We are super excited to announce that the 3rd Chapter titled “Day of Days” is now available for download on Steam!
This is one massive update and brings a lot of changes, fixes and new additions to Post Scriptum, but before we get into the changes we want to thank you all for your support throughout the development of Post Scriptum, the game wouldn’t have been possible without the support from our players.
Now we understand that a lot of players were expecting the Carentan map alongside the 6. Fallschirmjägers, but due to the setbacks as explained in this post we are unable and unwilling to bring the map to you when it doesn’t meet our standards and expectations for quality. We will be working around the clock to get it out to you all.
On top of this, we are aware of the performance issues with Chapter 3. This is due to the scale and density in detail amongst other things. We will be working continuously over the next few weeks to bring the performance closer to Chapter 1 and 2.
We apologize for this inconvenience.
Moving onto some good news for the people who have been looking at getting Post Scriptum or existing players with friends who have been waiting for a perfect opportunity to get in on the action.
Starting today April 23rd at 10 AM PDT | 1 PM EDT | 7 PM CEST | 6 PM BST there will be a Free Weekend and a 25% Sale for Post Scriptum!
The Free Weekend will end on Sunday, April 26th at 1 PM PDT | 4 PM EDT | 10 PM CEST | 9 PM BST and the 25% Sale will end on Monday, April 27th at 10 AM PDT | 1 PM EDT | 7 PM CEST | 6 PM BST
Hopefully, this gives you all a chance to hop on and try Post Scriptum and maybe grab yourself a copy.
With so much new content coming we can’t show it all off here and still keep the announcement a reasonable size, but we highly encourage you to check out the devblog here that explains a lot of the new content and changes in detail.
Get your changelog below:
v2.0.594.14472 Changelog
[Chapter III]
Added two new maps (and Carentan to be released later): Utah Beach and St. Mere Eglise
Added M10 Wolverine, M18 Hellcat, M24 Chaffee (to be used in Armored gamemode), M8 Greyhound, Tiger II "Königstiger", Chevrolet CCKW Truck, Willys Jeep (Normandy version)
Added new M1 Carbine, FG42, M1A1 Bazooka, Throwable Satchel
Added new Invasion Gamemode and multiple destroyable objectives
Added LCVP and LCT landing system
Added US 4th Infantry Division, 82nd and 101st Airborne.
Added German 91st Infantry Division and 6th Fallschirmjägerregiment.
Added more steerability to parachutes, revamped system and animations
[Core]
Fixed PIAT ranging
Fixed some projectile meshes
Fixed zoom levels across Mp34, Mas 38, Thompson, BAR and M7 Grenade launcher
Fixed shininess of french FOB tent
Fixed some LOD levels for Wehrmacht infantry
Fixed out of bounds not killing vehicles
Fixed damaged but alive player greying out
Fixed and improved paradrop landing sequence
Fixed soldiers disappearing in seats at certain angles
Fixed bayonets not perma killing
Fixed ZB26 to have only 20 rounds as box magazine on the weapon isn't the one with a 30 round capacity
Fixed Browning animation issues
Fixed hand grenades to originate from a fixed position instead of the right hand to avoid clipping with the ground in certain situations
Fixed gamma setting now locking multiplayer
Fixed emplacement HUD still showing after being killed in it
Fixed ricochet effects spawning even if the round is penetrating
Fixed RAAS support manager for the commander
Fixed construction trucks resupplying enemy crates
Optimized multiple environment assets and fixed multiple collision issues
Fixed wreck code issues causing fps hitches
Fixed M1 Garand lowering animation
Fixed grease gun sound clicking
Added Sten bandolier to British Airborne Squad Leader
Added new base mesh variant with zeltbahn for Wehrmacht
Added throwable satchels to Airborne and 4th Infantry
Added default culling values for characters and vehicles at certain distances
Added new PS intro movie
Added new water explosions and new satchel charge explosions.
Optimized some Chapter II and III buildings
Optimization to background terrain, hedges and grass type
Optimized 3p and 1p animation code
Made character movement more responsive
Removed collision from skysphere
Removed soldier merge warnings in the log
Temporarily removed the ability to tow AT guns and trailers due to physics and performance issues.
