Armageddon (1.0) Update Notes

Feature Updates

NEW Game Mode: Survival

In this new experience, speakers attract waves of zombies away from population centers and into the waiting arms of combat-focused Responders. These maps are more chaotic and fast-paced, while still offering the core match and meta progression players have come to expect from No More Room in Hell 2. Here’s how the mode plays:

  • Responders arrive at the scene with a few minutes to spare, enough to loot up and prepare defenses around the first set of speakers. A supply drop with added support from the CRC is available as well.

  • Once the wave starts, players will have to hold out for five minutes against the onslaught to protect the speakers as they broadcast. Each area has special traps and defensive options that can be used when pressure gets too tough.’

  • After a successful wave, the CRC will send an additional supply drop and players can move to the next objective with a few moments to breathe. After three waves, your distraction is a success and a helicopter comes to extract you. If you fail two waves, early extraction opens as a way to prevent disaster.

Map: Flooded

Set in an industrial complex overcome by recent storms in rural Pennsylvania, this map offers everything from multi-floor buildings, ransacked cargo containers, and abandoned machinery. The groundwater present throughout the whole map makes for a new challenge, as zombies are harder to confirm as slain and dry spots to comfortably share loot are rare.

Map: Lighthouse

A beacon atop a cliffside, fight the masses with your back against the wall in this coastal environment. A small neighborhood and abandoned construction offer a few useful tools beyond the lighthouse itself, which is filled with tight spaces that could lead to quick deaths.

Map: Night of the Living Dead

Based on the iconic farmhouse setting, this map offers the ultimate classic zombie experience of holding out against a relentless wave of zombies in a rural home. Updated and expanded with a guest house as well as a barn, this version feels true to our universe and version of the apocalypse.

NEW Objective Map: Raven Rock

Set on the outskirts of the mountainous southern Pennsylvania, Raven Rock is our latest exploration into the active apocalypse. Responders find themselves right outside an underground military bunker, determined to investigate the fates of emergency operations personnel. Descend into a unique Objective experience that takes civilian eyes where they aren’t supposed to see and fight to restore a semblance of control to the world around you.

NEW: Solo Mode

Solo mode finally arrives as a means to learn each map, improve at objectives or combat, or even just to have fun with a Responder you’ve kitted out! This mode does not have traditional progression, but also has zero risk of permadeath, leading to a sandbox of creativity when it comes to brainstorming new ways to tackle challenges or casually testing builds out.

NEW Item: Rescue Beacon

The Rescue Beacon is our highest-end Loadout item to date and the only one purchasable through either Credits or Merits. When equipped, it prevents the next instance of loss that a Responder would receive. This works in any situation where permadeath is enabled so even players on Beginner may benefit if extractions prove too difficult. There are several tradeoffs, from it taking up one of your loadout slots to it being a consumable meaning it costs a lot to maintain protection on a Responder over several failed runs.

NEW Currency: Merits

Merits are a free, exclusive to Assignments currency that reward accomplishment with easier access to cosmetics as well as specific, powerful items. While some appearance options may cost thousands of Credits, a few Merits can instead be spent to unlock these items alongside the Rescue Beacon.

NEW: Weekly Assignments

Every week, 4 assignments for Responders to complete in matches will be available with 3 offering 1 Merit as well as Credits and an overarching goal that offers 3 Merits. These tasks reset every week on Tuesdays.

NEW: Achievements

Platform achievements are now available, including simple objectives like playing through every match to more traditional challenges like feats of skill across weapons and mechanics.

NEW: Tutorial

A guided experience, our new Tutorial provides the basic CRC training a Responder would need for their first time in the field. From melee and ranged combat to objective trials and inventory management, players should be better prepared for the apocalypse than ever before!

Training Range

  • Added a Med Kit to the medical cabinet

  • Added static item spawns to van trunks

  • Added a reward item in Objective Training cage

  • Added some items to pick up on spawn table

  • Moved lever in fire room to be more obvious

  • Moved vans and rotated them to have more accessible trunks

  • Removed big pipe from obstacle course

  • Removed red hose in fire room of obstacle course

  • Updated the Range’s swimming rules and removed signage telling players not to.

  • Fixed the obstacle course objectives turning back on when repeating the course

Responder Customization

  • Added several new cosmetics to the Outfit selection, earnable through Credits or Merits.

  • Added new cosmetic types: Compass & Flashlight.

  • Updated the pricing of all cosmetic options available.

  • Cosmetics are now sorted based on their level unlock requirements.

  • Added new voice character set: Wright

Balance Changes

Difficulty

All

  • Adjusted zombie pressure and threat levels across each experience. Difficulty will now tangibly change the composition and density of hordes and dynamically adjust itself over the course of a match.

