An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include: [h2]Changes[/h2] [list] [*]Improved overall melee hit detection, entities close up can now be hit more reliably [*]Melee impacts no longer draw decals or spawn debris [*]Melee swings can now hit multiple entities at once [*]Mutator list is now sorted by title [*]Reduced SKS w/ bayonet extra shove delay (1.5s -> 0.5s) [*]Reverted scoreboard "DEAD" label back to "DECEASED" [*]Server-side Workshop error messages are now more descriptive [*]Updated the localization files: [list] [*]With thanks to community translators: Blueberryy, Holy Crap, Klowby, marcielcps, Plazehorta [*]Want to localize NMRiH to your own language? [url=https://github.com/nmrih/nmrih-localization-files]Visit our localization repository on GitHub.[/url] [/list] [/list] [h2]Fixes[/h2] [list] [*]Fixed common Linux crash when earning an achievement [*]Fixed death sound playing on disconnect kill [*]Fixed disconnect kills affecting "We Got This!" achievement progress [*]Fixed entity "ambient_fmod" playing all active sounds on client sign-in [*]Fixed entity "point_message_multiplayer" not always updating position when following entities [*]Fixed event "zombie_shoved" being fired when shoving players [*]Fixed FMOD sound system crash when changing level (#1363) [*]Fixed inconsistent volume factor on music and FMOD ambient sounds [*]Fixed instructor hints displaying globally on dormant entity targets [*]Fixed map localization not falling back to English when strings were missing for current language [*]Fixed mutators not being applied on listen server restart (#1361) [*]Fixed mutators not being reloaded on level change [*]Fixed overlapping elements in options dialog [*]Fixed rare crash when player who's using a supply crate leaves the game [*]Fixed scoreboard text being truncated on lower resolutions [*]Fixed server name being truncated on the scoreboard [*]Fixed several issues with "ambient_fmod" entity [*]Fixed SKS bayonet stab sound playing when hitting something else than a zombie or player [*]Fixed supply crate getting stuck open when using player dies or leaves the game [*]Fixed supply crate UI not closing during demo playback [/list] [h2]Changes for mappers and modders[/h2] [list] [*]Added entity "env_timer", a simple HUD timer with input controls similar to a stopwatch [*]Added filter entity "filter_activator_player_infection", passes when player is infected, or optionally when activator is not a player [*]Added filter support for entity "env_explosion" [*]Added input "ToggleSound" to entity "ambient_fmod" [*]Added "SetCauser" input to entities, sets who gets credit for an inflicting kill (e.g. from hurt trigger) [*]Entity "trigger_keypad" now sets "OnTrigger" activator as player who input the code [*]Fixed "ambient_fmod" inputs "IncreaseVolume" and "DecreaseVolume" not working [/list] [h1]Maps[/h1] [h3]nmo_asylum[/h3] [list] [*]Added additional audio [*]Added alternate key spawn to better balance objective paths [*]Added alternate paths to bypass most of the chokepoints that would result in "Zombie Clogs" [*]Added clipping to smooth out certain staircases, remove god-spots in the finale and prevent objective items from getting stuck places [*]Added more signs [*]Added more spooky stuff! [*]Cheeky Foot Door now unlocks if you get special Foot Spawn. No more staring longingly at feet you can't reach [*]Exorcised Ghost Bomb [*]First half of the map has been streamlined based on objective path to be easier to navigate, and to have less dead ends [*]Fixed collision on many, many objects [*]Fixed hard to hear audio in finale [*]Improved Performance in Courtyard [*]Improvements to zombie spawning in finale section and reduced number of runners in courtyard by roughly 20%, but I'm afraid ya'll are still going to be at the mercy of the random spawning logic here, so you might not notice a difference if you're unlucky [*]Readjusted meat health and finale duration to be more challenging [*]Replaced a significant number of "Fake Real Doors" with real, fake doors to improve navigation [*]Revamped Dormitory lighting to be less boring, general lighting improvements across the board [*]Revamped spawning logic in finale to have significantly fewer runners [*]Stuck spots on Keys, gravestones and front desk reception area have been fixed; ant-sized props removed, sorry ants [*]Updated Navigation mesh to make zombies less dumb [*]Various detailing improvements and misc. bug fixes [*]You can now save the melon, a sincere apology to melon rescue teams for this oversight [/list] [h3]nmo_fema[/h3] [list] [*]Replaced ambient music from soundscape to "room" ambient [*]Slightly changed "Pump it" challenge objective route [/list] [h3]nms_arpley[/h3] [list] [*]Fixed wrong ending wave [/list] [h3]nms_laundry[/h3] [list] [*]Extended extraction time [*]Fixed zombies being stuck in a narrow alley spawn (extended playable area, even if they're stuck, players can kill them with melee) [*]Landmine kills are now credited to a player who picked up the mine [*]Landmines no longer damage players (except when infected) [*]Reduced siren duration from 4 mins to 1 min [*]Replaced "alert" hint icons for "cut the rope" objective with "use key" icon [*]Van now honks its horn before it starts moving [*]Van now won't instantly kill players [/list]