Squad 44 - SnazzyDuckling
Greetings!

Last week we unveiled the last Chapter 2 map titled “Maginot” and the features that you can expect from this 3rd map. Our new Halloween game mode titled “Contagion” is now available to all players for free for a limited time.

HALLOWEEN SALE AND FREE WEEKEND

Starting October 29th Post Scriptum will be on sale at 50% off for the entire Steam Halloween sale on top of this a Free Weekend will also be available from October 29th until November 1st.

CONTAGION



To go along with the spooky Steam Halloween sale we are releasing a temporary Chapter known as Chapter Z: The Bloody Undead with a new game mode titled “Contagion”

Contagion” is our new zombie game mode that pits a group of survivors against a fierce horde of zombies and the survivors need to complete a set of tasks in order to win the match. The zombies have one simple objective which is to kill all survivors.

Below you can read about the game rules for the Contagion game mode.

Survivor Objective
  • Find and load 4 explosive supply crates in the M3 half-track MSP. Crates can be picked up by looking at it, press and hold 'F' the press grab.
  • Bring the supplies back to the truck and unload it using 'F'
  • Once 4 crates have been loaded, you can drive the Half-track to the bomb objective.
  • Drop the supplies and build the bomb, then place the fuse by holding 'F' and pressing the button.
  • Protect the bomb until it goes off.

In depth explanation:
  • The goal is to collect 4 supply crates scattered across the level and load them in the construction truck and then go build a bomb at the destroy marker.
  • There are a total of 10 potential areas where supplies can be found, out of these 10 potential locations, only 7 are actually spawned in.
  • As you are getting closer to the supply marked area, the marker will disappear if no supplies are at that location, or become a supply marker if there is indeed a crate there.
  • In order to load the crate in the truck, you need to get to the crate and pick it up by looking at it, pressing 'F' and “Grab”. Then you will need to walk within 2 meters of the truck and hold F to load the supplies in the truck.
  • If done correctly, the game will prompt you with a message telling you that the crate has been loaded in and it will tell you how many more crates you need in order to go build the objective.
  • Once the 4 crates are inside the truck, you will need to drive the truck to the bridge area to build the bomb. You will see a red ghost of the bomb, as soon as the ghost turns green, the bomb can be built.
  • Get out of the truck and unload all the supplies by pressing 'F' while looking at the truck and click Unload Supplies.
  • You should then see a bomb object on the bridge, get your shovel out and build it until you can see ammo and explosives in the wooden crates. When the bomb is fully built, press 'F' while looking at the bomb and click Place Fuse.
  • Once the fuse is in, the bomb will explode within 30 seconds, you need to protect the bomb until it goes off. The Zombie can deactivate the bomb by attacking it. If they do deactivate the bomb, your team loses.


Zombie Objective
  • Find and stop any and all survivors from gathering crates and building the bomb. Use your supernatural abilities to get close to the survivors. Survivors will turn into zombies if killed. You can destroy the bomb by attacking it.
  • Zombies are inherently weak and will die very fast if alone, the best approach playing as zombies is working together with other zombies to get close to the survivors.
  • As a zombie, you have supernatural abilities like increase jumping height, increased speed and stamina. Use this to quickly advance into position.
  • Zombies have the ability to spawn almost anywhere on the map.
  • Fire will burn your flesh, so stay away from fire!

As a Zombie, your goal is to prevent the Survivors from building the bomb on the bridge.
Either by killing all the survivors, holding them off for the entire duration of the round or destroying the bomb once planted.



CARENTAN & ST MERE EGLISE OPTIMIZATION

On top of the zombie game mode and Maginot, we’ve been investigating further into the optimization issues with both Carentan and St Mere Eglise. During that found that the amount of buildings rendered is potentially causing some serious performance issues Carentan. It also serves as frustration for players with the number of open buildings that are scattered throughout the city.

Alongside this, we've optimized multiple shaders and shadows around the map.

As a result, we’ve spent the last month identifying and closing off selected buildings in key areas to declutter the map and help the flow on the map.

The below screenshots show a comparison between version 2.0.944.15560 (Which was the last update before this one) and the new version 2.0.42.1. Images are taken on an empty developer server on Carentan Offensive 01 and St Mere Eglise Offensive 01. Same locations, same hardware, same video settings.

