Not to forget: a new Cyber Grind original song: "UltraChurch" by KEYGEN CHURCH
And we've added a "Music" option to the Cyber Grind terminal that allows the player select songs from other levels: GROOVY
Plus uncommon waves from Wave 25 onwards can now include 2 uncommon enemy types and Radiant enemies (speed and health only) can now start spawning in the Cyber Grind from wave 25 onwards (oh shit)
But that's certainly not all.
We've added the red revolver variation "SHARPSHOOTER"
yeehaw
And added friends-only leaderboards (for time) in every level
(Any rank and P rank)
Also added "Armor" material to the Sandbox spawner arm and added a HUD option to disable the crosshair powerup meter, plus... added HEALTH and Quetzal Tirado in the credits museum. Very important.
Plus plushie models for Jacob H.H.R., Tucker Wilkin, Lenval Brown, Stephan Weyte and Cabalcrow and Added pickup and throw sounds for Joy Young plushie :)
As for General Changes?
Switched to a different asset storage system for faster load times and less memory use
Added sound, icons and haptic feedback to the weapon wheel
When hitting an enemy while carrying a cannonball, if the cannonball can't hit the enemy, the whiplash retracts instead of attaching to the enemy
Punching an SRS cannonball now resets its anti-instabreak cooldown
SRS Cannonballs now deal 7 damage instead of 5 if punched after it has bounced off an enemy
Cannonball direct hits will now dislodge Sentries
Cannonball direct hits will now launch falling enemies further
All surfaces of the P-2 red tunnel now share their damage cooldown to stop players from taking a separate hit of damage from each
Dash storage now has a consistent 1 second timer regardless of at what point of the dash the slide begins
Updated the "ULTRAKILL: A Development History" poster in the Developer Museum movie theater
Rockets no longer despawn while No Weapon Cooldowns cheat is on
Added aim assist to hitscan attacks that ricochet off surfaces
Added a slight delay to hitscan attacks that ricochet off surfaces for added clarity
Reduced sensitivity of trigger for Ferryman's uppercut
Updated 0-2's tip of the day to be accurate to the game's current state
Sandbox move, alter and delete arms can now be cycled through with the change variation button
Sandbox alter arm can now change the settings for damaging surfaces and materials
Fixed seasonal event cosmetics not working properly on P-2 bosses and KITR
And Fixes?
Swordsmachines should no longer get stuck on stairs
Fixed a bug where the music in the Developer Museum would sometimes stop after a song instead of playing the next one
Fixed a bug where the player would be displaced to the 0,0,0 if riding a rocket directly upwards with back touching a wall
Fixed Gabriel not changing texture when entering another phase
Fixed an outline bug in Sisyphus Prime's second phase
Fixed P-2 arches not being tagged, causing players to slip on them
Fixed the P-2 pre-boss room's ceiling not having collision
Fixed enemies in the P-2 red tunnel sometimes snapping back up onto ground after falling
Fixed P-2 red tunnel not spawning in if circling around back and forth through the shortcut
Fixed a bug where the last arena of P-2 would open early if the Stalker died while being protected by an idol
Fixed a bug that would cause the player to be able to be slammed down through the floor on the first frame of being launched
Fixed the player being able to go through some invisible walls while riding a rocket
Fixed enemies being able to walk through the doors in the Heresy layer
Fixed a floating tree in 5-S
Fixed the outdoors sections of P-2 not unrendering when using the shortcut, causing performance issues
Fixed a gap allowing players to skip the bridge encounter in P-2, causing a softlock
Fixed a bug that caused the Flesh Panopticon's outro to get stuck
Fixed a floating point inaccuracy that caused radiant Virtues and Drones to sometimes survive one more shot than they should
Fixed hurtzones still hurting ungibbable enemies after they've died
Fixed a bug that caused Mindflayers to become permanently unable to teleport if a Screwdriver is attached when the player activates a checkpoint
Fixed a bug that would cause radiant enemies to be able to die twice if killed on the frame they spawn
Gun order number in the terminal now goes up to 3 instead of 4
Fixed bug that caused size 2 fish to be uncatchable
Fixed opening console breaking the boot-up sequence
Fixed disconnecting a controller causing lots of errors
Fixed 6-1 boss health bars not being scaled correctly in some cases