    • Example: Nightmare will experience more zombie variety overall, with special types and Runners/Prime much more prevalent than prior.

  • Scripted objective scenarios now better scale with difficulty, leading to differing speeds and amounts of zombies during a sequence.

    • This applies to situations where zombies spawn infinitely until a given objective is completed.

Casual ➡️ Beginner

  • Various UI elements will be always on, including control hints and objective reminders.

  • Zombies now have their effective HP reduced by 30%.

  • Respawns are now tied to a timer, with Responders returning each minute if not sooner.

Classic ➡️ Normal

  • Respawning is enabled after the completion of a major objective.

  • Increased Character XP multiplier from 120% ➡️ 125%

Hard

  • Increased Account XP Multiplier from 120% ➡️ 150%

  • Increased Character XP Multiplier from 160% ➡️ 200%

  • Increased Credit Multiplier from 120% ➡️ 150%

Nightmare

  • Increased Account XP Multiplier from 120% ➡️ 200%

  • Increased Character XP Multiplier from 200% ➡️ 300%

  • Increased Credit Multiplier from 130% ➡️ 200%

  • Players can now see full nameplates when in close proximity of other Responders

  • Adjusted how ammo scarcity works to lean more on unloading weapons.

Firearms

  • Firearms now have a chance to spawn with varying amounts of ammo within them based on difficulty.

Melee Combat

Damage values shown as X/Y/Z are Quick, Strong, and Charged attacks respectively. When looking at these changes, keep in mind that normal Zombies have 100 health, while Shamblers have 70 & Primes have 130.

  • All

    • Held interacts can now be started before a melee swing is fully resolved.

  • Slashing Weapons

    • Now all deal 5 stability quick attack damage.

    • Now all deal 10 stability strong attack damage.

  • 1-Handed Weapons

    • Reduced time to begin strong attack by 10%.

    • Reduced time to begin charged attack by 20%.

  • 2-Handed Weapons

    • Reduced time to begin charged attack by 10%.

  • Mallet

    • Replaces Small Pipe in default inventory.

    • Moved from Tier 2 to Tier 1.

    • Decreased base damage from 13/15/20 ➡️ 10/13/15

    • Decreased headshot damage from 25/30/35 ➡️ 20/25/30

    • Decreased stability damage from 25/50/50 ➡️ 25/35/45

  • Small Wrench

    • Increased charged swing speed by 12%.

    • Increased base strong attack damage from 10 ➡️ 13

    • Decreased strong stability damage from 45 ➡️ 35

  • Small Pipe

    • Moved from Tier 1 to Tier 2.

    • Increased headshot damage from 20/25/30 ➡️ 20/30/35

  • Tire Iron

    • Fixed an issue where the Tire Iron was not dealing its intended base heavy attack damage (20).

  • Small Knife

    • Fixed an issue where the Small Knife was not dealing its intended base strong attack damage (18).

  • Cleaver

    • Increased charged swing speed by 5%.

    • Increased base quick attack damage from 13 ➡️ 15

    • Increased headshot charged attack damage from 45 ➡️ 50

  • Machete

    • Increased base damage from 17/22/26 ➡️ 20/25/34

  • Hatchet

    • Increased base damage from 17/22/26 ➡️ 20/25/34

  • Rebar

    • Decreased base quick damage from 20 ➡️ 15

    • Increased headshot strong damage from 30 ➡️ 35

  • Hockey Stick

    • Moved from Tier 2 to Tier 1.

    • Decreased base quick attack damage 20 ➡️ 15

  • Large Pipe

    • Moved from Tier 1 to Tier 2.

    • Increased base damage from 20/20/23 ➡️ 20/25/33

    • Increased headshot strong damage from 30 ➡️ 35

  • Large Wrench

    • Decreased quick melee swing speed by 10%.

    • Decreased charged swing speed by 10%.

  • Baseball Bat

    • Moved statline from Tier 3 to Tier 2.

    • Decreased quick attack swing speed by 20%.

    • Decreased base damage from 30/35/45 ➡️ 20/25/33

    • Decreased headshot damage from 45/50/80 ➡️ 25/35/50

    • Decreased stability damage from 65/75/100 ➡️ 20/40/100

Sorry, sluggers! The baseball bat’s best-in-class speed and stats proved far too potent when compared to other weapons meant to hit slower and harder. These deeper cuts land it in a place where it still shines in quick attacks, while charged attacking zombies out of the park without encroaching on heavy attack focused weapons.

