Squad 44 - =BoB=BreizhoO


We are pleased to announce the release of a new patch of Post Scriptum which adds our new Regroup call feature. This includes a new Radio Operator role along with the ability for Section Leaders to become a temporary spawn.


V.1.0.60 - Changelog
- Added new "Regroup Call" feature: SL can start a regroup call from their T menu which will allow them to become a temporary spawn point for 60 seconds. The SL must be near a radio (antenna icon in top left). The Regroup Call will become inactive if near enemies, the SL goes into an objective, or the SL dies.
- Added new Radioman class that unlocks at 6 section members. This soldier acts as a radio for Commander support and for SL Regroup calls
- Added new optimized terrain shader, ground textures and overhauled the lighting for Heelsum. Should ease GPU
- Added a Camera to the rifleman class (saved into the c:/users/appdata/local/postscriptum)
- Added 9 new layers to Doorwerth
- Added audio feedback (moaning and heartbeat) when bleeding
- Added Polish Brigade faction to Driel

- Fixed missing foley sounds (enter/exit, seat switch and ammo switch) to Stuart tank
- Fixed missing material for tramwagon
- Fixed collision on TNT to stop colliding with vehicles

- Players should not be able to build mortar emplacements in main base
- Further optimization to foliage

NOTE: BE SURE TO CLEAR YOUR USER GAME CACHE FROM THE IN GAME SETTINGS MENU AFTER INSTALLING. LIGHTING / SHADERS WILL BE CORRUPT IF YOU DO NOT CLEAR USER CACHE AFTER INSTALLING PATCH

Regroup Call
All Section leaders will now have a “Regroup Call” ability located in the Radial (T) Menu. You must be in radius to a Radio in order to use it. Once activated, you will become a spawn point for your section on a 60s timer. The Radio Regroup will have a 5 minute cooldown after being used. With this we have also introduced the Radio Operator class.







Optimized Terrain Shader
We have introduced some shader, ground texture and lighting changes to the game which should increase GPU performance and improve the overall lighting of Dawn, Day, Dusk & Night layers.








Camera
This will allow you to take screenshots that apply an automatic Black & White filter to your photos. You can find these images stored in your C:/Users/Username/Appdata/Local/Postscriptum folder.



Squad 44 - =BoB=BreizhoO
- Added Flak36 emplacements to Driel S05, S06, S08, S09 and Oosterbeek S01, S03, S04, S06 & S09 layers
- Added Doorwerth lobby image
- Added Arnhem Range lobby image
- Added new water shader
- Added Sdkfz 7 with a mounted Flak 38
- Added DF Shadows and Collisions to foliage on Driel and Oosterbeek
- Added new layers to Driel, Oosterbeek and Heelsum
- Added destruction effects for pontoons
- Added sound effects and particle effects for vehicle damage states

- Fixed collisions and visual bugs in Castle Doorwerth
- Fixed collisions and material assignments for various environment assets in Doorwerth.
- Fixed distance field shadows for bush variant
- Fixed oversized collision for tree variant
- Fixed Doorwerth repair stations
- Fixed collision on fences (to make them passable for tanks)
- Fixed more fences to be passable by vehicles
- Fixed footsteps sound on wood attenuation and volume
- Fixed stationary camera while reloading in Vickers emplacement
- Fixed enfield2 casing spawning only on epic settings
- Fixed doubled spawning of casings when bolting
- Fixed zeroing on Bren, G41, G43, K98k, Lee Enfield, MG34, MG42, MP40, Sten and STG44
- Fixed extra Sdkfz 232 on Oosterbeek Layers
- Fixed sound for panther driver
- Fixed chimney smoke
- Fixed penetration values for some AP rounds
- Fixed Panzer III steering right
- Fixed Panzerfaust "Reload" animation and added sounds.

- Improved MG34 and MG42 zoom factor
- Improved foliage shading
- Improvements to Doorwerth


Known Issues:

- Reflections on water shader might not work as intended with low AA settings
- There still might be some fences here and there that are not passable.


Sincerely,
Aug 13, 2018
Squad 44 - =BoB=BreizhoO
Hello everyone,

Since in our last letter, we said we would increase our communication with the community, here are some updates about what’s going on internally and most importantly, what you guys should expect in the very near future.

