We are super excited to let you know that the Post Scriptum: Armoured Update will release to all Post Scriptum owners for free on November 24th. Along with this release Post Scriptum will participate in the Steam Autumn Sale with a 75% discount.
There has never been a better or cheaper time to jump into the battlefields of Post Scriptum.
Armoured Update Release Date
November 24th, 19:00 (7 PM) CET | 10 AM PT | 1 PM ET
The Armoured Update A.K.A. "Armour Overhaul" is our 10-month long journey to rework our entire tank and armoured vehicle system. This new system features new, more advanced simulated tank logic with realistic shells and gameplay mechanics such as internal spalling, high explosive-filled shells and penetration simulation.
With this update, we have raised the bar for excellent tank combat to compete with some of the best tank systems available on the market, all within a very dynamic combined arms environment.
The changelog will arrive with release announcement coming November 24th, but there are plenty of new changes to experience.
Steam Autumn Sale
Post Scriptum will be on sale at 75% discount
As we have every year, we are once again participating in the Steam Sale, but this time we are putting Post Scriptum on sale at 75%. What a perfect time to jump into Post Scriptum if you've been waiting for a good opportunity.
It is with great excitement, we invite you to join us for the early community preview of the Armoured Update Trailer which will premiere over on YouTube starting Sunday, November 21st @ 20:00 (8 PM) CET.
The premiere will run over on our YouTube channel and you'll be able to chat with other users for the premiere.
Armoured Trailer Premiere
November 21st @ 20:00 (8 PM) CET
The Armoured Update A.K.A. "Armour Overhaul" is our 10-month long journey to rework our entire tank and armoured vehicle system. This new system features new, more advanced simulated tank logic with realistic shells and gameplay mechanics such as internal spalling, high explosive-filled shells and penetration simulation.
With this update, we have raised the bar for excellent tank combat to compete with some of the best tank systems available on the market, all within a very dynamic combined arms environment.
We have another playtest coming your way this weekend! This one focuses on combined arms gamemodes like Offensive, RAAS and Invasion, this is to ensure the system plays well when the environment isn't dominated by purely armour.
We also want to remind you that you can join our Official Post Scriptum Discord where we collect most of our feedback, bugs and interact with our fantastic community!
ARMOUR OVERHAUL PUBLIC PLAYTEST
The public playtest will run on a special Beta branch that you can access starting November 5th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC until November 7th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC by following the small guide below:
NOTE: If you do not see the validation-branch yet, it has either not gone live yet, or you need to restart Steam.
HOW TO OPT INTO BETA BRANCHES
Right-click Post Scriptum in your library.
Press the “Properties” button and navigate to the “BETAS” tab.
Select the dropdown and opt into “Validation-Branch”
Post Scriptum should now start updating the game and after it finishes you will have the new Armour Overhaul build. Once the test is over you just do the same steps but opt out of any branches.
Armour Overhaul Playtest Changelog
Added animated main menu.
Fixed 3D tracks causing significant framerate issues.
Fixed Armoured kits missing on several armoured layers.
Fixed Internal and External sounds being inverted on several tanks.
Fixed Gun elevation and Turret rotation both being tied to turret ring. Damaged cannons won't elevate and damaged turret rings wont rotate. (Smoke added to barrel when the gun is destroyed)
Removed the ability to fire main gun & MG when vehicle is hull is destroyed.
Fixed Panzer IV H dead track normals inverted.
Fixed River damage volumes to damage the new tanks.
Adjusted bounce and pen curves of several tank shells.
Fixed old vehicles not having VFX when exploding.
Removed overheating mechanics from all emplaced and vehicle MG's.
Fixed Flak 36 base not having collision with shells.
Rebalanced all old vehicles with the new shell system.
Rebalanced all old emplacements with the new shell system.
Updated fuel, ammo and engine fire FX.
Fixed X-Ray, Armour Thickness and other minor bugs in Hangar.
Fixed mines being placable on deployables.
Fixed several maps and layers that were previously missing.
