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No More Room in Hell 2 News

Summer Roadmap Update - Our next BIG update arrives in August!

[p]Hello Responders,[/p][p]Broadway is just out of the oven, and it’s already time to talk about our next big update, which is just weeks away from launch. Version 0.6.0 titled SPAWN is an update that takes a long, hard look at the state of play in No More Room in Hell 2, and will draw sharper lines between difficulty levels. This allows us to make Casual, our newest tier, much easier for new players (or those looking for a more relaxed experience), while cranking up the intensity of Nightmare, making it a far more relentless experience.[/p][p][/p][p][/p][p][/p][h3]Difficulty Preference:[/h3][p]All of our major updates to difficulty levels are made possible thanks to the launch of Difficulty Preference! At the launch of Early Access, our goal was to have players progress from Classic to Nightmare organically. While this worked with our progression loop and permadeath system, it severely limited our ability to improve the game for all players.[/p][p]Under the current system, we had to keep Classic (our lowest difficulty) challenging enough to entertain hardcore players, while holding back Nightmare from reaching its true potential—since casual or new players might find themselves matched into Nightmare games.[/p][p]Difficulty Preference removes those constraints and gives each difficulty tier a more distinct identity. More importantly, it gives players the freedom to choose how they want to play NMRIH2. To keep matchmaking fast and efficient, this feature will launch as a preference—meaning the matchmaking system will consider your preference alongside the actual availability in your region's queue.[/p][p][/p][h3]Difficulty 2.0:[/h3][p]With Difficulty Preference in place, we’re now able to completely rework our difficulty system and introduce one of the biggest gameplay changes yet: Difficulty 2.0. The game will offer larger rewards for accomplishing missions as you play in higher difficulty levels.[/p][p]At the launch of 0.6.0, the new Casual difficulty will bring our total to four levels, and Difficulty 2.0 introduces several tools to make each tier feel distinct. Starting with 0.6.0, we’ll begin using these modifiers:[/p]
  • [p]Melee Weapon Damage – Melee weapons will now be categorized into more visible tiers, creating a wider range of weapon damage. Zombies grow tougher in harder difficulties, making it progressively more important to equip yourself with the best weapons possible.[/p]
  • [p]Loot Scaling – Loot quantity will vary by difficulty. Casual players will find plentiful resources, while Nightmare players should expect a significantly leaner looting experience. [/p]
  • [p]Zombie Threat Level – Currently our biggest difficulty modifier. Expect increased threat levels as you move into tougher modes. [/p]
  • [p]Zombie Speed – Zombies will move faster in Nightmare. [/p]
  • [p]Additional Tools – While not present at 0.6.0’s launch, we plan to expand difficulty settings further by tweaking stagger mechanics, refining zombie speed per difficulty, and adjusting the variety of themed zombies.[/p]
[p][/p][h3]Casual Difficulty:[/h3][p]Casual Difficulty is our newest tier and introduces the biggest modifier yet: respawning. In Casual mode, teammates can respawn downed Responders by completing objectives. Matches only end in failure if the entire team is wiped.[/p][p]Designed as a welcoming space for both new and relaxed players, all difficulty modifiers will be set to their easiest values. This gives players the freedom to learn the game at their own pace, and optionally move into higher difficulty levels when they feel ready.[/p][p][/p][p]These difficulty-specific changes are the heart of what’s coming in just a few weeks—but that’s not all! Players can also look forward to an adjusted zombie spawning system (more info coming soon), a new weapon, and more in the August update.[/p][p][/p][p]If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit [/p][p]NMRIH2.com/support[/p][p][/p]

July’s BROADWAY Update – Patch 0.5.0 Is Live!

