher resolution fire sprite
Weapon Changes:
Hitting a tram with the JumpStart now causes it to accelerate instantly and move at double speed for 5 secondsFixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching waterFixed JumpStart conduction through magnets and coins causing an unintended minimum damage overrideUnderwater gasoline explosions are now sparserUnderwater gasoline explosions can now only hit an enemy once per continuous explosion stringGasoline projectiles now ignore dead enemiesGasoline no longer burns away when No Weapon Cooldowns cheat is onAlternate Shotgun's launch direction can now be changed during hitstopAlternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same timeHitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldownAlternate Shotgun speedometer now also displays time left in the red hit cooldownAdded colored lights to the Alternate Shotgun to make it easier to see which variation is being usedChanged the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin'sIncreased style points gained with the Alternate ShotgunSRS Cannon now vibrates while charging the cannonballSRS Cannon secondary fire is no longer affected by the primary fire's cooldownMagnets can now again be broken with a ground slamScrewdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zeroThe visual motor spin speed on the Alternate Shotgun is no longer FPS-dependentImproved optimization on enemy gasoline fill effect
Enemy Changes:
Malicious Faces and Soldiers lose their anti-explosion resistances when gasolinedRadiant Soldiers no longer have their radiance speed boost applied twiceReduced Radiant Soldier speed boost from 2x to 1.5xReduced damage of Ferryman lightning bolt from 50 to 35Ferryman lightning bolts now flash before strikingChargebacked lightning bolts can no longer deal damage to the playerFerryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attackAdded hurt sounds for Virtues and Malicious FacesDrones, Virtues and Malicious Faces no longer bleed when damaged by fireFlesh Spawn no longer get set on fire when Flesh Prison/Panopticon doesFlesh Prison/Panopticon now has the same resistance to sawblades as nailsCerberi no longer fall on Brutal difficulty while tackling or between two tacklesInsurrectionists can now be killed by fire when gasolinedSwordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectivelyStalkers now take double damage from ground slamsStalkers can now be puppeted
General Changes:
Slide speed particles are now blue when the player has stored invincibility frames6-1 doors now open faster when the player is moving fastUnlocking the Drone Haunting cheat now displays a message to notify it has been unlockedAdded a unique weapon icon for the other 7-S toolHide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlayShop music now gets muted if music volume is set to 0Malicious Face Sandbox prop is no longer only breakable with hitscan attacksMade FUPs more consistent in non-cardinal directions (If you don't know what this means, don't worry about it)Nerfed FUP speed to 60u/s (again, don't worry about it)Changed name of Last Weapon to Last Used Weapon to clear misunderstandings with Previous WeaponBlocked off the windows in the final hallway of 5-3
Fixes:
Disabling blood and gore no longer causes some attacks to heal the player an incorrect amountFixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave endsFixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabledFixed Filth, Strays and Schisms sometimes getting stuck in slowmoFixed missing colliders in 7-4Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctlyFixed fire and Virtue beams no longer showing the outlines of enemies behind themFixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-rankedFixed temporary FOV changes getting stuck while sliding sidewaysFixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped1-3 boss terminal no longer mutes the level musicFixed gasoline exploding instead of burning in the 5-1 dry tunnelsFixed gasoline stains stretching when placed on some 5-2 geometryFixed Gasoline stains showing on top of fire (though they may again appear buggy when placed on glass)Fixed Stalkers becoming intangible when forcepuppet is turned onFixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting appliedFixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animationMagnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotatedFixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parriesFixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launchFixed rockets not ignoring some body parts of dead MannequinsFixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screenFixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance buildingFixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arenaFixed inconsistent enrage behavior with Cerberus when enraged with the Alter ArmSpawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or alteredFixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemyFixed an untagged platform in 4-3Fixed ghost Drones not working correctly with Clash modeGuttermen can no longer open the door of the 7-2 building that houses the Alternate ShotgunFixed inappropriate objects being outlined during 7-2 introFixed Knuckleblaster shells having enemy outlinesFixed the current wall jump amount not resetting when landing on a gasoline stainFixed mis-tiled textures on the sides of stairs in one of the 7-1 arenasFixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-missionFixed "This enemy cannot be puppeted" pop-up sometimes going offscreenFixed a bug that caused Size 2 fish to be catchable
Patch 15b Changelog April 18
Alternate Shotgun:
