Patch 15: The FULL ARSENAL Update
Additions:
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Added 7-S -
Added Alternate Weapon in 7-2 secret -
Added "Firestarter" red Rocket Launcher variation -
Added "JumpStart" red Nailgun variation -
Added "Sawed-on" red Shotgun variation -
Added Brutal difficulty -
Conductor aftershocks now spread damage to nearby enemies and other conducting objects -
Underwater electric attacks now cause conduction in all underwater enemies (and the player) -
Added Sound Effects Volume option -
Added Muffle Music While Underwater option -
Added "Puppeted" alter arm option for enemies -
Added console commands "forcepuppet", "forcesand" and "forcebossbar" -
Earthmover Rocket Launcher, Mortar and Tower are now spawnable with the Spawner Arm -
Added "Previous Variation" bind, Q by default (Last Used Weapon is now unbound by default)
General Changes:
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Bloodsplatter collision system has been rewritten to greatly improve the accuracy of environmental collisions -
Updated and reorganized the options menu -
Replaced "Checkpoint" pause menu button in intermissions with a "Skip" button -
Hitting a coin in a split state with an Alternate Revolver will now reset the draw state of all equipped Alternate Revolvers, as well as play a shorter recovery animation -
Coins now increase the damage of the explosions of explosive hitscans -
Player healing block from getting hit by an explosion now only applies to bloodsplatters caused by explosions -
Shockwaves now fade out instead of disappearing instantly -
Increased style points for explosions that don't kill -
Added new style bonuses for the S.R.S. Cannon -
Screwdriver railcannon now has style bonuses -
Reduced style points gained from a successful projectile boost from 150 to 90 -
Auto-aim will now also target hookpoints -
Nailgun magnets can now be fired immediately after changing to the weapon and will no longer interrupt standard firing -
Added a sound effect to firing a Nailgun magnet -
The hologram display of the Rocket Launcher will move to a more visible position when using the middle weapon position option -
Player rockets are no longer attracted to magnets that are connected to an enemy if the enemy is dead -
Trams will now instantly kill any enemies they hit -
Added arrows to UI scrollbars to make it clearer they can be scrolled -
Level stats HUD element and cheats overlay positions mirror when Weapon Position is set to Left in order to reduce overlay with other HUD elements -
Capped SSJ speed to 100u/s -
Ground slam no longer causes projectile interruptions -
Added a "Cyber Grind Only" option to the Mission Restart/Quit Warning setting -
No Weapon Cooldowns cheat now also stops magnet timers
Enemy Changes:
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Minotaur now has an attack for hitting a target that's on its back -
Reduced Cerberus orb damage from 35 to 20 -
Idols now give style points when destroyed -
Enemy projectiles will now get destroyed between Cyber Grind waves -
Increased Knuckleblaster damage to Drones so a single punch can still kill a radiant Drone -
Added a secondary bar to the Earthmover brain that shows the time until the next Idols spawn -
Earthmover Brain now takes increased damage from parried projectiles -
Added vertical line to Ferryman lightning windup to more clearly show where the lightning can be chargebacked -
Dying Hideous Masses can now be whiplashed to -
Punching a dying Mindflayer into a Gutterman now breaks its shield -
Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles -
Improved textures for Insurrectionists Angry and Rude -
Enemy hitscans no longer cause hitstop when hitting an enemy rocket unless the player is riding on it -
Reduced Guttertank Cyber Grind spawn cost and spawn cost increase from 55 to 40 -
Ferryman parries can now also cause the Conductor bonus
Level Changes:
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Added a new checkpoint near the start of 7-4 to reduce restart time -
Added a new checkpoint after the fall of the clocktower in 7-2 -
Added terminals near Alternate weapon pick up spots for easier arsenal control -
Added an error message to the 7-2 payload panel when trying to lower payload without tram -
Tweaked 2-1 dash jump tutorial text for clarity -
Hard Damage related tutorials no longer show up on difficulties that have no hard damage -
Red Soul Orb tutorial message no longer shows up on Harmless difficulty where maximum health is already 200 -
Using the Disable Enemy Spawns cheat now also disables background enemies from 2-1, 2-2, 2-3 and 4-1 -
5-2 cabin door will no longer open exclusively outwards
Fixes:
-
Fixed magneted nails getting pushed by explosions again -
Fixed the exit/restart warning messages in appearing behind the pause menu the Intermissions, making them unclickable -
Slightly lowered the trigger for the Tutorial end pit so players can no longer accidentally slip out of it -
Fixed 6-2 Gabe only using one combo attack before the first taunt on Harmless and Lenient -
Fixed Sharpshooter not being able to destroy homing mortars -
Fixed the breaking of the first 5-2 Idol before the Filth has spawned causing the Filth to stay blessed -
Fixed game freezing when throwing a soap at an idoled Drone -
Fixed some cheats-only console commands not requiring cheats to be turned on -
Fixed Cyber Grind song names popping up even if the song is looping -
Fixed being able to punch while paused -
Level names now appear at a speed independent from framerate -
Fixed a small gap in the geometry next to the entrance door in 7-4 -
Fixed a small gap in the floor of the 7-4 secret path that could cause players to fall through -
Fixed blurriness in the text in the main menu -
Fixed the 5-S leaderboard's title being blurry -
Fixed the 5-S leaderboard sometimes overflowing -
Removed an invisible collider in the Credits Museum -
Fixed the 7-4 sand warping too much with texture warping -
Improved camera angle check for posing mannequins -
Swordsmachine AI no longer breaks after throwing a sword at a flying enemy -
Modified hookpoint values now get properly saved in sandbox saves -
Fixed the player unstucker trigger under the 7-2 bomb being visible -
Fixed 2-2's first checkpoint not disabling the black cube blocking off the previous area if the player has gone far enough to activate it -
Fixed a small gap in the ceiling of 2-2's generator room -
Fixed an untagged wall in 1-2 -
Fixed the 1-2 blue skull room door not closing if the player checkpoints after picking up the skull -
Fixed Swordsmachines getting launched up unpredictably when attacking up a ramp -
Fixed the Swordsmachine spiral sword throw having an incorrect speed at lower difficulties -
Fixed the style meter text sometimes appearing behind weapons -
Fixed the Hideous Mass, Flesh Prison and Flesh Panopticon death animations not healing the player if blood is turned off -
Fixed 0-4 challenge counting total slide time and not uninterrupted slide time -
Fixed 4-1 final arena sometimes having a delay before ending -
Fixed issues with loading Violence layer music in the Cyber Grind -
Streetcleaner canister no longer gets teleported to world origin if its spawn room reaches the maximum gib count after a canister instakill -
Fixed Filth limbs sometimes getting teleported to world origin -
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.
