Changes
- 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? Visit our localization repository on GitHub.
[/list]
Fixes
- 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
Changes for mappers and modders
- 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
Maps
nmo_asylum
- 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
nmo_fema
- Replaced ambient music from soundscape to "room" ambient
- Slightly changed "Pump it" challenge objective route
nms_arpley
- Fixed wrong ending wave
nms_laundry
- 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