  • Shovel

    • Increased base damage from 13/18/25 ➡️ 20/25/34

    • Increased headshot damage from 34/38/50 ➡️ 35/45/50

  • Tree Trimmer

    • Increased base damage from 20/25/35 ➡️ 25/30/35

  • Fire Axe

    • Increased stability quick attack damage from 5 (universal buff) ➡️ 10

Skill Pool

Additions

  • Handgun Reloading

  • Rifle Reloading

  • Shotgun Reloading

Removals

  • Averaging

  • Guts

  • Teddy Bear

Traversal

  • Reduced shove stamina cost 25 ➡️ 15

  • Reduced stamina recharge timer.

  • Increased sprint speed from 370 ➡️ 380

  • Increased sprint speed during angular movement.

  • Responders can now kick while carrying 1-Handed Objective items.

Map Updates

All

  • Zombie pressure across all maps has been tuned, refactored, to feel more appropriate to each experience based on the difficulty tunings mentioned above.

  • Carryables like fuses are now placed slightly further from the associated objective with additional spawn variations.

  • Objectives now scale in difficulty based on the remaining player count available at its start.

  • Optimized collision for objects outside of bounds across maps.

  • Added some additional time to extract for rope extraction beats.

  • Adjusted spawn rate of Tier 3 Weapons to favor later stages of maps.

Beaulieu Hospital

  • Slightly moved back ventilation parts that were very close to the ventilation van.

  • Fixed multiple exploitable areas throughout Beaulieu Hospital.

Power Plant

  • Removed the Bio-Scanner initial objective scenario.

Bio-Scanners were a exciting addition to our objective toolkit when we first introduced them, and while many areas benefit from their inclusion, we recognize that in this case they degraded the experience. Looking forward, we’re being more thoughtful with our deployment of these into new experiences.

  • Powerplant stash rooms loot is now better scaled according to player counts at each POI

Lewiston

  • Blocked some unintentional pathways that enabled the map to be completed too quickly.

  • Adjusted the train tunnel puzzle and added some art to improve zombie flow.

  • Added one Bio-Scanner to open the chapel when retrieving hard drives.

  • Extended hard drive upload beat slightly in the library.

  • Finale area gates must now be powered before they can be opened.

  • Lightly adjusted some geometry in the train extract area.

Broadway

  • Added a shortcut after travelling all the way around the rooftop of the Diner.

  • Updated the art on the platform of the train extract to improve zombie flow.

  • More appropriately spaced out C4 throughout the Courthouse.

  • Adjusted Movie Theatre flow to improve zombie pressure.

Pottsville

  • Neighborhood objective indicators are now more specific.

  • Extended the antenna upload holdout beat in Downtown.

  • Locked the doors in the back of downtown stores.

  • When Responders open one gate from Midtown to Downtown, both will now open.

  • There is an additional beat where you must tune a radio prior to extracting.

Improvements & Bug Fixes

Audio

  • Added 5.1 surround sound support

  • Headshots against zombies now have a more distinct sound

  • Runner pursuit audio volume was boosted

  • New music is present during Evac preparation phase on various maps

  • Improved audio for various objectives and for objective progress updates

  • Responders now make an appropriate landing sound from height

  • Alarms and security nodes destruction sound was updated

  • Beaulieu Hospital security nodes have been given spatialized beeps to help locate them

  • Added meta sounds for progress getting up during DBNO

  • Improved DBNO meta sound distance

  • Updated DBNO sounds for multiple player states

  • Fixed an issue with lights not playing sounds unless they were turned on

  • All voiceover lines should no longer retrigger when reconnecting to a match

  • Fixed MC15 suppressed shot audio being faded while shooting rapidly

  • Fixed inconsistent audio between M7A1 semi and full auto when suppressed

  • Fixed missing impact SFX when throwing certain items at zombies or objects

  • Fixed barricading audio looping and overlapping

  • Fixed additional cases where zombies would be silent on occasion behind you

  • Reduced Player Runner IQ by removing cases of them saying phonetic language

  • Removed Objective VO related to closing valves as they have a variety of uses now

  • Fixed a memory leak when retreading areas multiple times

  • Reworked music sequence flow for community center gym

  • Fixed an issue where community center gym would have instances of no music playing mid-objective

  • Fixed instances of missing fire sounds

  • Fixed a few issues of the player sounding like they were in an interior when outside

  • Added some new audio hallucinations.

  • Improved audio cues of zombies encounters close to you

  • Added rumble.

