Spawn – Patch 0.6.0 Is Live!
[p]Hello Responders,[/p][p]The dead don’t rest, and neither do we. The Spawn Update brings some of the most transformative changes to No More Room in Hell 2 since Early Access began. We are reshaping how you choose your challenges, introducing a whole new difficulty tier, giving you more control over your Responders build, and handing you a brand-new weapon to swing at the undead.[/p][p]If you have been waiting for the game to give you more freedom in how you play, from difficulty to skill specialization, this is the moment.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][h3]
Major Feature – Difficulty 2.0[/h3][p][/p][p]
[/p][p]Every difficulty tier now feels distinct, turning your choice into a true test of survival.
With Difficulty Preference in place, we can finally give each tier a distinct identity without holding back. Difficulty 2.0 introduces a complete overhaul of difficulty tiers, allowing us to make each mode unique and true to its name.[/p][p]What’s changed in Difficulty 2.0:[/p]
[/p][h3]Major Feature – Character Skill Upgrades & Reroll[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][p]Your Responder’s growth is now in your hands. Shape your build exactly as you want it, without relying on pure luck.[/p][p]How it works:[/p]
[/p][p]Animation[/p]
[/p][p]Weapons[/p]
[/p][p]Zombies[/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]We cannot wait to see how you survive Spawn.[/p][p]Stay safe out there,
The NMRIH2 Dev Team[/p]
Major Feature – Difficulty 2.0[/h3][p][/p][p]
With Difficulty Preference in place, we can finally give each tier a distinct identity without holding back. Difficulty 2.0 introduces a complete overhaul of difficulty tiers, allowing us to make each mode unique and true to its name.[/p][p]What’s changed in Difficulty 2.0:[/p]
- [p]Melee Weapon Damage Scaling – Casual boosts even basic melee weapons, Nightmare demands the best gear.[/p]
 - [p]Weapon tiers are now visible in the inventory, making it easier to tell which weapons should be an improvement.[/p]
 - [p]Loot Scaling - Supplies are plentiful in Casual, scarce in Nightmare[/p]
 - [p]Zombie Threat Level - Expect more zombies and more aggression as you climb tiers[/p]
 - [p]In Nightmare, zombies are faster and more aggressive than ever[/p]
 - [p]Respawn System (Casual only) - Downed players can return when teammates complete the current objective, respawning at the nearest CRC Station[/p]
 
- [p]Choose one or more preferred difficulties before queuing[/p]
 - [p]Matchmaking prioritizes your selected difficulties while keeping queue times efficient [/p][p] [/p]
 
- [p]Respawn - If your teammates complete the current POI, you will respawn at the nearest CRC Station.[/p]
 - [p]Matches only fail if your entire squad is wiped, and respawns stop when only the mission remaining is extraction. [/p]
 - [p]All modifiers are tuned to their easiest settings for new and relaxed play.[/p]
 - [p]Joins Casual, Classic, Hardcore, and Nightmare as the complete lineup.
[/p] 
- [p]Better pacing between spawns so action and tension feel more balanced.[/p]
 - [p]Smarter spawn placement to reduce cheap ambushes and create more dynamic engagements.[/p]
 - [p]Population control – Killing zombies in an area will temporarily reduce the local population, giving you short breaks in the action. [/p]
 
[/p][h3]Major Feature – Character Skill Upgrades & Reroll[/h3][p][/p][previewyoutube][/previewyoutube][p][/p][p]Your Responder’s growth is now in your hands. Shape your build exactly as you want it, without relying on pure luck.[/p][p]How it works:[/p]
- [p]Upgrade perks with in-game credits, improving them from base to expert, provided your account level meets the requirement for that expert skill.[/p]
 - [p]Reroll perks using in-game credits to find your ideal combination, with effort driving the outcome and luck offering shortcuts
[/p] 
- [p]Heavy two-handed melee with wide swings and strong knockback[/p]
 - [p]Great for crowd control in tight spaces[/p]
 - [p]Available now in loot pools, loadouts, and training
[/p] 
- [p]Increased the illumination on lanterns and worklights.[/p]
 - [p]Objectives Completed is now counted as intended - per objective area completed, rather than individual objectives.[/p]
 - [p]Players use less stamina when they start sprinting, and can therefore sprint for slightly longer.[/p]
 - [p]Melee arcs have been tightened to reduce overly effective crowd control[/p]
 - [p]Melee ranges have been shortened slightly for more realistic reach[/p]
- [p]One-handed weapons: rande reduced from 200 to 170[/p]
 - [p]Two-handed weapons: range reduced from 250 to 220[/p]
 
