Welcome to REANIMATION, No More Room in Hell 2’s largest content update since Early Access launch!
New maps, new combat, new zombies, new inventory – it’s all here in our April Reanimation Update.
We’re excited for all the changes coming in, and without further ado, let’s dive into REANIMATION!
New Maps
We’re excited to debut Pottsville and Lewiston; new, tighter, more urban maps that will create heart-pounding moments as players check around every corner to make sure they do not get trapped in an inescapable alley with zombies closing in.
Pottsville
Fog stirs around your feet as you creep slowly towards the town limits. A morning silence broken only by the moans of zombies greet you as you make your way to the first neighbourhood, before the crackle of your radio alerts you to a call from the CRC – you are here to verify the reports of civilians sheltering in Pottsville, and if true, figure out the next steps to save them.
Pottsville is a rural small town where Responders will be looking to rescue civilians. You’ll start at the outskirts and explore the neighbourhoods, following leads from the CRC through the streets and alleys that could lead you to the Pottsville Bank, where some survivors attempted to access parts of the bank usually more secured; or to City Hall, where we’re sure the mayor and their staff must have made it out…
Responders will spawn separately into the Pottsville map and should eventually make their way to the formerly bustling downtown square, now empty save for the living dead that have no interest in the decorations or landscaping. Find your way to the community center, and learn the fate of Pottsville’s population along the way.
Randomized houses with different locations for your objectives brings new exploration with each playthrough of Pottsville, along with the introduction of a new minigame – Responders will need to align the radio to the correct wavelength.
Lewiston
Calling all Responders! The CRC has been called in to assist in Lewiston, Maine. The local CRC Team leader, Waldo, asked us to come out his way to lend a hand. Like many in the CRC, he didn’t expect to have to step up for a zombie uprising, and is feeling a little… overwhelmed, so we’ll be sending you in, but you’ll have to find your own way out – by boat or by train.
Lewiston is our surprise third map, as revealed during our Reanimation Announcement on April 8th!
We are thrilled to bring you to Maine, with 2 new types of extractions, randomized stores to explore, and a sunset over the small town giving everything, even the dead, a glow-up. Spawn together with up to 4 other Responders, try to find the rest of your group, and explore Lewiston. Make sure to check if you have overdue books at the Library, or if there are supplies left at the Pawn Shop. Keep an eye on the gathering shadows, watching for any movement in the autumn sunset.
Matchmaking Note – we’ll be adjusting the prevalence of how often each map appears, without the need for game updates to do so. Currently we’ll be weighting the matchmaking percentages more towards letting players experience the two new maps Lewiston and Pottsville more than Power Plant. As always we will listen to community feedback to inform us. Let us know which map is your favourite!
Character Roster
Players will have 3 character slots, and can select 3 different Responders to fill them. Each can have their own loadouts, character levels, and skills. You’ll be able to decide the difficulty of the match you want to play by selecting the Responder with the character level to match.
Clicking a filled slot will make that character active. Clicking an empty slot will bring up a character selection pop-up. Once a player starts matchmaking, character selection is locked.
Set up your favorite character build and loadout, and keep them ready for your sessions.
Character Reroll
Players will be able to spend match-earned credits to reroll the character selection when creating a new Responder. This will reroll all 3 of the options available.
We’re open to hearing feedback about the amount of credits spent for the reroll, and can adjust this without needing to patch the game, so please share that feedback with us regularly in the Discord!
Radial Inventory
The memorable NMRiH1-style Radial Inventory is back!
This weight-based style of inventory is easier to use dynamically in combat.
Weights are reflected in the size of each “slice” of the quadrant of the radial inventory. So, a 2 handed sledgehammer or wooden planks will take up a great deal of more “weight space” than a kitchen knife does. The earlier inventory in NMRIH2 was not weight-based but simply had a limited number of slots, regardless of the weight of things you were carrying.
You can set up a quick slot by highlighting over an item and pressing a number key (1-9).
Instead of the number of items counting against your inventory, all items will have a weight value that will affect your inventory. This is still being tuned, so please be sure to give feedback, either through our in-game menu or in our Discord.
Combat 2.0
We’ve talked about Combat 2.0 on our Livestream [Insert Link], and we are excited to get it into the hands of our Responders. How you combine your attacks and actions with those of other Responders will be more rewarding, and, we hope, lead to more cooperation between players.
Combat 2.0 will feature:
- Directional Melee – Left or Right attacks with a melee weapon depending on the left or right input..
- Strong Attacks – if you repeat the input, the 2nd attack will be stronger. For example, if you repeat a left left attack, the 2nd attack will be the stronger one.
- Charged Attacks – hold your attack. It will hold the animation, and when you release it, you will deal a massive blow. There will be a difference between a Slashing attack, and a Bludgeoning attack. Try out the different attacks, and let us know which you decide to use.
- Kick and Shove – both will have a different use in your attacks. Kick, performed by holding the “shove” key, will be an extension of your combo to move zombies. Use it alongside your fellow Responders’ attacks to direct and knock down zombies. Shove is usually to be combined with your other attacks to create a combo.
As part of Combat 2.0, weapons have gotten a rebalancing. Slashing and Bludgeoning style weapons will have different purposes. Body shots and headshots will have a different response, depending on the weapons.
Stamina has been rebalanced, and your ‘out-of-stamina’ state will be harsher – Responders will deal less damage and less impact when dealing blows.
Let us know of your experience with Combat 2.0 in the Discord[Insert Link]!
Zombie Variants
There are new zombies coming in with the new maps, including Riot Police and Construction Zombies.
We advise Responders to approach with caution and strategy, as both have helmets protecting them from headshots. Riot Police will have body armor to protect them from firearms, and some may also have a shield, protecting their body from attacks, so use your directional melee to deal damage.
You can also run into zombie police officers and even zombie chefs – who are looking to make you their next finely prepared meal.
Along with the new zombie types, there we have made improvements to the Shambler type such as the ability to walk around, summon zombies to help them after a few screams, and release a gas cloud that will increase the infection rate of a zombie in the cloud – plus, the cloud also has a chance to infect players itself. We have also added new styles to the Runner type of zombies. Our ‘Red Eyes’ zombies have also gotten an adjustment. No longer will they have red eyes coming out of the darkness – they’ll have an ‘eyeshine’ to them instead. More dead-like. They also can take damage regularly, instead of relying exclusively on headshots. The CRC does recommend still aiming for them first however – a ‘Prime’ state alters the zombies it affects, giving them more health and higher damage.
Notable Additions:
- New Weapons:
- Cleaver
- Quick and sharp, one-handed bladed weapon
- Tree Trimmer
- Two-handed bladed weapon
- Extended reach, great for removing limbs
- Cleaver
- New Scopes
- Hunting Scope – Long range rifle scope
- Combat Optic – military grade, medium range holographic sight
- Performance Fixes
- Lighting Optimization
- Improved Hit Reaction Animations
- In-Game Early Access Roadmap
- Loading Screen Tips (with some community suggestions!)
- Improved Loot Spawning
- Spawning of items is more dynamic, less predictable
- Matchmaking with Multiple Maps
- Map selector available on Private Matches
- A skill pool that will display all available skills that could be randomly generated for the player at their current level
- New audio mixing options and sliders
- Zombie spawning improvements
- A new spawning system that should improve zombie density and scarcity
- Added support for DLSS 4 with Multi Frame Generation