We are currently working on a patch with the following changes and more.

A new vehicle will soon be available to both Wehrmacht and Waffen SS, the Sdkfz.7 with a Flak 38 mounted on its flatbed. This vehicle will not have any section restriction.


You will also be able to man a few emplaced Flak 36 88mm shielded and unshielded on some layers of Driel and Oosterbeek.
British, be careful and fear the mighty 88mm!


Also, players from France, China and Italy will be pleased to hear that our community localization team completed these translations. More will come very soon! Massive thanks to them! You guys rock!

We also fixed a few issues, like tree collision on some maps, Doorwerth castle collision also got some tweaks.

Full changelog will be posted on patch release.

Stay tuned!

PS: German law on censored symbols is being currently being changed, we are in talk with the USK rating agency in order to get Post Scriptum reviewed and we dearly hope it will pass so the German PS community can play the uncensored version of Post Scriptum. However, if these talks don’t have a positive outcome, we will have to figure the best way to proceed with multi versioning.

Sincerely,
Periscope Games
Squad 44 - =BoB=BreizhoO
We want to write this open letter to our followers, fans and the most recent customers of Post Scriptum to update on the current situation of the project and address concerns about the game’s launch.

We apologize beforehand for the honest mistake (and we can't sincerely stress this enough) that the outdated information on our Steam page has caused some customers to feel mislead. Despite being such a small team, we had imposed upon ourselves a rigorous schedule up until release which, inevitably lead to some unfortunate errors. Some minor, but also others quite serious like the current case.

In response to this we aim to rectify the situation as soon as possible and update information accordingly across all of our social media. We have also discussed internally about taking big strides to improving communication with our player base. We have realized through your feedback that the consistency and regularity of our communication isn’t good enough.

We understand that those who have already purchased the game may feel cheated by this situation. As our apology to every single one of you, we will be asking Valve to open up refunds for the game to any customer regardless of hours played for the next week. (Until Friday 17th)

We are also aware of the complaints regarding what the full release version would be and that was mainly caused by the outdated information of our Steam page. We understand, once again, that you may feel mislead by this. A major part had to do once again with - which seems obvious now - poor management of our social media and propagation of information. While we have always been clear in every statement we have made in our official Discord and Facebook, we relied on the Roadmap announcement that was released to the player base prior to the Beta release. We took that as general knowledge that customers would absorb, however this was not the case and it should have been on our Steam page. It clearly states in the announcement what would be the order of things to come and therefore relay the appropriate information that the game won’t have all of the listed content at the set release date. In retrospect, we also didn’t communicate properly as we did initially believe that the main bulk of the content would be released in the full version and then the US faction (and all that comes with it along with Sandbox game mode) sometime after. Our view of the full release version is what effectively was launched yesterday. There is a disconnection of information between what we know and what we transpired to outside of the team, but once again, we didn’t present that well enough and only we are to blame.

The rest of the negative feedback that we have read is about overall performance and section cohesion. While we can’t offer a miracle instantaneous solution for the first, we will continue to make progress in that regard and it’s a matter that will require patience.
As far as the latter goes...it requires a new chapter of disclosure to better clarify not only what changes may happen to the spawning system but as well as of other features to come.


Moving Forward

This is not in order of delivery


For all the tough parts above, we’re still planning to move full steam ahead with continuing development of the game and we’d like to encourage everyone to stick along with us for the ride. We believe there is a lot of good stuff to come and we’ll elaborate on that herein with a roadmap we’re updating and releasing.

First of all, we’d like to step up our game when it comes to communication, in addition to the discord, twitter and livestream engagement we already have, we’re going to start making sure we take things to the next level with regularly scheduled live roundtables.

To address the issue of section cohesion and as a whole make teamwork more accessible, we are currently developing a new feature currently dubbed the “Regroup Call”. The basic idea is that there will be a new soldier class carrying a radio, and when the Section Leader is within a close range of this radio, he can issue a regroup call. This then turns the SL into a spawn point for the next 60 seconds that members of his Section can spawn on. In addition to this, Commanders will only be able to call in airstrikes when standing near a radio operator. There are certain things that will need to be fleshed out, like for example the spawn being disabled if the SL runs into an objective radius, but we plan to work out the kinks with testing.

