Patch 11 Changelog
[ 2022-08-16 17:14:15 CET ] [ Original post ]
Additions:
- Added LAYER 5: WRATH
- Added LAYER 6: HERESY
- Added weapon colors
- Added weapon infos
- Added a confirm pop-up when the player selects Restart Mission or Quit Mission (Can be disabled in the options menu)
- Added a developer message to the 1-S OOB clipping spot that speedrunners use so people will stop asking me to fix it
- Added sounds and effects for walking while partially submerged in water
- Updated the Revolver's model and texture
- Boosted shotgun projectiles now turn into a redder orange to make them more visually distinct from normal ones
- Finishing 1-S will now put the player back in 1-1 instead of going to 1-2
- Improved projectile ricochet physics
- A magnet attached to an enemy will now pull things towards the enemy instead of the magnet
- Hitting a coin with the Whiplash will now reset its momentum and bounce it upwards
- Hitting a shotgun core with the Whiplash will now attach it to the Whiplash for the duration of that throw
- Auto-aim will now also target coins and shotgun cores
- Wooden doors in the Limbo layer will now open faster if the player is moving at a high speed
- Updated difficulty options with some altered text and different category names to give players a more accurate idea of the game's level of difficulty
- Added a maximum distance limit to the coin trying to hit a core eject to avoid situations where the player would waste a coin shot on a core that's really far away instead of hitting a nearby enemy
- Dash storage (freezing iframes with a slide) no longer works on iframes caused by damage
- Parry heals now override the healing nullification from explosions
- Changed the color and opacity of the Virtue's glow particle effect to not get mixed up with the Idol's blessing particle effect
- Updated the model of Gabriel's spear to match its depiction in the 1-4 stain glass window
- Made Malicious Face's invulnerability to explosions clearer by having boosted shotgun projectiles get deflected and explosions make a deflection sound
- Hideous Mass' mortars will no longer be deflected by explosions
- Swordsmachines now have a slight delay after spawning before they can attack (excluding boss encounters)
- Cerberi now have a slight delay after spawning before they can attack (excluding ones that start as stage props)
- Cerberi will no longer attack unless they have a line of sight to their target
- Swordsmachine no longer throws its sword if it doesn't have a line of sight to its target
- Swordsmachines and Cerberi will no longer be able to fall off ledges by attacking (unless Enraged)
- Hideous Masses will no longer keep trying to do ground slams while in the lowered stance if the player is too high above or below them
- Hideous Masses will now only start a harpoon shot when it has line of sight
- Added exceptions to the instakill of a falling Sisyphus or Malicious Face: Insurrectionists will fall over and take damage, Mindflayers and Gabriel will teleport out of the way
- When unable to reach their desirable range to the player, Husks that use projectiles will now attempt to fire regardless instead of just waiting for the player to come closer
- Husks that use projectiles can now interrupt walking towards the player to fire at them from outside their desirable range
- Soldiers will now block explosions if not in the air (except red explosions, interruptions and ones caused by a rocket hitting the environment). Blocking reduces damage by 75% on Standard and 100% on Violent.
- Schisms will now instantly die from interruptions
- Reduced texture compression on most enemy textures
- Killing a husk with an overkill will now spill an appropriate amount of blood
- Weapon freshness now has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x)
- Weapon freshness's value is now based on style actions rather than time
- Changed threshold for style combo ranking to make S, SS, SSS and ULTRAKILL harder to achieve
- Hard Damage reduction rate is now affected by your style combo rank (S -> SSS increases speed of recovery, ULTRAKILL nullifies all hard damage instantly)
- Using the Whiplash on enemies will now build up Hard Damage (up to the player's current HP)
- Added tutorial message to 0-1 explaining Hard Damage
- Added tutorial message to 4-4 explaining Whiplash building up Hard Damage
- Bosses now give 1.5x style points to make building and maintaining style during a boss fight viable
- Fixed the Cyber Grind Editor being unable to export for some people
- Pressing "Restart Mission" while the game is loading a different assetbundle will no longer start the next mission anyway
- Fixed the timing for the easter event
- Fixed a visual bug caused by picking up the Whiplash in 4-4 while already having thrown the hook
- Fixed Malicious Faces not dying properly from the Kill All Enemies cheat
- Filth will no longer run at hyper speed if deactivated in the middle of an attack
- Various projectile husks will no longer kill themselves if blinded via cheat during their projectile charge animation
- Fixed husks not taking parry damage from punch parries
- Fixed the Revolver's cylinder not rotating when shooting
- Fixed non-standard doors that are opened by an arena ending not closing when another door is opened
- Fixed multiple typos
- Fixed the falling Malicious Face instakill not working on enemies who were already inside its trigger before it started falling
- Fixed "Major Assists Enabled" popup reappearing whenever stepping over the spawn position in the Sandbox
- Items with physics can no longer be pushed off pedestals they've been placed on, causing the pedestal to become unusable
- Multi-skull doors will no longer close if one skull is removed
ULTRAKILL
Arsi "Hakita" Patala
Arsi "Hakita" Patala
2020-09-03
Indie Singleplayer EA
Game News Posts 45
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(116475 reviews)
https://store.steampowered.com/app/1229490 
MANKIND IS DEAD. BLOOD IS FUEL. HELL IS FULL.
ULTRAKILL is a fast-paced ultraviolent old school FPS that fuses together classic shooters like Quake, modern shooters like Doom (2016) and character action games like Devil May Cry.
Mankind has gone extinct and the only beings left on earth are machines fuelled by blood, but now that blood is starting to run out on the surface, machines are racing to the depths of Hell in search of more.
IT'S KILL OR BE KILLED... AND EVERY SPLIT SECOND IS A MATTER OF LIFE AND DEATH.
ULTRAKILL is a fast-paced ultraviolent old school FPS that fuses together classic shooters like Quake, modern shooters like Doom (2016) and character action games like Devil May Cry.
Mankind has gone extinct and the only beings left on earth are machines fuelled by blood, but now that blood is starting to run out on the surface, machines are racing to the depths of Hell in search of more.
- Use your many movement abilities to stay mobile and avoid the relentless attacks of the dead, demons and other machines.
- Destroy them with an arsenal of incredibly powerful weapons, each with multiple available variations.
- Soak yourself in their blood to regain health and keep fighting.
- Kill fast and with style to rack up a combo and gain style points that can be used on weapon variations between missions.
- Master the many levels to achieve high ranks and take on unique optional challenges
- Explore the varied and unique environments inspired by Dante's Inferno to find plentiful hidden secrets
IT'S KILL OR BE KILLED... AND EVERY SPLIT SECOND IS A MATTER OF LIFE AND DEATH.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: 2.4GHZ Dual Core ProcessorMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 9800GT
- Storage: 2 GB available space
- OS: Ubuntu 12.04
- Processor: 2.4GHZ Dual Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce GTX 460
- Storage: 3 GB available space
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