Hospital – Patch 0.7.0 Is Live!
[p][/p][p]Hello Responders,[/p][p]The doors to Beaulieu open and 0.7.0 is live! Hospital began its conception in 2024, and over time it’s been honed down and refined into our game’s fifth map! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Hospital is an update that touches upon every aspect of No More Room in Hell 2. 0.7.0 features new features like the Beaulieu Hospital map and Match Reconnect, reworks to parts of Powerplant, balance changes that impact combat, health, and inventory, an optimization pass to character models, and a large swath of bug fixes. [/p][p]
[/p][p]Developer Note: Beaulieu[/p][p]
[/p][p]Beaulieu is a large multistory hospital that features a courtyard at its center. Over time, renovations of different sections of the hospital have created an old-meets-new aesthetic. The street facing exterior and lobby all look and feel brand new, while setting foot into the courtyard feels like you’re walking into the ‘50’s.![]()
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[/p][p]Research at Beaulieu looked promising, and rumors of a breakthrough made their way to the CRC right before the world went dark. Responders, you’re tasked with getting into the hospital, doing what you can to secure the location, and collecting research that could be pivotal to our survival.[/p][p][/p]
[/p][p]Powerplant is by far our largest map, and we feel that it still has a lot of potential before reaching its final form. Our level design team has put a lot of work into the map with updates including:
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[/p][p]Our match reconnect feature will detect when you lose connection due to a crash and/or network issues, and place your Responder into an “invisible” state, where you’ll be impervious to damage and undetectable to zombies.[/p][p][/p][p]Once detected and activated, players will have a limited amount of time (2 minutes at launch) to get back into the game before their character would be lost like normal.[/p][p][/p][p]Developer Note: Combat Changes[/p][p][/p][p]Community feedback is constantly helping us refine No More Room in Hell 2, and combat 2.0 still isn’t hitting the mark. Hospital comes with three changes intended to make combat feel more challenging and realistic.[/p][p][/p]
[/p][p][/p][p]No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.[/p][p][/p][p]Stay safe out there,[/p][p]The NMRIH2 Dev Team[/p][p]
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[/p][p]Developer Note: Beaulieu[/p][p]
- [p]Our first daytime objective map[/p]
 - [p]Randomly changing floor layout[/p]
 - [p]New “bio scanner” objective type[/p]
 
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- [p]A couple of updates ago we made a major zombie spawn rework to every map except Powerplant. We’re excited to share that Powerplant’s new spawn rework is completed, and ships with 0.7.0. [/p]
 - [p]We’ve replaced our 3 radios to find a body scenario with a new scenario featuring bio scanners, a new objective type debuting in Beaulieu Hospital.[/p]
 - [p]Updated the “fix machines” end scenario, where you now have to fix one machine instead of three.[/p]
 - [p]Fast rope added to extractions inside the powerplant, to make them a bit more tense.[/p]
 - [p]Update to all extractions, raising the intensity and danger during your escape.[/p]
 
- [p]Zombies are going to be tougher at every difficulty level and players are going to have to choose their fights tactically, as zombies are now ready to take an additional hit.[/p]
 - [p]Moving forward swinging into a crowd of zombies will cost additional stamina for each zombie hit. We see this as a change that should make the gameplay experience feel more realistic and grounded (and more difficult).[/p]
 - [p]Shoves and kicks are now slower when out of stamina and also deal less stability. We are testing combat changes to make stamina management a crucial part of the experience by limiting more player capabilities[/p]
 
- [p]Streamlined zombie spawning in the entire Power Plant map. Zombies should spawn more consistently and be more concentrated in the objective areas. Good luck![/p]
 - [p]Shoving will hit just one zombie at a time, and kicks will hit up the three zombies[/p]
 - [p]Zombies with helmets take fewer shots to remove the helmet[/p]
 - [p]Adjusted hitboxes to make it easier to hit zombies which are knocked down[/p]
 - [p]Ammo purchases in loadouts grants 20 bullets, up from 10[/p]
 
- [p]Fixed an issue where the Diner in Broadway was awarding too much XP[/p]
 - [p]Applied more fixes and safeguards to prevent rare instances where responders could be lost when launching the game[/p]
 
- [p]Adjusted animations used by Shamblers when they navigate[/p]
 - [p]Fixed an issue where Broadway objective items would disappear when held and shoving[/p]
 - [p]Muzzle flash vfx should be more consistent on guns with different fire modes[/p]
 - [p]Responders who turn should have more visible infection features[/p]
 - [p]Fixed an issue where fire could pop into view when turning the camera[/p]
 - [p]Prevented the flashlight from moving so much when throwing some weapons[/p]
 
- [p]Added more prominent audio feedback when getting hit by zombies and environmental hazards like fire and gas[/p]
 - [p]Audio from special encounters such as zombies emerging from coffins or body bags should play more reliably[/p]
 - [p]Increased attenuations and presence of audio in zombie spawn encounters to help player awareness[/p]
 - [p]Adjusted reverb volumes in Lewiston[/p]
 - [p]Prevented the ping sound effect from playing when opening certain doors[/p]
 - [p]Polished the glass breaking sound effects[/p]
 - [p]Fixed an issue where players could get stuck making squishy footstep sounds[/p]
 - [p]Fixed a sound effect for inserting fuses which would not play reliably[/p]
 - [p]Fixed ping voice lines not playing when pinging a wiring box from too far away[/p]
 - [p]Fixed gunshot audio being muffled when crouching[/p]
 