Hardware used for performance test:
I7-7700K @ 4.2 GHz.
Nvidia GTX 1080Ti.
32 GB of DDR4 Memory @ 2400MHz

Game Settings:
2560x1440p @ 144Hz in Borderless Window with No Super-Sampling
Epic Graphics Quality with Epic Textures, Epic Effects, Epic View Distance & Epic Foliage using FXAA Anti-Aliasing
Additional Settings: Distance Shadows ON, Screen Space Reflections ON, VSync OFF, Bloom ON, Ambient Occlusion ON, Pre-Load Textures ON, Motion Blur OFF


OPEN THE IMAGES IN A NEW TAB FOR FULL RESOLUTION

v2.0.944.15560 Carentan Café De Normandie town entry


v2.0.42.1 Carentan Café De Normandie town entry


v2.0.944.15560 Carentan Crossroads


v2.0.42.1 Carentan Crossroads


v2.0.944.15560 St Mere Eglise South Main Road


v2.0.42.1 St Mere Eglise South Main Road



And as per usual you can find your changelog below for the Halloween update.


CHANGELOG v2.0.42.1
  • Added: Post Scriptum Chapter Z: The Bloody Undead time-limited event.

  • Gameplay: New Contagion Game Mode

  • UI/UX: Added FG-42 Icon

  • Level Design: Added Contagion layers for Best, Carentan, St Mere Eglise, Stonne
  • Level Design: Made several optimizations passes on Carentan & St Mere Eglise.
  • Level Design: Closed off buildings in Carentan to improve performance and game flow.
  • Level Design: Closed off buildings in St Mere Eglise to improve performance.


Lastly, we want to thank every single one of our Community Testers that have helped test and give important feedback on the game mode. Without their help, the undertaking wouldn’t have been possible.




Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

Last week we unveiled the last Chapter 2 map titled “Maginot” and the features that you can expect from this 3rd map. You can find a link to that at the bottom of the post.

We are announcing our new Halloween game mode titled “Contagion” which will be available for free for a limited time to all players starting tomorrow.

CONTAGION



Contagion” is our new zombie game mode that pits a group of survivors against a fierce horde of zombies and the survivors need to complete a set of tasks in order to win the match. The zombies have one simple objective which is to kill all survivors.

HALLOWEEN SALE AND FREE WEEKEND

Starting October 29th Post Scriptum will be on sale at 50% off for the entire Steam Halloween sale on top of this a Free Weekend will also be available from October 29th until November 1st.


MAGINOT DEVBLOG FROM LAST WEEK
https://steamcommunity.com/games/736220/announcements/detail/5342917415237290194

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

It’s been a couple of months since we last gave you all a brief look at the 3rd Chapter 2 map which has now been in development for quite some time and for good reason. Let’s chat about it.

The map has finally reached a stage where it’s presentable and we can finally unveil the location of this 3rd location from our 1940’s Battle of France.

MAGINOT


Meet the “Maginot” map which will be the up until now mysterious 3rd Chapter 2 location. The Maginot map as you can imagine is based on the most northern part of the Maginot Line specifically the Secteur Fortifiée des Vosges (Fortified Sector of the Vosges) part of the line.

The Vosges region is an area of low mountains in the northern region of France, close to the Ardennes.

We chose this location as it offers some truly unique fighting conditions that we feel mix all the good things about our other maps.



Being the same size as our other maps at 4 km² Maginot features plenty of varying terrains, like rolling hills, mountainous terrain, dense forest areas, villages, open fields and of course the Maginot Line itself making its way through the map



The Vosges sector was one of the few places that saw any or limited combat during the 1940 Battle of France. It was attacked by the 215th Infantry Division from the German Wehrmacht, while the French 154e and 163e RIF were primarily in charge of the sector defence.



Fighting in the Vosges region kept going until July when France’s official surrender and capitulation was announced, so while the Wehrmacht preferred to avoid the Maginot Line we have a chance to relive the fighting that did occur on this rather infamous defensive line.



We hope you enjoyed getting to know this 3rd map that will be joining our large roster of maps in the near future. We cannot wait to see how players will tackle the difficult challenges that lie within the Vosges region and the Maginot line that it features.

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

Sometime late last night Post Scriptum's Server Browser started having issues with showing and loading servers. This is a global issue affecting several games including our Publisher. We have been working with our publisher and Steam to fix the issue and we are awaiting Steam on the matter.

As it affects our players we've got a hotfix which aims to alleviate some of the issues with the Server Browser.