 - [p]Credit and XP multipliers at different difficulty levels have been reworked.[/p]
 - [p]Zombies attack from more variable ranges, which should make melee combat a bit less predictable.[/p]
 - [p]Tweaked the VOIP and text chat distance on each map, to be around 70m.
[/p] 
[/p][p]Animation[/p]
- [p]Fixed a case where zombies could A-pose while ragdolling.[/p]
 - [p]Improved zombie animations and prevented them from contorting when kicked down.[/p]
 - [p]Fixed distorted textures on zombie ragdolls.[/p]
 - [p]Fixed some missing animations and improved animations for throwing certain two-handed weapons.[/p]
 - [p]Improved animation for interacting with valves while items are being held.[/p]
 - [p]Fixed the flashlight floating in the player’s hand during some throw windup animations.[/p]
 - [p]Burning effects are now applied properly to both clothes and skin.
[/p] 
- [p]Fixed an issue where responders would play out-of-stamina breathing audio indefinitely.[/p]
 - [p]Zombified responders no longer trigger certain living responder VO lines. [/p]
 - [p]Broadway extraction voiceover lines now play at the correct moments.[/p]
 - [p]Fixed bass SFX being too loud on certain guns when a silencer is equipped.[/p]
 - [p]Responders no longer identify .22 ammo as magnum ammo when pinged.[/p]
 - [p]Made the game intro audio respect the master volume setting.[/p]
 - [p]Added arcade sounds in the Movie Theatre on Broadway. Don’t spend too much time playing pinball, though.[/p]
 - [p]Increased ambient zombie crowd presence on Broadway[/p]
 - [p]Responders are now audibly more reactive to certain in-game events[/p]
 - [p]Zombies now have burning sounds when on fire[/p]
 - [p]Responder audio will now occlude when behind obstacles[/p]
 - [p]Improved weapon impacts across the game
[/p] 
- [p]Blocked some unintended shortcuts in Broadway.[/p]
 - [p]Fixed some locations in Broadway where responders could get stuck at the top of the ladders leading to the sewers.[/p]
 - [p]Removed unintended safe spots in the Broadway extraction areas and the Diner objective.[/p]
 - [p]Prevented zombies from vaulting through barricaded windows in the Broadway Diner objective and locked-down windows in the Clinic objective.[/p]
 - [p]Fixed various floating loot and objective items in Broadway.[/p]
 - [p]Drained the water from an early extraction bunker in Broadway. Sorry about the leak.[/p]
 - [p]Removed invisible collision which could be walked on in Broadway.[/p]
 - [p]Fire extinguishers in the Broadway movie theatre can now be detonated.[/p]
 - [p]Fixed issues with many stores and buildings being visually culled and popping in and out Broadway.[/p]
 - [p]Fixed an invisible wall near the Bar in Power Plant.[/p]
 - [p]Removed a nonsensical doorknob from a push bar door.[/p]
 - [p]Fixed some places where loot could not be picked up properly on Broadway.[/p]
 - [p]Fixed clipping and overlapping environment assets in Broadway and Power Plant.[/p]
 - [p]Fixed a spot where responders could get stuck in the Pharmacy in Broadway.[/p]
 - [p]Fixed flickering on some static zombie corpses in the Broadway Courthouse.[/p]
 - [p]The initial helicopter explosion in Broadway will trigger regardless of whether players are looking at it now. Blink and you’ll miss it.[/p]
 - [p]Fixed an issue where some railings in Pottsville could not be vaulted.[/p]
 - [p]Fixed flickering shadows in the Bar in Power Plant.[/p]
 - [p]Adjusted countertops in the Broadway Diner objective to make it a bit easier for zombies to navigate and attack players in this area, and let players move around.
[/p] 
- [p]Players will no longer lose their ability to interact when targeted by a zombie grab attack.[/p]
 - [p]Swapping items while carrying an objective item will no longer send the object flying away.[/p]
 - [p]Fixed a case where responders could get stuck while climbing a ladder and attacking.[/p]
 - [p]Fixed an issue where responders could appear naked, and an issue where responders would be missing shoes. No shirts, no shoes, no survival![/p]
 - [p]Ensured the radio minigame works as intended in the Tutorial.[/p]
 - [p]Code Panel objectives should no longer appear to be active before power is enabled in objectives.
[/p] 
- [p]Added translations which were missing for the Customization menu.
[/p] 
- [p]Fixed a hitch after the objectives are completed.[/p]
 - [p]Implemented a fix to try and address an issue where players’ friends lists will not show up properly in-game.
[/p] 
- [p]Fixed objective markers not appearing on extraction vehicles in Broadway. Don’t get lost in New York![/p]
 - [p]Objective markers for objective items in Broadway no longer disappear when items are dropped.[/p]
 - [p]Picking up a radio no longer clears the player’s objective log.[/p]
 - [p]Fixed an issue in Pottsville where the objective log could have a blank objective with a checkmark.[/p]
 - [p]Improved error messaging when squads fail to form properly.
[/p] 
- [p]The death screen animation will no longer restart if the player is pressing buttons.[/p]
 - [p]Lobby Privacy setting no longer appears to reset to Public when starting a Private match.[/p]
 - [p]Fixed an issue where players could get stuck in the death screen animation for an excessively long time, especially for players running at lower than 60 fps.[/p]
 - [p]Fixed an issue where pressing ESC on the gamma select screen would hide the cursor and make it difficult to navigate.[/p]
 
[/p][p]Weapons[/p]
- [p]Zombies take damage more consistently from thrown weapons.[/p]
 - [p]Fixed in a delay in firing burst mode with the MP5.[/p]
 - [p]Slash marks and bullet marks now appear properly on zombies.[/p]
 - [p]Shove attack with the Gruber Ranch no longer has an excessively long recovery.[/p]
 
[/p][p]Zombies[/p]
- [p]Zombies should no longer over-prioritize vaulting over railings instead of going around them.[/p]
 - [p]Improved zombie navigation around the Power Plant.[/p]
 - [p]Fixed a number of spawn points where zombies would spawn on awnings, signs, or windows and get stuck.[/p]
 - [p]Fixed locations in the Tutorial and Power Plant where zombies would spawn naked.[/p]
 - [p]Reduced impulse on zombies ragdolling due to throwing weapons.
[/p] 
- [p]Selecting multiple new skills in rapid succession may sometimes prevent a responder from selecting new skills, until you restart the game.[/p]
 - [p]Players are not always able to heal each other.[/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]Responders may animate improperly after entering DBNO after respawning.[/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]We cannot wait to see how you survive Spawn.[/p][p]Stay safe out there,
The NMRIH2 Dev Team[/p]
