ULTRAKILL

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Last Updated
last week
First Uploaded
last week
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54K
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1.2MB
Dependency string
kingofkretaceous-Play_as_V2-2.4.3
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Changelog

2.4.3 (2025/19/12)

  • Added the much-requested mechanic where V1 can heal during its boss fights
    • V1 heals more damage based on difficulty (starting with Violent; Standard and below have no multiplier). Multipliers subject to change
  • Updated V2's terminal images, entries and Spawner Arm stuff to be V1
    • Shoutout to thegoldenhotdog on Discord for helping write the entries
  • Balance changes:
    • Blood Tank filling system:
      • Now fills significantly faster
        • Fills 150% faster from blood (33.3% more than originally)
        • Fills 250% faster from parries (66.7% more than originally)
      • Blood Orbs now filter into the Blood Tank if it is enabled, but can also "overflow" into normal health
    • Blood Tank usage:
      • Now heals significantly less
        • Currently 200 HP from 100%, as opposed to 400 HP from 100% before
      • Blood Tank Efficiency: The Blood Tank, after healing 400 HP, slowly starts to heal less until it becomes unusable. Resets between lives and levels
        • A hissing noise + HUD indicates when the decline begins, as well as an HUD when the tank becomes inoperable
      • Style meter depletes four times as fast when Blood Tank is activated
      • No longer drains style points
  • Replaced QUIT button in main menu with SAVES
  • Added visual/auditory clarity for V2's Revolver Mode cooldown to the Default Marksman and Default Sharpshooter
  • Fixed issue where edited enemy terminal entries were fully available before killing them
    • At least, I think I fixed it. I'm too lazy to proofcheck fully
  • Attempted to improve hard damage logic (especially with Stalkers)
    • Hopefully these changes also quash a rare bug involving Stalkers and extreme damage that I could never replicate
  • Added a startup/slowdown to the Blood Tank Meter (making it more visually similar to the healthbars)
  • Rewrote Blood Tank HUDs
  • Added independent compatibility with some external mods:

2.4.2 (2025/9/12)

  • Balance changes:
    • Reduced amount of damage reduction per style rank:
      • ANARCHIC: 15% -> 10%
      • SUPREME: 30% -> 20%
      • SSADISTIC: 45% -> 35%
      • SSSHITSTORM: 60% -> 50%
      • ULTRAKILL: 80% -> 65%
    • Blood Tank filling system:
      • Fills 60% faster from blood (46.7% less than originally)
    • Open to reverts/changes based on feedback
  • Added dynamic tutorial messages based on if Blood Tank is enabled or disabled
  • Fixed Blood Tank tutorial message so that the keybind is dynamic
  • Hopefully a final mod description embed fix (I think?) because I'm stupid

2.4.1 (2025/9/3)

  • Fixed mod description I hope because I forgot how markdown works (and the tool I was using to help lied to me about how it would be formatted)

2.4.0 (2025/9/3)

  • Reformatted description, with some fun pictures/gifs included
  • Reviewed and tried to make code slightly better where I know how
  • Removed majority of customization options
    • I've decided this base mod should be pretty rigid in its presentation. Large-scale configurability will eventually be moved to a totally different, larger-scale customization mod
    • Change also partially due to the next listed change
  • Mod now runs in its own save slot
  • Knuckleblaster now properly replaces Feedbacker at the start of the game (and vice versa)
  • Various Blood Tank changes:
    • Changed official name of Blood Pouch to Blood Tank
    • Blood Tank fills 66.7% slower from blood, and 33.3% slower from parries
    • Blood Tank drains 25 style points per HP restored instead of 10 style
    • Further balance changes may occur in the future depending on feedback
  • Added Weaker Rocket Riding, which makes rocket riding a lot less viable
  • Changed V2's Revolver Mode so that the cooldowns carry between variations (switching variations no longer makes it a machine gun)
  • Changed Cybergrind to only refill HP every 10 waves instead of every 5
    • I might want/need dedicated feedback on how to balance the Cybergrind in the future, since I personally don't play it very much
  • Reorganized the way Blood Tank HUDs come out (e.g. checking for enemies is more important than checking for needed repairs, is more important than checking for rapid movement)
  • Added extra healthbars (rings?) for the crosshair HUD
  • Changed some HUD tutorials throughout the game, including a tutorial in the Intro on how to operate the Blood Tank
  • Improvements to the V2 main menu images

2.3.7 (2025/3/28)

  • Made mod not shit its pants in Patch 16d
    • Caused by V2 code having two Enrage() functions, even though one literally just feeds into the other
  • Added Blood Pouch HUDs, adding displays signifying Blood Pouch starting or stopping -- for clarity and flavor. Toggleable via Configgy
  • Blood Pouch activation now slows down the player upon being activated. Rapid motion (dashing, sliding, jumping and falling) will also deactivate Blood Pouch. This effectively sacrifices time, alongside the already-implemented style drain, in order to heal
    • I think it shouldn't be a huge deal since you already have to be out of combat? We'll see what the people think
  • Changed default color of Healthbar 2 (101-200 HP) to a brighter orange

2.3.6 (2025/3/19)

  • Updated main menu GUIs to be V2 themed
  • Fixed V1 Texture Swaps for Spawner Arm, 5-S and 7-S
    • I knew about 5-S and 7-S not having texture swaps anymore, but waited for the devs to fix the old arm models being used there
  • Fixed Blood Pouch Meter appearing in 5-S
  • Made 0-S and 5-S use the Knuckleblaster, if Start with Knuckleblaster is enabled in Configgy
  • Fixed "bug" in 0-E where running out of heat resistance reduced HP to below 100 immediately
    • It's not actually a bug, but it was a pain in the ass to fix