[p]Greetings Responders,[/p][p]The city is calling, and you're running through it this time.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Patch 0.5.0 marks our biggest update since Reanimation. We're introducing the new Broadway map, the CRC Training Facility tutorial gym, the debut of Character Customization, new Army Zombie, our Throw system, and the Gruber Mk VII. Whether you're returning to the fight or joining your first squad, now’s the perfect moment: No More Room in Hell 2 is 25% off for a limited time.[/p][p]Read on to find out more about everything launching with this update.[/p][p]
[/p][h2]New Map – Broadway[/h2][p]The dead never sleep in New York.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Our latest map drops you into the heart of a collapsing city where every route is a risk, and every moment counts. Broadway is a fast-paced, high-pressure scenario built to challenge team coordination, player adaptability, and nerves of steel. It continues the legacy of Broadway maps introduced in the original No More Room in Hell, and has been built with a strong focus on realism and urban authenticity.[/p]
  • [p]Set in the aftermath of a botched extraction across NYC[/p]
  • [p]Battle through city streets, subway tunnels, and Queens’ deadly sewer system[/p]
  • [p]Multiple midgame and ending scenarios for replayability
    [/p][p][/p]
[h2]New Tutorial – CRC Training Facility[/h2][p]The momentum from Reanimation and the influx of new players during our March free weekend offered a clear snapshot of how our game is evolving. They also gave us valuable insight into how we can better support newcomers as they take on the game’s challenges. To help new players get their footing and give veterans a place to sharpen their skills, we're introducing the CRC Training Facility, also known among Responders as "The Weather Station." It is located at Nexrad Station NWCX in Pennsylvania.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The CRC Training facility:[/p]
  • [p]Teaches gameplay systems including puzzles, hazards, infections, and zombie types[/p]
  • [p]Includes a live-fire range with all weapons, ammo types, and a close-quarters combat area with every melee weapon[/p]
  • [p]Allows players to test out the new Throw system safely[/p]
  • [p]Is currently available in solo-only mode[/p]
[p]Further onboarding features like difficulty preference, Casual Mode with respawning, and more are planned for later this summer.[/p][p][/p][p][/p][h2]New Feature – Character Customization 1.0[/h2][p]It’s time to bring your own identity to the apocalypse. Customization gives you control over how your Responder wears, and this is just the beginning. Your Responder should feel like your Responder. Get your fit right. Survive in style.[/p][p][/p][previewyoutube][/previewyoutube][p][/p]
  • [p]Equip head, torso, leg, and foot gear from our first customization drop[/p]
  • [p]All current items are available for free[/p]
  • [p]Personalize your gear using color swatches[/p]
  • [p]Future updates will expand available gear and add new customization items [/p]
[p][/p][p][/p][h2]New Gameplay Mechanic – Throwing System[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Not everything you throw at the undead needs to be a bullet.[/p]
  • [p]Throwing System: A new gameplay mechanic that lets you throw melee weapons and other objects to disrupt or damage. It’s not a weapon itself, but it changes how you use the ones you already have. Most things that you can pick up, you can throw.[/p]
  • [p]Default key -> Hold G[/p]
[p][/p][p][/p][h2]New Weapon – Gruber Mk VII[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]A .22 caliber sidearm with low recoil and tactical versatility, ideal for backup or early encounters. It includes attachment slots for a muzzle and sight:[/p]
  • [p]Muzzle: Pistol silencer[/p]
  • [p]Sight: Micro holo[/p]
[p][/p][p][/p][h2]New Zombie Type – Army[/h2][p][/p][p]A new threat marches in.[/p][p]Our latest addition to the undead roster is the Army zombie. These units are heavily armored, highly durable, and designed to withstand punishment. They wear full military gear, making them some of the toughest enemies in the game.[/p][p][/p][p][/p][h2]Summer Sale – 25% Off[/h2][p][/p][p]No More Room in Hell 2 is currently 25% off for a limited time. Whether you're returning or jumping in for the first time, now's the perfect moment to answer the call and escape Broadway.[/p][p][/p][p][/p][h2]Balance Changes[/h2]
  • [p]Made the Gruber Mk VII available in the Loadout menu.

    [/p]
[h2]Bug Fixes[/h2][p][/p][p]Leading up to this update, the majority of our QA’s time went into preparing Broadway for players, so we have relatively fewer fixes to report.[/p][p][/p][p][/p][p]Animation[/p]
  • [p]Fixed an issue where Runners would play the wrong animations when roaming around.