We hope you are having a wonderful week and for those who joined us in the Armour Overhaul playtest last weekend, we hope you enjoyed getting a look at what we have been cooking up, as well as thank you for the bug reports and feedback provided.
Moving on from that we want to announce that Post Scriptum will be 25% off for the Steam Halloween Sale 2021.
25% off Post Scriptum for the Steam Halloween Sale
October 28th - November 1st
It's that time of the year again. The ghostly horrors of Halloween. For the Steam Halloween Sale Post Scriptum will be 25% off all packages running from October 28th - November 1st, the sale usually starts around 10 AM Pacific | 1 PM Eastern | 5 PM UTC.
While last year we ran a limited time Zombie event called "Contagion" we aren't able to run the event this year, but you can find the gamemode as a mod on the workshop.
October 28th @ 6 PM Pacific | 9 PM Eastern | October 29th 1 AM UTC
In case you missed the Armour Overhaul playtest last weekend, we have gathered and worked through most of the wealth of community feedback provided to us, those changes are now incorporated into the latest build.
For that, we want to run a second playtest, it won't be the same length and we estimate the test will take about 3-4 hours. The playtest will be live from October 28th @ 6 PM Pacific | 9 PM Eastern | October 29th 1 AM UTC and will run for about 3-4 hours so that we can check the changes made are better and more suited.
We will be bringing up the beta branch about 30 minutes or so before the test begins to allow people time to download the update.
NOTE: If you do not see the validation-branch yet, it has either not gone live yet, or you need to restart Steam. The beta branch will become available at the designated time above. We will also post on our Discord, Twitter and Facebook when it does go live.
HOW TO OPT INTO BETA BRANCHES
Right-click Post Scriptum in your library.
Press the “Properties” button and navigate to the “BETAS” tab.
Select the dropdown and opt into “Validation-Branch”
Post Scriptum should now start updating the game and after it finishes you will have the new Armour Overhaul build. Once the test is over you just do the same steps but opt out of any branches.
Now that we have that out of the way, what do those new armour changes entail? You can find a breakdown below of what the major complaints were and what we have changed for the upcoming playtest.
"St Mere Eglise is really bad for vehicle movement"
This is an issue that goes pretty far back, but to this, we have done an overhaul across not just St Mere Eglise, but Grave, Utah and several other maps. We have made adjustments to world foliage and objects to make traversal of armoured and vehicles a little bit easier for players.
".50 Cal not doing damage to armoured vehicles"
This one isn't necessarily related to the armoured overhaul but during the playtest some players gave us feedback that they want this particular weapon to function against lightly armoured vehicles.
The .50 BMG is now part of the Armour Overhaul weapons and as such uses the same penetration logic as the armoured vehicles. Its performance is similar to that of the AT Rifles, but being a fully automatic machinegun we can imagine this weapon is going to be very effective against light armoured recon vehicles, buildings and fortifications.
"Armoured cars still taking an unreasonable amount of shells, tanks feel spongy"
To this issue, we have rebalanced a bunch of factors around our tanks, but I will list the changes here.
We have reduced component health of several components like the turret ring and cannon so that damage is impactful when shooting at the turret.
Ammo racks now have 1.5x multiplier for damage meaning that the damage dealt is much high when this component is hit.
Tanks & Recon Hull Integrity Component Changes
We have re-evaluated the hull integrity component and reduced the medium and heavy tanks hull component health, to ensure that engagements don't feel like a never-ending chore. On top of this spalling now also contribute towards hull damage and the damage dealt from spalling is now more consistent.
Fuel & Ammo fire chance changes
We have increased the chances of starting fires with AP, by about 5-10% for all calibers. We hope that this makes the ammo and fuel fires more consistent in terms of how often they occur. APHE has a high chance of a fire, where the AP has a generally lower chance.
"Vehicles sounds aren't correct, muffled sounds and bad vehicle performance on certain vehicles"
This was another major complaint and it is one that is currently ongoing, we will be tweaking the vehicles, sounds and performance continuously until we strike the right balance between realism and a vehicle that isn't a chore to drive.
