Hotfix for Post Scriptum Armoured is now live. A few mistakes got addressed.
-Fix: Wrong team on Doorwerth and Heelsum Armoured layers
-Fix: Artillery smoke shells
-Fix: Cannon impulse value divided by 2
-Fix: Wrong Arnhem Range layer
Last month we updated Post Scriptum with another massive update adding our newest map Veghel, 2 new vehicles, even more layers to existing maps, bayonets and a lot more.
Today, we are thrilled to announce that we are releasing another free update to Post Scriptum!! ARMOURED game mode is now available to all Post Scriptum owners. If you haven’t seen it yet, we had an amazing event last weekend with content creators crewing their favourite tanks and engaging in 12 versus 12 tank battles. A lot of clips and videos of that event are already on YouTube and below is our announcement trailer that we released just before the event. Post Scriptum - Armoured Trailer [2019] https://www.youtube.com/watch?v=MmARMlqTXrY
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Ammo Bag for infantry Also coming with this update is the addition of the infantry ammo bag that is available to all riflemen.
Select the ammo bag and drop it on the floor, it can then be used by any other player to refill his ammo count. Look at it, press the F key and then click on resupply, this item can only be used once and will disappear after usage.
You are able to rearm at the ammo bag yourself but the ammo bag is not capable of rearming itself or at any other ammo crate. So you only have one per life and a maximum of two deployed simultaneously. Unused ammo bags will disappear after two minutes.
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Damage model improvement
Common values to all PS vehicles:
ON COMPONENT HIT: Crew: 50% chance of damage Turret: 100% chance of damage Ammo: 75% chance of damage Turret: 100% chance of damage Engine: 100% chance of damage Tracks: 100% chance of damage
All penetration values have been added to the Arnhem Range training map. For a recap on how our system works, we recommend you have a look at our Tea Time with the Devs that we had a few days ago.
Map Voting Yes! You can now, at the end of each round vote for the next map!
You can vote for a map but also the game mode. Voting Refresh will refresh the set of maps available on screen, which is currently not doing anything, but it will very soon as we will have more than 8 maps in a few weeks time. (Best, Grave and then our next theatre)
That is of course optional and a server admin can decide if they want the Map Vote feature or keep the old Map Rotation system.
For ServerAdmins:
To add that option, simply go to the ServerConfig folder and set that line from:
“MapVoting=False” to “MapVoting=True”
You will also see a file called: “MapVoting.cfg”, in there will be all the layers available for each map. You can then decide what layers to include, or not.
This is an example of layers that will be in your vote, when voting for Arnhem AAS, it will select one of the 3 layers added.
Contact us on Discord to get the full listing of maps for your CFG files.
PS: Armoured layers and Offensive/AAS layers can not be hosted on the same server rotation.
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Here is the complete changelog for this update:
-Add: ARMOURED Game mode
-Add: Ammo bag for infantry
-Add: New muzzle flash FX for tanks
-Add: New tank handling and suspension system
-Add: Map Voting option at the end of round
-Gameplay: Veghel Offensive tickets from 400 to 600
-Gameplay: Tank tracks should disappear if fully destroyed
-Gameplay: Tweak to internal component vulnerability (announcement)
-Gameplay: Repair station are 4 times faster
-Gameplay: Tank handling overhaul, suspensions and track friction
-Gameplay: Adding all penetration + hull values to Arnhem Range
-Fix: Missing radio on Velmolen AAS
-Fix: Sdkfz.251 torque values
-Fix: German rifle sprinting 1p animation, with ads blending
-Fix: Browning MG can reload while prone and undeployed
-Fix: Tank ammo not always refilling at repair station
-Fix: Tank spinning after engine destruction
-Fix: Missing 1 shell on off map artillery
-Sounds: MG34 tweaks
-Sounds: MP40 overhaul
-Sounds: M1 Garand tweaks l
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Here is a little taste of what to expect in the weeks and months to come: New layers for Velmolen in both Offensive and AAS. Best and its bridge. Grave and its fortified city. Sandbox game mode news. Various new unlisted features. New theatre reveals for Post Scriptum.
