Greetings Responders! After a series of hotfixes after launch earlier this month, we are finally heading into our first content and feature update for NMRiH2. We are excited for you to jump into the game and experience some new content, improved features, and a lot of additional fixes.
One of the major feedback items after launch was replayability of our first major map, Power Plant. We wanted to start addressing this imminently, so REINFORCEMENT will introduce a first variation to the Power Plant ending. In this variation, the sequence in the control room is shortened, but players will have to venture across a larger area of the power plant itself and repair all of its three major installations (Stacker Reclaimer, Ash Farm, and Cooling Tower). This means that the ending is less about holding out against the increasing pressure from zombies pouring into the control room, and more about traversing the dangerous and treacherous environment of the power plant.
For future updates, we are already working on more exciting variations of the ending (and start) of the Power Plant mission, both of which will introduce new mechanics and features for this map.
Let us know any feedback about this new variation. Our vision is to provide these large and iconic play spaces, and then - over time - add to the types of experiences on these maps, and add ways of how you can navigate through and how you can experience these maps. Your thoughts here will be integral to how we are shaping these experiences!
Alongside replayability of the map, we are excited to also start expanding the arsenal of weapons that players can find within a match. More varied weapons means more variety in your arsenal, so we are excited to introduce the iconic M1911 pistol, as well as the M7 assault rifle.
Perhaps the most exciting change for REINFORCEMENT is not even a feature - it is a balancing overhaul across all difficulties. The team has been doing a great job with a multitude of changes across all areas of the game - but the most impactful ones are:
Zombies no longer have more HP in higher difficulty modes, instead…
Higher difficulties now make certain loot (especially ammo) much more rare,
and the frequency of Runners and ‘Red-Eye’ zombies increase more significantly as well.
Overall, these changes contribute to a harsher and tighter difficulty curve which makes the game only more rewarding! Making it to Nightmare difficulty will now be a really tough challenge that we hope you are up for.
Another major part of this update are a lot of UI and UX improvements. Of course, you will finally be able to customize your settings for player nameplates, objective markers, and other HUD elements. This has been a heavily requested item after launch, and we are happy to give this control into all of your hands. Alongside these settings, we are also improving the in-game map experience, and fixing some issues on the home screen.
Last but not least, the REINFORCEMENT update brings with it hundreds of bugfixes across all game areas. Beyond replayability, bugs and robustness remain our highest priority and the team is working hard on polishing the game across all areas.
We hope you will be enjoying this first feature and content update for No More Room in Hell 2. Let us know your thoughts and feedback, and stay tuned for more updates to come really soon!
- Leif Walter, Game Director, No More Room in Hell 2
Features
HUD Visibility Settings
We are giving players the ability to customize their HUD, and fully control the visibility of each of the HUD elements individually. Examples of HUD Elements that can be changed:
Player Nameplates
Objective Markers
Health and Stamina Bars
Extraction UI
Reloading and Status Check
Communications UI
Notifications
Interactions UI
There are also preset options such as Full UI, Compass Only, or Minimal UI that will automatically adjust parts of the UI if players do not want to individually change the settings. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!
Additional Power Plant Ending Scenario
Instead of having to fix the generators in the control room, there is now a random chance players must instead complete the established objectives at 3 other locations within the power plant area. This will happen in approximately 1/3rd of matches, providing an alternative end scenario for players.
New Weapons
M7A1 Assault Rifle
Our first full auto rifle! The M7 Assault Rifle, M7A1, will have a magazine capacity of 20 light rifle ammo.
M1911 Pistol - M1911A1
The M1911 Pistol, M1911A1, has a small magazine capacity of 7 bullets, using pistol ammo.
Quality of Life Changes
New Responder Skills!
Stayin' Alive - Reduce time needed to revive other players by 25%, and 50% at the next level
Icarus - Damage falloff for shotguns is reduced by 30%
Grenadier - Increased stack count for traps and throwables by 1 per step of the perk
Difficulty Modifiers and Enhancements
[/b]
Some modifiers have been removed based on community sentiment, notably the increased zombie health and headshot resistance.
New difficulty modifiers have been added
Reduction of Loot
Reduction of Ammo
Increased Threat levels of sectors
General tweaks to the difficulty including the aggression of stronger zombie types on higher difficulty matches.
[/list]
Explosive Fire Extinguishers
A new hazard for players! Fire Extinguishers will obscure your vision if they are shot. Check your targets, use careful aim, conserve your ammo, and be cautious.
Fire extinguishers can explode when taking damage, causing temporary clouds that block vision.
Improved Hit Reactions
Improved animations and triggers surrounding knockdowns and zombie staggering.
