

Play as V2
Play as V2 from ULTRAKILL in the hit game ULTRAKILL.Details
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
- Reduced amount of damage reduction per style rank:
- 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
- Added Blood Pouch Meter to indicate Blood Pouch level. Toggleable via 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
- Emits smoke during long cooldown, similar to an overheated Jackhammer. Again mostly for aesthetic, but also for cooldown clarity
- 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
- 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