ULTRAKILL
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Latest version
0.2.1
Last Updated
First Uploaded
Downloads
4K
Likes
0
Size
153KB
Dependants

VERSION 0.2.1

  • Remove debug print that occurred when pressing N on your keyboard, causing a HUGE lag spike until it finished (sorry!!!!)

VERSION 0.2.0

  • Add dual wield powerup support
  • Add FeedbackerPunchOnSwapIfBlasting (on by default), allowing arm swap users to do knuckleblaster p-boosts
  • Try to improve whiplash side picking
  • Try to improve held item handling
  • Knuckleblaster muzzle flash follows knuckleblaster now
  • Add ParryPlayerProjectileArmStaminaGain, separate from ParryProjectileArmStaminaGain
  • ULTRAPunch now uses the default Punch key as the hold input, meaning you can ULTRAPunch and knuckleblaster blast by using your punch key.
  • Fix ground slam damage shock wave airtime from resolving incorrectly, making spamming easier than it was meant to be.
  • Adjust ground slam shock wave scaling to be more in line with non damaging shockwave size and speed
  • Add max airtime for ground slam shock wave, to reward players for waiting even longer before slamming

VERSION 0.1.0

This release adds some things I wanted to add before releasing, but didn't, because I wanted to get the mod released on the day I released it. Mostly minor additions/changes, however, I think they're worth quite a bit of value.

  • Doing two knuckleblaster blastwaves at once allows one to boost themselves backwards. This can be used for gaining height, maintaining height, or speed. Single knuckleblaster blasts do not do this.
  • Whipdash cancelling now reduces momentum by a configurable amount. Defaults should result in cancelled whipdashes still providing 100 u/s so still extremely high speeds.
  • Whipdashes now cost a (configurable) amount of extra stamina compared to a normal dash. Default makes whipdashing equivalent to a dash jump.
  • Arm Stamina could always be overcharged, that is, charged past max capacity. However, this was previously unindicated. Now, overcharged arm stamina will cause the meter to become increasingly white, becoming solid white at a certain threshold. Arm Stamina remains infinitely overchargable.
  • Arm Stamina overcharge now decays over time. This means you cannot store overcharge arm stamina forever. However, there is no hard limit to arm stamina, like previously mentioned. So as long as you can maintain it, you can keep overcharging it.
  • Knuckleblaster now has the ability to have its (visual) animation speed up depending on how rapidly you press the button during hitstop frames, just like the feedbacker. This is able to be disabled, but may result in knuckleblaster punch spamming looking better in some cases.
  • Add toggles for style bonuses

VERSION 0.0.0

Initial Release. Yay.

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