ULTRAKILL

Details

Last Updated
5 days ago
First Uploaded
5 days ago
Downloads
42K
Likes
6
Size
1.1MB
Dependency string
kingofkretaceous-Play_as_V2-2.4.2
Dependants

Categories

Changelog

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 might 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% slower from blood, and 33% slower from parries
    • Blood Tank drains 25 style 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 Blood Tank stuff
  • 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 could reduce health way too much
    • It's not actually a bug but it is a pain in the grass 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
  • Attempted to maintain some texture compatibility with Jaket. Not fully tested; again, use at your own discretion

2.3.3 (2025/2/16)

  • 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
  • Changed Knuckleblaster models in 1-4 to Feedbacker, if Start with Knuckleblaster is enabled in Configgy
  • 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 him, if Start with Knuckleblaster is enabled in Configgy
  • Fixed some wordings 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 during downtime 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. 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
      • Having the Feedbacker completely unavailable from the start is impossible due to how the game is made, so it can be equipped via terminals as early as 0-2
    • This was also ghoulish to make work and I don't fully understand why
  • 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
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.