Update log
Full ULTRAKILL update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Fixes
- UI and audio
MACHINES, WE HAVE A HOTFIX FOR YOU But before we get to the patch notes, I just wanted to take a second and say WOW.
The release of Ultrakill: Layer 8 - Fraud was HUGE. We had nearly 72,000 people playing the game at once. Nearly triple the amount of players we had for the launch of Layer 7 - Violence or the ULTRA_REVAMP last year.
More than giant multiplayer games like Apex Legends and Helldivers 2.
Crazy.
We also launched some new merch...
Including MINOS PRIME PLUSHIES!
Don't wannt buy stuff?! Well we're also having a giveaway!
Wanna know where all our money is going?!
CHARITY!
Here's some final notes from Hakita:
THE SPOILER WINDOW IS UP TOMORROW! HOPE YOU HAVEN'T BEEN POSTING ANY SPOILERS THIS PAST WEEK ːbigjohnː
The Fraud Soundtrack will be be out TOMORROW on Youtube and Bandcamp!
Another hotfix is coming SOON™ with even more improvements!
Thank you for making New Blood's 12 Year Anniversary something to truly celebrate ːleatherneckː
*Cheers*
Full Patch Notes
General changes:
General optimizations
Added invisible colliders behind any open-ended portals in order to assist with portal occlusion as well as catch players who phase through without traversing
Made tweaks to some Fraud encounters for a smoother difficulty ramp
EnviroGibs are now instantiated asynchronously to reduce CPU strain on explosions
(Hopefully) greatly reduced out of bounds issues caused by portals
Pink hook points are now spawnable in the Sandbox
Secondary Alternate Shotguns during dual wield as well as hits on Idols and Deathcatchers no longer count towards the yellow hit cooldown
Added a menu for manually removing level times from the leaderboards
The game now disallows and automatically removes 0:00.000 times from the leaderboard
Piercing hitscan attacks that can break a breakable object will now correctly pierce through it instead of being stopped by it
Enemy changes:
Increased time between idle Providence dodges and changed them from double dashes to single dashes
Providences that move backwards due to the player being too close no longer change altitude while doing so to make them easier to melee
The beams of parried Providence projectiles now damage enemies and no longer damage the player
Time between Deathcatcher pulses now increases per difficulty (Brutal keeps the original 5 seconds)
Made puppets transparent and rim-lit in order to make them more easily differentiated from important enemies
Puppeted Cerberi no longer enrage
Puppeted Providences no longer spawn hookpoints on death
Radiant Deathcatchers now create radiant puppets
Deathcatchers can no longer puppet Idols in the Cyber Grind
Fixed the Deathcatcher terminal model heartbeat animation
Reduced
Mirror Reaper
damage taken from nails, sawblades and fire
Increased
Mirror Reaper
boss version health from 100 to 120
Fixed
Mirror Reaper
not being able to navigate if spawned into other levels
Removed
Mirror Reaper
projectile barrage speed increase on out of reach players if in the Cyber Grind
Mirror Reaper hands
can now be damaged and destroyed with non-explosive attacks
Added spawn effect and animation for
Mirror Reaper
outside of 8-2
Reduced damage dealt to enemies by toxic clouds and pools
Added a sound effect when
Mirror Reaper
lands a swing
Mirror Reaper
projectiles can now be destroyed with other projectiles
Mirror Reaper
no longer spams errors while blinded
Made
Powers
Source
