Squad 44 - SnazzyDuckling
Greetings!

As some of you might be aware, we are currently working full time on the Armour Overhaul that will significantly change how we interact with the armour mechanics in Post Scriptum.

During these next few months, we will be covering significant developments in these Armour Devblogs, talking about specific aspects of the armour system as a whole and what you can expect from the system when it releases to the public.

Armour Overhaul Development Status
So let us start off from the very fundamentals of why we are even undertaking this huge task, it boils down to several key reasons, the most important of which is the fact that we just really haven't been happy with the armour system, we’ve been saying this for the last several years and Post Scriptum is finally in a state where we can spend the time working on this task, given the last 2 years was spent primarily doing Chapter 2, 3 & the SDK.

Fundamentally the armour system is flawed as it is currently based on the OWI Core which is a heavily modified Unreal Engine 4 designed by Offworld Industries our publisher for their own game SQUAD.

Our system and game as a whole borrow heavily from this Core and as such we also inherit all of its limitations. Up until now, we’ve tried to work our own systems into their core with mixed results. So late last year we decided that we were going to scrap the majority of the vehicle systems and develop it from the ground up to suit our needs.

The problem of inheriting our vehicle system from the OWI Core lies in that it is very difficult to maintain efficiently since bugs can occur anywhere in between, which causes us massive headaches.

With the new system, we will still inherit a lot of the base functionality, but we will be able to significantly improve our own maintenance and future development on that system, it also allows us to develop features that we couldn’t do before. One of the key aspects of this was the way we simulate armour penetration and its effects on vehicles.

You can watch a small W.I.P video of the new shell mechanics here:


We have been working on prototyping, experimenting and planning the changes since late last year when we agreed that we would finally commit to giving Post Scriptum an immersive and realistic armour experience that players already expect from our game.

Over the last few months we had been preparing a QoL patch that was aimed at resolving some of the major issues with the game so that the effect of significant downtime would be lessened, we have to realise that overhauling our vehicle system is a mammoth undertaking that would take several months, not to speak of testing and debugging.

Currently, the coders are hard at work building the fundamental elements like tank seats, gun mechanics, animations, vehicle handling and all other underlying systems. We are currently working towards having a fully working vehicle that we will then use as a template for any future vehicles.

So to summarise, we are working hard on finishing the vehicle handling and all the fundamental coding and designs that we will use for all other vehicles, we will be sharing progress via these dev blogs as we get further with that development.

Now we don’t want this devblog to go on for too long about the armour system as we will have a lot of topics to cover over the next few months and we are very excited to share our progress with you.

And just to finish off this devblog we’d like to talk a bit about some upcoming tanks for Chapter 4 as well as giving you a look at the updated model for our Tiger.

NEW TIGER 1 MODEL



The Tiger has been in Post Scriptum for many years, even before release and it’s been an iconic feature within the game for many players. The model, however, did start to show its age in the fidelity and texture quality, to that extent we remodelled the tank from scratch and we are quite happy with the results. We will eventually give our other tanks similar updates so that we keep our vehicles up to date visually.

On top of the new textures and model, we also started to create some new winter camo patterns in preparation for Chapter 4. We will need to do similarly for our other vehicles in preparation for this chapter.





M4A3(76)W HVSS SHERMAN "M4A3E8"


A vehicle many of our community members who follow our Youtube and Twitch will have already seen snippets of is the M4A3(76)W HVSS or simply M4A3E8. This is one of the better developments of the M4 Sherman with the very good 76mm M1 cannon. Similar to that of the Hellcat tank destroyer.

The M4A3E8 was the result of several years of work improving the problems with the M3 Lee and the M4 Sherman. One of the most notable features was the development of the Horizontal Volute Suspension System or HVSS for short, coupled with the wider tracks and the improved M1A2 76mm cannon, it made the Sherman a much more well-rounded tank, capable of taking on the German panzers. Although the tank still suffered in the protection department, the tendency for Shermans to explode from ammo detonation due to lacklustre armour compared to their German counterparts was one of the reasons that Wet stowage was introduced. Hence the ‘W’ designation in the name.



It will obviously see its introduction in Chapter 4 and has been a vital testbed for us while prototyping the armour overhaul. This Sherman is more than capable of taking on the majority of the German tanks you’ll face.