    [/p]
[p]Audio[/p]
  • [p]Overhauled the dynamic responder VO system.[/p]
  • [p]Fixed melee impact SFX sounds.[/p]
  • [p]Music during extraction should play the correct track now.

    [/p]
[p]Environment[/p]
  • [p]Fixed some clipping issues with randomized stores in Pottsville.[/p]
  • [p]Fixed zombies being able to walk through certain walls in Power Plant.[/p]
  • [p]Fixed clipping on some trucks and vehicles.[/p]
  • [p]Cleaned up asphalt textures.[/p]
  • [p]Fixed collisions on a cliff-face in Pottsvile.[/p]
  • [p]Tweaked the flight path of the helicopter in Pottsville.

    [/p]
[p]Gameplay[/p]
  • [p]Fixed an issue where kicks were not always knocking back zombies.[/p]
  • [p]Applied some fixes to the Radio minigame in Pottsville to prevent Responders from being teleported back to the Radio.

    [/p]
[p]Localization[/p]
  • [p]Fixed overflowing text in the Loadout menu in Russian.

    [/p]
[p]Server/Client[/p]
  • [p]Various crash fixes.[/p]
  • [p]Applied tentative fixes to character generation and progression to address throttling and ensure characters are updated properly.

    [/p]
[p]UI[/p]
  • [p]Fixed an issue where spectator UI would not fade in or out properly.[/p]
  • [p]Hid the in-game group widget during the end of match and spectator screens.[/p]
  • [p]Fixed flickering on the account level and XP tooltip.[/p]
  • [p]The text chat widget will be hidden properly after an amount of time.[/p]
  • [p]Players with high nightmare levels will be shown properly.[/p]
  • [p]Made it easier to read the skill tooltips over the Message of the Day on the main menu.[/p]
  • [p]Item names in the Loadout menu should not wrap too early.[/p]
  • [p]The button to change the spectated player should always appear.

    [/p]
[p]User Experience[/p]
  • [p]Responders now properly identify .22 ammo when pinging it.[/p]
  • [p]Fixed objective UI appearing multiple times in areas like the Firewatch Tower in Power Plant.

    [/p]
[p]Weapons[/p]
  • [p]Fixed textures on the placeable radio.[/p]
  • [p]Fixed an issue where bullet holes would not appear unless very close.[/p]
  • [p]Fixed an issue where blood smears on walls would smear incorrectly.[/p]
  • [p]Fixed more fences to make sure they can be shot through with firearms.

    [/p]
[p]Zombies[/p]
  • [p]Zombies should navigate better around staircases and railings.[/p]
  • [p]Zombies should be properly distracted by placed radios now. Play the hits![/p]
  • [p]Ensured that zombies should be able to climb up cars properly.[/p]
  • [p]Improved ragdoll gore and interaction on dead zombies.[/p]
[h2]Known Major Issues[/h2][p]As a reminder, No More Room in Hell 2 is in Early Access. Your reports are vital to improving the game. Current major issues we're tracking include:[/p]
  • [p]In some cases, quitting to the front end while your character is still alive, or doing so very quickly after dying, may result in a delay (~30 seconds) before you're prompted to select a new character. This doesn’t affect gameplay but may cause a short wait on the front end.[/p]
  • [p]Some players are experiencing issues where account level appears to reset. We’re investigating the cause of this and looking into rectifying these cases.[/p]
  • [p]Customization assets have not been translated yet into other languages.[/p]
  • [p]One objective in Broadway and one objective in the tutorial are not set up to translate properly in other languages.[/p]
  • [p]Responder faces may appear distorted on lower graphics settings.[/p]
  • [p]Responders arriving later to an objective area may see some inaccurate objectives.[/p]
  • [p]Responders who catch on fire may burn for longer than intended.[/p]
  • [p]Migrating characters from previous versions of the game can take long enough that rarely players will see a black screen or timeout after launching the game.[/p]
  • [p]There's a chance that after leaving a match it looks like your character roster has disappeared, characters will reappear on restart of your game.[/p]
  • [p]Our in-game roadmap has not been updated, stay tuned for more news soon.