So. With all these changes we hope that the armoured gameplay is more consistent and rewards skilful players as much as possible while remaining fair towards the opponent, we will be keeping an eye on how tanks perform during the next playtest and we encourage you to join our discord below, where you can chat directly to us and others in the community.
We would love to hear your feedback! See you on the battlefield.
We have another exciting devblog for you, this devblog will discuss some of the more last few mechanics as well as some non-armoured changes that will come with the overhaul update.
We also want to let you know that we will be live over on Twitch with our Tea Time with the Devs stream on October 22nd @ 6:30 PM Pacific | 9:30 PM Eastern | October 23rd 1:30 AM UTC
Additionally we will be running a public playtest of the Armour Overhaul from October 22nd @ 7:30 PM Pacific | 10:30 PM Eastern | October 23rd 2:30 AM UTC until October 24th @ 2 PM Pacific | 5 PM Eastern | 9 PM UTC
First up on our topics for this devblog is the announcement for our Developer Livestream “Tea Time with The Devs” where we will show off what we have been working on since the last devblog.
We hope you will join us and have a look at what we have been working on, we are excited to show it off to you all.
In addition to the Tea Time stream, we will be hosting a weekend-long Public Playtest for our players to try out the new mechanics in either Armoured or combined arms in our new game modes. As well as the many other changes that have come with the game.
The public playtest will run on a special Beta branch that you can access starting October 22nd @ 7:30 PM Pacific | 10:30 PM Eastern | October 23rd 2:30 AM UTC until October 24th @ 2 PM Pacific | 5 PM Eastern | 9 PM UTC by following the small guide below:
NOTE: If you do not see the validation-branch yet, it has either not gone live yet, or you need to restart Steam. The beta branch will become available at the designated time above. We will also post on our Discord, Twitter and Facebook when it does go live.
HOW TO OPT INTO BETA BRANCHES
Right-click Post Scriptum in your library.
Press the “Properties” button and navigate to the “BETAS” tab.
Select the dropdown and opt into “Validation-Branch”
Post Scriptum should now start updating the game and after it finishes you will have the new Armour Overhaul build. Once the test is over you just do the same steps but opt out of any branches.
ARMOURED GAMEMODE & KING OF THE HILL
Next up, we want to speak about the new Armoured gamemode that will replace the old Armoured mode, the objective is very simple and reminiscent of the old gamemode, but some new mechanics are here.
Both teams are given a preset set of tank sections, each with their own respective tank, each section can spawn up to 3 tanks at any given time, but it is recommended that you focus your crew on a single tank as occupying multiple tanks can mean you are at a disadvantage.
On the map is a single capture zone, randomized on map restart, the capture zone once captured by either team will cause tickets for the other team to bleed at a rate of 1 ticket per second. Each team has 1200 tickets.
There is also a new resource type called “Crew Count”, which both teams have 100 of. Each player represents a single Crew and each death will lower Crew Count by 1 for your team. If you lose all 100 crew members your team loses, a single tank is only worth 1 game ticket, this means that it is usually better to abandon a tank rather than die with your tank when you know it is not possible to recover the tank.
On all Armoured layers there is a new type of Spawner that acts as a forward tank crew spawn, so that crew may regroup with their tank without having to go from the main base.
Armoured Spawner / Teleporter Exterior
Armoured Spawner / Teleporter map icons
On top of this, the spawner also acts as a teleporter. When players enter this bunker they will be teleported back to the repair station at their main base, this allows crew members who have abandoned their tank to save their crew member count to quickly regroup at their spawn.
For non-armoured we have a new gamemode as well, called King Of The Hill. It might look similar to Armoured but it is not the same.
King Of The Hill (KOTH) is made for regular gameplay, it has similar gamemode rules as Advance And Secure in that both teams will be attacking and defending, when one team captures the objective the opposing team will start bleeding tickets. Additionally MSP's are not available, but FOB's for both teams are available.
