In this update3
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.
What changed
- Gameplay
- Maps
- Balance
No More Room in Hell 2 changes
February's Nightmare Update has been out for just over a week, and with it came an update to our in-game roadmap.
Today we’re very excited to reveal our brand new “Road to April” roadmap! Internally we’ve had April marked on our calendars for months as an update that will completely revamp No More Room in Hell 2. This updated roadmap also reveals a lot of what’s to come in our March update, which is smaller than Nightmare or Reanimation, but features our first iteration of in-game earned credits, loadouts, two new weapons, tuning to make infection more prominent, and more.
We fully understand players’ need for more content, and our team is working tirelessly to deliver. We also feel that it’s important to showcase the work that’s already been done. Game development is extremely difficult, but throughout multiple challenges since Early Acccess launch we’ve been able to launch updates every month, with big features and improvements including:
Infection
Self Sacrifice
Calibre-based Ammo Rework
Weapon Attachments
Nightmare Mode
Making our first map Power Plant deeper and more replayable
Private Lobbies
Hundreds and hundreds of bug fixes
Coming April - REANIMATION Update
April's update (0.4.0) will be one of the biggest game updates our studio has ever put together.
Our road-to-April roadmap (above) showcases just a portion of new features and improvements coming to NMRIH2 in the near future. With April rapidly approaching we plan on giving you many more details on the full feature list in the near future, so stay tuned!
Our April update, Reanimation, is built to do just that. Reanimation is intended to create a moment where we can showcase to the world the growth that the game has seen since our October launch. With a scope similar to our October release, the game will take a giant leap towards our 1.0 intentions for No More Room in Hell 2.
Combat 2.0
A lot of different factors went into the creation of our original combat system, introduced with NMRiH2’s early access launch. We tried to answer a lot of questions like: as the studio behind Chivalry, how do we use our melee learnings without making it feel too similar to a very different game? How would an untrained combatant go about melee combat with a horde of living dead? How do we make it fun? While some aspects of it worked, we realize that players aren’t happy with the current iteration, and we’re looking to make some big changes to the overall combat in NMRiH2.
“Combat 2.0 is more than an upgrade to our combat system, it’s a fundamental change in our holistic approach. Our launch combat system was streamlined into a simpler version of its former self. Attacks currently feel heavy, they could control every aspect of the encounter without forcing players to think about their resources and weapon selection, this contributed to a feeling of similarity in each encounter. With Combat 2.0 we have 3 primary focuses: Moving away from single action importance, and bringing back the idea of stacking actions and cooperativeness Reframe our current weapons to be more clearly defined and different, offering more variables in combat Stamina matters, a skilled player can possibly survive alone, but teamwork is fundamental in melee combat These focuses have helped us build an updated combat system that allows players to express themselves more in combat. With Combat 2.0, weapons will be more clearly defined, you’ll have more ways to engage an enemy, stamina rebalancing will make
Source
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