That is it for this week!
As always, many thanks to our dedicated community for your continued support and we hope you enjoy playing Armoured as much as we enjoyed developing and testing it!
Wednesday March 6th at 8 PM GMT / 9PM CET / 3PM EST will be the next instalment of 'Tea Time with the Devs' where our dev team will be on stream to talk through some of the updates that are releasing soon, as well as a general update on news and features!
On March 8th we will be releasing our newest update for Post Scriptum – Armoured. This brand-new game mode will pit teams against each other in multi-crew 12v12 vehicle warfare, taking place across huge battlefields with up to 64 players!
Commander. Tank. Recon. Choose your vehicle and work together to wipe out the opponent’s tickets through capturing the objectives and destroying enemy vehicles! To help showcase this new mode, we have an event on Saturday 2nd March at 8PM GMT / 9 PM CET / 3PM EST where a host of content creators will be trying the mode out! BillyEatWorld Buckles DevilDogGamer DigbyTathamWarter DiplexHeated El Tyranos FriendlyNikolai KarmaKut Klean MathChief Matsimus Nano Nordern PhlyDaily Raptor Sheriff Eli Shermanator SpadesCO The Mighty Jingles TrakkarLP TypeX vaughnwhiskey OperatorDrewski Andarilho RubixRaptor Finkone Skino DannyonPC BigfryTV RangerDave Mike The Bard
Small update today. We hope to get rid of the falling tank ragdoll/physX issue we were experiencing.
Some minor gameplay tweak and fixes are also in this version.
-Gameplay: TNT grenade deal more damage to infantry
-Gameplay: Sten sway value/stamina match the MP40
-Fix: Possible fix to vehicle glitching and falling through the sky
-Fix: Sdkfz.222 torque value
Something awesome is also coming later this week, stay tuned!
-Add: Doorwerth gets terrain update too!
-Gameplay: Sherman internal components tweak
-Fix: Localized version of the game can now properly bind keys
-Fix: Clipping in Arnhem house near the bridge
-Fix: German Luger and P38 deal 15% more damage
-Fix: Vehicles with crew inside can't be flipped
-Fix: Panzer V commander no longer have muffled sounds when turned out
-Fix: Various level design fixes
With the ink still drying on all the plans, we wanted to get a headstart on some exciting news: we’ll have a booth at PAX East this year. Even better, we’d like to bring a few of you along with us!
We’re seeking a few Offworld Industries fans that will be in the Boston-area to be our community ambassadors on the show floor. Yep, you get to come to PAX East with the developers and talk about games all day! Oh, you’ll also be attending one of the largest public gaming events featuring panels, concerts, and hundreds of new games across every platform — including actual platforms. Not bad, eh?
Before you get too excited, there are a few requirements:
You must be a legal adult (18+). You must be available from March 28, 2019 through March 31, 2019. (The duration of PAX East 2019.) You must provide your own transportation. You must have a strong knowledge of Squad! Post Scriptum would be a big bonus too.
We have pushed a hotfix in which we hope to have resolved the server health and teleportation issues seen since the Veghel release! However, it may persist. If you continue to come across the issue, please let us know in the relative bug communication channels (such as our discord) with as much detail as possible, including location and actions leading up to the incident. Discord: discordapp.com/invite/NhvUg4F Small changelog below:
V1.0.276
-Fix: Potential cause for very low TPS on servers, causing various collision issues and teleportation. -Fix: Several building, road and ditch collisions. -Fix: Less blur in ADS view for M1 Carbine. -Fix: Further optimization -Fix: Missing bullet in feeder while bolting -Fix: Missing count restriction on W sandbags near FOBS -Fix: Tweak FOB collision mesh -Fix: Wrong team jumping from planes on Driel
MAKE SURE YOU CLEAR YOUR USER CACHE IN THE GAME SETTINGS OR BY REINSTALLING YOUR GAME.