PANZERJÄGER TIGER AUSF. B "JAGDTIGER"


A brand new vehicle is also coming to Post Scriptum.

The Panzerjäger Tiger Ausf. B or Jagdtiger is a Heavy Tank Destroyer developed and built by Germany during 1944 and 45. This tank didn’t see much service since it entered service near the end of the war. The tank was first reported fully fielded by the Schwere Panzerjäger-Abteilung 512 & the Schwere Panzerjäger-Abteilung 653 during January - February 1945.

Incidentally, this tank was not much use since the Allied had full aerial supremacy and as such it never saw its full potential amongst all of the mechanical problems or fuel problems due to the war. The Jagdtiger is often portrayed as the stigma of too much, the King Tiger is often crowned as the pinnacle of German tank design. If that is the case the Jagdtiger is just overkill and shows just how desperate Germany was to try and get an edge over the Allied.



Today only 3 Jagdtigers exist, none of which reportedly still operate under their own power anymore. But the good news is that you will be able to drive this behemoth into limited battle during Chapter 4.


Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

Thanks for an enjoyable April 1st. We know it wasn't as elaborate as we'd like, normally we would do a devblog for April 1st, but this year we decided to do a small in-game event.

The next update to land will very likely be the Armour Overhaul. We can't wait to share all the juicy details of this new system.

As per usual, the changelog is below.

Changelog v2.1.1302.1127
April Fools 2021
  • Removed the April Fools gags

Sincerely,
Periscope Games



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You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing
Squad 44 - SnazzyDuckling
Greetings!

We have a very small patch that fixes an annoying bug in Arnhem. (Sorry for the small patch, but we are now working full time on the Armour Overhaul.)

On top of this, we've finished an emergency April Quality of Life patch, as we are aware that the gameplay could really do with some improvements across the board. You can find the April specific changes below the bugfix.

As per usual, the changelog is below.

Changelog v2.1.1308.1143
Bugfixes
  • Fixed Arnhem Church pain volume being too large and killing players in the stairwell.

April QoL Patch
  • Added some gameplay improvements to Arnhem, Driel, Carentan, Dinant & Best.
  • Fixed vehicle horns now playing the correct sounds.
  • Added sound warning station on top of Arnhem Bridge.
  • Added new headshot notification to ensure maximum realism.

Sincerely,
Periscope Games



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You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing
Squad 44 - SnazzyDuckling
Greetings!

We have been working away the last couple of weeks with fixes that focus primarily on localization, prior to continued work on our vehicle overhaul.

We hope that this will be the last big patch before the vehicle overhaul can start taking shape.

As per usual, the changelog is below.

Changelog v2.1.1299.1111

Optimization & Performance
  • Made improvements to 20mm AP hit effects.
  • Added new HE effects for 20mm.
  • Added ricochet sounds to rocket launcher bounces.
Fixes
  • Added some more pain volumes on the Arnhem church to stop players from getting on the roof outside of the church tower.
  • Fixed the RANDOM parameter in server start file not correctly randomizing layers consistently.
  • Fixed Opel Blitz glass rendering on top of effects.
  • Fixed water near the factory on Doorwerth not triggering pain volume.
  • Fixed floating rail wagons on Dinant.
  • Fixed Driel S08 DZ strip not being below level.
  • Fixed various wheat variants not being affected by wind.
  • Fixed broken vertex normals on Oak Med 1 variants & removed some old Norway Spruce materials.
  • Removed the "Show Modded Servers" in the server browser as it was unnecessary.
Localization
  • Added Localization team to credits
  • Fixed a few hundred localization errors.
  • Fixed player counts being cut off in localized languages.
  • Fixed Respawn button clipping with Localization.

