ULTRAKILL is back in the spotlight with new levels, modes, and a slew of changes that made me jump back into its intense FPS action. Here are the latest ULTRAKILL patch notes, which include all fixes, rebalancing tweaks, and more!
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Latest Patch Notes for ULTRAKILL
Patch 14: VIOLENT NIGHT
Additions:
- Added Layer 7: VIOLENCE
- Added custom music support to Cyber Grind
- Added autocomplete for the console
- Added a hurt sound when being hurt by acid
- Multiple buttons can now be bound to a single action
- Added God mode cheat to make the player invulnerable
- Added option to disable white screen flash when parrying
- Added "Advanced Options" menu in General options for level specific tweaks
- Added "HEALTH - HATEFUL (Instrumental)" to the Cyber Grind jukebox
Related: All ULTRAKILL Cheats and Codes
Sandbox:
- Added a toggleable warning when overwriting a Sandbox save
- Added a quicksave button for the Sandbox
- Added ability to make enemies fight eachother in the Sandbox
- Altars can now be edited to remove items with the Alter arm
- Added ability to sandify enemies with the Sandbox Alter arm
- Added ability to enrage enemies with the Sandbox Alter arm
- Added Crystal of Madness to the Spawner arm menu
- Added invisible wall custom block to the Sandbox
- Alter arm can now change the force of a slingshot hookpoint
- Alter arm can now change the size of custom Sandbox objects after they've been created
- Alter arm can now change a Dual Wield powerup's duration
General Changes:
- Punch and parry timing now have 3 frames of leniency (punching a few frames early will still count as a hit) [excluding projectile boosts]
- Increased horizontal and vertical size of player's projectile parry zone
- Explosive projectiles and the Hideous Mass spear now have the same mercy frames after hitting a player as normal projectiles
- Some charge and enemy projectile sprites have been updated to match the greater visual fidelity of the game
- Alternate Sharpshooter Revolver now spins up almost instantly, making it perfect for players who only use the Sharpshooter situationally
- Rockets that have been frozen for a second or longer will always cause red explosions when hitting an enemy
- Dying Mindflayers can now be punched with the Knuckleblaster to launch them
- Punching a Screwdriver screw out of an enemy will now also deal its remaining damage to them
- Reworked the text system to fix fonts appearing blurry
- Songs in the Cyber Grind playlist now only load whenever used instead of all at once on level load, causing the game to freeze
- Seasonal events only apply in levels the player has already played at least once
- Level leaderboards are now hidden on first playthrough
- Level leaderboards now includes a notification about the option to disable them
- All level leaderboards in the level select can switch between Any or P-Rank with the last used weapon button
- Added ability to scroll level leaderboards
- Radiance speed modifier no longer affects projectile speed
- Fixed Cyber Grind enemy point budget inconsistencies caused by start wave number
- Changed the radiant enemy spawning formula in the Cyber Grind, making them less common and more consistent
- Updated visuals for explosions
- Pre-boss terminals no longer play music to not ruin the build-up
- Changed the tab level stats overlay's secrets from a number to icons
- State of "Don't touch X" challenges now resets on checkpoint reset if the player hadn't failed yet
- Boss health bars now have secondary meters for bosses who are supposed to have them
- An enemy spawning inside a rocket now consistently causes red explosions
- Punch exhaustion now gets reset on respawn
- Converted .mp4 video files into .webm
- Removed the scrollbar from the Prelude level select
- Player can now initiate a rocket ride with a whiplashed rocket even while moving upwards
- Reduced the delay for a Swordsmachine's sword returning after a throw that doesn't hit anything
- Player can now only be launched by one damageless explosion at a time
- Diving (jump+slide at the same time) into a wall now allows the player to wall jump while keeping their momentum
- Increased leniency for dive input
- Replaced 2 Strays in 5-3 Rocket Launcher airborne shot tutorial with Schisms to better illustrate the damage difference
- Streetcleaners now explode when Mauriced
- Items held while in Clash mode are now visible in the player's hand
- Swordsmachine radiance health bonus reduces from 2x to 1.5x
Fixes:
- Explosions no longer kill enemies through walls
- Fixed the name on boss health bars sometimes stretching horizontally when there are many active at once
- Fixed the spawn cost of enemies in the Cyber Grind not increasing per instance of the same enemy
- Fixed sandbox blocks becoming invisible if stretched too far
- Fixed some rumble setting names being partially cut off
- Can no longer jump off rockets while the game is paused
- Fixed S.R.S. Cannon weapon freshness not working correctly
- Fixed some objects not being saved in Sandbox saves
- Fixed a weapon wheel bug caused by unequipping the Nailgun
- Swordsmachine Agony and Swordsmachine Tundra now appear in the correct order
- Fixed 5-S Maurice bait not being held correctly
- Crosshair HUD will now be disabled correctly if HUD Fade is enabled before attempting to set thickness to none
- Fixed strays in the first sunken arena of 5-3 being able to walk through some walls
- Fixed a hole in the ceiling of the P-2 boss entrance
- Fixed "Target Framerate" setting not applying on restart
- Fixed the framerate being unlocked during the intro videos
- Virtues no longer count towards the total Virtue count for halting the enrage of other Virtues
- Fixed the Shotgun overkill damage applying to radiant virtues without accounting for the radiance health buff
- Fixed the Shotgun weapon icon not having the correct amount of ambient glow
- Fixed the floor lights in the last room of 0-2 not having a navmesh
- Fixed Whiplash pull not cancelling properly on some big enemies
- Fixed Cerberus being unable to walk towards player if the player is too high up
- Fixed Drones losing their sandification visual effect when shooting
- Fixed Drone seasonal event texture bugs
- Fixed Attractor Nailgun sometimes being called Magnet Nailgun in the terminal
- Fixed flickering shockwave effects in 2-4 arm encounter
- Added a failsafe if the Flesh Panopticon death animation freezes
- Fixed shotgun breaking when point blank shooting Sisyphus Prime during his intro
- Fixed Sisyphus Prime attack trails sometimes persisting after death
- Fixed Sentry beams sometimes hitting the player even if chargebacked
- Fixed the Rocket Launcher not counting towards amount of weapons equipped for freshness calculations
- Drones no longer cause "+CANNONBALLED" style bonus when killing an enemy by crashing into them
- Fixed a bug that caused Size 2 fish to be uncatchable
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Published: Dec 21, 2023 10:36 am