- [p]Updated Tree Trimmer attack tracers to better match the animation of the weapon swing[/p]
 - [p]Zombies can take damage from thrown weapons while vaulting[/p]
 - [p]Hip-firing with the Gruber MKVII now cancels sprint properly[/p]
 - [p]Fixed self-sacrifice animation with the MP5 so that the gun does not clip[/p]
 - [p]Fixed zombies not flinching when throwing the gene therapy at them. That’s some expensive hardware though, I wouldn’t be tossing that around if I were you…[/p]
 - [p]Overall improvements to one-handed blunt weapon animations[/p]
 
- [p]Updated the behaviour of various double doors across Power Plant[/p]
 - [p]Fixed some sewers in Broadway which could be blocked by invisible collision[/p]
 - [p]Fixed invisible collision inside a store in Broadway[/p]
 - [p]Fixed some clipping vehicles in Pottsville and Broadway[/p]
 - [p]Fixed some cases where vehicles would pop into view on Broadway[/p]
 - [p]Fixed some duplicated and clipping assets on Broadway[/p]
 - [p]Fixed a spot in the Train Derailment area in Power Plant where players could get stuck[/p]
 - [p]Fixed some floating assets in Power Plant[/p]
 - [p]Fixed some spots where items could not be picked up on Power Plant[/p]
 - [p]Fixed missing terrain around the edges of Broadway[/p]
 - [p]Fixed a visual issue with the objective monitors in the Food Storage building Lewiston, where the code would appear as the default until very close to the screen. You’ll strain your eyes like that![/p]
 - [p]Fixed some floating loot in the Power Plant Radio Station stash room[/p]
 
- [p]Prevented an issue where zombies could fall into inaccessible areas and block the completion of the Fire House in Broadway[/p]
 - [p]Applied a tentative fix to prevent the issue where the Broadway subway station tracks cannot be cleared and extraction is blocked[/p]
 - [p]Fixed a case where fuses could be inaccessible in some stores in Lewiston[/p]
 - [p]The extraction helicopter should now take off promptly if the last remaining player outside of it dies[/p]
 - [p]Fixed some locations in Power Plant where zombies would not spawn[/p]
 - [p]Adjusted zombie spawning in Broadway to prevent zombies spawning out of play[/p]
 - [p]Fixed an issue where the flashlight could fail to appear when starting a match with certain loadout items[/p]
 - [p]Made sure Early Extraction unlocks properly later in the match in Broadway and Power Plant[/p]
 - [p]Made it so that doors can be interacted with more reliably, and can be closed while partially open and vice versa[/p]
 - [p]Players should experience less movement corrections while inside helicopters[/p]
 - [p]Prevented alarms from being broken through walls[/p]
 
- [p]Warnings for leaving a match properly indicate that the character will be lost in all languages now[/p]
 
- [p]Fixed objective markers in the Power Plant repair scenario to point to the correct place[/p]
 - [p]Made sure the Message of the Day cannot block matchmaking buttons on the main menu[/p]
 - [p]Fixed an issue where end-of-match screen UI would not appear correctly when a player was left behind[/p]
 - [p]Fixed an issue where the XP bar would not update properly at the end-of-match screen[/p]
 - [p]Made sure the objective log appears and updates when completing objectives in Full UI mode[/p]
 - [p]Fixed an issue where location name UI would not pop up in Pottsville and Lewiston[/p]
 - [p]Fixed an issue where respawned players would see incorrect account XP info at the end-of-match screen[/p]
 - [p]Prevented an issue where voice lines and extraction animation could play again on the Broadway end-of-match screen[/p]
 
- [p]Various crash fixes[/p]
 - [p]Applied optimizations across the board to character textures, hair, and gore[/p]
 - [p]Fixed a case where players would not see all the users on their friends list[/p]
 - [p]Squad members who leave or from a disbanded party should not linger around in the front-end. Get outta here![/p]
 - [p]Squad member nameplates should always update when they leave your squad.[/p]
 - [p]Squad members who join will have their responder models and nameplates update more consistently[/p]
 
- [p]Added the new Bio Scanner objective to the tutorial[/p]
 - [p]Added some text to give more information about different weapon tiers in the tutorial[/p]
 - [p]Fixed some typos in the tutorial[/p]
 
- [p]Some doors in the Hospital can rarely get stuck in a falling state[/p]
 - [p]Sometimes, not all players will see a wall get destroyed in Broadway[/p]
 - [p]Players who lose internet connection may need to restart the game to rejoin an ongoing match, even if the game did not crash[/p]
 - [p]Players in Beaulieu Hospital standing on top of the mortuary cabinets when they are closed can get stuck[/p]
 - [p]Players reconnecting will hear the radio replay VO that has already been played in the match[/p]
 
[/p][p][/p][p]No More Room in Hell 2 is still in Early Access, and your feedback is shaping every step forward. Report bugs in-game, on Discord, or at nmrih2.com/support.[/p][p][/p][p]Stay safe out there,[/p][p]The NMRIH2 Dev Team[/p][p]
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