    FRENCH:
  • Fixed Ambient Occlusion being uncapitalized.
  • Fixed Screen Sharpening being uncapitalized.
  • Fixed Hold to Crouch being uncapitalized.
  • Fixed Double Tap Time being uncapitalized.
  • Capitalized and Fixed SL Place Map Marker #2 translation
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations for the American Anti-Tank role description.
  • Added missing translations for the Combat Engineer(AP) role description.
  • Added missing translations for the Combat Engineer(AT) role description.
  • Added missing translations for numerous weapon descriptions.
  • Fixed an issue where the translations for the M1 Garand was described as a M1 Carbine for the US 82nd Grenadier and 101st Squad Leader roles.
  • Fixed issue where text at the top of the server browser was overlapping each other.
  • Fixed issue where the translation for Text Chat to All was translated as Text Chat to Team.
  • Removed translations for previously translated weapon names.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Added Missing role name translations for Tank Officers & Tank Crewmen.
  • Added Missing translations for the Squad Leader Command Menu.
  • Added Missing translations for attack & defend markers.
  • Added Missing translations for Ammunition markers.
  • Added Missing translations for numerous miscellaneous text.
  • Added Missing and adjusted incorrectly translated specialized characters in numerous translations.
  • Added missing translations for the description of the Gewehr-43 Rifle.
  • Added missing translations for the description of the Gewehr-41 Rifle.
  • Added missing translations & standardized the description of the BAR Automatic Rifle.
  • Added missing translation for the description of the Sturmgewehr 44 Select-Fire Rifle.
  • Added missing translations & standardized the description of the Karabiner 98 Bolt-Action Rifle.
  • Added missing translation for the description of the Maschinengewehr 42 MachineGun.
  • Added missing translation for the description of the Maschinengewehr 34 MachineGun.
  • Added missing translation for the description of the Thompson SubMachineGun.
  • Removed certain numerical values being marked as being localized and translated.
  • Adjusted the Translation of the firemode selection text in the Weapon User Interface to fit properly.
  • Fixed an issue where the Number of Players text on the scoreboard would clip outside its widget.

    ITALIAN:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Added missing translations and standardized various role descriptions.
  • Fixed improperly translated SL Place Map Marker #5 text in the input settings portion of the settings menu.
  • Removed certain numerical values being marked as being localized and translated.
  • Added Missing translations for the Squad Leader Command Menu.
  • Shortened translations for Bombing Mission, and Move Fast in the Squad Leader Marker Menu.

    GERMAN:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations for numerous weapon descriptions.
  • Added missing translations for numerous weapon tool-tips.
  • Fixed Issues where specialized characters were not being capitalized in the control section of the settings menu.
  • Fixed Issues where certain role descriptions were not be translated.
  • Fixed issue where certain deployable names were being capitalized in translations.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Fixed an issue where certain countdown timer values were not being displayed properly.
  • Fixed an issue where the join queue menu time was not properly showing the remaining time.
  • Added Missing translations for attack & defend markers.
  • Added Missing translations for the Squad Leader Command Menu.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Removed certain numerical values being marked as being localized and translated.
  • Added Missing translations for Ammunition markers.
  • Added Missing translations for logistics menu buttons.
  • Adjusted the Translation of the armored recon section text to fit properly.
  • Added Missing role name translations for Tank Officers & Tank Crewmen.
  • Adjusted the Translation for Anti-TankGun in the spawn & section screen to fit the user interface properly.
  • Adjusted the Translation for Leave Queue in the Server Queue user interface to fit the user interface properly.

    SPANISH:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations to several role names.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Changed the title of "AVAILABLE SPAWNS" translation to fit the Spawn Screen.
  • Retranslated the spawn selection menu to work with the new title translation.
  • Fixed an issue where certain countdown timer values were not being displayed properly.
  • Added Missing translations for the Squad Leader Command Menu.

    SIMPLIFIED CHINESE:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations to several role names.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Added Missing Translations for the Squad Leader Command Menu.
  • Removed certain numerical values being marked as being localized and translated.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Added Missing Translation for the Screen Space Reflection button text in the video settings menu.
  • Added Missing Translation for the Primary Weapon Header text in the Loadout Selection menu.
  • Added & adjusted Translations for ammunition types for vehicles and emplacements.
  • Added missing translations for the Commander Command Menu.
  • Added Missing translations for various button texts.

    TRADITIONAL CHINESE:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations to several role names.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Added Missing Translation for the Screen Space Reflection button text in the video settings menu.
  • Added Missing Translation for the Join Section Button in the Faction selection screen.
  • Added Missing Translation for the Primary Weapon Header text in the Loadout Selection menu.
  • Added & adjusted Translations for ammunition types for vehicles and emplacements.
  • Added missing translations for the Commander Command Menu.
  • Added Missing translations for various button texts.