Now that this is out of the way, let's get right into the patch notes :)
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Hello everyone!
3 weeks ago, we had our public testing for the 101st Airborne faction and the new Veghel map. The map was very well received during the session, however we had a few server health issues with some servers where the hardware was barely above the recommended requirements. Since it was only a 24 hour testing session, we decided that it was best to roll back to the latest stable version while we were investigating the issue. We have made a few changes here and there that have eased the server load.
However, we have one issue that is potentially still out there, we could not replicate the issue in our last community test, so it may or may not be there. It is a teleportation issue occurring when near a FOB, if you happen to be teleported in the air near a FOB and then fall to your death, that's the issue we are talking about. We are trying to isolate it and see what is causing it, but at the moment, we haven’t yet gotten to the bottom of it. It does not happen too often from what we have seen during testing, so we have decided, internally, to push this to the public branch despite the problem. We will of course keep an eye on this issue and fix it as soon as it is able to be replicated. We understand that pushing the build with the potential bug is nan ideal situation, however, postponing this update will hold us back on other things we are currently working on, we are sure you will understand our decision.
Here is the latest changelog for the update. There is also our previous announcement at the bottom that is also about today's update.
-Add: Brand new K98k model, animation and sounds
-Add: New animation on K98k scoped
-Add: M5 Stuart is now using M1919 coax and hull MG
-Add: New sound for Grease Gun
-Add: US FOB are now using US voices
-Add: Wrench gets a sound on repair action
-Add: Heelsum map upgrade with more terrain detail
-Gameplay: TNT now deal more damage (150->250)
-Gameplay: Sdkfz 234 & 232 increase torque values.
-Gameplay: Thompson recoil improvement based on recent testing
-Gameplay: Jagdpanzer and Stug 3 distribution, will now be on more layers
-Gameplay: Weapon sway based on bayonet size and weight
-Gameplay: All AAS bleed values tweaked. Bleed on flags near central flag are divided by 4
-Fix: US 101st AB Sapper is now wearing the right shoulder patch
-Fix: Increase distance to stab
-Fix: River and canal should now deal damage to infantry when under water
-Fix: Removed post card from main menu (outdated)
-Fix: Building collision
-Fix: Possible fix or improvement on server load
-Fix: More optimization to foliage (GPU)
Announcement from v1.0.251
Today's patch is very exciting! A lot of new things have been added to the game, as well as a heavy focus on further optimization improvements.
Let's dive into it right away with the changelog, we'll then detail things a bit more so you know exactly what is up:
-Add: New map Veghel (AAS 01 + Offensive 01)
-Add: Bayonet System - Added to M1 Garand, K98K, G41, Sten, Lee Enfield
-Add: 101st Airborne faction
-Add: Sherman M4A3
-Add: Sdkfz 234 Puma
-Add: Realistic bullet impulse on ragdolls
-Gameplay: Damage Model 2.0 for all vehicles (see below)
-Gameplay: View cone added to tank's compass
-Gameplay: US Sapper main weapon changed to Grease Gun
-Gameplay: Jagdpanzer 4 added to Arnhem AAS 03
-Gameplay: Parachute drops added to Driel Offensive 06, 08, 09
-Gameplay: Parachute drops added to Heelsum Offensive 03, 06, 07, 08
-Fix: German Sapper kit adjusted to have 3 bandages instead of 1
-Optimization: Landscape geometry is now much lighter with no visual loss
-Optimization: Foliage over distance is rendering faster
-Optimization: Water shader on old maps
-Optimization: New shader for old building
Let's breakdown all these changes in more detail!
VEGHEL:
This week, we had a couple of testing sessions with our Supporter Edition owners and the map was very well received! Thanks to all of them for showing up, we had a blast.
This is why we feel comfortable in going with a public test today for the next 24 hours.
