Update Notes: Revelation (0.9)
Hello Responders!
Welcome to the Revelation (0.9) Update, our last major release prior to 1.0. This update continues to build upon the foundations of previous Early Access improvements and focuses directly on core aspects of the No More Room in Hell 2 experience: Difficulty tuning, firearm depth, clearer progression, user experience improvements and a whole host of bug fixes. With so much new content coming in 1.0, we felt it was important that Revelation continues to focus on improvements to allow players to earn any remaining Early Access rewards and prepare for the progression wipe.
We’ll still have more news and updates on our road to 1.0 – we know everyone is excitedly waiting for more information surrounding Survival and more – so stay tuned and we’ll share more soon!
For a full rundown of everything that is LIVE in-game today, here are the patch notes:
Feature Updates
Firearm Combat
As mentioned in our Firearm Combat blog, we’ve done a holistic overhaul of ranged weaponry from ammo to firearms and their attachments. These changes aim to make firearms feel more iconic in their strengths, while also reinforcing reasons to prefer and swap between them. This is a feels-based pass so all these adjustments are to enhance the fantasy of these weapons while keeping them grounded in their realistic functions. From overmatching penetration to damage through zombie armor to suppressors drastically improving your ability to stealth, firearms will now have adjustable identities that you can lean into to define your playstyle.
Ammo
All Ammo Types
Finetuned the frequency of spawning based on power.
.22 LR
Now has the chance to spawn in ammo crates.
.45 ACP and .357 Magnum
Minimum weight increased from 0.35kg ➡️ 0.45kg
Weight per bullet increased from 0.01kg ➡️ 0.025kg
5.56 NATO
Minimum weight increased from 0.35kg ➡️ 0.5kg
Weight per bullet increased from 0.01kg ➡️ 0.025kg
6.8x51mm, .308WIN, and 12ga Shells
Minimum weight increased from 0.35kg ➡️ 0.5kg
Weight per bullet increased from 0.01kg ➡️ 0.04kg
9mm
Weight per bullet increase from 0.01kg ➡️ .015kg
Penetration
Increased penetration value required to breach Swat Helmet from 1➡️ 2
Increased penetration value required to breach National Guard helmet 1➡️ 3
Increased penetration value required to breach Swat Shield 1 ➡️ 3
Attachments
Optics
Combat and holographic sights now improve ability to deliver follow-up shots.
Hunting sight provides additional effective range and pinpoint opening shot accuracy.
Suppressors
Dramatically reduce zombie perception and improve ballistics performance.
Weapons
All Firearms
Crouching now decreases your firearm’s spread. This varies from weapon to weapon based on its initial spread and caliber.
Handguns
M1911
Body damage decreased from 35 ➡️ 15
Stability loss on hit decreased from 60 ➡️ 25
Effective Range decreased from 50m ➡️ 40m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
M9A3
Body damage decreased from 25 ➡️ 10
Stability loss on hit decreased from 40 ➡️ 20
Effective Range decreased from 50m ➡️ 45m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is increased.
Model 13
Body damage decreased from 30 ➡️ 20
Stability loss on hit decreased from 60 ➡️ 20
Penetration value increased from 0 ➡️ 2
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is moderately increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Gruber MKVII
Headshot damage decreased from 50 ➡️ 35
Body damage decreased from 25 ➡️ 5
Stability loss on hit decreased from 40 ➡️ 10
Effective Range increased from 30m ➡️ 45m
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is significantly decreased.
Time to reset recoil is increased.
Heavy Rifles
M14 Battle Rifle
Body damage decreased from 75 ➡️ 35
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 2 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is moderately increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is moderately increased.
Time to reset recoil is decreased.
Hunter 85
Body damage decreased from 75 ➡️ 35
Penetration value increased from 2 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is moderately decreased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is slightly increased.
Time to reset recoil is increased.
Rochester 1873
Body damage decreased from 30 ➡️ 20
Stability loss on hit reduced from 80 ➡️ 20
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Rifles
M7A1
Headshot damage increased from 100 ➡️ 150
Body damage decreased from 50 ➡️ 35
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 1 ➡️ 3
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is moderately increased,
Vertical Recoil is moderately increased.
Horizontal Recoil is moderately increased.
Time to reset recoil is decreased.
MC-15
Headshot damage increased from 100 ➡️ 130
Body damage decreased from 35 ➡️ 20
Stability loss on hit decreased from 40 ➡️ 25
Penetration value increased from 1 ➡️ 2
Maximum Range decreased from 150m ➡️ 100m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly decreased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Gruber 922
Headshot damage decreased from 50 ➡️ 35
Body damage decreased from 25 ➡️ 5
Stability loss on hit decreased from 60 ➡️ 20
Penetration value decreased from 1 ➡️ 0
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly decreased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is significantly decreased.
