Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem


Some plate carriers — such as the JPC — can only carry front and back plates, in which case the 'L' and 'R' side plate icons are hidden from the HUD.
Example #1: The player is being shot in the helmet with a pistol at close range. (In most cases, helmets can only stop a few pistol rounds at most.) Notice how the HUD icon for the helmet turns red and is slashed out — meaning it is now no longer effective and any new shots will pass through.
Example #2: The player is shot in the torso with a rifle while wearing a plate carrier. The front plate (represented by the plate icon with a 'F' on it) first becomes damaged (with the icon turning yellow and cracked) and is eventually broken (red/slashed out icon) by subsequent pistol shots. The next shot then hits the player, going through the torso and hitting the back plate (B).And that's what we have for you so far on the armor system! We hope to get the customization interface and other details rounded out in the upcoming weeks.


The room flow has also been simplified to allow players to quickly see both room entrances from the spawn — we don't wanna spoil that bit just yet, however.
In addition to generally polishing the map's visuals (terrain, textures, assets etc.), Will established several goals for the rework: (1) raise the mine entrance area to a more level plateau in order to create a more defined area, (2) re-arrange buildings and landmark structures in a more inviting way while also better outlining their footprint, (3) make pathways a bit more obvious to improve navigation, and (4) replace the large ruins with European architecture with a more fitting structure, as well as making the surrounding area feel more like an abandoned settlement.
The map remains a fortified militia camp — just with nicer visuals and a more cohesive theme throughout.
Now set west of a road with patrol cars blocking the north and south ends, players will be free to come up with their own lore for this map.
We hope you'll enjoy this overhaul as much as we are!
Pretty cool, huh?
He has also dialed in other values to make skin less reflective overall, while vastly improving how hair (and facial hair) is rendered:
Notice how the facial hair actually reflects the light now, appearing to have color and depth:
Another small tweak — this one courtesy of Pau — involved giving the player characters a slightly more determined/focused eye expression, toning down the wide-eyed effect. Some characters required a more noticeable adjustment than others, as this GIF shows:
Pau has also set new hair colors for each specific character, giving them some more personality and variety. Take a look at the new shades — and peep some of the new styles while you're at it:




Loading
