Important Note: Some of you guys might crash when you launch POSTAL 4 after this update. In order to fix this properly on our end, we need to wait for the next update patch for Unreal Engine 4.23 which should hopefully be coming out soon. Thankfully, there is a very easy workaround for this:
We will be expanding it as the development goes on; more songs, DJ banter, Phone Ins, News Commercials etc.
Currently, the Settings app will allow you to do the following:
- Access the 'Game Menu' - Enable/Disable Edensin Radio - Switch between HUDs (We should have a new one coming out very soon!)
Preview:
[W.I.P]Limb Weapons You asked for it and we delivered! Simply walk up to a severed limb of your liking...or a head and pick it up with 'E'.
It's worth noting that this system is not finished, we plan on making a few improvements to it in the coming weeks, such as (but not limited to):
- New, better sound effects - Improved textures on severed limbs (This includes blood you see on dismembered parts)
Later down the line, we are also going to allow you to throw them at people and maybe even bowl the heads! Basically, you'll have other ways to abuse people with them :D
Here's a video briefly showcasing this new feature:
New Dude-Eye HUD textures and Revolver fanning animations
Preview of the new HUD and a video showing it in action:
Mobility Scooter sound effects
- Implemented Engine Start/Stop, Pawn Hit, and Horn sounds - Implemented new electric Scooter motor sound - Implemented reverse sounds
Tire tracks as well as the scooter impact effects and sounds will be a part of the next patch
Audio Sliders!
You will now be able to adjust individual sound groups via their respective audio sliders. We also implemented some 'preview' sound effects that will play when you start modifying the sliders for convenience.
Note: VOIP slider and 'Display Subtitles' tickbox don't serve any purpose right now.
More ambient sounds
Improved sidewalks (They are now smoother and blend better with the environment)
Improved area around the road that leads to the Job Agency, and made small improvements to the area surrounding Anu’s Inn
Improved areas around the Fire Station, MikeJ’s Bidet Store, Arcade and Clock Tower
Improved the look of Cliffs
Here are some previews, although this is just a small glimpse into the improvements we made to our sidewalks and cliffs:
Next update will see significant improvements in this area, stay tuned!
Started improving Police Station interior
Increased the size of the revolver
Changed font style/color on Classic P2 HUD
Replaced various placeholder textures
You will now be able to properly enter keypad codes with Menu Buttons (Keyboard/Gamepad)
Dude-Eye: Implemented a target lost range. Basically if a marked target runs or you move too far out of range, then the target will be removed
Updated "Close Phone" text
Crash related to Dude-Eye meter
Shadow smoothing on Beggar Sign
Various mapping bugs that were reported on our Steam Forums
Fixed keypad softlocking the game
Dying in Penitentiary resulting in getting respawned in the wrong location and therefore breaking the errand
Being able to mark animals and birds as Dude Eye targets. Currently they don't have proper heads or bones so that would've thrown the Revolver for a loop. You can still kill them for points though
It’s been a while since we did a summary, and there has been plenty of cool milestones hit since then, one of the most notable of course is the fact we finally added saving to make those janky ‘crash to desktop’ moments that little bit less frustrating! (Although we fixed some of those too!)
We’ve also added in the first pass of the ‘Dude Eye’ mechanic with the revolver (it’s functional, but lacks some polish and the HUD art as of now), and the game changing randomized scooter skin feature. Plenty of other tweaks have been added and can be seen in the change log updates from 0.1.3.4.1 onwards: https://steamcommunity.com/app/707030/discussions/0/2733047810447367899/#c1637549649110983320
We regert to say that last week was the first week since we released that we didn’t push out an update. This is not due to lack of progress our end - quite the opposite. It’s due to a combination of things we’re changing up on the back end that has made pushing out an incremental update somewhat more difficult, we’re also playing with the lighting and shadow system to help with optimization. This is temporary and we hope to get back to more frequent updates in the coming weeks (and certainly after the December holidays), and in the meantime we’ll keep you posted on what’s going on here.
Things that are going on behind the scenes are:
Side Errands!
Being added to Monday are 3 very unique side errands to help extend playtime. These are 80-90% ready our end, so we hope to have them out to you as a package in the coming weeks.
Limb weapons!
You asked for it, and we’re making it happen. Why let those dismembered limbs and decapitated heads go to waste when they’ll make for great makeshift melee weapons.
Cops!
Beware, they will soon be consequences for your actions. Or not as you can just wipe out the cops too if you so wish.
Radio station! A full radio station will be added, which will be able to be played directly from the phone app, or simply listened to via radio that are scattered around Edensin.
Level design improvements!
Our artists are working hard (at least so they tell us) to make the shittest areas just that little bit less shitty!
And plenty of other tweaks and improvements are underway.