Time to reset recoil is increased.
Gruber Ranch
Headshot damage increased from 100 ➡️ 130
Body damage decreased from 35 ➡️ 20
Stability loss on hit decreased from 60 ➡️ 20
Penetration value increased from 1 ➡️ 2
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is significantly decreased.
Vertical Recoil is moderately decreased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Shotguns
590A1
Body damage increased from 13 ➡️ 17
Stability loss on hit decreased from 12 ➡️ 10
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Fierra DB12
Body damage increased from 13 ➡️ 17
Stability loss on hit increased from 12 ➡️ 15
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
X12 Super
Headshot damage decreased from 25 ➡️ 20
Body damage increased from 15 ➡️ 17
Stability loss on hit decreased from 12 ➡️ 10
Damage falloff distance is moderately decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is moderately increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Submachine Gun
MP5
Headshot damage decreased from 100 ➡️ 70
Body damage decreased from 25 ➡️ 10
Stability loss on hit decreased from 30 ➡️ 20
Penetration value increased from 0 ➡️ 3
Max Range decreased from 150m ➡️ 50m.
Damage falloff distance is slightly decreased.
Hipfire spread is significantly increased.
ADS spread is slightly increased.
Spread buildup per shot is slightly increased.
Vertical Recoil is slightly increased.
Horizontal Recoil is slightly increased.
Time to reset recoil is decreased.
Developer Note: These numbers deserve a bit of context. Damage and general ballistic performance is more consistent across guns of the same caliber, meaning that you can clearly feel the quality jump between firearms that share caliber. When shifting between weapons of the same class but different calibers, you should feel more tangible upsides (with tradeoffs) as you ascend the calibers. Prior to this change, most weapons had very similar stats which meant most firearm choices came down to the most abundant ammo type.
General Combat
Improved limb detection with bladed weapons.
Knives and wrenches are now stackable!
Get busy chucking or get busy dying.
Grenades can now be thrown underarm at a shorter distance.
The binding is right mouse button by default.
Shoving now triggers much earlier in the animation, allowing for quicker response.
Invincibility during shove is now much shorter to accommodate.
Fixed incorrect idle wrench pose.
Progression
Account XP is now always rewarded regardless of if the player dies or extracts.
Character XP is now awarded at match end based on extraction and supplies gathered.
Credits are now awarded based on supplies, not Account XP.
Supplies and Credit Economy
Supplies now directly correlate to Credits earned after a match. Each map has the maximum of extractable Supplies capped.
Players that fully extract now receive credits equal to supplies gathered by themselves, other extracting players, and the team pool.
Players that extract early get no credits, and their supplies are added to the team pool.
Players that fail to extract only receive credits for the supplies they personally gathered.
Supplies value adjusted to match Credits gained from extracting them.
Small Supply: 2
Medium Supply: 5
Large Supply:10
Critical Supplies are tracked separately and not subject to map supply caps, providing additional Credits on top of normal supplies.
As part of this change, the costs of all Credit purchases have been adjusted.
Perk rerolls now scale their cost with the level slot they are being placed in.
UI/UX Improvements
A new Action Hint UI is available in UI settings.
This offers a quick glance option to know available inputs based on context.
Health bar is now at the bottom of the screen near the stamina bar.
Supply counts and caps are now shown when within your inventory and at the end of the match.
Increased nameplate view distance from 70m ➡️ 90m.
Camera movement has been improved across all actions.
Inventory swapping queuing is now more consistent.
Scavenger now shows the amount of additional ammo awarded.
Zombie Perception
Reduced zombie field of view from 220° ➡️ 150°
Reduced time to lose track of target from 10s ➡️ 1s
Zombies no longer share extra knowledge with each other.
Who knows what those grunts and groans mean anyways?
Zombies no longer chase towards a player’s current location even after losing line of sight.
They will now chase up to the player’s last known location.
Player footsteps now are only detected if a zombie can feasibly gain line of sight on them.
Gunshot perception range has been adjusted to be standard across firearms.
Suppressor gunshots dramatically reduce this range and require line of sight.
Updated various effect’s detection ranges to match their effect ranges.
Radio
Pipe Bomb
Explosions
Balance & Map Changes
Difficulties
Updated rewards multipliers for each difficulty:
Casual: 100% Account, 100% Character, 80% Credits
Normal: 100% Account, 120% Character, 100% Credits
Hard: 120% Account, 160% Character, 120% Credits
Nightmare: 120% Account, 200% Character, 130% Credits
Adjusted zombie minimum, maximum, and spawning cadence of spawning events across all difficulties based on player count.