    RUSSIAN:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations to several role names.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Added Missing translations for the Squad Leader Command Menu.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Adjusted Translation of the firemode selection text in the Weapon User Interface to fit properly.
  • Fixed an issue where a specific role had an incorrect label used for its tertiary equipment.
  • Shortened translations for Mechanized, Explosives, Anti-Tank Gun, and Point of Interest in the Squad Leader Marker Menu.
  • Added translation for Bombing Mission in the Squad Leader Marker Menu.
  • Fixed capitalization issues in the Squad Leader Marker Menu.

    BRAZILIAN PORTUGUESE:
  • Added Missing Translation for Incorrect role to enter seat message for UK Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for US Airborne Willys Jeep Command Variant.
  • Added Missing Translation for Incorrect role to enter seat message for Civilian Citroen Cars.
  • Added Missing Translation for Incorrect role to enter seat message for GER Kubelwagen Command Variant.
  • Added missing translations to several role names.
  • Added missing translations for various weapon descriptions.
  • Added missing translations for various weapon tool-tips.
  • Fixed issue where Text at the top of the server browser was overlapping each other.
  • Fixed an issue where Hours/Minutes/Seconds are not displayed as numbers on the Faction screen
  • Fixed an issue where Hours/Minutes/Seconds are not displayed as numbers on the Spawn/Section screen
  • Added Missing translations for the Squad Leader Command Menu.
  • Cleaned up & removed numerous translations for various text being improperly marked as requiring translation and being translated to english instead of the indicated language.
  • Shortened translations for Bombing Mission, and Point of Interest in the Squad Leader Marker Menu.

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD



You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

Squad 44 - SnazzyDuckling
Greetings!

We hope this is the last patch before we continue work on the Armour Overhaul, which is going to take a significant amount of time and work.

This patch should fix up the last few issues like certain vehicles still having invincible drivers. Vehicles not taking damage from most rifle calibres & the black shell has been fixed, we recently starting playing with the first iteration of a shell wake effect to replace the weirdly cartoony tracer shell.

Currently, these shells have no tracer but we plan to work on making these shells closer to their real-life counterpart as part of the armour overhaul.

Thanks for the feedback & bug reports!

Changelog v2.1.1259.934
  • Fixed Sdkfz. 251, Universal Carrier & Citroen driver being invincible.
  • Fixed vehicles not being damaged by rifle caliber bullets.
  • Fixed M18 Hellcat Wreck missing collision.
  • Fixed Teamkills with headshots in vehicles not being counted as a Teamkill.
  • Fixed Admins.cfg permission "Immune" being spelled as "Immunity"
  • Fixed Wiggly spruce trees.
  • Moved Refresh icon on the Server Browser.
  • Added first iteration of shell wake effect to replace tracers in most tank shells.
  • Added new & better particle effects for HE shells on Concrete & Brick materials.

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

We have another patch to clean up and finish up the Quality of Life patch from last week.

This patch brings back Eye Adaption temporarily based on user feedback, the implementation currently doesn't work as it was intended which is why we initially removed it, but we will look at how we can fix the implementation so that it may remain within the game.

We have finished most of the Graphics Settings implementation, it should no longer be possible to turn off shadows.

Localization should now work for Russian, Chinese & Spanish.

We've also applied some fixes to stop players from being invincible while driving in trucks.

Thanks for the feedback & bug reports!

Changelog v2.1.1255.914
  • Added Driel Offensive 08.
  • Added Heelsum Offensive 07.
  • Added Doorwerth Offensive 06 & 07.
  • Added back Eye Adaption, it is now temporarily enabled by default as part of the Graphics Quality presets.
  • Added new strings to all localized languages for Server Browser.
  • Added Simplified & Traditional Chinese Localization.
  • Fixed being able to hip fire M1A1 Bazooka.
  • Fixed sandbags on the first cap in Dinant Offensive 01 blocking road.
  • Fixed missing Russian & Spanish Localization.
  • Fixed several floating trees on Dinant Geo.
  • Fixed missing Bush textures on Stug & Jagdpanzer IV.
  • Fixed shells missing tracer effect causing all shells to appear as a black texture.
  • Fixed AP Shell effect on dirt causing black smoke to appear.
  • Fixed Drivers being invincible again in the Bedford, Opel Blitz, Morris C8 & Chevy G7100.
  • Fixed Refresh text when localized would cover the button.
  • Fixed Farm_SiloB instanced meshes on Doorwerth, Driel, Heelsum, Grave & Oosterbeek having scrambled materials.
  • Fixed Doorwerth edge of level scale being wrong.
  • Fixed German & US Main base protection sphere on Grave Offensive 02
  • Fixed Several buildings in Doorwerth with scrambled roof materials.