Loading a sandbox save no longer causes dying to reset the sandbox
Fixed being able to break P-2 Idols when punching from a specific distance
Fixed the Whiplash getting stuck if the player presses the Whiplash button at the same time as exploding a rocket currently being pulled
Fixed a bug that caused Insurrectionists to be flung into the level's origin point if hit with an SRS cannonball while pulling themselves towards the player after a jump stab
Loading a Sandbox save will no longer cause the Sandbox to get reset if the player dies
Added a shortcut at the start of P-2 that opens if the player has encountered the boss at least once
P-2 boss no longer becomes unparryable in the second phase on Violent difficulty (second phase stamina increased to compensate)
Reduced non-boss Ferryman health from 40 to 30
Removed one Cerberus from the last P-2 arena
Chargebacks will now ignore blessed enemies while targeting
Restructured and repaced Flesh Panopticon's death for greater clarity
Increased volume for all Sisyphus Prime voicelines
Added a slight trail to Sisyphus Prime's teleports
Reduced chances of Sisyphus Prime hitting the player through the floor
Falling OOB during the P-2 boss fight will now reset the player or the boss back inside the arena
Changed the physics of Stalkers to reduce the possibility of phasing through surfaces when magneted
Added a failsafe to the last P-2 arena in case the Stalker dies prematurely
Fixed a bug that allowed punching at an angle to break the Idols in P-2
The red hallway in P-2 now deals a flat 30 damage and acts as a solid surface instead of dealing a non-lethal max 50 with a teleport back to ground
Fixed a bug that caused Flesh Panopticon's death animation to not play out if the player paused during it
Flesh Panopticon now opens its mouth properly while firing mortars
Flesh Panopticon's mortars now spawn from its mouth rather than in front of it
Fixed scrolling in P-2 terminals not working if the player has downscaling turned on
Enemies hidden by Streetcleaner flames will now display outlines
Alter arm can now make breakable sandbox objects unbreakable
Fixed the Radiance effect being offset from enemy models
Radiant Stalkers will now also make the enemies it sands radiant
Fixed a bug that caused the "buffs forceradiance" console command to disappear
Fixed "Remember Last Used Weapon" breaking the 6th weapon slot if the player's last used weapon in that slot was the second or third one
Fixed a rare bug that caused the game to not load, resulting in just a black screen
Fixed players being unable to change weapons while starting a level
Stored dash frames are now drained at 20% rate while sliding
S.R.S. Cannonballs can now be launched by pressing primary fire when charged
S.R.S. Cannonballs now have a 1 second window after bouncing off an enemy before they can hit another in order to stop cannonballs from breaking instantly after a bounce
If hit with an S.R.S. Cannonball right before landing from a jump, Insurrectionists will stay knocked down for longer
Developer museum Rocket Race now gives rideable rockets infinite fuel
Developer museum Rocket Race is now replayable
Fixed the Gianni attack easter egg and 5-S time of day not resetting when restarting from death or via the checkpoint main menu option
Reading the 5-S Testament will now mute the TV
The exit for 5-S is no longer spawned in until the exit door opens
Changed glow color of the P-1 skull on P-2 door from gold to red
Fixed a bug that caused Flesh Panopticon's music to not reset its pitch on checkpoint restart
Fixed Flesh Panopticon using the wrong name for Alter arm's health bar setting
Fixed P-2 ending not activating if the boss is killed in Clash mode
Fixed a bug that caused Mindflayers to not explode on death if the player activates a checkpoint during their death animation
Using the "simpler explosions" graphics option will now also stop the Cannonball break effect from triggering when exploded
Fixed fish sometimes swimming out of water
Fixed enemies sometimes spawning sideways with the spawner arm
Fixed Mysterious Druid Knight (& Owl)'s spawner arm preview clipping into the hand
Fixed 5-S HUD not scaling down at low resolutions
Changed positions of the Developer museum chess pieces to conform to standard chess rules
Fixed a developer museum Swordsmachine's sword having an outline
Force disabled outlines for players using CoreGL due to an unfixable outline bug
Fixed a bug that caused Size 2 fish to not be catchable
The Wait of the World Update
MACHINES, WE KNOW YOU HAVE BEEN WAITING.