Increased Alternate Shotgun cooldown on red hit from 5 seconds to 7 secondsDecreased Alternate Shotgun red hit damage from 12 to 10Added unique style bonuses for Alternate ShotgunFixed the Alternate Shotgun not losing freshness when used on core ejects or rocketsAlternate Shotgun no longer activates red hit cooldown when hitting a dead enemyAlternate Shotgun now applies environmental hit pushback when hitting a dead enemyAlternate Shotgun core eject vertical momentum is now no longer relative to the camera when looking downwardsAlternate Shotgun core eject cooldown now no longer resets on weapon changeFixed an offset bug caused by picking up a dual wield while charging the primary fire of the alternate shotgunAdded 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 armsFixed the Sawed-On chainsaw sometimes continuing to damage enemies that are no longer in rangeFixed the Sawed-On chainsaw sometimes removing limbs off the wrong enemiesChainsaw can now properly hit the same enemy again after being punchedV2 can longer be damaged with the chainsaw during its intro animationAlternate Sawed-On Shotgun no longer instantly launches chainsaw if the player swaps back after swapping to another weapon while charging itMade launched chainsaws a bit quieterAdded sparks when launched chainsaws hit enemiesA 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 chainsFixed 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 anomaliesFixed gasoline fire sustaining forever after a checkpoint restartFirestarter gasoline now explodes instead of burning when underwaterFixed gasoline stains under gasolined burning enemies lasting much longer than intendedFixed gasoline stains not being easily visible on glassBurning objects now also set gasoline stains on fire on contactFixed gasoline fill visuals not working properly on some enemiesIncreased damage of fire on gasolined enemies from 0.2 to 0.5 per tickNapalm firerate is no longer framerate dependant
7-S:
Added "Hard Mode" in the Advanced OptionsAdded 7-S music to the Cyber Grind jukebox7-S no longer resets objective progress on checkpoint restartFixed a bug where the whiplash could grab skulls through blocking doors if really far awayRespawning at the 7-S courtyard checkpoint will now reset the red skull if the player is holding it to avoid softlocksAdded unique cubemaps to every 7-S room's completion reflectionImproved accuracy of 7-S bloodstainsFixed the alternate skybox sometimes appearing blackFixed inconsistencies with gib amount in 7-S based on gore settingsGhost Drones now have an animation when being pulledIncreased range of Ghost Drone chirps to make them easier to findRemoved unintended colliders from 7-S clockBlue 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 difficultiesSlightly reduced attack frequency of Virtues on Brutal difficultyAdded Brutal difficulty to the Boss Difficulty Override Major AssistFixed Gabriel's Brutal difficulty spiral swords attack staying after checkpoint resetFerrymen now have a global cooldown on lightning bolt summons to avoid them being stackedBrutal Ferryman close range lightning bolt windup increased from 2 seconds to 5 secondsFerryman oars now start glowing blue when they're charging a lightning boltFerryman lightning bolts can now be cancelled by attaching a JumpStart zapper to or parrying the FerrymanAdded a short delay and a blue flash before a Cerberus performs a second tackle
General:
Fixed player not being able to heal while dashingFixed bloodsplatter healing range being too smallImproved performance of bloodsplatters and bloodstainsFixed performance drops caused by bloodsplatters not getting properly deleted if Blood and Gore is disabledFixed HurtZones such as acid continuing to hurt dead enemies when not intendedLevel Stats overlay is now rebindablePlayer can no longer be damaged or killed while exiting a levelWeapon 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 underwaterFixed audio pops caused by pausing and unpausingFixed auto-aim not working with some of the new weaponsCheckpoints now display their text correctly from both sidesDelayed the health and weapon charge reset from clearing a wave in the Cyber Grind slightly to avoid overlap with killing the last enemyFixed Cyber Grind end screen text blurriness and Brutal difficulty titleFixed Enemy Silhouettes option not savingFixed Enemy Silhouettes Activation Distance option not displaying in the main menuFixed Swordsmachine's shotgun pickup sometimes getting blasted out of bounds by explosionsFixed magnets getting destroyed after 30 seconds even if No Weapon Cooldowns cheat is enabledAltered Cerberus hitboxes for less janky collision on the chestFixed the Alter Arm menu still staying on when a Cerberus or Malicious Face dies from being both Puppeted and SandifiedFixed the insurrectionist not freezing properly with the Alter ArmFixed jump pad physics status not saving in Sandbox savesAdded Alter Arm option for enraging GuttermenFixed the enrage texture for the casketless Gutterman in 7-2Fixed Filth getting stuck in midair after performing a jump attack while dropping down a ledgeM̶i̶n̶o̶t̶a̶u̶r̶ no longer stays stuck in its back swipe animation when dying during itM̶i̶n̶o̶t̶a̶u̶r̶ chase now has an additional collider on its arm to push off players on its backSwordsmachines Agony and Tundra are no longer missing their right armsPlayer can no longer get Cannonball related style bonuses from dead enemiesFixed P-2 Cerberi not dying when touching the red tunnel vortexShockwaves no longer break breakables that are only supposed to break with the RevolverFixed forcebossbars carrying over on level change even if cheats are no longer enabled and being undisableableFixed some enemies having the wrong names in their health barsFixed controller look being framerate dependantFixed 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 goldFixed an untagged wall in 1-4 first roomFixed a hole in 6-2 geometryRestored 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 patch notes up through May 12 for Ultrakill.


