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ULTRAKILL MUSTNT LIVE

My take on the currently unreleased ULTRAKILL Must Die difficulty

CHANGELOG

Changelog

0.5.0 - 2025-04-23

  • Guttertanks enrage when their punches whiff
  • Enraged Guttertanks fire enraged rockets, which have a much larger explosion
    • Enraged rocket explosions can be mitigated by shooting them with a hitscan weapon, or hitting them with an impact hammer
  • Guttertanks will start projectile-boosting mines at the player when the freezeframe is active
    • The projectile-boost animation is like a regular Guttertank punch except that it can be parried, can't enraged the Guttertank, and can't make the Guttertank slip
  • Mines can be parried multiple times
  • Mines that were parried by someone other than the player can collide with the player
  • Mines not parried by the player will not damage enemies (but can still light susceptible enemies on fire)

0.4.2 - 2025-04-17

  • Lower hard damage multiplier to 50%

0.4.1 - 2025-04-17

  • Fix enraged Cerberus dash shockwave orientations

0.4.0 - 2025-04-17

  • Cerberi enrage when another Cerberus reaches half health
  • Cerberus stomps gain an additional vertical shockwave
  • Cerberus dashes gain an alternating diagonal shockwave
  • Enraged Cerberus gets an additional dash which creates a horizontal shockwave
  • Cerberus inter-dash cooldown is either 0.25s (75% chance) or 0.75s (25% chance)
    • Enraged cooldown is always 0.25s
  • Increased Cerberus attack cooldown rate (2x for unenraged, 4x for enraged)
  • Increased Cerberus animation speed (1.2x for unenraged, 1.5x for enraged)