...YET... SO HAS HE.
ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:
It features new music by Heaven Pierce Her (Hakita) as well as guest artist KEYGEN CHURCH
You think you're ready? That's cute.
Why not relax and also take in new Secret Level 5-S while you're here?
Our decidedly most chill secret level to date.
Because something tells us you're going to need it.
This update also contains Radiant Enemies:
They can be tested in Sandbox Mode currently and will eventually be used in the Cyber Grind and upcoming Encore levels with alternate enemy placements...
As well as the S.R.S Cannon (Green Rocket Launcher Variation)
Sam would be proud.
And... The Developer Museum.
Created entirely by (paid) ULTRAKILL community developer Vvizard, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets.
It was designed and built as a testament to ALL of the talented people who have contributed work to ULTRAKILL over the years, and we hope you enjoy exploring it much more than a simple credits screen.
But enough about that....
REMEMBER:
STAY VIGILANT
And most importantly
H_A_V_E _ F_U_N
New Limited Edition shirts are now available at NewBloodStore.com
*Please only purchase if you have beaten P-2*
We're sure there may be some small updates necessary after this - but rest assured... We will soon be diving head first into:
LAYER 7: VIOLENCE
FULL PATCH NOTES:
Additions:
Added P-2
Added 5-S
Added the developer museum
Added rocket launcher variation "S.R.S. Cannon"
Added radiant enemies
Added modifier arm for the Sandbox
Added controller rumble
Added "outline thickness" option to Enemy Silhouettes
Added shine setting for custom weapon colors
Added console command "input mouse sensitivity" to allow setting mouse sensitivity with decimals
General changes:
Rewrote shaders for better performance
Rewrote bloodstain shaders for much better peformance
Rewrote assetbundle system for faster level loads and removed the loading screen from the game's start
Enemies hidden behind Virtue beams will now be visible via outlines
Added a faint transparent light shaft to Virtue insignias as they are winding up to better show the range of the beam
Falling Malicious Faces can now break Idols
Streetcleaners now explode when splattered (ie. death from fall damage)
Cyber Grind high score is now visible in the level select
Slightly moved a doorframe in 0-1 to stop it from getting in the way for speedrunners
Added a broken terminal to the 5-3 exit
Added warning for custom Cyber Grind patterns disabling high scores
The tutorial will now force the player to equip the Feedbacker if they have no arm that can punch equipped to avoid softlocks
In the exterior areas of 5-2 and 5-4, lightning can now periodically strike enemies that have nails, magnets or a screwdriver attached
Balance changes:
Parrying an attack now restores player to full stamina
Parrying a Ferryman will now summon a lightning bolt to his position (does not damage the player)
Ferrymen can no longer be damaged by other enemies (excluding reflected attacks such as parried projectiles and chargebacks)
Enemies that predict enemy movements will now correctly attempt to predict player position when riding a rocket
Malicious Faces can now use their beams to try to snipe a rocket the player is riding on
Alternate Revolver's primary fire cooldown is now seperated per variation
Alternate Revolver's primary fire cooldown now resets when the gun is cocked instead of when it's ready to fire
Whiplash can now only carry a maximum of 5 rockets simultaneously
Whiplash can no longer carry ejected cores
Changed the phase change health threshold for a non-boss Hideous Mass from 10 to 20
Insurrectionists can no longer die from passive fire damage
Insurrectionists will now only pull themselves to their boulder after an air stab if the boulder has connected with a surface
Cybergrind laser grid no longer kills Mindflayers
Removed the ability for Idols to swap between targets that have the same priority rank on Violent difficulty and above