Inventory Auto Sort
Balance Changes
Tweak to fall damage so that Responders don’t die unexpectedly
Responders will call out more of their actions for other responders, such as when working on objectives
Responders will no longer spawn with a revive syringe
Bug Fixes
Appearance
Corrected mismatched skin tones on some responders’ heads and bodies
Approximately 23 fixes to Zombie/Responder appearance. Examples:
Eyeballs could be found below Responders feet
Clothing Stretching on Zombies being dismembered
Audio
Responders can now unmute other Responders
Various fixes for missing SFX on barricades and when shoving with some items
General VOIP adjustments and fixes.
Proximity VoIP is to be audible at distances around 125m
Fixed an issue that would cause Proximity VOIP to be inaudible.
Push to talk VOIP will no longer have a delay
Push to talk messages with delays were only reaching other players if the push to talk button is held after the message. This delay has been fixed
Proximity VoIP should not distort and clip when playing
Input Volume VOIP Setting should now work - adjust accordingly
Proximity VOIP UI indicator should not show up when talking to players that are outside of VOIP range
24 Additional fixes for various SFX issues. Examples:
Death audio filter no longer remains active while spectating other players
Various locations discovery audio was not playing
Frag Grenade will have special ping SFX
Environment
Fixed numerous ‘Responder Stuck’ Locations across the map
Fixed various Lookout Tower Objectives
Interactable objects being unable to be interacted with if done in quick succession
Two object markers being displayed on the screen for the same objective
Stash room doors can no longer be unnecessarily barricaded
Gas Station stash room door can now be closed
Propane Tank no longer flickers in and out of view when physically rolling around
Fixed out of bounds issue near the trainyard
Firearms can now damage power source boxes at Bar
Invisible fire at the Trainyard Entrance has been put out
Power Plant HQ doors not opening after completing objective fixed
Fence between Train Tunnel spawn and Bar can now be jumped over
Fixed issue where certain surfaces leaked water/dust when shot
Padlock at the farmhouse is no longer indestructible
Windows can now be barricaded
Fuel Can will now explode when shooting it
Fixed issue where Barricades could not be broken on active doors and windows
Removed overlapping fires at Trainyard Entrance which were dealing simultaneous damage to players, damaging them very rapidly
Fixed - Invisible poison gas at Train Station
Light source has been moved from being too close to ground at Trainyard
Numerous clipping and texture fixes. Examples:
Loot clipping or being inaccessible
Textures being distorted or broken under certain lighting
Gameplay
Flashlight has been re-attached to responders hand
Fixed Responders being unable to sprint after taking damage when changing batteries
Fixed players being unable to spring or attack if push was used while throwing an item
Localization
Scoreboard Responder state was missing in Simplified Chinese
Some special characters did not render properly in nameplates
General fixes to translations. Example:
Options in Quick Slot Preferences were not translated
Server/Client
Fix for stuttering that occurred after Responders were in a match for 40 minutes
Responders should no longer lose their character on client crash
Approximately 22 fixes for some uncommon server and client crashes
UI
Fixed being unable to move items to some inventory backpack slots
Responder’s status will no longer change to ‘left behind’ on other Responders scoreboard when they leave the session
Power Balance Objective in Powerplant clarified
Fixed cases where the Bar objectives would not appear
Holding E to pick up and equip items when you don’t have a weapon equipped
Able to accept/dismiss friend invites in a match
Approximately 45 fixes for various UI issues. Examples:
Wiring Minigame UI will not overlap with the Wire Indicators
More of the objective markers will be displayed in Ash Farm
Friend code will properly display as a series of numbers
Number of Revived Players description has been updated
Restore Defaults in Controls tab will update the options back to their default settings
ESC Key on Minigame should no longer be visible
Hold Button prompt will show up when checking ammo
UX
Fixed the AZERTY Key Binding Q bound permanently
POIs will no longer grant Account XP every time a Responder enters and leaves the stash room
Train Station no longer grants double XP
Interacting with electrical breakers multiple times is no longer possible
Syringe improvements
Multiple syringes being consumed at once if a Responders uses one
Being downed from fall damage and using the syringe is fixed
DBNO revival bar now updates correctly if a responders uses syringe while being revived by another responder
DBNO revival bar updates correctly after using syringe
Spamming E key while using syringe will no longer allow Responders to move in, nor extend, DBNO state
Attempting to revive a responder right before their DBNO timer ends no longer soft locks them into DBNO
Responders will not have the option to revive other responders that have already left the game
Fixed an exploit where Responders could gain too much account XP by entering a POI multiple times
Fixed an exploit where barricades could be used to duplicate items
Fixed ADS breaking when dropping a gun while in ADS
Padlocks no longer soft lock by pressing ‘E’ too quickly
Picking up passive items no longer prevents the responder from looting any supplies
Fixed an issue where Responders couldn’t pick up supply items when they had 5 passive items
Electrical breakers will remain interactable if interacted with in quick succession
Power Plant control room code sequence mini game won’t re-use codes
Control Panel minigame interactions will not become locked when spamming minigame switches
Fixed - Interacting with the notebook not opening it
Fixed - Responders being unable to interact with Command Console Objective at the Cooling Tower
Fixed - Responder only able to place one barricade board on one side of window
The strong beam of the flashlight will not turn on during melee hits
Additional fixes for rubberbanding in some parts of the map, especially near roads
Zombies
Downed Zombie will no longer get back up and skip the animation
Zombies should no longer pop into existence in front of responder
Zombies now apply damage properly when grabbing responders – look out!