If the fix does not work please try applying our temporary workaround as detailed here: https://steamcommunity.com/app/736220/discussions/0/2843417619892457336/

As per usual get your changelog below!

Changelog v2.0.944.15560
  • Server Browser: Changed the server browser timeout to 60 seconds. This might help alleviate missing servers.

  • Level Design: Fixed some water shaders.

  • Effects: Fixed some grenade and HE explosions rotating with the camera while leaning.
  • Effects: Fixed new White Phosphorus blasts rotating with the camera as you lean.

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

Last week we launched our new Tank Deck System and we're actively monitoring its implementation within the game and the meta changes. One notable issue has been that games were ending very fast due to the number of tickets each vehicle costs their teams, to help alleviate this we've reduced the vehicle ticket cost across the board.

We are still evaluating balancing between decks and will likely be making some changes soon.

This update also addresses community concerns that the new tank kick hampers armoured events where 2 sections are not enough. This we've also addressed by allowing all admin spawned vehicles to be entered by anyone.

As per usual get your changelog below!

Changelog v2.0.939.15538
  • UI/UX: Renamed Daimler AC Shot Mk. 1 APCBC to Shot Mk. IXB/T

  • Gameplay: Lowered Kill Death Ruleset ticket cost for all armoured vehicles.
  • Gameplay: Rebalanced M51B1 & M71B1 Pen Curve for M5 Stuart & M8 Greyhound.
  • Gameplay: Replaced M51 with M51B1 for T17 Staghound.
  • Gameplay: Admin spawned vehicles not being considered section vehicles to allow non-armoured members to use. (Leaving a section will still kick you.)

  • Effects: Fixed MG-42 muzzle flash effect being offset.
  • Effects: New White Phosphorus Bangs for grenades and mortars


Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

A little over a month has gone by and we have been pretty busy in the office, two weeks ago we released a development blog detailing the new tank deck system that will replace the majority of our random spawners currently in the game.

This update will release the new tank deck system to the public for the first time, we are sure that there will be some issues in particular with the balance between teams, we will be monitoring this and adjusting it as necessary.

This was done to address some concerns about our random spawners that wasn't liked by our tankers. We have spent the last couple of months on trying to find a solution to this problem, the solution comes in form of the new tank deck system.

We won't go into details about this new system, but you can read the development blog here if you missed it. https://steamcommunity.com/games/736220/announcements/detail/2890703513471210440

As per usual get your changelog below!

Changelog v2.0.935.15526
  • Added: New Tank Deck System with Central repository and Spawner on all Chapter Offensive & RAAS Layers.
  • Added: Chapter 1, 2 & 3 Tank Decks to central repository
  • Added: Ability for Commander to view the Tank Spawner menu close to a radio.
  • Added: New Panzerschreck model.
  • Added: Smoke mortar shell to 2 Inch mortar.

  • UI/UX: When getting kicked, leaving or disbanding an armoured section a warning will be shown telling them they were kicked from the vehicle.

  • Gameplay: Rebalanced Kill Death Ruleset for all vehicles.
  • Gameplay: Fixed Panzer III F turret speed not working.
  • Gameplay: Players leaving or kicked from armoured section should now be forced out of a tank.
  • Gameplay: Removed M24 from St Mere Eglise.
  • Gameplay: Removed M4A3 Wade Sherman from Carentan and St Mere Eglise Invasion.
  • Gameplay: Panzer II now uses 2 cm sight.
  • Gameplay: Added Matilda textures without Chapter 1 markings.
  • Gameplay: Fixed Pen curves for Panhard 178, S35, H35, R35, APX, W15TCC, B1, Pz II and Pz 38t

  • Effects: Cleaned up several particle folders.

Additionally, we have put together a public Google Drive with a bunch of community resources from us, this ranges from Layer information, minimaps, tank decks, vehicle ticket cost and much more.

You can find the community resources here: https://drive.google.com/drive/u/2/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

As part of our ongoing focus on the core gameplay elements of Post Scriptum, we have spent the last couple of months working towards a game that rewards teamwork and tries to further discourage lone wolfing.


One of the biggest challenges for us revolves around our combined arms gameplay, particularly the Anti Tank meta vs our Armour, since infantry Anti-Tank will often spend much of their time hunting armour rather than participating in battle we introduced a rebalanced a couple of patches ago that addressed the concern somewhat, making the Anti Tank much less effective on his own.