Updated concrete, brick and wood small arms impacts.
Reduced some unnecessarily high texture resolutions
the floor when throwing prone
[Vehicles]
Removed APC and Added APDS to the Churchill Mk IV
Removed left and right traverse on the Renault B1 hull gun
Removed side mudguard on Panzer V Panther hull armor
Removed useless collisions from turret MGs
Removed APHE round from 45mm and added it to the 75mm Hull gun on the Renault
Removed APC and Added APDS to the Cromwell
Renamed APDS from "Shot Mk9" to "Shot SV Mk.1" for the Churchill and Cromwell
Fixed Panzer IV D gun ranging
Fixed H35 damage type of AP rounds
Fixed Sdkfz 232 AP/HE round count
Fixed Sdkfz 232 total round count
Fixed SdKfz251 MG-34 ADS sight position
Fixed Cromwell APCBC/APDS/HE total round count
Fixed Churchill Mk IV APCBC/APDS/HE total round count
Fixed Tiger muzzle effects direction
Fixed the Panzer V Panther turret side armour from 80mm to 45mm
Fixed Char B1 Bis side radiator armour from 150mm to 40mm.
Fixed Somua S35 Side hull armour to 40mm, hull front armour from 35 to 50mm
Adjusted Char B1 Bis side armour from 110mm to 55mm
Fixed copulas counting as damage parts
Fixed Churchill MK IV front armour from 150mm to 105mm and fixed lower front armour to 90mm
Fixed vehicle overlay widget not going away on destruction
Optimized Coax MG Muzzle FX
Optimized all Exhaust FX
Adjusted Sdkfz 222 Ap/HE total rounds to 180
Adjusted the total round count for the APHE to 7 to Renault Char B1 .
Adjusted Sherman M4A3 APCBC amount count
Adjusted Somua S35 Front Glacial Armor into 3 separate pieces, Upper plate is set to 50mm, Middle plate is set to 35mm and the lower plate is set to 40mm
Adjusted Somua S35 Front Glacial Armor into 3 separate pieces, Upper plate is set to 50mm, Middle plate is set to 35mm and the lower plate is set to 40mm #2
Adjusted Panzer IV D Hull hatches set from 50mm to 30mm, Turret top armour changed from 30mm to 10mm
Adjusted Char B1 Bis hull front armor to 60mm, hull side armor to 55mm, hull top armor set to 25mm, hull rear armor set to 50mm
Adjust Sdkfz 222 hull armor to 10mm, upper glacis to 15mm, lower glacis to 10mm, front upper hull armor to 15mm
Adjusted Churchill round count to 36 HE, 18 APDS, 30 APCBC & Adjusted Cromwell round count to 35 HE, 8 APDS and 32 APCBC
Adjusted damage component positions for the Panzer V Panther
Adjusted hull side armour for the Hotchkiss H35
Adjusted hull side armour for the Char B1 Bis
Adjusted Panzer II front upper glacis hull armor to 30mm, front lower glacis to 35mm, front upper hull armor to 35mm, hull side armor to 15mm
Adjusted Panzer 38(t) front upper hull armor to 25mm, front upper glacis armor set to 10mm, front lower glacis armor set to 25mm, top hull armor set to 10mm, hull side armor set to 15mm, hull bottom armor set to 10mm & turret top armor set to 10mm
Adjusted Somua S35 Top hull armor to 25mm (Including hatches), Rear hull armor set to 25mm, hull side armor set to 40mm (Including hatches), track side rolled homogeneous armor set to 25mm & Turret front armor set to 55mm, turret top armor set to 30mm, cupola top armor set to 30mm
Adjusted Somua S35 Front upper armor set to 50mm, front middle armor set to 35mm, front lower armor set to 40mm, top hull armor to 25mm (Including hatches), Rear hull armor set to 25mm, hull side armor set to 40mm (Including hatches)& Turret front armor set to 55mm, turret top armor set to 30mm, cupola top armor set to 30mm
Adjusted Hotchkiss H35 Hull front glacial armor set to 20mm, Top hull armor set to 20mm & turret front armor set to 45mm, turret top armor set to 25mm, turret side armour set to 40mm
Adjusted Renault R35 Hull front upper armor to 32mm, hull front middle armor to 25mm, hull front lower armor to 32mm, Hull rear armor to 40mm & turret front armor to 45mm, turret cupola armor to 40mm