Art & Animation

  • Improved some animations when checking the compass while holding carry-and-place objective items

  • Fixed blood decals appearing on weapon attachments incorrectly

  • Fixed sprint animation when nothing is held

  • Fixed zombies failing to play appropriate death animations when killed by explosive barrels

  • Fixed missing equip/unequip animations for some items

  • Fixed false VFX/SFX playing from two-handed firearms when the flashlight and equipped and the responder interacts with something

  • Fixed VFX/SFX delays when firing a suppressed Gruber Rifle

  • Fixed the location of the M1911 muzzle flare.

  • Fixed the flashlight floating out of a crouched responder’s hand

  • Fixed a case where muzzle flare from firearms can appear delayed after sprinting

  • Fixed an animation issue when cooking a pipe bomb

  • Fixed various animation pops when transitioning into a heavy attack with some melee weapons, and when aiming down sights.

  • Fixed blue highlights visible on responders in the main menu on Low graphics settings

  • Fixed corpses having a low level of detail before being interacted with

  • Fixed various cases of unintended camera jitter

  • Fixed an animation issue when interacting with valves with an item in hand

  • Fixed an issue when using a scope attachment and swapping weapons

  • Added additional fallbacks so that responders should not appear without meshes, outfits, heads, or bodies in any case

  • Improved attachment sight reticles to parallax properly

Combat

  • Improved windows for queuing melee attacks to make combos more smooth and prevent unintentional extra inputs

  • Made it easier to hit zombies while looking down at the ground when they are slightly below you off a curb or down stairs.

  • Weapon throwing can be cancelled properly by melee attacks

  • Responders can now shove and kick as intended with the flashlight is out after having a two-handed weapon equipped

  • Fixed some cases where bladed weapons would not stick when thrown at zombies

  • Fixed IEDs doing no damage to zombies in Survival maps

  • Sprinting now interrupts firearm reload

  • Fixed grenades and thrown weapons sometimes passing through zombies when thrown

  • Improved the release timing for dropping a grenade with RMB

  • Improved grenade throw traces to not be blocked by small bits of geometry

Environment

  • Fixed a location in Broadway where it was possible to get stuck between a staircase and a van

  • Fixed a location in Flooded where players could get stuck

  • Fixed a location where a player could get trapped on Lewiston

  • Fixed a location where the player can get stuck near the Radio Station in Power Plant

  • Removed some unintended safe spots in Pottsville and Flooded

  • Fixed a few geometry issues with a residential house

  • Fixed cases of overhead flying birds not appearing

  • Fixed some cases of overlapping ammo box spawns in Power Plant

  • Fixed debug text present on an interactable keypad in Hospital

  • Fixed corpses without full outfits spawning in Pottsville

  • Fixes for zombies vaulting through barricaded windows in various maps

  • Fixed various locations where zombies could get stuck

  • Fixed various places where zombies path awkwardly in various maps

  • Fixed various instances of overlapping, floating, or clipping loot in maps

  • Fixed some instances of level geometry popping in when moving, especially on Low and Medium graphics presets

  • Fixed various places where responders could not vault out of windows in Lewiston

  • Fixed some locations where zombies do no attack barricades as intended

  • Fixed an issue where responders arriving late to an area will fail to see checkpoint gates open in Power Plant

  • Fixed various cases of awkward collision when walking or vaulting for responders

  • Fixed water appearance: missing water ripples when walking in deep water and missing underwater effects, and responder legs appearing on top of water when looking down

  • Fixed zombies being able to attack players through cage walls

  • Fixed various cases of floating or clipping objects in the environment

  • Fixed fire extinguishers not appearing destroyed to other responders

  • Improved some textures

  • Fallen trees should replicate properly for all players

  • Fixed a gate not appearing open and floating zombies during Lewiston extraction cinematics

  • Fixed the Broadway helicopter visuals and CVO playing out of sync for backfilling players

  • Fixed zombies failing to navigate through broken glass windows in Hospital

  • Fixed some instances of missing VFX in Broadway

Gameplay

  • Applied fixes to cases where it was possible for a player to enter a bad state and become unable to perform any actions, especially after using or dropping items, or while escaping a grab

  • Fixed a case where players can get stuck in a bad state by interacting with an item at the same time as another player

  • Fixed a case where players can get stuck in a bad state when interrupted while unloading a firearm

  • Fixed the ability to ping water-covered terrain, which made it difficult to ping locations in Flooded

  • Fixed the flashlight causing strange shadows to appear when vaulting

  • Slightly increased the ease of the generator minigame

  • Improved flow of wiring minigame

  • Fixed the flashlight appearing all white when occluding a wiring minigame

  • Fixed issue with fail state sound for wiring minigame not working correctly

  • Fixed an exploit where dropping a Molotov and shooting it would do full damage to players

  • Fixed various cases where kicking or shoving windows would not consistently break them

  • Fixed a case where carry-and-place objective items could get hidden when swapping weapons