This gamemode is going to require teamwork and cooperation between all sections in order to successfully hold the objective and bleed the enemy dry of tickets. At a later stage, we are looking to make the point randomly move around the map over the course of a game.
We have been working on finishing the Armour mechanics with some particular focus on the state of Armoured Cars within Post Scriptum.
One big complaint was that Armoured Cars could take a large amount of damage as well as tanks feeling like shell sponges that just absorbed shells.
The latest mechanic to be introduced into the Overhaul is “Hullbreaking” this mechanic will serve as a backup to the armour system, the way it distinguishes itself from the hull HP from the old system, is in how its underlying mechanics take effect. It serves as a way to ensure tanks, in particular, light tanks can’t take an unreasonable amount of damage.
When a tank or armoured car is hull broken, the tank will start to slow burn, meaning it can no longer be repaired, the crew is not instantly killed, but have some time to abandon the vehicle before it burns down.
The easiest way to explain hull breaking is that each shell in the game is split into 4 damage types. 20mm, 40mm, 75mm & 88mm. They represent the amount of damage is dealt with tanks, the larger the damage type, the higher the multiplier.
Each tank in the game has one of the following hull types:
Armoured Cars / Recon Tanks (1000 Hull Component Health) Medium / Light Tanks (4000 Hull Component Health) Heavy / Super Heavy Tanks (6000 Hull Component Health)
This means that the larger the tank, the longer and harder it is to hull break them. Large tanks like heavies aren’t likely to easily be hull broken and require a significant amount of shells, to the point where you are more likely to set the tank on fire or damage enough components to destroy it.
But a single hit from a large calibre tank like M4A3E8, Firefly or Tiger is enough to knock out an armoured car, by compromising the hull. In order for the mechanic to take effect, the shell will need to hit and penetrate through the chassis. If you strike a component and the shell is stopped like a transmission or engine, the hull will not be broken, as the engine is likely to absorb the shells damage.
The Hangar is a new introduction to the update, it’s accessible from the main menu and serves as a way to get information about our tanks, directly from the game. Once you are in the Hangar you have the ability to view any tank in the game, switch between Armour thickness mode, X-Ray and Regular mode. You also have the ability to check penetration, ammo types, seat quantity and more relevant information to your tank.
All of which should help you better understand the tanks, without needing to go to an external source.
COMMUNITY FEEDBACK CHANGES
The last topic we want to discuss diverts away from Armour Overhaul for a little bit, so let’s quickly discuss what has been going on outside of the Armoured changes.
The first big change is that the defending team on Offensive now has access to FOB’s, this was a big request from our community and we agree that this change would benefit the gameplay, go to with this change we have decided to remove all of the defenders hard spawns from Offensive. These are the spawns that are on the locked cap zones for defending teams.
These changes are done to help force more cooperation between infantry and logistics on the defending team.
Another change is that the UI got a bit of a makeover to make everything consistent. This means whether you’re repairing a tank, entering a truck, healing, reviving or building deployables the UI is the same and consistent across the board, we have more changes planned for after the overhaul. We have previously shown this in past devblogs, but haven't spoken about the change until now as we were still working on it.
We have also based on community feedback brought in gameplay tips during the loading screen process, these are helpful bits of information that you might not know about the gameplay mechanics, such as how Stamina is affected by suppression. You can see some examples below
The last minor change is that Hedgehogs have been rebalanced for the game, the cost is going from 50 build points to 150, as well as the limit on FOB’s is now 4 instead of 8. It should now also be much more difficult to block off entryways with hedgehogs.
Summary
And so we have come to an end of this devblog. The Armour Overhaul has come a long way and is close to completion, we hope you will join us at our Tea Time as well as the Public Playtest this weekend!
Welcome back to our second modding spotlight, it is time for us to take a look at some more mods created by our community. This time around we will be taking a look at a vehicle, a map and we will finish off with a realism mod for all those who feel Post Scriptum isn't hardcore enough!
If you want to get into modding in Post Scriptum, share your mods with other modders or maybe you just want to chat with us and other modders, then you can do so via our Official Modding Hub Discord.
