Ultrakill Update Patch Notes (Sandbox Update) - August 13, 2021
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Ultrakill update (Patch 8b Lukewarmfix) is now available to download on PC (Steam). According to the official Ultrakill patch notes, the latest update added a long list of bug fixes and gameplay changes. Apart from this, the Ultrakill patch also includes stability fixes.
Previously, a big update was released with a long list of quality of life improvements. Unfortunately, since the last patch, players are facing several issues. Ultrakill patch will fix a few of these issues.
Read more details below.
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Ultrakill Patch Notes (Patch 8b Lukewarmfix) – August 23, 2021
Additions:
Added red soul orb to spawnables.
Holding space or the dash button will now fast-forward through text scrolls.
Added a tablet that appears in the Mysterious Druid Knight’s sarcophagus after the fight.
Added an early access end screen after 4-4.
Updated the visuals for dual wield orbs that count as secrets and red orbs that don’t count as secrets to have a clearer consistent visual language.
Skipping a cutscene will now charge your weapons up to the amount where they would be charged if the cutscene hadn’t been skipped.
Sisyphean Insurrectionist changes:
Sisyphean Insurrectionist parries now heal and give the parry style bonus
Sisyphean Insurrectionist Cyber Grind special token cost has been reduced back down to 1
Sisyphean Insurrectionist health has been slightly increased (60 -> 75 normally, 90 -> 110 in 4-2 boss fight)
Sisyphean Insurrectionists will now instakill enemies they fall on
Nailgun changes:
Improved nail physics
Magnets now get automatically destroyed when the enemy they’re attached to dies
Fixed bug where nails would disappear after 5 seconds even if being pulled by a magnet
Very slightly reduced blue nailgun’s base damage (0.225 per nail to 0.205)
If a nail hits a dead enemy, it will no longer attach to it if in the radius of a magnet to stop corpses from ruining nail traps
Magnets attached to enemies are no longer breakable to avoid accidentally breaking them while shooting at the enemy with a hitscan weapon
Bug Fixes:
Fixed bug where red explosions didn’t deal double damage to living enemies
Fixed explosive projectiles (Hideous Mass and Cerberus) not colliding with the environment
Dual wielded charger revolvers no longer mismatch charge amounts
Fixed Mindflayers not giving the “BIG KILL” style bonus on death
The blue skull arena Malicious Faces in 4-2 as well as The Cerberus, Malicious Faces and Hideous Mass in 1-3 are now lit correctly
Reduced the first 4-2 Stalker’s preparation time from 5 seconds to the previous 3 to avoid unnecessary waiting on replays
Fixed a bug where a Cerberus’ projectile throw would sometimes hit the Cerberus itself
Malicious beams (Face and railcannon) will no longer explode on a coin instead of reflecting/chargebacking if the beam just barely misses the coin hitbox
Fixed 4-4 outro getting fucky if the player dies while V2 is flying off at the end of the second phase
Fixed the spawner arm preview for Cerberus
Fixed small gaps in the Sandbox lake geometry
Fixed a visual bug where the second weapon would be positioned incorrectly if the player picked up a dual wield powerup while holding a book
Swordsmachines in the Cyber Grind now also become red when enraged
0-2 Swordsmachine teases no longer unlock its bestiary entry
0-2 classic-style dead husk decorations no longer unlock the Cerberus bestiary entry
The aura around virtues in their first appearance in 4-1 no longer stops emitting after a couple of seconds
Fixed the 4-4 to main menu black screen still happening in specific circumstances
Fixed a culling issue with the Schism and Swordsmachine, causing them to become invisible at the edges of the screen
Hideous Mass will no longer lose the sandification glow effect when enraged
Improved performance on 4-4 V2 fight
Fixed an issue where sliding into the level exit pit in a specific way would cause the player to get stuck