Another year is coming to a close, and with it, the 2019 Steam Awards commences! The time for nominations has begun, and while you're picking your favorites from the year, why not give POSTAL 4 a nomination as well? Isn't it it too early in the game's development to nominate it in any categories, you ask? Heck yeah, but we're gonna ask you to think about it anyway!
Whatever you decide in your nominations, remember the cardinal rule: Have no regrets! And look forward to more exciting developments this year as we continue to push forward with POSTAL 4 and more in the series to come!
Save slots! You guys will no longer be limited to a single "save slot". With this new system, you can use as many save slots as you like (Unless you are brave enough to make a thousand slots in which case the game will probably crash... But who cares, go crazy! The game is your oyster)
Preview:
[W.I.P]Dude-Eye Targeting for the Revolver! Still missing HUD art, and it might cause a crash or two in some situations, but we put it in so you guys can start playing around with it :)
What is Dude-Eye Targeting?
Killing enemies with the Revolver fills up an execution meter (Currently only a placeholder text) and allowing use of the alternate fire. When 'Right Mouse Button' is held, you can pass the targeting reticle over any human enemies in the immediate area to mark them. When released, the Postal Dude will automatically shoot for their heads, killing them instantly.
You might be familiar with it if you've played Paradise Lost, the general idea is pretty much the same in POSTAL 4 but we made some much needed improvements (Although not all of them made it into this patch). For example, the targets are now sorted even after you've marked them in a weird order. That and combined with the fact that your entire view no longer turns helps add to the weapon's look and feel or clean and efficient aim.
You will probably notice some bugs which we are already fixing as we speak, we will also be implementing proper art, and adding in some cool animations.
Here's a short video showcasing this new feature:
And here's how the final HUD art is going to look:
Crosshair when wielding Melee weapons
‘Quit to Desktop’ button in Game Menu
Polished up Weapon screen UI (Changed/Resized font to keep the design more consistent across the board, fixed text cutting off)
Replaced various placeholder UI icons
Increased Boomerang Machete speed
Replaced Vomit ammo type with Urine (Spurt'n'Squirt 9000)
Decreased thrown trail opacity (Grenade/Molotov)
Implemented keypad button press artwork
NPCs will now start with full magazines
Molotov fire not having any sound
Optimized collision on more models
Not being able to explode Sewer Dwellers’ heads
Head gibs floating in mid-air, often seen in the Prison
Water Effects appearing when getting off the Scooter
Being unable to respawn when dead whilst on the Scooter
Shovel freaking out bystanders
Inconsistent HUD/Phone health and armor display
Control menu locking out the rest of the settings
Champ not “pointing out” key items in starting area
Crash related to an Armor pickup NPC's respawning in position right after they had been killed Optimized collision on various models, should help performance a bit some areas Optimized LOD's on foliage
Saves! Yup, that fundamental feature that you’ve all been waiting an entire month for! Saves are not yet in their final form, but they are good enough to now showcase and make use of. As of now they allow you to:
Save anywhere when not inside a mission area (Prison/Sewers) and it’ll remember your position, completed errands and current inventory
Load from your last save at any point in game
Resume from your last save/checkpoint from the main menu
There are a few features still missing and will be addressed in a future update:
It’s not possible to save your location and position from within some errand maps such as the Prison/Sewers. Although if you die in Sewers or Prison, you'll still be able to respawn from the last checkpoint you hit
There are no save slots yet, only your previous save/checkpoint is remembered
It takes longer to load from a save than we’d like, but this will improve as we work on the streaming system
A couple cheats to allow you to warp around the world a bit easier, mostly for our internal testing but you guys might find them helpful. Press ‘T’ to bring up the talk bar and type the following to wrap yourself to a location:
/TurtlePower(Teleport to the Sewers)
/DoNotPassGo(Teleport to the Prison)
/INeedAJob(Teleport to the Job Agency)
/SPCA(Teleport to the Animal Catcher area)
/OneStarMotel(Teleport to the Ending Motel building)
Few notes:
- Note that these do not automatically complete any errands, it’s just a way to quickly travel between areas - We will be adding the ability to manually save from inside the Sewers and Prison in a future patch!
We’ve tightened up our Anu’s ready for you to go deep into and explore! The Anu’s Inn building was previously a thrown together placeholder building that was inaccessible and had a ridiculously high in poly count for what it was. It’s now far better looking, all rooms are open to explore, and it’s less likely to contribute to melting your PC components
BEFORE
AFTER
Redesigned the starting area
BEFORE
AFTER
Various updates and improvements to level design in some areas, and minor performance updates
Ambient sounds in some areas across the game, most notably the Laundromat
Replaced placeholder Ammo textures
Some weapons not correctly reflecting light, so they no longer appear black in some areas
Last week’s big highlight was the release of Vitamin X power up and the instantly iconic ‘hose urine stream’.