Beyond that gameplay change, we’ll be making sure we’re continually making improvements to the replayability of the game. In the very short term we can expect new layers for Doorwerth, in addition to the new 8*8km city map Arnhem, which we will begin releasing in incremental 8x2km pieces shortly.

Beyond that we’ll have the American Airborne faction releasing in the coming months, along with 3 new maps, Grave, Veghel and Velmolen. The Environments team has also been putting a lot of work into improving the visuals of our maps, including ground shaders, foliage and lighting.

A new game mode “Armored” will focus heavily on tank combat. There will also be some other game modes coming that are currently being pitched internally. Our plan is for our community to always have a different gameplay experience every time they play.

Lastly, we will provide to the community with the SDK allowing you to map and mod Post Scriptum. The SDK will come in the future once the game is in a more stable state and the above issues are fixed.

Overall we apologize to all of our paying customers that many of the things above were not made clear in the past, but we hope we can rebuild confidence moving forward by continuing to pour our hearts into the development of the game, and by consistently improving the experience we are building.

Sincerely,

Romain “BreizhoO” Ferchat,
Studio Director for Periscope Games.

And the entire Periscope Games team.




PS: Enjoy a few screenshots from our upcoming Arnhem map







Squad 44 - Stadl0r


It has been two years and it all still feels quite surreal to be here today. Post Scriptum started as a mod with the idea of creating the tactical game of our dreams. The team made a lot of personal sacrifices without the knowledge that this mere passion would develop into a professional product that so many others would able to enjoy. That passion has been put to the ultimate test, transforming a dream into an entity that requires production planning, deadlines and inter-team cooperation; all whilst under the immense pressure to deliver not only an outstanding game, but one we want to play. This has not changed anything of the original dream, a passion can only be materialized through commitment. Which would never have been possible without your faith in our vision.

Today we would like to release Post Scriptum to the world. But you must know that this is not the end, only the beginning. We are actively working on new content to release, such as our biggest map, Arnhem, the US Airborne Faction, new game modes and constant improvements to gameplay and optimization. As of today you will be able to review Post Scriptum on Steam and we expect you to be honest! We could not have arrived to where we are today without the amazing support from you, our community. This release is only the first step and we are eager to keep advancing Post Scriptum to be better.

From all of the team at Periscope Games, we sincerely hope you enjoy the game, and we thank you, for everything.

~ Periscope Games

https://www.youtube.com/watch?v=UQ3YYgQ_IKw
Aug 3, 2018
Squad 44 - =BoB=BreizhoO
-Gameplay: Logistic members, sapper and tank commander get a wrench
-Gameplay: Max 2 active FOBS for attacker. Need to unshovel one to make new one
-Gameplay: Exploding vehicles will damage nearby infantry
-Gameplay: Magnetic mines damage engine based on its distance to it (bug fixing too)
-Gameplay: Turret audio switch from hydraulic to manual based on rotation speed
-Gameplay: Delay added between vehicle reset button (to possibly avoid them to go on the moon)

-Fix: Rebalanced GER/UK vehicles for engine destruction
-Fix: Removed the Create Rally command
-Fix: Construction truck not resupplying on some layers
-Fix: Increase mortar round switch timer to avoid reload speed exploit
-Fix: Heelsum church collision revamped

Cheers,
Jul 29, 2018
Squad 44 - =BoB=BreizhoO
You didn't like the Stamina not regenerating even in jog/walk? Good! We didn't like it either, it was a bug. It is now fixed in our Sunday morning hotfix!


-Gameplay: Magnetic Mines only damage vehicle engine

-Add: Bandage in Vehicle keybind can now be changed

-Fix: Stamina regen even on jog/walk
-Fix: Glasshouse_B is no longer bulletproof from the outside
-Fix: Radial icons now show the correct max emplacements available (logi)

Cheers,
Squad 44 - =BoB=BreizhoO
Here is another update of our BETA!