Veghel is a new 3x3km map, located just North of the Bridge of Son and South of Nijmegen. You are more likely to know it under the infamous nickname, 'Hell's Highway'.
Minimap:
This scenario will introduce for the first time the 101st Airborne in Post Scriptum.
It is available with 2 layers for starters. Offensive Single 01 and AAS 01. More layers will come in the near future.
In this update, we are adding our Damage Model 2.0, here is a quick guideline of how it works:
Each weapon is given a value of armour that it can penetrate. Each tank has it's own armour thickness value per polygon.
In the image below, the more white the texture, the thicker. Each polygon is assigned a thickness based on historical data.
When a projectile collides with these polygons, it will then calculate the relative armour thickness, if the penetration value of the shell is higher than the armour thickness, then the projectile passes through the metal, if not, it will bounce off.
If it does penetrate, it will then look for what component is behind. Each vehicle in Post Scriptum is now fitted with internal components.
Blue = Crewman = % of chance to injure or kill him Red = Ammo Rack or Fuel tank = % of chance to set the tank on fire and explode Yellow = Turret ring = % of chance of disabling turret rotation Pink = Engine = % of chance of disabling the engine/transmission Green = Tracks = % of chance of disabling the vehicle mobility
Internal components can be repaired with your wrench or at any friendly repair station.
As a crew member of the vehicle, we have added UI icons so you are aware of the status of your tank. Each icons will show white for fully working components, yellow for partially damaged and red for destroyed.
If you have a good eye, you will also have spotted a little marker on the view cone at the bottom left of the screen, allowing to give a better indication to your teammate while inside the vehicle (clock)
OPTIMIZATION:
Optimization is still an ongoing battle, but we are very happy with the progress made by the team over the past 4 months.
After the holidays, we got back to work and found new ways to get even more frames. Here are a few "technical" images, but they are fairly easy to understand, green is good / red is bad :)
BEFORE:
AFTER:
This will help the GPU quite a lot since we made similar changes on all our foliage.
We also made a tweak to landscapes, where they will draw a lot less triangles. These changes were made as a test on Veghel this week. Same location went from 63fps to 95fps. We don't expect it to be that spectacular on all maps, but recent tests are definitely showing a noticeable improvement!
CONCLUSION:
This is one of our biggest patches to date, we are very proud of the hard work that was put into it over that past month and we are certain you will love it :)
As usual, if you want to get in touch with us and our community, feel free to join our Official Discord at this address discord.gg/postscriptum
WHAT TO EXPECT NEXT?
Very near future: We are going to monitor Veghel tests closely, to make sure that it is going as smoothly as possible. Parallel to this, we are finishing our game mode "Armored" and it should come to you shortly after Veghel. As usual, we will host a closed test for all our Supporter Edition owners before releasing it to public for free.
Near future: We are also working on an additional map that will release early this year. A 600m x 2km long map, that will bring an interesting change of pace to the game, ideal to seed a server and change the type of engagement during a round.
The Sandbox game mode is also in the works, we'll try to show you our progress during our next Tea Time.
The SDK is still in limbo, we have no news about its status since last time, we only know that it is on the way... Sorry about that, we'll let you know as soon as we have more news from Epic.
Future: We are actively working on our next theatre, we will announce it as soon as we are ready to show content for it. But it is going extremely well and we are super excited about it.
Distant future: We are also in the early stages of an additional couple of theatres!
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That concludes today's update, we hope you are as excited as we are. Periscope Games wishes you the best for 2019!
News on Veghel! We think we may have found the server issue and believe we have a fix, but need some help to confirm. We are going to begin a test on the Veghel update tonight at 8:30PM GMT / 9:30PM CET / 3:30PM EST with some server stress testing initially. If you could help by joining later and filling a server, we will carry out some final tests and ensure we have sorted the problem.
Download is available now through the validation branch as previous, although there should be no requirement for a password