Update log
Full ULTRAKILL update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Gameplay
- Balance
- Events
Good luck. Have fun. Read on.
General changes:
Added a "reduce HUD motion" option which disables the weapon and HUD from swaying with velocity
Level time leaderboards are now scrollable and will default to showing the user's own time (which is now also highlighted)
Added "Wind state" tech that allows for greater air control, activated via a non-damaging rocket jump, a walljump while diving, a dash extension or by dashing into an enemy step
Restored "Dash Extension" speedrun tech
Improved consistency of "duckboost" speedrun tech
Made "SSJ" speedrun tech framerate independent and prioritized over dash jumps
Added a blue hookpoint to the vent to the maintenance room in 8-2 when the player is upside down
Increased Dual Wield powerup duration in 8-2 secret arena from 30s to 90s
Updated "Event Horizon" and "The Fall" to match the updated mixes for the soundtrack
Added a music outro to the end of 8-3
Swapped mistaken "m" suffix on the Enemy Outline Activation Distance minor assist to "u" (units) for consistency
Added developer plushies for Aaron Burzynski, Kennady Ray, Rhiannon Mitchell and Vylet Pony
Weapon changes:
Magnets now work across portals
The player can now mount rockets by holding down the jump button while pulling a rocket with the Whiplash
Guttertank rockets are now rideable when pulled from below with the Whiplash, like normal rockets
Restored ability to shoot ridden rockets
Riding a rocket into an enemy now always causes a red explosion
Players can now keep the momentum of a rocket ride by performing a dive instead of a normal jump
Core Eject Shotgun's alt fire can now be fired immediately after the weapon is drawn
Core Eject Shotgun's alt fire can now be charged even while using the primary fire
Added a trail to ejected cores to make them easier to see and track
Core Eject and SRS Cannonballs can now be pulled in front of the player with the Whiplash and will inherit the player's velocity when done so
The Knuckleblaster's explosion wave now pushes player projectiles (Core Eject, SRS Cannonball) in the direction the player is aiming at
Sawed-On Shotgun no longer resets the melee chainsaw's durability when swapping to another weapon in the middle of sawing
Increased the sawblade/launched chainsaw's cooldowns between colliding with the same enemy multiple times
Hitting the environment will now instantly reset a sawblade/launched chainsaw's same enemy hit cooldown
The double damage boost from punching a sawblade/launched chainsaw now only resets upon hitting a second enemy (hitting the same enemy multiple times retains the bonus), instead of resetting when hitting the environment or entering a magnet's area of influence
Shotgun projectiles and nails no longer get pushed around by explosions
Nailbomb damage is now determined by the amount of nails at time of explosion rather than at time of impact
Reduced the amount of bonus damage the default Piercer alternate fire gains from coins
Firestarter oil now properly shoots from the middle of the screen when playing with centered weapons
Firestarter Rocket Launcher can now consistently spray oil and fire rockets simultaneously
Cannonballs and Screwdriver screws can now also break breakables
Enemy changes:
Reduced non-boss Swordsmachine phase change knockdown duration
Added a new Schism right in front of the player in the first encounter of 2-1 to incentivize the player to use the Knuckleblaster right away (and removed the single Stray from the second tower's interior)
Destroying an Idol or Deathcatcher now counts as a kill (levels with Idols and Deathcatchers have had their rank requirements updated to account for this)
Added a hint about being able to
Source
