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No More Room in Hell 2 Reinforcement Update 0.2 Changes Everything

As a massive fan of both zombie survival and extraction shooter games, I was sold when I heard No More Room in Hell 2 would offer both in a co-op adventure format. But launch day came and went, and the reviews dropped. I didn’t let that deter me, I was enjoying myself, despite noticeable issues. But now, developer Torn Banner Studios is working behind the scenes to implement fixes that improve the experience tenfold. Here’s what’s improved in the No More Room in Hell 2 Reinforcement Update 0.2!

What’s In Reinforcement Update 0.2.0?

This is a significant update for No More Room in Hell 2! Reinforcement Update 0.2 features additional weapons, a new ending for the Power Plant scenario, a balancing overhaul, UI and UX improvements, and more. If you put the game down until additional tweaks come out, this is an excellent time to redownload and check out the first-person shooter again!

Balancing

  • Reduced zombie HP in higher difficulty modes.
  • Higher difficulty levels rebalance loot, especially ammunition, to be more rare.
  • Runners and Red-Eye zombies spawn more frequently in higher difficulty modes.

UI/UX Improvements

  • Customizable HUD
    • Player Nameplates
    • Objective Markers
    • Health and Stamina Bars
    • Extraction UI
    • Reloading and Status Check
    • Communications UI
    • Notifications
    • Interactions UI
  • HUD Presets
    • Full UI
    • Compass Only
    • Minimal UI

Related: What Does No More Room in Hell 2 Early Access Include? – Answered

Power Plant Ending

  • An additional ending for the Power Plant scenario alters the objectives for restoring power to the area, changing the mission’s final goal.

New Weapons

  • M7A1 Assault Rifle
  • M1911 Pistol

Quality of Life Improvements

  • New Responder Skills!
    • Stayin’ Alive – Reduce time needed to revive other players by 25%, and 50% at the next level
    • Icarus – Damage falloff for shotguns is reduced by 30%
    • Grenadier – Increased stack count for traps and throwables by 1 per step of the perk
  • Difficulty Modifiers and Enhancements
    • Some modifiers have been removed based on community sentiment, notably the increased zombie health and headshot resistance.
    • New difficulty modifiers have been added
      • Reduction of Loot
      • Reduction of Ammo
      • Increased Threat levels of sectors
    • General tweaks to the difficulty including the aggression of stronger zombie types on higher difficulty matches.
  • Explosive Fire Extinguishers
    • A new hazard for players! Fire Extinguishers will obscure your vision if they are shot. Check your targets, use careful aim, conserve your ammo, and be cautious.
  • Improved Hit Reactions
    • Improved animations and triggers surrounding knockdowns and zombie staggering.
  • Inventory Auto Sort
  • Balance Changes
    • Tweak to fall damage so that Responders don’t die unexpectedly
    • Responders will call out more of their actions for other responders, such as when working on objectives
    • Responders will no longer spawn with a revive syringe

Bug Fixes

Appearance

  • Corrected mismatched skin tones on some responders’ heads and bodies
  • Approximately 23 fixes to Zombie/Responder appearance. Examples:
    • Eyeballs could be found below Responders feet
    • Clothing Stretching on Zombies being dismembered

Audio

  • Responders can now unmute other Responders
  • Various fixes for missing SFX on barricades and when shoving with some items
  • General VOIP adjustments and fixes.
    • Proximity VoIP is to be audible at distances around 125m
    • Fixed an issue that would cause Proximity VOIP to be inaudible.
    • Push to talk VOIP will no longer have a delay
      • Push to talk messages with delays were only reaching other players if the push to talk button is held after the message. This delay has been fixed
    • Proximity VoIP should not distort and clip when playing
    • Input Volume VOIP Setting should now work – adjust accordingly
    • Proximity VOIP UI indicator should not show up when talking to players that are outside of VOIP range
  • 24 Additional fixes for various SFX issues. Examples:
    • Death audio filter no longer remains active while spectating other players
    • Various locations discovery audio was not playing
    • Frag Grenade will have special ping SFX