    [/p]
[p]Please report bugs via the in-game menu, on Discord, or at [/p][p]nmrih2.com/support[/p][p]
[/p][p]This is the beginning of the next phase of No More Room in Hell 2.
We can’t wait to see how you survive Broadway.[/p][p]Stay safe out there,
The NMRIH2 Dev Team[/p]

Summer Roadmap Update - Broadway Update Just Weeks Away!

[p]Hello Responders,[/p][p][/p][p]With less then a month to go before our big July update we wanted to take some time to delve deeper into a few of the giant features coming to No More Room in Hell 2. We usually use this roadmap newspost to look ahead past the upcoming update and discuss features scheduled to come out in the proceeding months, but Broadway is too big of an update to look past. Our newest roadmap reflects the team's focus and priorities for the Summer.[/p][p][/p][p][/p][p][/p][h2]Broadway[/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]Broadway kicks off at the conclusion of a successful mission by our group of Responders. Everyone’s best laid plans quickly unravel and you must find an alternative plan to escape the city whose dead never sleep.[/p][p][/p][p][/p][p]Broadway is a mad dash, fight for your life experience that drives you from the top of buildings and Subway stations to the claustrophobic sewers of Queens. The map also features brand new objectives in iconic places of interest and multiple mid and ending game scenarios for peak replayability.[/p][p][/p][p][/p][p]Teamwork is once again pivotal for survival as Broadway forces Players to make tough decisions as a city full of zombies encloses around you and your path towards safety moves further out of reach. Responders, your hardest mission yet is the simplest: get out of New York City alive![/p][p][/p][p][/p][h2]Tutorial Gym[/h2][p][/p][p]Reanimation and our March free weekend were big successes for No More Room in Hell 2, but they also highlighted that the game can be extremely difficult for new players. Broadway will introduce our CRC Training Facility to our growing number of Responders.[/p][p][/p][p][/p][p]Located at the Nexrad Station NWCX in Pennsylvania, and referred to as “The Weather Station” by Responders, the training facility was set up with the support of the National Guard at the beginning of the apocalypse to help prepare otherwise hapless civilian responders for the horrors that lay ahead[/p][p][/p][p][/p][p]The CRC Training Facility features multiple areas that give players a safe(r) space to interact with almost every element of NMRiH2 gameplay. There’s a learning zone for our puzzle-like objectives, hazards, infection, & zombie types. A large portion of the facility houses our firing range and an area to test your close quarters fighting capabilities, both of which feature every weapon and ammo type in the game.[/p][p]
[/p][p][/p][h2]Customization 1.0[/h2][p][/p][p]Our first iteration of Character Customization, and batch of customization items are also coming with Broadway. It features a small wardrobe of head, torso, and lower body options that will allow you to make your random Responder feel a lot less random. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]All items will be purchasable via in-game currency (credits) and further customizable via a color wheel. This is just the first batch of customizable items and options, we have a lot of exciting plans for character customization that players will see throughout the coming months. We’re very excited to see players fits in-game and online![/p][p][/p][p]With Broadway just weeks away this might be the perfect time to pick up No More Room in Hell 2, as it’s currently 25% off during this years Steam Summer Sale!  If you want to join in on the discussion, please join our Discord. You can also leave feedback in-game, or at NMRIH2.com/support.[/p][p][/p][p][/p]

No More Room in Hell 2's latest update transforms its zombie horror from a cooperative game to a solo extraction shooter when enough players die




lthough No More Room in Hell 2 launched into early access a little too early for its own good, I still think it was a better zombie game than it gets credit for. Not only did it capture the essence of zombie horror with its eerie, pitch-black nights and undead hordes that seemed fairly unthreatening right up until they steamrollered you in their dozens. But it also had a clever concept where players started the game alone, having to find each other within the map before converging on the objective...
Read more.

June’s REANIMATION++ Update - Out Now!