This is a large change to how zombie pressure and overall action will feel. We plan to observe how this feels and make adjustments as needed.
Players take 35% less damage from zombies on Casual
Full UI is now defaulted to ON while playing in Casual
An additional airdrop now spawns at the start of Objective maps in Casual
Items
Radios now only attract up to 10 zombies per use.
Some zombies don’t understand good music.
Flashlights now last longer as a baseline.
Maps
All Maps
Maximum zombie counts adjusted across difficulties and squad sizes.
Melee weapons spawns are adjusted to better distribute different tiers throughout the experience.
There is now a supply of weapons, ammo, and medical items in the extraction helicopter.
Adjusted extraction helicopter heights to prevent death if fallen off of at full health.
Broadway
Adjusted zombie pressure during the opening sequence and hatches open automatically after a set period.
Hospital
Improved zombie spawning logic, scaling better at each difficulty and keeping certain areas populated.
Wards now have unique experiences when finding bodies. Some wards also have a reduced number of bodies to compliment the unique gameplay within them.
Modified the layout of the Morgue POI.
Reduced number of security panels to match the exact number needed.
Added additional VO lines for objective guidance.
Updated various UI markers to better indicate distance and direction.
Reworked loot spawning to ensure gear spawns more evenly.
Zombies
Frequency of Riot and Armored Soldier Zombies has been fine-tuned on a per-difficulty basis.
The calls for backup were finally answered.
Reduced Fireman helmet health from 100 ➡️ 75
Reduced Construction helmet health from 100 ➡️ 70
Increased National Guard helmet health from 100 ➡️ 130
Bug Fixes
Animation
Fixed an issue where revived responders can appear to be crouching
Improved firing animations with the M7A1 rifle, X12 shotgun, and Gruber 922.
Improved MC-15 and M7A1 textures.
Fixed an issue where responders could appear to be stuck in an interacting animation after reviving another player.
Fixed an issue where the camera would shake erroneously during attack recovery.
Fixed an animation issue that could occur by interacting with a wiring minigame and using Phalanx pills.
Fixed an issue where players can continue to appear to be climbing after exiting a hatch.
Fixed animation issues when responders jump off ladders.
Fixed an issue where responders appear nude during shader compilation.
Fixed issues where zombies turn very slowly to face deployable radios.
Fixed issues where naked zombies could spawn in parts of Power Plant.
Fixed an issue where crawler legs would not appear to be dismembered properly to some players.
Zombies with bullet-proof vests should not create gore when shot or hit in the body.
Audio
Fixed issues where 2H melee weapons would play attack audio multiple times or not at all
Adjusted some Female Zombie attacking DB levels to be a little quieter.
Applied some water sounds to areas missing them near fountain spawn in Power Plant.
Fixed an issue where some fires would have occluded audio.
Increased volume level of opening some containers.
Added a cooldown to VO when reviving other responders.
Fixed an issue with Power Plant entrance music not playing.
Added more obvious sounds when zombies attempt to grab you (they were silent before).
Fixed a case where POI music and Evacuation music could overlap
Fix for missing water sounds in the rehab pool in Beaulieu Hospital
Added new audio in rehab ward in Beautlieu Hospital
Added audio to indicate progressing and completing subobjectives
Combat
Fixed an issue where attacks to zombies or windows very close to the player would miss.
Fixed a case where the player could become unable to attack after interacting with a fuse.
Fixed an issue where hitting multiple zombies could cause stamina to get refunded to the player.
Set the default camera shake strength for combat in the settings.
Fixed an issue where firearms can shoot extra rounds after shoving.
Fixed an issue where one-handed pipe combo attacks would repeat.
Fixed an issue where shoving and kicking in certain tight areas would not work consistently.
Fixed an issue where pipe bombs attractors could permanently attract zombies, even after exploding.
The reload animation and ammo count for the Winchester and 590A1 shotgun now line up.
Fixed an exploit where players could pick up exploded IEDs and pipe bombs.
Fixed hitbox issues when attacking zombies with melee weapons while jumping.
Fixed an issue where National Guard zombies can be killed by a headshot before the helmet is destroyed.
Environment
Applied fixes to prevent players from getting stuck when using ladders in the Trainyard on Power Plant.
Blocked off locations in the North and South Wing of Hospital where it was possible to skip the bioscanner objectives.
Blocked off a location on the Hospital roof where a fence could be jumped over.
Fixed an invisible wall inside a ward storage room in Hospital.
