In this update1
Full notes
Full No More Room in Hell 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
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.
What changed
- Gameplay
- Maps
- Balance
- Events
- UI and audio
No More Room in Hell 2 changes
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
Source
Changelog.gg summarizes and formats this update. How we read updates.