[p]Greetings Responders![/p][p][/p][p]Today we launched Reanimation++ (0.4.2). While this is one of our smaller updates, it does feature a big new feature for NMRiH2, a new emergency exit for characters with Early Individual Extraction. [/p][p]Along with Early Individual Extraction, the update features a large number of gameplay changes, new weapons and ammo, balancing changes, and continues our work post-Reanimation of optimizing players' experience by removing bugs, crashes, and exploits.[/p][p]We’re also just one month away from the launch of our next map Broadway, arriving with one of our larger Early Access game updates. Stay tuned for more No More Room in Hell 2 summer news.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]0.4.2 update highlights[/h2][p]Early Individual Extraction[/p][previewyoutube][/previewyoutube][p][/p][p]Early Individual Extraction is a new extraction system that opens to players during emergency situations. When the number of living Responders drops to 3 our Early Individual Extraction system turns on, opening a number of bunkers around each map.[/p][p]Players are not required to use extraction bunkers, but at that inflection point in the game everyone has a personal decision to make. Do I risk my character for the rewards of accomplishing our mission or survive to fight another day by extracting early?[/p][p]Players who use these sites will be required to forfeit their supplies and gain no character XP, and will not earn character stats from the match, but will earn a reduced amount of credits and the appropriate account XP from completing objectives. Most importantly, players' characters will survive and be returned to the active character roster.[/p][p][/p][p]New weapon: Gruber 922[/p][previewyoutube][/previewyoutube][p]
Our first .22 calibre weapon is the Gruber 922. While the .22lr is an extremely light cartridge, the 922’s magazine holds 25 rounds and the rifle has very little kickback. The 922 also supports every attachment type, making it an intriguing weapon choice for the right Responder.[/p][p][/p][p]Zombie Weakened State[/p][p]Players have a new tactical advantage against the horde. Knocked zombies now take 100% bonus damage while downed. This window of opportunity lasts until they start to arise from their downed state. Remember - blunt weapons do more knockdown!
[/p][p]New Responder Voice[/p][p]A new Responder voice has been added to the pool, internally named Lynch, with male and female versions.[/p][p][/p][h2]Balance[/h2]
  • [p]Added the new Gruber 922 and .22 LR ammo to the Loadouts menu.[/p]
  • [p]Friendly Fire caused by explosives should only do a fraction of the total damage to other Responders and should not be lethal.[/p]
  • [p]Zombie attacks should no longer interrupt grenades being thrown.[/p]
[p][/p][h2]Bug Fixes[/h2][p]Highlights:[/p]
  • [p]Zombies - Fixed an issue where zombies could be invisible while rounding a corner or when the player turns around until their animation montage finished, causing zombies to suddenly appear in view of the player and appear to be spawning in or teleporting.[/p]
  • [p]Server/Client - Applied tentative fixes to prevent players from encountering the ‘Join Session Failed’ error when attempting to join a match.[/p]
  • [p]Server/Client - Applied tentative fixes to prevent squads from being disbanded instantly.[/p]
  • [p]Server/Client - An EAC update was applied to attempt to resolve issues where the game fails to launch after the EAC splash screen. Please let us know if you still encounter this when launching![/p]
  • [p]Environment - Applied a tentative fix for an issue where the Radio minigame in the Pottsville Community Center could teleport players back to the radio[/p]
[p]
[/p][p]Animation[/p]
  • [p]Fixed an issue where using the revive syringe would sometimes cause your animations to stop playing for other players.[/p]
  • [p]Fixed an issue where being grabbed during a reload action would cause the flashlight to get stuck on the Responder’s shoulder.[/p]
[p]
[/p][p]Audio[/p]
  • [p]Push-to-Talk should work as intended for players in spectator mode. Please enjoy commiserating over your death together![/p]
  • [p]Balanced the volume of sound effects for changing fire modes.[/p]