This had the inherited drawback of making the Armour crew much more of a challenging issue especially with how the current spawn system works. To address this we’ve been working towards making Tank gameplay more dynamic and challenging.


NEW TANK DECK SYSTEM
With the next major update, we will be introducing a Tank Deck System, this new system will replace the old random spawner that our players didn't like very much, and while still partly randomized it puts the choice and control of tanks more in the hands of our tank players.



How does this new system work?
To understand the difference we need to explain how the old spawner worked.

The old random spawner worked on a set of spawners called “Recon”, “Medium/Light”, and “Heavy” these spawners contained a list of available vehicles based on the layer that it was on, every time the map changed or restarted the list of vehicles is shuffled and a single random vehicle in each pool is picked, this had the benefit of not knowing what armour you’re given for a battle, with the drawback of sometimes being pretty unbalanced.

This also meant that once you knew what the enemy tank was, you knew that this tank would be present the entire game and while it works in theory, it did mean that your tank matchups can sometimes be unbalanced and with tanks like the King Tiger you could be reckless at not much of a consequence.

Killing tanks also wasn’t very rewarding as you knew it was a matter of time before another one would be back on the field. All of this culminates into a pretty mediocre tank experience.

Now that we understand how it used to work we can understand the new system, which instead of selecting a single tank for each spawner type “Recon, Medium/Light, Heavy” will pick a “Deck” for each spawner type, a “Deck” is a pre-defined set of vehicles that exist within the game.


These tanks are of limited quantity and so you will need to use your armour cautiously as you could very well run out of armoured vehicles, in which case you will need to rely on Anti-Tank guns or Anti-Tank infantry. Losing a tank like a King Tiger will not only cost your team tickets but the tank will not respawn back in for the rest of the game.

Below you can find a breakdown of the various elements and states of vehicles you'll be presented within the new Spawner.




There are currently 6 decks per spawner type for each team. Across all 3 Chapters.

Every time a map restarts or changes the decks are shuffled and 1 random deck of each type is picked out to make up your tank deck for that round. The benefit that this new system has is that it allows flexibility for tank crew, in the sense that they can pick their own tanks and the combination of tanks that suits their needs. For example, both armoured crews could take out 2 Churchill tanks instead of being forced into picking one of each category.

This makes the engagement of tanks much more dynamic between not only the opposing tank crews but also to infantry Anti-Tank who will have the ability to take out a tank for the rest of the game, thus making their efforts more rewarding, bearing in mind that hunting tanks now is much more dangerous with several tanks being at play.



The Commander also got a treat with this new system as he has the ability to see what tanks are available to his team, what tanks are dead and what tanks are active in the battle (As long as he is close to a radio of course). This gives him more information to be able to better direct tanks on the battlefield.

We can’t wait to share more about this new tank system very soon as we enter into public testing.



NEW PANZERSCHRECK MODEL
Moving on from the new spawner, we’re also going to address a couple of other issues with the tank

We’ve added a brand new Panzerschreck model to the game, this new model will replace the very outdated model we currently have in the game, this will make aiming a bit easier and more accurate to this historical counterpart.





NEW STUG III AUSF. A
Joining us on Chapter 2 in the near future is a new StuG III model, namely the Ausf. A variant which was one of the first StuG’s to see service during the war, this particular model saw limited action during the Battle of France in 1940.

Built on the chassis of the Panzer III F that is also part of Chapter 2, with the same short 7.5 cm howitzer that the Panzer IV D carries it’s a very good assault tank with a low profile and a big gun.




NEW US 37mm AT GUN
And the most recent entry is one that we’ve been wanting to add in for Chapter 3. We’re bringing in the M3 37mm Anti-Tank gun that at the time Normandy happened was pretty outdated, but we feel that the introduction of a new anti-tank gun within the allied tree is welcomed.

We decided to add this rather than the M5 as it would call for the introduction of several counterparts like the 17-pounder or PaK 40, while we aren’t opposed to their introduction seeing as they were the mainstay of the armies of the time, we need to be careful with such an introduction as they were very powerful guns. Both this and the StuG III will join Post Scriptum in a later update.



Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

After our major patch last week there were several issues that were missed during initial QA.

These have been found and corrected, most notably the Armour Penetration system wasn't working as intended causing issues with the ability to pen vehicles, as well as destroy others with certain types of vehicles and weapons.