The Sturmmörserwagen 606/4 mit 38 cm RW 61 or more affectionately known as "Sturmtiger"
is a heavy assault gun built on the chassis of the Panzerkampfwagen VI "Tiger" equipped with a 380mm rocket-propelled howitzer. This tank was originally envisioned as the means to destroy heavy fortifications with only a single or few shots required.
The tank saw service through several battles during the late 1944-1945 offensive on the Western front.
The Sturmtiger mod created by Internoto is built using the existing Tiger 1 model feature in our SDK, followed by texture and sound work. He explained that having never worked with Unreal Engine, he didn't know anything about importing and creating vehicles. But received help from our modding community to get started.
The first mod version uploaded had just one layer of Grave with a specialized spawner for the Sturmtiger, which can be used by everyone, the idea is that allowing the infantry to use the assault gun would allow Armoured crews to focus on tank combat while infantry can use the vehicle for support.
The reloading takes quite a significant amount of time, 5 minutes in-game, however, in real life it would take up to 15 minutes to reload, which means you won't spend a significant portion of the game waiting for your reload.
The vehicle can be crewed by a 4 man team which consists of a Driver, Gunner, Commander and Hull Gunner as with all other tanks in the game, the armour is very good for being an assault tank given it is built on top of the chassis of the Tiger 1 and so it can function very well as a mobile bunker.
Only the commander is capable of turning out and looking around, so infantry support is an absolute must if this vehicle is to function as intended. Due to the long reload it has very little chance to defend itself from enemies.
Because the mortar is rocket-propelled you can fire the 380mm shell which weighs about 330 kg quite far. Meaning it can be useful to have spotters relay locations and distance to the target, allowing the Sturmtiger to fire from distance.
Internoto mentions that in a future update he would like to create a new section specifically to crew the Sturmtiger and make it so that the crew are the only ones who can utilize this monster of an assault gun.
He is also working on an allied counterpart in the form of the Churchill AVRE which we might cover in a future modding spotlight.
Lastly, Internoto promises that he will update the vehicle to function with the new Armour Overhaul system, allowing the tank to function with the new tanks coming to Post Scriptum.
The next mod is a map of the French town Villers Bocage created by Salami1991 by using accurate aerial reconnaissance images from WW2 as well as maps.
Set in the early morning of June the 13th 1944 one week after the Normandy Landings. The British attempt to improve their position by exploiting a gap in the German defences west of the city of Caen. Realising this gap the Germans send out the 101st SS Heavy Panzer Battalion.
This area mimics what you already experience in Post Scriptum's Chapter 3 with a bit more emphasis on changing terrain height.
The map itself is actually Salami's second map, which attempts to recreate the town and battle setting as accurately as possible, the map itself currently only features one layer, but once more bugs have been ironed out, he plans to create even more layers for the map.
The last mod we are taking a look at is the Post Scriptum Realism Mod that is heavily tailored towards the event and one life community. People who seek a very hardcore gameplay experience with a more in-depth and realistic setting within PS. We will leave it up to the mod team themselves to explain the details of the mod.
With PSRM you can find many new features including new maps, models, buildings, vehicles and other various changes to the core gameplay and dynamics of the Post Scriptum experience. We strive for historical accuracy and intense gameplay. While not totally designed for public places at this time and more garnered to the “clan” event style events, we intend on adding new layers and some sort of public accessibility in the future.
Right now, we're slatted to put out a new update (9/1) crammed with multiple new features over what we have now. All vanilla maps are in the new update and a few from the community have been great with allowing us to have access to their content.
Vanilla Vehicles haven't really been touched; we are waiting for the ever-anticipated Armor Overhaul. Although we do have a few custom vehicles added, which include a Jeep and a Kubelwagen.