Sincerely,
Periscope Games



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Squad 44 - =BoB=BreizhoO
Greetings!

We have a hotfix for the most recent Quality of Life Patch. This should help fix the trees and leaves glowing, amongst other things.

Thanks for the feedback & bug reports!

Changelog v2.1.1234.849
  • Updated default server MapRotation.cfg & MapVoting.cfg with all layers
  • Fixed Bren Carrier spawner on Arnhem Offensive 01 being infinite.
  • Fixed SSS on a bunch of trees & bushes to stop them from glowing on certain graphic settings.
  • Fixed Trees having no collision for bullets.

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

The first big Quality of Life patch is here.

This update brings in a lot of improvements to the game both in terms of optimization, new layers, new assets & graphical exploit fixes.

We will dive down into the changes in depth below. As per usual changelog can be found at the bottom.

Graphics Settings & Exploits - PLEASE READ

PLEASE READ
Due to changes in restrictions to graphics settings, we encourage all users to reset their user cache in order to avoid conflicts with the new settings. In particular, those who play on LOW settings.

You can reset your user cache by pressing the temporary reset user cache button on your main menu or by going to Settings -> Game tab and pressing the "Reset User Cache button" in the lower right corner.

Additionally, you can see this article for more info: https://offworldindustries.zendesk.com/hc/en-us/articles/360052332231-How-to-clear-your-user-cache

If you still have issues, please submit a ticket with our support via the link above.


Now onto the actual news surrounding this.

As with any multiplayer game, a few groups of people will try to find ways to circumvent settings in order to gain a tactical benefit, this is obviously a problem for those who play fair and by the rules.

Now, this particular issue has two primary sides that we need to take into account when we balance graphics settings. In one group we have the players who have hardware that just cannot perform and they require these measure in order to play, on the other hand, we have the players who purposefully lower the graphical fidelity of their game to get an edge in combat.

We want to punish the latter while avoiding influencing the former too much and that is the balance we have been working on striking.

So this patch will bring along some updates to detections that prevent players from using what we call ".ini exploits" which is players editing a .ini file with Unreal Engine render settings in order to alter the visuals of the game beyond what you can normally achieve with the in-game settings menu, This is stuff like disabling the fog, lowering render distances of foliage and objects amongst others.

We have been working through this list with our QA and our publisher to find the most troublesome configurations and they have been locked down so that any player that tries to use them will be unable to play the game until they revert the changes to our defined limits.

The second change is the in-game graphics menu. Here we have made a couple of changes that primarily concern the Shadows. It is no longer possible to turn off Shadows entirely, in the past the LOW Shadows settings would turn off shadows, this no longer happens.

Additionally, we have removed the Distance Field Shadows checkbox and integrated it within the Shadows Quality options. Distance Field Shadows will now be turned on when you select High & Epic Shadows Quality.

We have also removed the Eye Adaption setting as it isn't really used.

Optimization, New Tree Trunks, Dinant Improvements & Layers

The next item on the list regards Optimization, and we have been working through many of our assets over the last month in order to lower the amount of memory used by the game. We will obviously continue improving both assets and code in order to get as much performance as we can out of the game.

But even with these optimizations, we have to realize that Post Scriptum is a very big game with a lot of underlying code running that eats up performance, we hope to upgrade our game engine further in the future to allow for more performance gains.

Now let us talk about Dinant. We have taken a good look at this map since it is one of the worst maps for vehicle traverse. For Dinant we have done a couple of things, we have created some new roads to make traverse a bit easier, particularly in the city & the hilly terrain in the north of the map.

