UPDATED May 12
Patch 15d Changelog May 12
Fixed Malicious Faces not taking initial impact damage from explosions when made vulnerable with gasoline
Fixed Streetcleaner flamethrower flames not causing see-through enemy outlines effect
Fixed Cerberus gibs not being deleted when intended
Fixed gasoline particles causing inconsistent fill when hitting multiple enemy hitboxes on the same frame
Fixed the HUD Background Opacity option not working on the Speedometer when using Classic HUD
Speedometer now has options for horizontal only and vertical only
Fixed 0-3 and 4-2 mid-level shops still playing/muting music
Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty
Fixed the Mover Arm breaking after letting go of a chess piece
Fixed 7-S pond not getting stained
Fixed Speedometer not taking into account objects the player is riding
Fixed SRS Cannon firing absurd amounts of simultaneous cannonballs when using a Dual Wield powerup
Fixed Sawed-On Shotgun playing the chainsaw spark particle effect during the core heat release animation
Made Rocket Launcher hologram display slightly dimmer
Made HUD weapon icon glow slightly dimmer
Fixed 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 slot
Added "On swap to already drawn weapon" option for changing functionality when pressing a weapon key multiple times
Added Speedometer in HUD options
Added 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 seconds
Fixed JumpStart conduction proccing even if the zapped enemy doesn't have nails or magnets attached and isn't touching water
Fixed JumpStart conduction through magnets and coins causing an unintended minimum damage override
Underwater gasoline explosions are now sparser
Underwater gasoline explosions can now only hit an enemy once per continuous explosion string
Gasoline projectiles now ignore dead enemies
Gasoline no longer burns away when No Weapon Cooldowns cheat is on
Alternate Shotgun's launch direction can now be changed during hitstop
Alternate Shotgun can now always hit a core, even if already hitting an enemy or object at the same time
Hitting an Idol with a red hit from the Alternate Shotgun no longer triggers the cooldown
Alternate Shotgun speedometer now also displays time left in the red hit cooldown
Added colored lights to the Alternate Shotgun to make it easier to see which variation is being used
Changed the Core Eject trajectory and velocity inheritance to be similar to the Marksman coin's
Increased style points gained with the Alternate Shotgun
SRS Cannon now vibrates while charging the cannonball
SRS Cannon secondary fire is no longer affected by the primary fire's cooldown
Magnets can now again be broken with a ground slam
Screwdriver screws now only get destroyed when a dying Mindflayer explodes, rather than a second after the Mindflayer's health reaches zero
The visual motor spin speed on the Alternate Shotgun is no longer FPS-dependent
Improved optimization on enemy gasoline fill effect
Enemy Changes:
Malicious Faces and Soldiers lose their anti-explosion resistances when gasolined
Radiant Soldiers no longer have their radiance speed boost applied twice
Reduced Radiant Soldier speed boost from 2x to 1.5x
Reduced damage of Ferryman lightning bolt from 50 to 35
Ferryman lightning bolts now flash before striking
Chargebacked lightning bolts can no longer deal damage to the player
Ferryman, Gutterman and Guttertank can no longer hit the player through a wall with a melee attack
Added hurt sounds for Virtues and Malicious Faces
Drones, Virtues and Malicious Faces no longer bleed when damaged by fire
Flesh Spawn no longer get set on fire when Flesh Prison/Panopticon does
Flesh Prison/Panopticon now has the same resistance to sawblades as nails
Cerberi no longer fall on Brutal difficulty while tackling or between two tackles
Insurrectionists can now be killed by fire when gasolined
Swordsmachines "Agony" and "Tundra" now properly take extra damage from JumpStart electricity and Firestarter fire respectively
Stalkers now take double damage from ground slams
Stalkers can now be puppeted
General Changes:
Slide speed particles are now blue when the player has stored invincibility frames
6-1 doors now open faster when the player is moving fast
Unlocking the Drone Haunting cheat now displays a message to notify it has been unlocked
Added a unique weapon icon for the other 7-S tool
Hide UI cheat now also hides the dual wield powerup vignette, boss health bars, subtitles and the 7-S overlay
Shop music now gets muted if music volume is set to 0
Malicious Face Sandbox prop is no longer only breakable with hitscan attacks
Made 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 Weapon
Blocked 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 amount
Fixed gibs not getting cleared out correctly by gorezones and Cyber Grind wave ends
Fixed bloodsplatters replaying and gibs getting re-flung when the room they're in is disabled and re-enabled
Fixed Filth, Strays and Schisms sometimes getting stuck in slowmo
Fixed missing colliders in 7-4
Fixed the 0-2 and 0-3 second arena Swordsmachines not dropping the Shotgun
3-1 checkpoint and 6-1 blood tube bloodsplatters now heal the player correctly
Fixed fire and Virtue beams no longer showing the outlines of enemies behind them
Fixed a chapter showing as golded or P-ranked on the wrong difficulty after first selecting a difficulty with it golded or P-ranked
Fixed temporary FOV changes getting stuck while sliding sideways
Fixed Shotgun and Alternate Shotgun breaking when parrying or shield breaking without having either punching arm equipped
1-3 boss terminal no longer mutes the level music
Fixed gasoline exploding instead of burning in the 5-1 dry tunnels
Fixed gasoline stains stretching when placed on some 5-2 geometry
Fixed 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 on
Fixed Brutal Swordsmachine's unarmed attacks not having the SFX Volume setting applied
Fixed Screwdriver screws detaching and falling off if attached to a Mindflayer during its death animation
Magnets no longer become warped when getting stuck on a door that is both non-uniformly scaled and non-orthogonally rotated
Fixed Alternate Shotgun not giving the appropriate style bonuses on killing low health Malicious Faces or with parries
Fixed Alternate Shotgun not being able to transition to the cooldown idle from a chainsaw launch
Fixed rockets not ignoring some body parts of dead Mannequins
Fixed the restart/quit mission pop-up appearing behind the pause menu in the Early Access End screen
Fixed 7-4 front balcony Sentry being able to survive being punched off if landing on the entrance building
Fixed Cerberus not being able to walk to the player when they hide in a corner in the 0-5 boss arena
Fixed inconsistent enrage behavior with Cerberus when enraged with the Alter Arm
Spawner Arm spawned Earthmover Defense System parts now correctly stop attacking while being moved or altered
Fixed Mindflayer beams inheriting the previous damage type an enemy took when hitting that enemy
Fixed an untagged platform in 4-3
Fixed ghost Drones not working correctly with Clash mode
Guttermen can no longer open the door of the 7-2 building that houses the Alternate Shotgun
Fixed inappropriate objects being outlined during 7-2 intro
Fixed Knuckleblaster shells having enemy outlines
Fixed the current wall jump amount not resetting when landing on a gasoline stain
Fixed mis-tiled textures on the sides of stairs in one of the 7-1 arenas
Fixed the weapon wheel not updating whether to use alternate or normal weapon icons mid-mission
Fixed "This enemy cannot be puppeted" pop-up sometimes going offscreen
Fixed 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 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 patch notes up through May 12 for Ultrakill.