Fixed an issue where players could enter an inaccessible area in Beaulieu Hospital early.
Fixed an area in Broadway nearby the Diner where zombies could bunch up and get stuck.
Fixes to make daytime lighting on Hospital look less fuzzy on lower graphics settings.
Fixed various flickering textures in Power Plant and the Training Range.
Fixed floating assets and gaps in walls and terrain in Lewiston and Power Plant.
Made Level of Detail improvements on Power Plant.
Fixed floating gene therapy crates in the Training Range.
Fixed an issue where some wood doors would change texture when damaged.
Fixed an issue where planks would disappear at the end of the Stoke the Fire objective on Broadway.
Fixed a location where players could get stuck in a Broadway manhole.
Fixed environment assets inside the Power Plant blocking pings in some areas.
Fixed an issue where responders could get stuck by cancelling a throw with a melee attack.
Fixed a location in Broadway where zombies could get stuck climbing a truck.
Improved zombie navigation in the Training Range.
Fixed various cases of loot clipping into surrounding objects or floating across various maps.
Fixed open doors in Food Storage in Lewiston blocking zombie navigation.
Blocked zombies from vaulting into Lewiston spawn stores.
Gas clouds now appear red to distinguish themselves from infection clouds.
Their density has also been adjusted for visibility.
Blocked some locations where the player could escape the map in the Tutorial Range.
Fixed an issue where a garbage truck on Power Plant appears to be sinking into the ground.
Fixes for floating foliage across various maps.
Fixed several cases of floating supply items across various maps.
Fixed a truck missing a tire on Pottsville.
Fixed an issue where loot wasn’t able to be picked up in a workshop in Power Plant.
Fixed more penetration issues when shooting through fences with gaps in them.
Fixed the rotation of various off-axis items in several maps
Gameplay
Made improvements to fix an issue where the extraction helicopter can float too high up for some players on Hospital.
Applied more fixes to ensure players cannot get stuck on the Clear the Tracks objective in Broadway.
Fixed an issue with certain guns where unloading a weapon on the ground would also unload the held weapon
Fixed certain zombie falling spawn locations in Hospital which could cause animation issues.
Improved zombie navigation in the Broadway sewers.
Doors no longer take damage from poison gas and other environmental hazards.
Fixed an issue where the state of damaged power boxes or wiring box minigames would not replicate to other players.
Fixed an issue where Farmhouse doors would not replicate properly for players arriving to the zone later on Power Plant.
Applied fixes to prevent dropped or thrown objects from clipping through the ground.
Fixed a bug where picking up an item would cause the responder to holster their flashlight and go back to a 2H firearm.
Fixed an issue where responders could not swap weapons after using an ammo crate in the Training Range.
Fixed an issue where responders could get stuck from performing actions after throwing and mounting a ladder.
Made Hospital spawn points safer for players joining the game late.
Fixed an issue where locks couldn’t be destroyed in one hit.
Removed the option for “Ultra” graphics.
This setting was meant only for cinematics and never intended for gameplay use.
Localization
Added translation for menu elements in the Avatar Customization menu.
Improved some Simplified Chinese translations in the Roadmap.
UI & UX
Updated out-of-date tooltips on loading screens.
Areas of the Training Range now get checked off on the map as they are completed.
Fixed skill tooltips obscuring character selection.
Fixed an issue where melee hint prompts could not be dismissed.
HUD effects should appear properly when in deep water.
Improved the clarity of some Broadway objective text.
Updated the description for the Marathon Runner Expert perk to be accurate.
Progression
Fixed character medals failing to increment properly.
Fixed a Broadway objective which was not properly awarding XP.
Fixed a scenario in Lewison which was awarding double the amount of intended XP.
Nightmare Level should appear properly when spectating and on the end of match screen.
Server & Client Stability
Prevented players from entering the Training Range while shaders are compiling, which could lead to visual issues.
Various crash fixes.
Applied fixes to a known issue where the game will hang on start.
Optimizations to foliage targeting Low and Medium graphics settings.
Known Issues
Using a VPN while trying to send or accept Squad invites can cause players to be immediately kicked after joining the Squad. Try turning off any VPN you’re using, if you encounter this issue.
On Power Plant during the extraction cinematic, the helicopter can appear to be underground.
Supply crates on helicopters currently have no visuals for the physical box.
Casual supply drops currently are only dropping a single Medkit in some scenarios.
No More Room in Hell 2 is still in Early Access, and your feedback has helped shape every step forward. Help out by continuing to report bugs in-game, on Discord, or at nmrih2.com/support!
Stay safe out there,
– The NMRIH2 Dev Team