Adjusted Renault R35 Hull front upper armor to 32mm, hull front middle armor to 25mm, hull front lower armor to 32mm, Track mudguard armor to 5mm, Hull rear armor to 40mm & turret front armor to 45mm, turret cupola armor to 40mm
Adjusted Panzer III Hull rear armour from 50mm to 20mm, Turret top armour to 10mm
Adjusted Churchill MK IV Upper front glacial from 150mm to 100mm/190mm split from left to right respectively & Lower front glacial to 90mm
Adjusted the Churchill MK IV turret roof front armor to 90mm
Adjusted Cromwell turret ring armour from 40mm to 130mm
Added APHE "Obus de rupture Mle1910m" round to the Renault B1
Adjusted the Jagdpanzer IV L70 APCBC/APCR/HE total round count to real life value of 55 & Adjusted the Jagdpanzer IV L48 APCBC/APCR/HE total round count to real life value of 79, Adjusted Jagdpanzer IV L70/48 COAX MG to a total round count real life value of 600
Adjusted the Stug III APCBC/APCR/HE/SMOKE total round count to areal life value of 54
Adjusted the Stug III COAX MG to a total real life value of 600 rounds.
Adjusted the Panzer VI Tiger E1 APCBC/APCR/HE total round count to real life value of 92 & Adjusted the Panzer VI Tiger E1 COAX MG total round count to a real life value of 4800
Adjusted the Panzer V Panther APCBC/APCR/HE total round count to real life value of 79 & Adjusted the Panzer V Panther COAX MG total round count to a real life value of 5100
Adjusted the Panzer IV G APCBC/APCR/HE total round count to real life value of 87 & Adjusted the Panzer IV G COAX MG total round count to a real life value of 3000
Adjusted the Panzer III F APC/HE total round count to real life value of 99 & Adjusted the Panzer III F COAX MG total round count to a real life value of 2700
Adjusted the Sdkfz 234 Puma APC/APCR/HE total round count to real life value of 55 & Adjusted the Sdkfz 234 Puma COAX MG total round count to a real life value of 1050
Adjusted the Sdkfz 232 AP/HE total round count to real life value of 180 & Adjusted the Sdkfz 232 COAX MG total round count to a real life value of 1050
Adjusted the Sdkfz 251 MG34/MG42 total round count to real life value of 2010
Adjusted the Sdkfz 7 Flak38 AP/APCR/HE total round count to real life value of 280
Adjusted the Sherman Firefly APC/APCBC/HE/SMOKE total round count to real life value of 77 & Adjusted the Sherman Firefly COAX MG total round count to a real life value of 5000
Adjusted the Sherman M4A3 AP/APCBC/APCR/HE/SMOKE total round count to real life value of 97 & Adjusted the Sherman M4A3 COAX MG total round count to a real life value of 4750
Adjusted the Churchill MK IV APC/APCBC/APDS/HE total round count to real life value of 84 & Adjusted the Churchill MK I COAX MG total round count to a real life value of 9450
Adjusted the Cromwell AP/APCBC/APDS/HE total round count to real life value of 75 & Adjusted the Churchill MK I COAX MG total round count to a real life value of 4950
Adjusted the M5 Stuart AP/APC/HE total round count to real life value of 133 & Adjusted the M5 Stuart COAX MG total round count to a real life value of 6250
Adjusted the T-17 Staghound APC/HE total round count to real life value of 103 & Adjusted the T-17 Staghound COAX MG total round count to a real life value of 5250
Adjusted the Daimer AC AP/APCBC/HE total round count to real life value of 103 & Adjusted the Daimler AC COAX MG total round count to a real life value of 2700
Adjusted the Matilda Mk II AP/APCBC/HE total round count to real life value of 93 & Adjusted the Matilda Mk II COAX MG total round count to a real life value of 2925
We hope you are looking forward to the release of Chapter 3: Day of Days and enjoyed today’s content creator event showcasing you some of the fun awaiting all of you tomorrow.