We have addressed the drivers in trucks being unkillable due to collisions and the deployable causing a collision even when not built.

We also fixed the MOTD not having a close button when there is an excessively large amount of text.

We also heard the feedback about our Entry map with Utah beach being too loud and obnoxious, so we've changed it back to the more quiet Arnhem Range.

We have also made several other fixes, improvements and optimizations.

Changelog v2.0.888.15384
  • UI: Fixed MOTD Close button not being visible for excessively large text amount.
  • UI: Changed Main Menu entry map back to the Arnhem version.

  • Fix: Fixed the Armour Penetration system.
  • Fix: Fixed mines and other deployables not showing up if placed beyond a certain distance from the player.
  • Fix: Fixed drivers in trucks being unkillable due to collision.
  • Fix: Fixed M3 Halftrack center of gravity being in the rear causing the vehicle to nose up.
  • Fix: Panzer IV G Turret shield being misaligned.

  • Gameplay: Fixed and rebalanced all soft-skin vehicles with more realistic damage resistance.
  • Gameplay: Fixed the deployables having fully built collisions in unbuilt state.

  • Level Design: Fixed British QF6 AT Gun for German team as defender on Driel Offensive 05.
  • Level Design: Fixed Driel Offensive 05 pre-placed construction crates having no supplies.
  • Level Design: Fixed flying boxes on Stonne RAAS 01.

  • Effects: Possible fix for AP Mines not having FX under certain circumstances when stepped on.
  • Effects: Assigned proper Muzzle FX to Panzer II.
  • Effects: Optimized 20mm AP impacts on wood and concrete material.
  • Effects: General fixes to texture size and streaming.
  • Effects: Assigned correct impact effect and sound from AT Grenades against armour.

Sincerely,
Periscope Games

Squad 44 - SnazzyDuckling
Greetings!

We have a quick hotfix coming in to fix some issues that slipped past testing. Including a nasty exploit.

We will likely push another patch next week to address some other issues, we couldn't address today.

Changelog v2.0.877.15334
  • - Fix: Churchill Coax MG having infinite ammo.
  • - Fix: An exploit involving vehicle tents.
  • - Level Design: Fixed all game restrictions being left off in Arnhem Offensive 01.
  • - Level Design: Fixed Southern Minefield not disappearing on Utah Invasion 01.

Sincerely,
Periscope Games

Squad 44 - SnazzyDuckling
Greetings!

Since our last patch that brought some fixes to our deployable AT guns as well as some well-needed weapon adjustment, we have been hard at work on cooking up another sizeable update.

This update introduces several new additions to improve the experience of our players, with this update you will see the addition of the “Victory Screen” which will replace the scoreboard as the default end screen for matches, you can still find the old scoreboard by pressing and holding TAB the same way you do during a normal game.



Depending on your winning and losing conditions of the game you will encounter different titles and messages on the victory screen, these range from Minor Victory/Defeat, Major Victory/Defeat to Total Victory/Defeat. As well as the winning or losing conditions like the enemy won by holding the objectives or from running out of tickets.

The Victory Screen will also feature several statistics separated into the best section and best player categories, these categories are:

- Objectives
Time spent in the objective either as an attacker or defender.
Having a full squad in a cap will give you a multiplier

- Combat Efficiency
Kill / Wound / Death Ratio score
Accuracy and Suppression Overall score.

- Camaraderie
Revives
Healing

- Logistics
FOB Uptime in total
Emplacements constructed

- Personal Statistics
Shots fired
Accuracy
Headshots
KIlls / Wounds / Deaths ratio
Soldiers Revived
Vehicles Destroyed

All of these stats are only relevant to your match and it’s is not being tracked or saved.


The update also brings our own Message Of The Day (MOTD) screen to the game, this was a big request from a lot of our communities who are seeking for better ways to inform server rules and information to their players.



The new MOTD is very customizable, allowing you to change headings to various sizes, colour coding of text and even allows for you to upload a 64x64 pixel server logo for you to use. The MOTD will be the first screen the player will be presented when they join your server and you can see the MOTD at any time by pressing the MOTD button on the top left of the scoreboard.

For our logistics players, we are also introducing some enhancements, now all emplacements will generate a colour coded outline around the which will tell you the building state of a structure. The colour is Red for unbuilt but placed state, Yellow for Semi-built and Green for fully built emplacements. Additionally, you can see the health of a deployable you are looking at, the healthbar will be located in the lower right corner of your screen.



