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Armageddon (1.0) Update Notes
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Добавлен режим Survival с волнами врагов на трёх новых картах, режим Solo, новая карта Raven Rock, система Merits и предмет Rescue Beacon для защиты от смерти.
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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