  • Fixed some cases where players could burn for longer than intended from fire from red barrel explosions

  • Applied more fixes to ensure that carry-and-place objective items respawn properly if taken away from the objective area

  • Applied fixes to an issue where the extraction helicopter could appear to hover higher for some players

  • Fixed some cases where items would shift on the ground after thrown or dropped

  • Fixed an issue where sometimes players will not see the first barricade board placed on a door by another responder

  • Fixed an issue where gas clouds would not dissipate after being sealed in Power Plant

  • Responders should no longer be able to interact with bodies in wards not relevant to the objective in Hospital

  • Fixed issues when dropping items where they could become obscured or pick up ground textures

  • Prevent responders from checking the compass while primed for self-sacrifice

  • Fixed cases where players could not add extra barricades to doors and windows under attack

  • The flashlight should turn on appropriately when pressing Q with a two-handed weapon equipped

Localization

  • Made some translation improvements to Brazilian Portuguese and other languages

  • Fixed various typos in English and other languages

Performance

  • Added support for DLSS 4.5 on compatible RTX cards

  • Refactored impact and gore effects to more efficiently render

Progression, Loadout, & Skills

  • Nightmare Extractions should update accurately when returning to the main menu

  • Loadout slot changes now take effect if player removes and re-equips multiple items while in the same category

  • Switching characters should no longer cause some loadout items to become unable to interact with.

  • Fixed the incorrect amount of weight being added to the inventory when picking up ammo with the Scavenger perk

  • Skilled Medic skill now should heal other players more

Server and Client

  • Added an unstuck feature that teleports players back to their last respawn point to help if players get stuck in the map

  • Unstuck Respawn automatically triggers when a player falls through the map

  • Manually Unstuck Respawn triggered in the pause menu, requiring 30s of no actions or movement to successfully use

  • Added a Reconnect option when players crash during map load

  • Squad Leaders should no longer be able to Deploy if a squad member does not have a character

  • Squad Members who are playing the Tutorial should be brought into a match appropriately when one is found

  • Various client and server crash fixes

UI & UX

  • The Holdout banner should now reappear when entering and exiting an Early Extraction bunker

  • Reworked the map selection screen.

  • Added a gamemode selection screen.

  • Clarified interaction prompts when holding carry-and-place objective items in a stage in Broadway

  • Rebinding movement to E and other inputs on an AZERTY keyboard now functions as intended again

  • Fixed the match end sequence not showing appropriately after the final player uses an Early Extraction hatch

  • The Pottsville Scientist body no longer glows after the objective is complete

  • Fixed an incorrectly labelled compass objective on Lewiston

  • Pottsville house objective markers should be visible from further away and be cleared after the tools and parts are found

  • Corrected an inaccurate difficulty modifier on Beginner mode

  • Added the ability to mute players not in your squad

  • Fixed a UI scale pop on the loading screens for maps

  • Removed the “Cancel” button from the Reroll Skill widget, as the action cannot be cancelled or credits refunded after skills are rerolled

  • Fixed objective UI appearing and fading out on spawn

  • Fixed missing intro card UI when spawning into Flooded

  • Improved contrast between the squad invite toaster notification and the MOTD

  • Improved the appearance of completed objectives in the compass objective log

  • Fixed objective messages to better queue when multiple are displayed in a row

Zombies

  • Fixed various locations where zombies can spawn clipping or floating in various maps

  • Improved zombie ragdolls on impact and death

  • Fixed cases where zombies would slide rapidly and attack

  • Fixed zombies without clothes spawning in Pottsville

  • Fixed cases of zombies warping from ragdoll to standing instantly

Known Issues

  • There can be a short delay between picking up an item and being able to use it within the inventory.

  • Rarely, players can enter a state where they cannot perform actions by being in ADS and running out of ammo entirely. Being grabbed by a zombie resets the state.

  • Runner footsteps can continue to play while ragdolling after being killed

  • Flashlights and Voice can appear to not be selected at first when opening the Customization menu.

  • Exiting the Loadout menu using the Esc key can cause the warning for Unsaved Changes to be missing.

  • Rarely, the responder can be missing on the main menu. They’re just on smoke break.

  • Late in a match, players in Normal mode may see UI indicating they will respawn, even though all respawn checkpoints have been passed.

  • In Solo Mode, Beginner supply drops do not appear to spawn on PS5 or XSX

Community feedback helped shape every step we took from reveal to Early Access until now. Continue to help us improve No More Room in Hell 2 by reporting bugs in-game, on Discord, or at https://nmrih2.com/support!

Stay safe out there,

The NMRIH2 Dev Team