We have also gone ahead and added a new M3 Halftrack to the game, we have given the Lee Enfield and the Springfield sniper scopes the same treatment we gave the K98k in the last patch, the M10, M18 and King Tiger will also be present on Chapter 1 maps alongside the armoured layers.


(.50 Cal included)

And lastly, we have gone ahead and made several game fixes to short and long time bugs in the game, adjusted and rebalanced several items as well as several optimizations and level design fixes to the game.


Changelog v2.0.875.15329
  • Added: Victory Screen + Team & Personal stats.
  • Added: New Message Of The Day when connecting to server.
  • Added: Outline over deployable when equipped with the shovel + health status of deployable.
  • Added: New Lee Enfield scope reticle.
  • Added: New Springfield scope reticle.
  • Added: New M3 Halftrack model.
  • Added: M18 Hellcat, M10 Wolverine & Königstiger to Chapter 1 maps.
  • Added: M18 Hellcat, M10 Wolverine & Königstiger to Armoured layers.

  • Fix: The walking dead. (body making walking sounds when dead on the ground.)
  • Fix: Pak38 sight being misaligned.
  • Fix: G41 missing shell ejection.
  • Fix: Stamina not regenerating while inside a vehicle.
  • Fix: Missing C96 for 1940 German Panzerbüchse 39 role.
  • Fix: Clearing your in-game cache will no longer reset your bound keys.
  • Fix: Lebel rifle having wrong bullet count.
  • Fix: Dinant Skirmish loading screen.
  • Fix: German Sdkfz. 251 Halftrack torque.
  • Fix: German Sdkfz. 234 Puma torque.
  • Fix: German Sdkfz. 232 (8-rad) torque.
  • Gameplay: Rebalanced the AT kits inventory to give all AT 1 round loaded + 1 extra.
  • Gameplay: Rebalanced the Sapper kits inventory.
  • Gameplay: Adjusted Churchill APDS round count from 25 to 10.
  • Gameplay: Adjusted Panzerfaust and PIAT Minute of Angle (MOA) to be more realistic beyond 60m.
  • Gameplay: Adjusted the shovelling speed to be faster.
  • Gameplay: Adjusted all rocket launchers to be considered shape charges & more consistent.

  • Level Design: Added M1A1 Bazooka to Training Range.
  • Level Design: Added holes in Carentan factory walls.
  • Level Design: Adjusted plaster and brick material to be less bulletproof.
  • Level Design: Adjusted the minefield in Utah Invasion 01.
  • Level Design: Adjusted the minefield in Carentan Invasion 01.
  • Level Design: Adjusted German protection base radius on Dinant Offensive layers.
  • Level Design: Fixed spawn on St Mère Invasion 01.
  • Level Design: Fixed Arnhem river damage volume.
  • Level Design: Fixed missing sewer section on Grave Skirmish 01.
  • Level Design: Fixed missing rubble on Dinant Skirmish 01.
  • Level Design: Fixed missing Commander Kubelwagen on Grave Offensive 03.

  • Effects: Fixed M18 projectile referencing Squad physmats.
  • Effects: Fixed PIAT projectile playing two effects at the same time upon armour impact.
  • Effects: Fixed 20mm on the Sdkfz 222 and Panzer II was using the 14mm rifle impacts.
  • Effects: Fixed chimney smoke material always rendering on top of other VFX.
  • Effects: Fixed 9mm/38cal rounds playing 303 impacts on the ground.
  • Effects: Fixed hay bales not having physmats.
  • Effects: Optimized .50 cal muzzle flash FX.
  • Effects: Optimized 20mm impacts on concrete and wood with a newer version using way fewer sprites.
  • Effects: Optimized GPU collision method from small arms ground impacts.
  • Effects: Optimized 20mm impacts on armour to be less resource-intensive.
  • Effects: Made various FX optimization to distance field GPU particle collision.



We hope the new features will be enjoyed by our playerbase as we continue to work towards the SDK, Sandbox, Territory Control as well as more fixes for the game.

One more thing!

Post Scriptum is closing in on its 2 year anniversary and we are so incredibly thankful for having such a passionate community dedicated to the game. We are hoping for even more awesome times ahead as we look to the future.

So from all of us here at Periscope Games. Thank you!
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