  • [p]Fixed an issue where sound effects from responders outside of the audible range could trigger repeatedly.[/p]
[p]
[/p][p]Environment[/p]
  • [p]Fixed some areas in Power Plant where zombies could get stuck around staircases.[/p]
  • [p]Fixed some areas in the Bar in Power Plant where the player could vault over fences unintentionally.[/p]
  • [p]Prevented players from being able to vault into the Sawmill stash room before completing the objectives in Power Plant.[/p]
  • [p]Prevented players from being able to vault into the Sluice Gate stash room before completing the objectives in Power Plant.[/p]
  • [p]Prevented players from being able to access some blocked-off ladders in the Lewiston Boathouse.[/p]
  • [p]Prevented players from being able to access the Pottsville Community Center early.[/p]
  • [p]Prevented players from being able to vault the Pottsville Midtown gates.[/p]
  • [p]Interacting with valves multiple times should not cause them to become stuck and block progression in some areas, such as the Sawmill and Train Derailment in Power Plant.[/p]
  • [p]Fixed a location in the Lewiston Boathouse where players could escape the map by climbing on a truck.[/p]
  • [p]Prevented players from escaping Lewiston by vaulting over a wall near the Church.[/p]
  • [p]Prevented players from getting stuck by the quarantine wall in Lewiston near the Gas Station.[/p]
  • [p]Fixed collision on a locker in the Lewiston Food Storage building.[/p]
  • [p]Prevented a bug where the alarm in the Bar in Power Plant can be destroyed before it is active.[/p]
  • [p]Added collision to a boat in the Boathouse in Lewiston.[/p]
  • [p]Blocked a spot where players could get stuck in the Boathouse in Lewiston.[/p]
  • [p]Blocked off some interior areas in Lewiston where players could shimmy up walls.[/p]
  • [p]Responders should no longer be able to extract in Lewiston from the catwalks above the train.[/p]
  • [p]Fixed an issue where players could get under the Cooling Tower in the Power Plant.[/p]
  • [p]Doors should animate properly when kicked apart or broken by zombies. We know you all love those plywood particles![/p]
  • [p]Destructible electrical boxes such as those in the Bar in Power Plant now appear to be damaged more gradually.[/p]
  • [p]Blocked players and zombies from walking through garage shutters in some areas of the Power Plant.[/p]
  • [p]Fixed various cases where loot could not be picked up from some spawn points in Power Plant and Lewiston.[/p]
  • [p]Fixed various cases of floating and clipping loot in Power Plant, Pottsville, and Lewiston.[/p]
  • [p]Fixed fences in Lewiston which could not be vaulted from both directions consistently.[/p]
  • [p]Improved the navmesh in the Hera Hospital in Power Plant to prevent players from being inaccessible to zombies.[/p]
  • [p]Blocked off some areas near the Brewery in Pottsville where players could get stuck.[/p]
[p]
[/p][p]Gameplay[/p]
  • [p]Fixed an issue where melee weapons would not attack more slowly in the stamina starved state. Watch your stamina![/p]
  • [p]Fixed an issue where players would not start with max health if they have health-buffing skills.[/p]
  • [p]Fixed a cause of responders being stuck in the grab minigame.[/p]
  • [p]Prevented players from being able to be grabbed in the extraction vehicles on Lewiston and fall out of the train or boat.[/p]
  • [p]The Nailer now improves barricading time for windows as well as doors.[/p]
  • [p]Fixed barricading time for windows to match barricading time on doors.[/p]
  • [p]Fixed an issue where players could not pick up barricades without 2.5 kg of free inventory space, instead of the intended 1.5 kg.[/p]
  • [p]Prevented some barrels and propane tanks from exploding if a player shoves them.[/p]
  • [p]Fixed an issue where the Responder’s hand could obfuscate parts of the wiring minigame.[/p]
[p]
[/p][p]Localization[/p]
  • [p]Fixed some overflowing text on certain UI Visibility option descriptions when translated.[/p]
[p]
[/p][p]Server/Client[/p]
  • [p]Fixed an issue where the game would fall back to DX11 even on hardware supporting DX12.[/p]
  • [p]Fixed a ‘Partial Response Error’ that could appear when launching for the first time.[/p]
  • [p]The game now prompts users with outdated and possibly incompatible drivers to update.[/p]