Unfortunately, we have faced sudden unexpected setbacks in development to provide you with the full Post Scriptum experience that you’ve come to love. This means that the Carentan map and some vehicles won't be a part of tomorrow's release.
As we’re working around the clock to track down these issues and bring you all that Post Scriptum has to offer, we will release the update with the Invasion Game mode in Utah Beach and Saint Mére Eglise.
We sincerely apologize for the inconvenience and we will update you all once we get some progress on this matter.
With Chapter 3 “Day of Days” only a few days away we wanted to show off some of the things that you can expect with this exciting next chapter.
Invasion Gamemode
Starting off with a new game mode called “Invasion”. This new game mode was designed with Offensive as the base game mode, but it has a twist. Instead of capturing points, you will start off by landing either on the shores of Utah or arriving by drop planes in the dead of night. You have to destroy a set of objectives with explosives in order to progress.
In the Invasion game mode, some assets like armour, air support or artillery support are disabled.
See the video below for a full overview of the new game mode:
Utah Beach
Utah Beach is one of the five sectors during Operation Overlord which is the Allied invasion onto the shores of Normandy in German-occupied France. You will attack as either the 4th Infantry supported by armour from the 70th Tank Battalion or defending as the German 91st Infantry Division. The Utah present within Chapter 3 is not the final version, later it will be expanded upon.
Utah is one of the two new Chapter 3 maps that feature the Invasion game mode as mentioned in the video overview above. The objective is to destroy or defend the three sets of barricades on the beach which must be destroyed before they can move on. Once destroyed two capture zones must be secured to establish a beachhead and grant the attacking force a Headquarters on the beach.
Once a beachhead has been established, the attacking force can move on to destroy the Anti-Air/Artillery Batteries further inland which will enable the capture of the next two flags.
Sainte-Mère-Église
Sainte-Mère-Église or St. Mere Eglise is a town further inland from Utah Beach and was a target for the 82nd Airborne during the night before the invasion. The German 91st Infantry Division was tasked to defend the town and heavily fortified the area with Anti-Air batteries that will be the primary objective for the 82nd.
St. Mere Eglise is the second map featuring the new Invasion game mode and will require the 82nd to jump into the flak filled skies and make their way to the ground where they will have to locate and destroy all of the marked Anti-Air batteries on the map.
Unlike Utah neither team has access to Air or Artillery support and only the German team will have any armour. Since you are dropping in the middle of the night your biggest ally will be the cover of darkness and the element of surprise. Choose your route through the thick hedgerows and streets carefully.
Carentan
The city of Carentan is located to the south of Sainte-Mère-Église and south-west of Utah Beach. It was here the 101st Airborne clashed with the 6th Fallschirmjäger Regiment. Two elite airborne units fought over this small town.
Carentan features the Invasion game mode as well and will require the 101st airborne to destroy generators powering the radar station in the vicinity of the town, as well an artillery battery which is shelling nearby forces. Both teams have access to their normal full range of support and armour assets, but be careful not to get yourself stuck in the narrow streets, the fields surrounding the city is the most suitable place for the tanks to engage, while the narrow streets favour the infantry fighting.
King Tiger
The Panzerkampfwagen VI Ausf. B “Königstiger” or just King Tiger is a German Heavy tank designed in 1943 and manufactured up until the war ended in 1945. The tank itself weighs just about 77 tons loaded, it’s 10 meters in length and is fitted the 8,8 cm KWK 43 L/71 cannon and as well as a 700 horsepower Maybach engine similar to the one in the Tiger E, the Panzerkampfwagen VI Ausf.B "Königstiger" was considered by many the pinnacle of German tank design.
