No More Room in Hell 2 is a terrifying 8 player co-op action horror experience. Find your friends in the dark and survive - in a dynamic, endlessly replayable zombie apocalypse.
[img]{STEAM_CLAN_IMAGE}/39540272/3969f379dc9197551334fa4432faeb36dd695e66.jpg[/img]
No More Room in Hell 2’s [b]Reinforcement Update[/b] is almost here, and should arrive mid next week! Stay tuned to our [url=https://discord.gg/nmrih]Discord[/url] for an exact date.
We’ve heard your feedback about focusing on improving the core game, so this update does exactly that - [b]addressing hundreds of bugs[/b] in the live game and diving into quality-of-life improvements that should have a large impact on the moment-to-moment experience of playing NMRiH2.
This is primarily a quality-of-life patch to substantially improve the core game, rather than adding a large spread of new content and features. But as we mentioned last week, we are rapidly working on [b]Infection and Self-sacrifice[/b], with plans to release these features as soon as inhumanly possible. This update will also include a significant difficulty balance overhaul, an alternate ending objective in the Power Plant, additional Responder Skills, and other effective improvements that add to the replayability of the core game.
[url=https://store.steampowered.com/news/app/292000/view/6904675658203398230?l=english]As mentioned last week[/url], players will get their hands on a pair of new weapons: the M7A1 assault rifle and M1911A1 handgun. Check out a quick preview of those here:
[previewyoutube=FLbLi7iK5Jw;full][/previewyoutube]
We’re excited to see players discover these new weapons in the open sprawl of the Power Plant map. We hope you’re excited to kill the Dead with these tools, too. Speaking of which…
Today we’d also like to highlight just a small selection of additional improvements coming to the game in the Reinforcement Update. This time, improvements to the [b]zombies[/b] themselves!
Here’s a list of various fixes to expect when it comes to zombies:
[list]
[*] Downed zombie will no longer get back up and skip the animation
[*] Zombies should no longer pop in existence in front of responder
[*] Zombies now apply damage properly when grabbing responders – look out!
[*] Zombies who have caught fire no longer have interaction widget showing
[*] Crawlers will no longer be Invincible
[*] Runner head gore should now appear correctly
[*] Zombies no longer vaulting through some environmental assets at various POIs that they shouldn’t have been vaulting at
[*] Zombies will no longer have delayed responses to explosions
[*] Zombies will no longer slide on their belly
[*] Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
[*] Overall improvements to zombie animation and locomotion – ongoing
[*] Zombies/Walkers no longer teleport during their grab attack
[*] Lunge animation will not pop during transition
[*] Zombies no longer move to ledge to where the player is standing
[/list]
We also shared our video of Improved Hit Reactions on zombies last week.
https://www.youtube.com/watch?v=C22Pomk_Mjc
In all, we feel we’ve lurched another step closer to realizing the most hauntingly cinematic zombies out there. Stay tuned for our full patchnotes to see the hundreds of other bugs that are being fixed with this update.
We’re excited for the [b]Reinforcement Update[/b] to bring many players back to the game, and see it as a significant step towards No More Room in Hell 2 being on firmer ground during its Early Access journey -- as we look to the very near future of [b]Infection & Self-sacrifice[/b] to arrive in the game in an early form, ahead of many more updates beyond that.
We know that, despite its size, this update won’t solve every issue present in the game, and so to help make us aware of your wants and needs, please continue to report issues through [url=http://nmrih2.com/support]nmrih2.com/support[/url], in-game, or leave us feedback and ideas for the future in our [url=https://discord.gg/nmrih]Discord[/url].