As usual, you can join the conversation on Discord and share your feedback and bugs:
discord.gg/postscriptum

-Gameplay: Rebalanced tank gameplay on some Oosterbeek layers (Firefly vs PZ.3 was an error)
-Gameplay: Players will be slowed down when jumping in bushes
-Gameplay: No freelook when binos are ADS
-Gameplay: More stamina added. Water bonus regen faster
-Gameplay: Crewmen can now heal/stop bleeding while in vehicles ("X" is default)
-Gameplay: Tweaked damage value to tank from magnetic mines and TNT satchels
-Gameplay: Bushes also play sounds when crossing them
-Gameplay: G41 and G43 zoom a bit more

-Add: Randomized spawn points location on defender's flag
-Add: 500lb bomb sound

-Fix: German smoke grenade weird collision behavior
-Fix: Tweaked engine failure volume for more awareness on its status
-Fix: Missing.50 cal texture on M3 Halftrack
-Fix: Sight on .50 cal
-Fix: Repair Station not repairing on Driel
-Fix: Random music playing on startup
-Fix: FOB emplacement limit (hedgehogs, barricades etc..)
-Fix: Cromwell 3D track
-Fix: Empty mortar rearming
-Fix: Heelsum night lighting (S08)
-Fix: Heelsum S03 wrong spawn removed
-Fix: Panzer 3 missing wheel making it steer right
-Fix: Suspension values tweaked on Stuart
-Fix: Oosterbeek S03 misused flag
-Fix: Removed Driel and Oosterbeek low quality minimap, can only be HD now
-Fix: Changed Heelsum landscape material to be non tessellated to improve perf on AMD and mid end rig
-Fix: British and German shovel are equal
-Fix: British FOB model is now correct on unconstructed state

-Dedicated Server: Updated MapConfig.cfg


Cheers,

Squad 44 - =BoB=BreizhoO
We have a hotfix for Post Scriptum coming up shortly. Server admin will update during the day. Thanks everyone!

Changelog:

- Fix: Deployable mortar/MG can be entered
- Fix: Tank engine can now be repaired on destruction by Tank Crew wrench (go at the rear and stay clicked until anim finishes)
-Fix: Grass LOD tweaked to be less obvious
-Fix: Possible fix on some weird server crash
- Add: Tank engine failure sound playing when trying to turn it on while destroyed

Thanks.

Squad 44 - Stadl0r


We would like to announce that the Open Beta is now available to play of Post Scriptum! Those who Pre-Order will get instant access and will be able to play 24/7 until our release on August 9th, 2018.

To celebrate we'd like to release a teaser trailer for you to enjoy!


https://www.youtube.com/watch?v=vy4579wry7I


Beta FAQ


What is the Open Beta?
The Open Beta will run from July 18th till August 9th, 2018 and will be playable 24/7 during that time. This period will allow us to collect important information in order to resolve bugs and optimization in time for the release of Post Scriptum

How do I get access to the Open Beta?
Only those who Pre-Order Post Scriptum on Steam will get access to the Open Beta. You will receive instant access regardless of the tier you purchase.

After you purchase, you will see a second game in your Steam library, titled “Post Scriptum - BETA”. This will be the client to play the Open Beta.

How can I report Bugs, Glitches or Feedback?
You can report all issues you find either on our official Zendesk portal https://postscriptum.zendesk.com/hc/en-us/requests/new or via the appropiate channels on Discord.

I am having technical issues, where do I get support?
You can visit our official help desk to submit a ticket https://postscriptum.zendesk.com/hc. On our help desk you can also find solutions to common issues. We also offer community support on our Official Discord Channel (https://discord.gg/postscriptum)

What is available during the Open Beta?
All core features of the game will be available from vehicles, weapons, commander supports, logistics, paradropping, etc. 3 out of 5 maps will be playable, featuring 21 variations with different lighting (Dawn, Day, Dusk, Night) and capture points.

When does the Open Beta end?
We will keep the beta open until the launch of Post Scriptum, on August 9th, 2018. From now until then all servers will be available.

How can I host my own PS Server?
We will be releasing dedicated server files shortly which will allow you to host your own dedicated server.

You will also be able to rent a configured server directly from our hosting partners, Bluefang Solutions, Nitrado & ZAP Hosting.

Will there be updates during the Open Beta?
We plan to keep updating the Beta build which will add fixes to bugs, optimization and a few new content features! Keep an eye on our social channels for news regarding this.

Official Channels

Discord: https://discord.gg/postscriptum
Facebook: https://www.facebook.com/PostScriptumGame/
Twitter: https://twitter.com/postscriptumgam
Twitch: https://www.twitch.tv/postscriptumofficial
Website: http://postscriptumgame.com


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