When attached to a Flesh Prison, magnets will no longer pull towards the enemy's center instead of the magnet's
Tweaked the final arena of 4-3 to account for recent enemy balance changes
Reduced 4-3 S rank style requirements from 18000 to 17000
Fixes:
Fixed a memory leak caused by Sentries with outlines
Fixed Ferryman spawning at the wrong vertical coordinates in the Cyber Grind, sometimes causing them to die instantly
Controller navigation for the act 2 level select fixed
Fixed pausing and unpausing while using a shop breaking arms and/or whiplash
Fixed a bug where jumping, sliding and unsliding while still close to the ground would cause the jump height to be multiplied (dive and USJ are unaffected)
Fixed a bug where riding a rocket could clip through a thin wall if there's another thin wall right behind it
The coin hitbox size increase caused by V2 2nd shooting it no longer stacks when punched
Fixed broken door colliders in the pool room in 4-3
Fixed burning enemies causing extra kills when dying from fire after the player activates a checkpoint that stores their state
Most assets are now loaded in before the main menu instead of when the player picks a chapter in the Chapter Select menu
Hard Damage bar now flashes yellow whenever the player takes Hard Damage
Added 2 new major assists: Disable Whiplash Hard Damage and Disable Weapon Freshness
Added a tutorial message in 5-3 explaining how to use the Rocket Launcher against Soldiers
Spawner arm slot changed from 5 to 6
Added a weapon icon for the Spawner Arm
Added an "Under Construction" text to the Very Hard difficulties
Cyber Grind score font size should now scale down to show more digits if required
Disabled the "Checkpoint" option in the pause menu for the Cyber Grind to reduce accidental restarts
A coin's max distance to attempt hitting a core eject or rocket is now based on the core's distance to the player rather than the coin to make "orbital nukes" possible again
Whiplash, Style and Hard Damage changes:
Player will no longer descend 2 style ranks when getting hit at S or above
Whiplash will now only cause Hard Damage if the current Hard Damage is below 50
Whiplash no longer builds up Hard Damage while the player is underwater
Hard damage cooldown from Whiplashing is now relative to the previous amount of hard damage rather than always resetting to the maximum total amount
Reverted player momentum loss when cancelling a pull on a heavy enemy
Red damage overlay no longer shows up while Whiplashing on ULTRAKILL rank
Whiplash now passes through Idols and blessed enemies
Blessed enemies no longer give most style bonuses
Dual Wield will now reduce the decay of weapon freshness
Weapon freshness regain is now also different per weapon
Rocket Launcher changes:
Freezeframe rocket launcher will now automatically cancel its freeze if all its frozen rockets have been destroyed
Rockets now only track towards magnets that are attached to enemies
Rockets now break magnets after 3 hits on an enemy with a magnet attached to them (a mid-air hit counts as 2)
Chaining 3 or more rocket rides without touching the ground will cause diminishing returns on rocket riding time
Coins will no longer target a rocket the player is riding on
Enemy changes:
Punches now properly auto-aim to Idols
Idols are now breakable with a Knuckleblaster explosion
Added a vertical light shaft on Idols that shows them from a distance
Riding on a Malicious Face will no longer rotate the player alongside the Face
Removed headshot multiplier from Leviathan's heart to reduce the damage of ricoshots
Timer in 5-4 now stops when Leviathan dies to reduce frustration due to the length of its death animation
Soldier terminal now mentions their explosion resistance
Soldiers can no longer block explosions while blind
Soldiers can no longer block Mindflayer death explosions or Malicious Face explosions caused by hitting a core eject or coin
Reduced Soldiers' explosion resistance on Violent difficulty from 100% to 75%, matching Standard difficulty
Changed most Soldiers in 5-3's final rooms into Strays
Added enemy silhouettes and colors for Sentries, Idols and Ferrymen