And with a massive overhaul of weapon sway, recoil and a change to the zooming feature, we feel a majority of these are a bit more realistic and are continually being tweaked before our next update push. We've added and removed specific items from roles and kits, as well as working on placement options for weapons teams. MG base/weapon and Mortar base/weapon. We wanted to add a bit more options to event creators and units who wish to portray extra parts of their platoons. A good chunk of the realism community has their own skins added per their historical recommendations and suggestions, with more being added as we continue! We did run into a problem with a LARGE influx of "kits", and hopefully by the next release, we'll have a folder-based system that will narrow down these selections into a more organized system.
We've also added flares to mortars for night events or signals. And also, we've added trip flares to a few speciality classes. Our greatest highlight right now is Commander call in Para Drops and Glider drops (gliders also can spawn X amount of vehicles). We've also limited the amount of resupplies ammo crates have and will be introducing new smaller crates that are deployable and limited on amounts of ammo etc. There are a few vehicles we have added this to also!
We've also touched on a few stamina options as well. Drawing out the stamina drain and increasing regen. With that, we took away the canteen from all classes, as it seemed a bit odd to "drink water" in the midst of a firefight. We wanted to simulate longer firefights and engagements with some of these tweaks. Jumping also took a bit of a hit, so continuous jumping takes a penalty. While fall damage is decreased a bit so "larger" falls don't hinder a player as often. Another thing we're adding in the next few updates is hand signals that are authentic to both the Allied factions and Axis arm signals.
We also removed the team restriction for vehicles and guns. Just to eliminate creator issues. Players are invisible on the map outside of 33m, anything beyond is not viewable. Flashlights and vehicle lights have also been added to the mod.
We will have a new map "Nijmegen" that's still under development but will be in the next update. We have 1 for sure that's hoping to be released inside the next major update. While the mod is a group cooperative, we continue to share what we've created with other modding communities and chapters that are coming! We love that the community is so open to helping and sharing assets. And we hope to continue to add what we can, where we can.
This mod is designed and created for the realism community. We hope to possibly add an option for public play, but with it being so intense, we are looking at ways to make it more appealing to the public non-unit players. With the upcoming Market Garden Campaign that's starting Sept. 17th, we're super excited to see how far in-depth and how much it will change the gameplay.
Future ideas and hopes we are looking at after the next big release, new map additions, dynamic weather, dynamic lighting. More vehicles. Hopefully weapons, but this is a far stretch as of right now. Training maps and a lot more tweaks. Especially after the AA releases. Depending on what happens with that, we're looking into adding vehicle ride on slots also.
The great thing with this mod is the amount of cooperation we've had from the mod community and other units. This mod itself is a conglomeration of Three mods into one. Originally it was the AEF Realism Mod, At The Front & 363 Core Mod. We took all the great features of each and merged them into one. This honestly, has been a great team to be a part of and to see friendships and ideas grow out of it has been exciting and amazing. From learning new skills to random conversations late at night. I'm excited and happy to be a part of a group that cares about fun, the community and creating an exciting experience for others to enjoy.
So there you have it! What an awesome mod, but just before we move on we want to share that you can join the PSRM Discord server here
And with that, we have come to the end of another modding spotlight. We are so excited to see all these mods and the exceptional work modders have been doing. But for now, we thank you for reading and we will see you in the next spotlight!
This devblog is probably the one we have been the most excited about since the changes are very extensive and involved.
We have a lot of stuff to cover, so let’s get started.
NEW PENETRATION SYSTEM
Let’s kick this off with the work that has gone into the penetration system, this is a place where we wanted to focus a lot of our work.
The first order of business was defining the gameplay logic of this new penetration system. We looked at the flaws of our current systems and came up with a pretty good idea of how we wanted the base logic to function.
This part is a bit technical, so please bear with us.
In the new system, we went back to the drawing board and redefined how we calculate armour penetration. In addition to the Line of Sight (LOS) penetration, we now also consider the angle at which you hit a plate.
What this means is that even if your shell is able to penetrate an angled plate, if the angle is too high your shell can bounce off the armour. This makes considering the angle of your opponent's tank more important.
Certain shells will also cause spalling when they penetrate an armour plate, this means that a single shot can damage and hurt multiple components and the shell can even continue through the tank and out the other side.
