
StrayMode
In-Development "Playable enemy" Ultrakill mod about being, well, a Stray.Details
2.0.0-2.1.4
- Patched Machineshotgun giving extreme amounts of style on hit- Patched First-time Menu Popup having tiny text
- Patched Machineshotgun Red Variation appearing in the Terminal
- Misc. Terminal patches
- Minor health buff
- Autoaim implementation*
*Doesn't include charged orbs
- Slight Arm damage buff
- Small Bugfixes
- Freshness decay tweaks for Stray arm & Sword
- Added version check
- Weapon Tweaks:
Stray Arm: Piercing Alt-Fire reduced from 4 seconds to 3 seconds
Machineshotgun: Ammo pool increased from 150 to 200 (8 seconds from 0 to full)
Sword: Chainsword throw cooldown reduced from 10 seconds to 8 seconds
Telefrag cooldown reduced from 6 seconds to 4 seconds
Telefrag no longer wastes the charge if the player does not teleport to an enemy
Telefrag now gives 1/2 seconds of iframes after teleporting
Displacement Cannon: Reduced V.D.C. variant hit explosion due to overlap with M.D.C. Variant usecase
2.0.0
ESSENTIAL:- Updated to ULTRA_REVAMP
- Reworked arsenal for more weapon synergy and less jank
- Added Limbo, Lust and Gluttony (Excluding the 3-2 Boss).
- Added Knuckleblaster.(reskin)
- Re-made main menu.
- Fixed sounds not being tied to the Sound Effects slider.
- Reworked the HUD stats a little.
- Fixed the Evil Schism not spawning
- Added Sword weapon
- Added Displacement Cannon weapon
MACHINEGUN:
- Complete rework (see in-game)
- Renamed to Machine-Shotgun
ARMS:
- Piercing arm rework
- Reworked Explosive arm, now Deflector arm (more weapon synergy)
V1.0.7
- Completely reworked Napalm Machinegun, now called Shock Machinegun.- Fixed reoccurring issue of players getting stuck in non-convex geometry.
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- Added extra variation colour to the Machineguns.
- The Stray's terminal entry rewritten by tblofeld.
- Added screenshake to both variants of Machineguns when they fire.
V1.0.6
- Replaced revolver in 0-1 with a PuppetV1.0.5
- Fixed issue where explosive arm would have to be re-bought every levelV1.0.4
- Fixed having all weapons unequipped when first picking up the Machinegun- Fixed weapon charges not being reset when Cybergrind wave changes
- Fixed shotgun hud tip(s) in 0-3
- Fixed weapons staying unlocked if you pick them up in under construction levels