We have also improved the culling so that buildings don't disappear at higher distances, this is obviously ongoing and may have a negative performance impact, but we will monitor this closely and make adjustments where needed.


(Added a new road going north from the German main to the northeast of the map.)


(We decluttered the main road to make vehicle traverse a little bit easier while retaining enough cover for infantry.)


(This new route on the west side of Dinant will connect you with the road along the northwest bank. In the past vehicles had to drive over the railway to get here.)

We have also spent some time on making improvements in our foliage, this includes optimization, but also the addition of some new tree trunks for most of our tree assets, in the past we didn't have any proper bases for trees and it is very noticeable. With these new bases, the foliage and environment will feel much more believable. As we have made changes to most of our foliage, you may see some oddities with tree bases sticking out of the ground further than they should and we encourage you to report these bugs to us via our discord.




Lastly, we have added a couple of new layers to Chapter 1, we are aware that the gameplay can become very stale when there are no new layers to play on and we are actively working towards creating more varied and refreshing layers to play on.

Localization
As the last announcement, we have now added updated localization for the game, we have added the following Languages:
- German
- French
- Spanish
- Italian
- Brazillian Portuguese
- Russian

We are still missing the Chinese in both Simplified and Traditional, both of which will come a little bit later. These localizations couldn't have been done without our Community Localization team, so huge thanks to them.

Should you find any issues with localization, we highly encourage you to report them on our discord.


Changelog v2.1.1231.838

Optimization & Performance
  • Made several fixes to stop the exploitation of the .ini config files.
  • Changed so that shadows can no longer be disabled using the LOW Shadow Quality setting in the Graphics menu.
  • Distance Shadows are now automatically enabled when using High & Epic Shadow Quality.
  • Removed Eye Adaption checkbox.
  • Dinant culling fixes to help prevent long-range sniping behind culled objects.
  • Tree optimization + Texture mipmaps + lod values tweaked
  • Added UCX collision to new Oak & Norway trees.
  • Optimized most of our foliage assets.
  • Added new Norway spruce trees asset, materials and textures.
  • Added some new Oak trees textures and materials.
  • Added some brand new tree stump meshes and materials.
  • Optimized a lot of general game textures.
  • Optimized a lot of Plan Jaune textures.
  • Optimized a lot of Day Of Days textures.
Bugfixes
  • Fixed missing H35 Wreck.
  • Fallschirmjager gear fix (to be tested)
  • Fixed UCX Collision for Plan Jaune mudroad.
  • Fixed Cliff spline not looping properly.
  • Fixed TraceViewToggle command.
  • Fixed TraceViewToggle text being too small.
  • Fixed LODs for SM_factory_small_Long.
  • Fixed MAS-36 Materials LOD.
  • Fixed LOD for US Syringe.
  • Fixed US Tank Crews in Chapter 3 using Chapter 1 equipment.
  • Fixed TraceViewToggle console commands & added additional debugging information.
  • Fixed an exploit that allowed players to spawn on enemy spawn points.
  • Fixed scrambled textures an Oosterbeek barn asset.
  • Added missing kits to Fallschirmjäger mesh.
Geo & Layer
  • Removed ambience layer from Geo & updated Veghel to add Van Lieshout Boerderij (Leroy's Grandparents farm)
  • Wolfheze Geo raised trees + new lod values
  • Fixed some geo issues on Dinant.
  • Fixed various geo issues on Heelsum.
  • Fixed broken collision on Doorwerth Castle.
  • Improved Dinant Geo for vehicle travel + updated minimap.
  • Fixed some broken trench collision on St Mere Eglise.
  • Fixed broken collision on Tobruk Bunker in Utah.
  • Fixed some Carentan Geo issues.
  • Fixed Arnhem Geo causing vehicle to explode in a particular trench.
  • Fixed Arnhem Geo issues allowing players to see through textures inside some buildings.
  • Added Offensive Driel S06 & S07, Oosterbeek S06 & Heelsum S06.
  • Fixed Driel S06 & S07, Oosterbeek S06 wrong cap ownership. Fixed Heelsum lighting layer not set to always loaded.
  • Fixed some floating boxes in Stonne Geo.
  • Added a picture frame with Van Lieshout Boerderij.
Localization
  • Added updated Localization for German, French, Spanish, Italian, Brazillian Portuguese, Russian
  • Set GameMode Names as non-localized.
Known Issues
  • It is currently possible to still turn off shadows under certain circumstances.
  • The text overlay and reset cache button on the main menu doesn't disappear when entering the tutorial page.