Another change is that shells no longer stop existing when they hit an object instead, the shell can bounce off surfaces, change direction or even shatter based on what objects you hit in the world. The shell will only stop existing in the world if the shell shatters, if it has lost all its velocity or if it travels for an unreasonable amount of time, like if you shot straight up or out of the level.
We have also created several new sub-classes of shells, each being designed according to their real-life operation, we will quickly list the different types of shells and how they differ from each other. These are simply the damage types and it does not reflect the difference between each shell type such as APCR, APCBC and so on.
AP - This is any shell that does not have any explosive filler, but instead a solid shell, this type of shell is commonly used by the commonwealth forces.
APHE - This type of shell has an explosive filler within the shell which is triggered by hitting objects or armour at a certain thickness, once triggered it will explode after a short period, which means that upon penetration it will explode doing a massive amount of damage to crew and internal components.
HE - This type of shell will explode on impact and is used against external components, infantry, light vehicles or fortifications.
HEAT - This type of shell is typically used by infantry Anti-Tank rockets, it is capable of high penetration, but is easily countered by spaced or add-on armour.
Shaped Charge - This isn’t really a shell but it is functionally identical to HEAT, except it’s usually found in magnetic mines.
And again please keep in mind that these are basic damage types and we are able to create realistic shells for each tank with a functional difference between each shell using the above system, this means that shells like APCR is still an AP type shell, it's great for penetrating flat armour but not very good against anything that is sloped.
We were also able to make functional add-on armour to tanks, stuff such as side skirts, track links and other objects attached to a tank can provide slight additional protection and is even capable of being blown off the tank.
This will prove to be particularly useful for dealing with infantry anti-tank weapons such as a bazooka or a panzerschreck.
The component system that Post Scriptum uses is by no means a bad system, but with the additions made to the penetration system as well as the tank driving mechanics we discussed in the last devblog, we have not only reworked many of the mechanics behind the component system but also made a couple of new additions to the system that will be important to gameplay.
To start off, we have gone through and split our components into external and internal components and each of these components can be considered a vital or non-vital component.
The internal and external classification allows us to designate how and when a component can be damaged, certain components like tracks, side-skirts or objects on the tank can be damaged without needing to penetrate the armour of the tank. Internal components will require a shell penetration before they will start taking damage.
What the vital and non-vital classification means is that we can determine the value of one component over another, obviously, a periscope doesn’t have the same value to the crew as the engine or main gun and as such we can tell the system which systems are or aren’t critical for vehicle functionality.
The damage system was also overhauled in such a way that when a certain amount of components are destroyed the tank will be considered knocked out and this means the tank can no longer be repaired, forcing the crew to abandon their tank.
When a component is damaged it will have an effect on the performance of the tank itself. If the transmission is damaged you will not be able to use all your gears and as such your top speed suffers a transmission destroyed will cause the vehicle to be immobilized.
Certain components like ammo, fuel tanks & engines can start a fire if penetrated, this fire will need to be put out by the crew using a fire extinguisher from their inventory, failure to extinguish the fire will result in the fire spreading, damaging nearby components and eventually causing the tank to burn down.
VITAL COMPONENTS
Engine - The engine component is one of the two components primarily required to drive the tank, the engine when damaged will lower the amount of throttle available, thus limiting the power output of your tank until repaired, if destroyed the tank can no longer move. This component has a small chance of starting a fire when damaged by a shell. Keep in mind that engines have a high armour value and shooting the engine may not penetrate into the fighting compartment of an enemy vehicle.
Fuel Tanks - This component will be the primary source of any tank fire, penetration of the fuel tanks will bear with it high risks of fires starting, a fire in the fuel tank, if not put out, will very quickly spread to other parts of the tank and damage the tank, eventually leading to the tank burning down. But fuel quantity is not simulated and tanks will not run out of fuel with damaged fuel tanks.
