UPDATED May 12
Patch 15d Changelog May 12
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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:
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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.