In Post Scriptum it’s considered a Heavy Armor asset much like the Tiger already present within the game. It will be playable on most of the standard maps that feature 1944 German forces and the Allied will need to approach the tank with great caution. Its upper front plate is over 150 millimetres thick and thus making it near impenetrable by most allied tank rounds. You’ll need to make good use of your armour and portable anti-tank capability in order to destroy this tank.
US Armour
Germany is not the only nation to get new vehicles, the US Forces will get several new vehicles including the M10 “Wolverine” Tank Destroyer, the M8 “Greyhound” Armoured Reconnaissance Vehicle, the M18 “Hellcat” Tank Destroyer and much more.
The M10 and M18 are vastly different even though they are both Tank Destroyers. The M10 is slow and large while the M18 is small and fast, but both of these, feature the same weakness. Being lightly armoured and open-topped they are very vulnerable to infantry fire from above and enemy recon vehicles, so you need to be cautious when moving in places that grant the enemy a height advantage.
Day of Days First Look Event for Content Creators
Alongside the devblog, we can finally announce the Day of Days First Look event where we have invited several of your favourite creators to get a look at the new chapter. We did this for Chapter 2 and we have a lot of guests coming along this time as well.
The Creators have received a set of keys that they can give away to their audience, we encourage you all to join in and see if you can snatch yourself a free copy of Post Scriptum during the event.
With Chapter 3 "Day of Days" looming over the horizon and its release less than a week away. We've got a few things we felt important to mention a few things coming in addition to the release, benefiting both regulars and new potential grunts!
Starting on the release day of Chapter 3 "Day of Days", a Free Weekend and 25% sale will take place, giving new potential soldiers a taste of the organized chaos within Post Scriptum.
The 25% sale will run from Thursday, April 23rd 10 AM PST/PDT to Monday, April 27th 10 AM PST/PDT. The Free Weekend will run from Thursday, April 23rd 10 AM PST/PDT to Sunday, April 26th 1 PM PST/PDT
So if you've been eyeing Post Scriptum or know a buddy you'd like to bring along, now is the chance to try it for free and get a good deal on Post Scriptum.
Lastly, we've got a Content Creator First Look event similar to what we did with Chapter 2, inviting some of your favourite creators to try out Day of Days on April 22nd. We will give you some more information on this event as well as a guest list sometime next week.
For now, spread the word and share the knowledge of this good deal coming to you next week.
Over the last few months, we have not only noticed an influx in players, but also some glaring issues that come with it.
In particular, players noted how difficult it is to cross bridges as attackers, notably Arnhem. So for that reason, we have decided to overhaul the map so that players are more easily able to cross the bridge and secure a foothold in the city. We call this "Arnhem Easy Mode" and it will be available in the next patch.
What is Arnhem Easy Mode?
Well, Arnhem Easy Mode primarily aim to balance the attackers more effectively so that the task of getting across the bridge is more manageable for players. Some important additions have been made the map that we shall go over now.
First of all, we have added more bridges to make the chance of crossing much easier, we've also added more pontoons so you won't need to worry about crossing the main bridge with your tanks.
We also found some of these weird boats that were left a few months ago, they can help you better cross the river without the need for bridges.
The high command has also approved the use of new experimental vehicles and weapons.
And because crossing a river wasn't enough we've also dug tunnels into the town, this should make it easier to get those logistics across without being harmed.
Coming in the next patch, we are very excited to share this new mode with you and we hope that it resolves the issues players have been had with bridge crossings. Now, we plan to roll this change out to all bridge layers, but we felt that Arnhem is a good test bench for this new experimental change.
We've got a patch incoming to hopefully fix player models missing heads. Additionally, we've made some changes to the mortars based on your feedback. We have removed the manual reload and implemented a mortar limit of 4 per team.
The German Sdfkz. 251 and the British PIAT has also got some updated models to keep them up to par.
Get your full changelog below.
Changelog v2.0.442.13745
Potential fix for headless player models.
Fixed mortars to now only stop reload when exiting the emplacement.
Fixed mortar limit to four emplacements per side.
Fixed MP40 muzzle velocity from 340m/s to 390m/s.
Fixed zoom levels of Sten and MP40 to be the same.