  • [p]Applied tentative fixes to prevent squads from being disbanded instantly.[/p]
  • [p]Various crash fixes.[/p]
[p]
[/p][p]UI[/p]
  • [p]Fixed some overlapping icons in the objective log when the compass is raised.[/p]
  • [p]Removed placeholder text on some error messages when pressing Deploy.[/p]
  • [p]Fixed an issue where nameplates could appear briefly outside of the intended range on Lewiston and Pottsville.[/p]
  • [p]Credits and Account XP widgets should be hidden properly when disabling UI in spectator view.[/p]
  • [p]Fixed issues where warning messages would clip out of the widget frame.[/p]
  • [p]Fixed alignment on the Loadout menu in Ultrawide resolutions.[/p]
  • [p]Centered text for the radio minigame callbook.[/p]
  • [p]Centered buttons in pop-up widgets.[/p]
  • [p]Made sure inventory menu highlight does not disappear after dropping items.[/p]
  • [p]Removed placeholder text on some option descriptions.[/p]
  • [p]Fixed an issue where Loadout menu stack counts could disappear.[/p]
  • [p]Improved voice chat transmitting icon visibility.[/p]
  • [p]Some pop-ups and sub-menus on the Character tab of the main menu should close when changing tabs.[/p]
  • [p]Fixed typos in the Skill Pool.[/p]
  • [p]Fixed misaligned text in the Social menu.[/p]
[p]
[/p][p]User Experience[/p]
  • [p]Objective markers should appear for all players on generators and control panels properly in the Power Plant HQ during the ‘Power Balance’ ending sequence.[/p]
  • [p]Objective markers should appear properly when getting to the HQ during the ‘Repair’ ending sequence on Power Plant.[/p]
  • [p]Hint Prompts teaching players to inspect their firearm should now appear properly.[/p]
  • [p]Players will still see their Infection HUD overlay while interacting with minigames.[/p]
  • [p]Hint Prompts should no longer prevent players from unloading a weapon.[/p]
  • [p]Fixed an inaccurate tooltip on the Character XP in the end of match screen.[/p]
  • [p]Added icons when pinging weapon attachments.[/p]
  • [p]Objectives in Lewiston should not be circled as containing Responders until they are active.[/p]
[p]
[/p][p]Weapons[/p]
  • [p]Unloading firearms while your inventory is full should no longer cause the unloaded ammo to disappear.[/p]
  • [p]Fixed some cases where swapping between weapons had unintended delay.[/p]
  • [p]Balanced stability damage done to zombies when shoving with various items.[/p]
  • [p]Balanced stamina usage when shoving with various items.[/p]
  • [p]Fixed an issue where throwable items such as the Pipe Bomb would fail to throw on the first attempt, then throw two items when clicking again.[/p]
  • [p]Corrected the Shovel inventory description to tag it as a slashing weapon.[/p]
[p]
[/p][p]Zombies[/p]
  • [p]Zombies will become crawlers properly if a leg is cut off while they are vaulting, rather than walking around with one leg.[/p]
  • [p]Fixed an issue where zombies could be stuck in a table after vaulting through a window in Pottsville’s neighbourhoods.[/p]
  • [p]Fixed a bug with Riot Police zombies not being hit properly by melee weapons.[/p]
[p]
[/p][p][/p][p]Known Major Issues[/p][p]Note: as this is Early Access, our title is in active development and bugs are to be expected. We have listed some major known issues that we expect many players to encounter, however:[/p][p]
[/p]
  • [p]We have updated our ammo boxes in the shop to 20 cartridge boxes. If you have a 10 cartridge ammo box equipped in your loadout it will still be there at 0.4.2 launch, but if you unequip the box it will disappear. [/p]
  • [p]Players on weaker PCs may see a ‘Lost Connection’ error on their first attempt to join a map after this update.[/p]
  • [p]Two-handed firearms may not raise properly to shoot after dismissing the flashlight.[/p]
  • [p]Some explosives placed in maps may light players on fire in an unintended way.[/p]
  • [p]Weapons and items may clip into the ground when dropped.[/p]
  • [p]Flashlight may appear offset from other Responders' hands when idle.[/p]
[p]
We thank our playerbase for continuing to report issues and encourage further reporting through [/p][p]nmrih2.com/support[/p][p], in-game through the menu, or in our Discord.[/p][p]
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