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Though not as modular as player characters — both to simplify our workflow and maintain performance (more parts = more textures to load) — these new enemy assets are still very modular, allowing us to easily set different colors to different areas, as well as mix-and-match parts (heads, upper bodies and lower bodies, plus optional accessories like headgear and vests) to create a good degree of mob variety.


Like Power Station, much of the general layout has been preserved, with landmarks being roughly in the areas you would expect. Though not technically much larger, the new map feels like a bigger environment — likely due to the more numerous and fleshed out buildings, as well as other environmental details.

And here are some of the new MENA characters on Airbase:
The bridge crossing, along with a small section of the checkpoint on the US side, is part of the playable area. Most of the action will take place on the Mexican side, however, where the majority of the play area resides.



The armor system is fairly straightforward:
And that's what we have for you today, folks.
The system is pretty straightforward:
https://youtu.be/Da2GafWRuh4
Whereas previously you would pick a time from a drop-down menu with preset times (e.g. Pre-Dawn, Midday etc.), you can now alternate between that method or manually setting the time (e.g. 0000, 0600, 1200 etc.) by clicking the button next to it, as shown in the GIF above. The button's icon alternates between showing a watch face (for manual time) or a day/night cycle (for preset times).
















Because most of the real-life items are in fact coyote brown rather than tan, the overwhelming majority of the old tan skins are now listed as Coyote Brown.
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