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD



You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

Squad 44 - SnazzyDuckling
Greetings!

The winter months have been a busy time for our development team as we are moving forward with the new Vehicle Overhaul, this is currently a project that is eating up most of our resources.

But there is good news, that news being that Maginot is finally getting to the point where we can put the final touches on the level design of the map. The map is currently undergoing QA Testing, public playtests will likely start soon, but it depends on the timeframe for the QA Testing.

Maginot has been in development for well over a year, that time has been spent very productively and the map being in the QA Testing phase is getting very close to release.

We first showed off Maginot in July 2020, but at the time the location was still unknown. And then again during the Maginot Devblog in October 2020, you can find the devblog for that post here:
https://steamcommunity.com/games/736220/announcements/detail/5342917415237290194

Now we can finally show off what we’ve got almost half a year later and we certainly don’t think it’ll disappoint in the presentation.


(This capzone is situated along a fairly wide river with lots of options to cross from one side to the other.)


(This smaller town located slightly north of the river is going to be a key road for vehicles and logistics.)


(But be careful as there are plenty of ambush positions with hilltop snipers being able to cover the valley below.)


(Maginot just wouldn't be the same if there wasn't plenty of obstacles to stop troops and vehicles.)


(This abandoned fort, turned outpost is going to be very hard to take, it has the benefit of being located high above the terrain, approach with care!)


(Underground bunkers and structures are commonplace on the Maginot line. Make good use of them!)


Secondly, we have been working hard on the new Vehicle Overhaul that will rework how all our vehicles feel and play, we are super excited about the progress currently being made on this new system.

One big thing that we have spent a good amount of time on is discussing how tank shells should interact with the world and objects in it. We think we’ve come up with a fairly good system that balances realism and gameplay in a way that rewards both skilful shooting, but also with a level of fun that you have a fighting chance if you are on the receiving end.

We aren’t quite ready to talk about everything to come with the new overhaul as there is a lot of information to digest, not enough to cover in this devblog. But we will leave you with the following video showing off the Work In Progress shell mechanics that will come to PS.



We also recently did an interview with one of our Official Post Scriptum Partners: Yazoo and we highly recommend watching the interview, it contains a lot of information about Post Scriptum, the future and the team itself. Plus many questions from the community were answered!



Just before we end the devblog we also want to inform you that we are currently working hard on getting a big Quality of Life patch out to the live servers, that should bring a lot of improvements and fixes to the game.


Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

We hope you all enjoyed your holiday, the entire team had a wonderful time and got to relax a little on top of a hectic year.

Now that we are back we have been working through the last week to get a patch ready for release. Bunch of gameplay fixes, so have a look at the changelog below.

Changelog v2.1.1163.545
  • Fixed some splines in Carentan.
  • Fixed Stonne Terrain Ground offset Issue (F4-3-4/5)
  • Fixed an issue where no Heavy Deck existed for the US on Velmolen Offensive 02
  • Fixed a spot near British Main where the terrain is sunk downward so that players can get trapped on Arnhem
  • Fixed Railroad Underpasses/Overpasses Filled with terrain on Oosterbeek
  • Fixed missing French Commander's car on Dinant RAAS
  • Fixed Oosterbeek Spline issue (H6-1-3)
  • Fixed Stonne Wall invisibility (F6-2-2)
  • Fixed Utah Terrain offset (E6-3-3)
  • Fixed Oosterbeek Floating sandbags + foliage (E2-3-3)
  • Fixed Veghel Door texture missing (E5-3-9)
  • Fixed Velmolen Spline Issue (B6-3-1)
  • Fixed Curtains in some buildings on Dinant being see-through.
  • Fixed Trees on the road in Grave (D5-3-3 & D5-3-8)
  • Fixed Radio in Arnhem, Best, Doorwerth, Driel, Oosterbeek, Velmolen, Veghel & Grave British layers not using British audio.

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD



You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

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