Zombies who have caught fire no longer have interaction widget showing
Crawlers will no longer be invincible
Runner head gore should now appear correctly
Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
Zombies no longer have delayed responses to explosions
Zombies no longer slide on belly
Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
Dismembering legs will not leave behind "gore" outline of the limb and a shadow
Greetings Responders! After a series of hotfixes after launch earlier this month, we are finally heading into our first content and feature update for NMRiH2. We are excited for you to jump into the game and experience some new content, improved features, and a lot of additional fixes.
One of the major feedback items after launch was replayability of our first major map, Power Plant. We wanted to start addressing this imminently, so REINFORCEMENT will introduce a first variation to the Power Plant ending. In this variation, the sequence in the control room is shortened, but players will have to venture across a larger area of the power plant itself and repair all of its three major installations (Stacker Reclaimer, Ash Farm, and Cooling Tower). This means that the ending is less about holding out against the increasing pressure from zombies pouring into the control room, and more about traversing the dangerous and treacherous environment of the power plant.
For future updates, we are already working on more exciting variations of the ending (and start) of the Power Plant mission, both of which will introduce new mechanics and features for this map.
Let us know any feedback about this new variation. Our vision is to provide these large and iconic play spaces, and then - over time - add to the types of experiences on these maps, and add ways of how you can navigate through and how you can experience these maps. Your thoughts here will be integral to how we are shaping these experiences!
Alongside replayability of the map, we are excited to also start expanding the arsenal of weapons that players can find within a match. More varied weapons means more variety in your arsenal, so we are excited to introduce the iconic M1911 pistol, as well as the M7 assault rifle.
Perhaps the most exciting change for REINFORCEMENT is not even a feature - it is a balancing overhaul across all difficulties. The team has been doing a great job with a multitude of changes across all areas of the game - but the most impactful ones are:
- Zombies no longer have more HP in higher difficulty modes, instead…
- Higher difficulties now make certain loot (especially ammo) much more rare,
- and the frequency of Runners and ‘Red-Eye’ zombies increase more significantly as well.
Overall, these changes contribute to a harsher and tighter difficulty curve which makes the game only more rewarding! Making it to Nightmare difficulty will now be a really tough challenge that we hope you are up for.Another major part of this update are a lot of UI and UX improvements. Of course, you will finally be able to customize your settings for player nameplates, objective markers, and other HUD elements. This has been a heavily requested item after launch, and we are happy to give this control into all of your hands. Alongside these settings, we are also improving the in-game map experience, and fixing some issues on the home screen.
Last but not least, the REINFORCEMENT update brings with it hundreds of bugfixes across all game areas. Beyond replayability, bugs and robustness remain our highest priority and the team is working hard on polishing the game across all areas.
We hope you will be enjoying this first feature and content update for No More Room in Hell 2. Let us know your thoughts and feedback, and stay tuned for more updates to come really soon!
- Leif Walter, Game Director, No More Room in Hell 2
We are giving players the ability to customize their HUD, and fully control the visibility of each of the HUD elements individually. Examples of HUD Elements that can be changed:
- Player Nameplates
- Objective Markers
- Health and Stamina Bars
- Extraction UI
- Reloading and Status Check
- Communications UI
- Notifications
- Interactions UI
There are also preset options such as Full UI, Compass Only, or Minimal UI that will automatically adjust parts of the UI if players do not want to individually change the settings. Experience the zombie apocalypse with as much, or as little, on the HUD as you want!Instead of having to fix the generators in the control room, there is now a random chance players must instead complete the established objectives at 3 other locations within the power plant area. This will happen in approximately 1/3rd of matches, providing an alternative end scenario for players.
M7A1 Assault Rifle
Our first full auto rifle!
The M7 Assault Rifle, M7A1, will have a magazine capacity of 20 light rifle ammo.
M1911 Pistol - M1911A1
The M1911 Pistol, M1911A1, has a small magazine capacity of 7 bullets, using pistol ammo.

- Difficulty Modifiers and Enhancements
[/b]- Some modifiers have been removed based on community sentiment, notably the increased zombie health and headshot resistance.
- New difficulty modifiers have been added
- Reduction of Loot
- Reduction of Ammo
- Increased Threat levels of sectors
- General tweaks to the difficulty including the aggression of stronger zombie types on higher difficulty matches.
[/list]We thank our playerbase for continuing to report issues and encourage further reporting through https://tornbannerstudios.zendesk.com/hc/en-us/requests/new, in-game, or in our Discord.
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