In this update7
Full notes
Full No More Room in Hell update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- UI and audio
- Performance
- Fixes
- Events
No More Room in Hell changes
An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include:
Changes
Improved overall melee hit detection, entities close up can now be hit more reliably
Melee impacts no longer draw decals or spawn debris
Melee swings can now hit multiple entities at once
Mutator list is now sorted by title
Reduced SKS w/ bayonet extra shove delay (1.5s -> 0.5s)
Reverted scoreboard "DEAD" label back to "DECEASED"
Server-side Workshop error messages are now more descriptive
Updated the localization files:
With thanks to community translators: Blueberryy, Holy Crap, Klowby, marcielcps, Plazehorta
Want to localize NMRiH to your own language? Visit our localization repository on GitHub.
Fixes
Fixed common Linux crash when earning an achievement
Fixed death sound playing on disconnect kill
Fixed disconnect kills affecting "We Got This!" achievement progress
Fixed entity "ambient_fmod" playing all active sounds on client sign-in
Fixed entity "point_message_multiplayer" not always updating position when following entities
Fixed event "zombie_shoved" being fired when shoving players
Fixed FMOD sound system crash when changing level (#1363)
Fixed inconsistent volume factor on music and FMOD ambient sounds
Fixed instructor hints displaying globally on dormant entity targets
Fixed map localization not falling back to English when strings were missing for current language
Fixed mutators not being applied on listen server restart (#1361)
Fixed mutators not being reloaded on level change
Fixed overlapping elements in options dialog
Fixed rare crash when player who's using a supply crate leaves the game
Fixed scoreboard text being truncated on lower resolutions
Fixed server name being truncated on the scoreboard
Fixed several issues with "ambient_fmod" entity
Fixed SKS bayonet stab sound playing when hitting something else than a zombie or player
Fixed supply crate getting stuck open when using player dies or leaves the game
Fixed supply crate UI not closing during demo playback
Changes for mappers and modders
Added entity "env_timer", a simple HUD timer with input controls similar to a stopwatch
Added filter entity "filter_activator_player_infection", passes when player is infected, or optionally when activator is not a player
Added filter support for entity "env_explosion"
Added input "ToggleSound" to entity "ambient_fmod"
Added "SetCauser" input to entities, sets who gets credit for an inflicting kill (e.g. from hurt trigger)
Entity "trigger_keypad" now sets "OnTrigger" activator as player who input the code
Fixed "ambient_fmod" inputs "IncreaseVolume" and "DecreaseVolume" not working
Maps
nmo_asylum
Added additional audio
Added alternate key spawn to better balance objective paths
Added alternate paths to bypass most of the chokepoints that would result in "Zombie Clogs"
Added clipping to smooth out certain staircases, remove god-spots in the finale and prevent objective items from getting stuck places
Added more signs
Added more spooky stuff!
Cheeky Foot Door now unlocks if you get special Foot Spawn. No more staring longingly at feet you can't reach
Exorcised Ghost Bomb
First half of the map has been streamlined based on objective path to be easier to navigate, and to have less dead ends
Fixed collision on many, many objects
Fixed hard to hear audio in finale
Improved Performance in Courtyard
Improvements to zombie spawning in finale section and reduced number of runners in courtyard by roughly 20%, but I'm afraid ya'll are still going to be at the mercy of the random spawning logic here, so you might not notice a difference if you're unlucky
Readjusted meat health and finale duration to be more challenging
Replaced a significant number of "Fake Real Doors" with real, fake doors to improve navigation
Revamped Dormitory lighting to be less boring, general lighting improvements across the board
Revamped spawning logic in finale to have significantly fewer runners
Stuck spots on Keys, gravestones and front desk reception area have been fixed; ant-sized props removed, sorry ants
Updated Navigation mesh to make zombies less dumb
Various detailing improvements and misc. bug fixes
You can now save the melon, a sincere apology to melon rescue teams for this oversight
nmo_fema
Replaced ambient music from soundscape to "room" ambient
Slightly changed "Pump it" challenge objective route
nms_arpley
Fixed wrong ending wave
nms_laundry
Extended extraction time
Fixed zombies being stuck in a narrow alley spawn (extended playable area, even if they're stuck, players can kill them with melee)
Landmine kills are now credited to a player who picked up the mine
Landmines no longer damage players (except when infected)
Reduced siren duration from 4 mins to 1 min
Replaced "alert" hint icons for "cut the rope" objective with "use key" icon
Van now honks its horn before it starts moving
Van now won't instantly kill players
Source
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