2.3.5 (2025/2/28)

  • Updated mod for the ULTRA_REVAMP update (Patch 16)
    • No major changes, mostly just porting the base code for now
    • Things might be buggy, I didn't proofcheck things super duper thoroughly
  • Double-checked a lot of the code, fixed some mistakes

2.3.4 (2025/2/25)

  • Added discretion that the mod does not work at this time
    • Below changes were coded before the ULTRA_REVAMP update dropped
  • Coded V2 Texture Swaps and Feedbacker models in 1-4 via Start with Knuckleblaster, when toggled on or off in Configgy, to be "on demand" (instead of having to reload the level for the changes to take effect)
    • Did anyone ask for these changes? Not really, but it is what it is. Maybe it's useful for someone
  • Improved the V1 Texture Swaps on-demandness
  • Moved some instances of patching Update in other scripts to the built-in Update function
  • Attempted to maintain some texture compatibility with Jaket. Not fully tested; again, use at your own discretion

2.3.3 (2025/2/16)

  • Changed Knuckleblaster models in 1-4 to Feedbacker, if Start with Knuckleblaster is enabled in Configgy
  • Coded V1 Texture Swaps, when toggled on or off in Configgy, to be "on demand" (instead of having to reload the level for the changes to take effect)
  • Fixed some texture swaps tweaking out when used in Jaket
    • No idea how compatible the overall mod is with Jaket though. Use at your own discretion
  • Martini GameObject names in 7-S are renamed, if V2 Texture Swaps is enabled in Configgy
    • Most important change in my opinion
  • Rewrote changelog

2.3.2 (2025/1/30)

  • More bug fixes for V2's Revolver Mode and Johninator Rocket Mode cause they're coded like spaghetti
  • Changed way that Blood Pouch's health refill and style drain mechanics are coded so that both are more "fluid"
  • Punching V2/V1 with the Feedbacker in 4-4 will enrage it, if Start with Knuckleblaster is enabled in Configgy
  • Fixed some in-game explanations here and there

2.3.1 (2025/1/28)

  • Added GUI for Blood Pouch Meter to the Classic GUI
  • Added Overall Reduction Toggle and Overall Reduction for flat reduced damage at all times. Both toggleable/configurable via Configgy, but off by default
  • Set Blood Pouch to active by default
  • Color of health text in Classic GUI made more dynamic
  • Minor bug fixes for V2's Revolver Mode, Johninator Rocket Mode and GUI shenanigans
  • Applied no cooldown cheat to V2's Revolver Mode and Johninator Rocket Mode, because it's fun for a couple seconds

2.3.0 (2025/1/10)

  • Added Blood Pouch, enabling healing outside of combat encounters at the expense of style points. Toggleable via Configgy, but off by default
    • Added Blood Pouch Meter to indicate Blood Pouch level. Toggleable via Configgy
      • These GUI creation scripts are definitely coded like ass. Don't laugh guys
    • Other Blood Pouch settings (meter color, keybind to activate/deactivate) also added to Configgy
  • Feedbacker pickup in 1-4 will display punch and parry animations, if Start with Knuckleblaster is enabled in Configgy
  • Respawn Health default value set to 400 HP
  • Minor bug fixes for Johninator Rocket Mode and other stuff
  • Reorganized/rewrote some configurations

2.2.1 (2024/12/22)

  • Removed and rewrote some minor code/descriptions

2.2.0 (2024/12/22)

  • Healthbars 5-10 (401-1000 HP) added, all configurable via Configgy
  • Johninator Rocket Mode added. Rocket launcher burst fires 3 rockets with a long cooldown afterwards. Toggleable via Configgy
    • Emits smoke during long cooldown, similar to an overheated Jackhammer. Again mostly for aesthetic, but also for cooldown clarity
      • Just for the record, I'm completely flabbergasted that I got the smoke working
  • Added Start with Knuckleblaster, replacing the Feedbacker with the Knuckleblaster when starting a new save. Toggleable via Configgy
    • The Knuckleblaster pickup in 1-4 is replaced with a Feedbacker pickup, if this option is enabled in Configgy
  • Minor bug fixes for V2's Revolver Mode and boss renaming under V2 Texture Swaps
  • Changed way healthbars were instantiated. May work differently; not sure though

2.1.2 (2024/12/14)

  • Cooldown on V2's Revolver Mode shortened
    • Burst fire also changes Default Piercer to partially depleted. Partially for cooldown clarity, but mostly for aesthetic (cause I thought it'd be cool)

2.1.1 (2024/12/14)

  • Added changelog

2.1.0 (2024/12/14)

  • Integrated mod with Configgy. List of configurable/toggleable stuff below
    • Spawn Health
    • Respawn Health
    • V1 Texture Swaps (Texture Swapping for Player)
    • V2 Texture Swaps (Texture Swapping for V2 Boss)
      • V2's Revolver Mode
    • Damage Reduction (per Style Rank)
    • Healthbar Colors
  • Added V2's Revolver Mode. Default Revolver burst fires 3 shots with a longer cooldown afterwards. As aforementioned, toggleable via Configgy
  • Reformatted mod description

2.0.0 (2024/12/11)

  • Release Version
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