Added custom spawn sounds for Ferryman and Idol
Gabriel 2nd now only takes half damage during his juggle phase
Altered Cyber Grind spawn rates and waves for multiple enemies
Uncommon type enemies can now only use a maximum of half the current Cyber Grind wave's point reserve
Extended the distance that Swordsmachines and Ferrymen are be brave enough to jump down
Increased tracking speed for Ferryman's lightning bolt
Fixes:
Added keybind option for Slot 5
Camera no longer clips through the world when shaking
Fixed doors in some layers not closing when supposed to, causing connected rooms to no longer load in
Fixed Ferryman's bestiary entry not having a Strategy section
Filled 2 holes in the collision mesh of the Ferryman's ship in 5-2
Fixed Overheat Nailgun's sound
Fixed the restart/quit prompt appearing behind the pause menu in some old levels
Gabriel 1st no longer accidentally uses a taunt from Gabriel 2nd
Fixed resolution sometimes resetting on level load or reset
Fixed Rocket Launcher sometimes becoming unequippable after using the Spawner Arm cheat
Rocket Launcher and Shotgun weapon orders are no longer linked
Fixed inconsistent rocket freezing with Freezeframe when under the effects of a dual wield powerup
A rocket has to have been frozen at least once before it can be ridden
Rocket riding rotation no longer dependant on framerate
Ridden rockets can no longer be rotated while the game is paused
Fixed ridden rockets jittering when out of rocket riding time on the surface of water
Rocket Launcher now auto-aims correctly
Fixed player pulling out a gun while using a shop after pausing, unpausing and using the scrollwheel
Maxing out the style meter while in ULTRAKILL rank will no longer cause it to overflow and reset
Player can no longer clip through surfaces by rotating a frozen rocket while riding it
Player can no longer be knocked off a rocket by lag or a low framerate
Coins now inherit rocket ride velocity
Fixed some typos
Cyber Grind end-of-wave heal should no longer be blocked by explosions
Fixed 5-4 sea kill plane not being wide enough
Fixed a softlock in 6-1 caused by placing the red skull on the secret fight altar and resetting back to a checkpoint before the exterior section
The final arena in 6-1 will no longer re-lock if the player beats it, goes back and activates a checkpoint from a previous part of the level and then walks back to the final arena
Smaller normal explosion inside a core eject malicious railcannon nuke connecting first will no longer cause Soldiers to block nukes
Ferrymen now have a Stalker and Idol priority rank
Spawn rotation for all enemies in the Spawner Arm has been made consistent
Fixed a bug that caused scrolling in Wrath and Heresy pre-boss terminals to not work if the player has downscaling enabled
Fixed Wrath and Heresy pre-boss terminals not displaying the correct Tip of the Day
Made the check for a low ceiling wider to reduce chances of a crouching player standing up clipping through a ceiling
Fixed fish in 5-1 sometimes appearing where they shouldn't
Fixed a bug that would cause the 5-1 fish to multiply whenever the main cave is re-entered
Fixed 5-1 intro cave pits not rendering fog correctly
Fixed some holes in 5-1 geometry
Arm sprites in 5-2 sea are now affected by fog
Fixed a section of the 5-2 ship not rendering fog correctly
Fixed the Lust cityscape not rendering fog correctly
Fixed the rank square in the chapter select for Act 2 being visible when the chapter isn't unlocked yet
Fixed alternate terminals in Secret mission and Prime Sanctum not playing music
6-1 interior checkpoints will now also reset exterior areas in case the player skips the first exterior checkpoint
Fixed Ferryman lightning bolt windup sometimes staying after the Ferryman dies
Fixed Gabriel getting stuck in the environment during his dash
Fixed Gabriel 2nd freezing if hitting the ceiling right when about to swap to second phase
Fixed Gabriel 2nd sometimes getting instakilled if stuck between the ceiling and the player in the phase change juggle