What more do you want? We probably could have slapped a 1.0 version number on the build and called it a day and still have gotten a Game of The Year award due to this inclusion, but we don’t have anything better to do so I guess we’ll push on with some more updates.
As you guys might have noticed, the game is being improved in the ambient sound department. The outdoor areas play host to bird and insect noises, the Penitentiary has a set of both pre and post riot background noses, and we snuck a little gag into the beginning of the cinematic with Bellow. Sound improvements will be on going.
We also added the ability to change back to the classic POSTAL 2-style HUD, and in the future we'll be adding more options for users to customize their game. Currently, switching the HUD will crash the game if you try and change it from the main menu, guess we should have tested that first, eh? Booting the game back up though will see the HUD set correctly though. Or just change it mid-game where it’s not a problem. The fix for this will be a part of the next patch.
Behind the scenes we’ve been getting our new lead level designer settled in and he’s been giving us a few tisk tisks, and vows to start improving things, both visually and technically. First thing he’s been focusing on is replacing crappy placeholder art assets and reducing overall polycounts on objects that need it the most.
Finally, we’ve taken on a full time member who only has one job (at least for the foreseeable future) - optimization and streaming research. He’ll have the unenviable task of digging through any and all documentation, spamming various forums, contacting anyone that might have some advice, and getting in there and applying some good ol’ fashioned trial and error to find out what works best and what does not.
Saving is semi-implemented on our end now, and undergoing testing. The first update to include it will allow you to resume your game from the last used checkpoint and have all the previously completed errands remembered. We’ll keep improving the same system until we hopefully end up with full save states.
That’s all folks, see you in a few days for the next update!
Vitamin X powerup! Once the Dude has consumed one of these, he’ll get the following buffs:
- Super strong urine stream! It will not only break windows, but also knock over NPCS! - Machete will dismember NPCs with the primary fire and no charge time! - Melee attacks are faster - Dude’s movement speed increased - Kicking NPC’s will knock them over - More buffs will be added in the future
Crouch Toggle checkbox to the controls
HUD customization! For now just the one option, and that’s the ‘Classic’ P2 hud, you can find it in the options under 'Gameplay':
Cosmetic skins for some of the weapons, go check them out, selectable from within the phone menu! Sadly, we forgot to implement a microtransaction system, so guess you get them for free…
Ambient sounds to the outdoor areas, and prison
Toilet to the Antiques store! You’re welcome!
===Changed/Improved===
The ladder sounds
Prison security code screens
Female heads so they should be easier to kick around
Lighting and shadowing inside various buildings, mostly in houses and the prison area
===Fixed===
'Reset Defaults' in control binding menu causing all bindings from that menu to be disabled for the current game session
Incorrect dude lines being used in the sign beggar errand
Glasses clipping into NPC’s faces
Various crashes
Minor scooter bugs and general polish
Notes
Saving system is still coming along but not quite ready for show time yet
We are in the process of taking on someone full time to focus on nothing but optimization
The guy that normally posts these patch notes and does the cool stuff like adding screenshots etc was off sick today and I'm about ready to go get a beer - it's been a long day - so forget the lazy presentation of this post. [I'm back boys! The post should look sexy now!]
Week two saw an update to 0.1.3.3, bringing with it key rebinding as well as various fixes and improvements. We’ll make sure one update a week is the least you can expect, although as we get more testers on board we’ll be able to do more during some weeks.
While all these bug fixes and improvements are important, it’s high time we started getting some fun new features and toys for you to play with! In the next update coming this week, we will be introducing the Vitamin X power up - an inventory item that will give you the following buffs:
Super strong urine stream! It will not only break windows, but also knock over NPCS!
Machete will dismember NPCs with the primary fire and no charge time
Melee attacks are faster
Dude’s movement speed increased
Kicking NPC’s will knock them over
(More buffs will be added in the future)
Work on being able to save and load from checkpoints is ongoing. If you guys are wondering how the hell this could be taking so long - we don’t blame you - the complexity of implementing it while using open world level streaming caught us off guard too. We’re still not quite ready to put an ETA on when it’s coming, but we’ll update you as soon as we know more.
We have also started to step up our efforts to implement the three side errands that we have planned for (ingame) Monday, and these will come sometime after the save system is implemented.
We decided to create a new community forums and are in the process of getting that set up right now, and sometime in the next week or two we will open it up for registration. We’ll continue to monitor and participate on the steam forums as we have been, though.
We’ve continued to gather your feedback and are in the process of implementing some of them (using dismembered limbs as makeshift melee weapons, for example).
Performance improvements are ongoing, and we’re also working on more menu options in this area, notably a population slider like the one found in P2 - allowing for more of fewer NPCs wandering around.
Thank you for your continued support, reviews and feedback!