Environment

  • Fixed numerous ‘Responder Stuck’ Locations across the map
  • Fixed various Lookout Tower Objectives
    • Interactable objects being unable to be interacted with if done in quick succession
    • Two object markers being displayed on the screen for the same objective
  • Stash room doors can no longer be unnecessarily barricaded
  • Gas Station stash room door can now be closed
  • Propane Tank no longer flickers in and out of view when physically rolling around
  • Fixed out of bounds issue near the trainyard
  • Firearms can now damage power source boxes at Bar
  • Invisible fire at the Trainyard Entrance has been put out
  • Power Plant HQ doors not opening after completing objective fixed
  • Fence between Train Tunnel spawn and Bar can now be jumped over
  • Fixed issue where certain surfaces leaked water/dust when shot
  • Padlock at the farmhouse is no longer indestructible
  • Windows can now be barricaded
  • Fuel Can will now explode when shooting it
  • Fixed issue where Barricades could not be broken on active doors and windows
  • Removed overlapping fires at Trainyard Entrance which were dealing simultaneous damage to players, damaging them very rapidly
  • Fixed – Invisible poison gas at Train Station
  • Light source has been moved from being too close to ground at Trainyard
  • Numerous clipping and texture fixes. Examples:
    • Loot clipping or being inaccessible
    • Textures being distorted or broken under certain lighting

Gameplay

  • Flashlight has been re-attached to responders hand
  • Fixed Responders being unable to sprint after taking damage when changing batteries
  • Fixed players being unable to spring or attack if push was used while throwing an item

Localization

  • Scoreboard Responder state was missing in Simplified Chinese
  • Some special characters did not render properly in nameplates
  • General fixes to translations. Example:
    • Options in Quick Slot Preferences were not translated

Server/Client

  • Fix for stuttering that occurred after Responders were in a match for 40 minutes
  • Responders should no longer lose their character on client crash
  • Approximately 22 fixes for some uncommon server and client crashes

UI

  • Fixed being unable to move items to some inventory backpack slots
  • Responder’s status will no longer change to ‘left behind’ on other Responders scoreboard when they leave the session
  • Power Balance Objective in Powerplant clarified
  • Fixed cases where the Bar objectives would not appear
  • Holding E to pick up and equip items when you don’t have a weapon equipped
  • Able to accept/dismiss friend invites in a match
  • Approximately 45 fixes for various UI issues. Examples:
    • Wiring Minigame UI will not overlap with the Wire Indicators
    • More of the objective markers will be displayed in Ash Farm
    • Friend code will properly display as a series of numbers
    • Number of Revived Players description has been updated
    • Restore Defaults in Controls tab will update the options back to their default settings
    • ESC Key on Minigame should no longer be visible
    • Hold Button prompt will show up when checking ammo

UX

  • Fixed the AZERTY Key Binding Q bound permanently
  • POIs will no longer grant Account XP every time a Responder enters and leaves the stash room
  • Train Station no longer grants double XP
  • Interacting with electrical breakers multiple times is no longer possible
  • Syringe improvements
    • Multiple syringes being consumed at once if a Responders uses one
    • Being downed from fall damage and using the syringe is fixed
    • DBNO revival bar now updates correctly if a responders uses syringe while being revived by another responder
    • DBNO revival bar updates correctly after using syringe
    • Spamming E key while using syringe will no longer allow Responders to move in, nor extend, DBNO state
    • Attempting to revive a responder right before their DBNO timer ends no longer soft locks them into DBNO
  • Responders will not have the option to revive other responders that have already left the game
  • Fixed an exploit where Responders could gain too much account XP by entering a POI multiple times
  • Fixed an exploit where barricades could be used to duplicate items
  • Fixed ADS breaking when dropping a gun while in ADS
  • Padlocks no longer soft lock by pressing ‘E’ too quickly
  • Picking up passive items no longer prevents the responder from looting any supplies
    • Fixed an issue where Responders couldn’t pick up supply items when they had 5 passive items
  • Electrical breakers will remain interactable if interacted with in quick succession
  • Power Plant control room code sequence mini game won’t re-use codes
  • Control Panel minigame interactions will not become locked when spamming minigame switches
  • Fixed – Interacting with the notebook not opening it
  • Fixed – Responders being unable to interact with Command Console Objective at the Cooling Tower
  • Fixed – Responder only able to place one barricade board on one side of window
  • The strong beam of the flashlight will not turn on during melee hits
  • Additional fixes for rubberbanding in some parts of the map, especially near roads

Zombies

  • Downed Zombie will no longer get back up and skip the animation
  • Zombies should no longer pop into 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 no longer have delayed responses to explosions
  • Zombies no longer slide on belly
  • Runners won’t get stuck at the rooftop entrance area at HQ Control Room, so be prepared
  • Dismembering legs will not leave behind “gore” outline of the limb and a shadow

In all, the Reinforcement Update for No More Room in Hell 2 is approximately 5 GB. It’s a sizable update with so much packed inside that we here at The Guide Hall can’t wait to jump in firsthand. Check back frequently for more in-depth game guides from our favorite titles!