Transmission - The transmission component like the Engine component is the other component primarily required to drive the tank, when this component is damaged it will limit the gears available to the drive and eventually the tank becomes immobilized, like the engine this component has a high armour value and thus shooting the transmission may not result in penetration into the fighting compartment.
Ammo Stowage - This component represents the ammo stored inside the tank, when this component is hit there is a high chance of either a fire or instant explosion causing the tank to be destroyed, however unlike other components this component can be emptied, as the crew fire shells the ammo stowage is progressively emptied which lowers the chance of an explosion or fire.
Turret Ring - The turret ring component when damaged will turn slower, when fully destroyed it will no longer turn the turret.
Cannon barrel/breech - This component represents the cannon and breech inside the tank, this component can be destroyed by shooting the barrel or breech inside the turret, damaging the cannon will slow the elevation speed and a fully destroyed cannon will no longer elevate or fire.
NON VITAL COMPONENTS
Periscopes - The periscopes can all be damaged and will become cracked when damaged, however, they will not count towards any vital component knockout.
Tracks - The track component is special, unlike the other vital components, it is both a vital and non-vital component depending on some conditions. If the tracks on one side of the tank is destroyed, this component is only considered a non-vital component, but if both tracks are taken out it will be considered a vital component knockout.
The crew are also considered as components and internal crew can be hurt and wounded by a penetrating hit, fire or spalling as a result of penetration.
This new component system means that we are able to simulate tank combat much more in-depth and offer more nuance to combat in tanks.
ROADMAP UPDATED
Lastly, we wanted to dedicate this section to the new wreck system, but given it has not yet been completed we will instead use this time to talk briefly about the roadmap and what lies ahead of us after the Overhaul.
One of our biggest concerns after the Armour Overhaul is going to be general game improvements, including a second large QoL update, this one we hope to include a lot of community feedback as well as address gameplay concerns from our players.
We also hope to be able to deliver new and improved RCON Tools for our server hosters, so that they can better administrate and moderate their servers.
Chapter 4 is still a little bit out, but it won't be long until dev blogs start dropping and we can start talking about the plans for Chapter 4 which is set during December 1944 - February 1945 in the Battle of the Bulge.
We will obviously not leave you without at least showing you parts of the wreck system before we leave.
Thursday, August 12th @ 11:30 PM CEST | 2:30 PM US Pacific | 5:30 PM US Eastern
This devblog marks the completion of all major modules for the Armour Overhaul and from here on its primary focus is on bug fixing, balancing and tweaking tanks to get them just right.
But we will also be live next week showing off the new Armour Overhaul on our Team Time with the Devs live stream! We would love to have you come join us as we show off the work we've been doing for the past several months as well as answering questions from the community!
All these changes will mean that there is a much greater emphasis on the performance of tank crews to succeed in a tank engagement and it means that similar to real-life the tank that fires first stands the greatest chance of winning an engagement.
We are also extremely excited to see you all on our live stream later next week where you can come and see the system with your own eyes as well as ask any questions you may have.
Until then we highly recommend joining our Discord server where developers chat actively with the community as well as sharing small inside information from development. It's a community definitely worth being a part of!
Since the launch of the SDK in December last year, our modding community has been getting familiarised with our modding tools. Since then many amazing mods have spawned, ranging from simple layers, maps, gameplay changes to full conversion mods.
Since many new mods are being created by incredibly talented people, we felt it would only be right to spotlight individual mods and modders so that we can all see the amazing amount of work and effort being put into modding.
This new series will put focus on anything and everything modding. We will look at mods in development, mods that have been released, updated and anything in between.
So if you are a modder with a burning passion and a mod you want to tell the world about, you can find more information about submitting your mod via our Official Modding Hub Discord.
So let us take a deep dive into the world of modding and what these modders are currently up to.
Shifting Sands Community Mod
Created by: The Shifting Sands Team
Our first stop on our list is the North African desert featured in the Shifting Sands Community Mod, which aims to bring the North African theatre of WWII into Post Scriptum. This mod is currently in development and not yet released.
This mod was started a little over a year ago before the SDK was even released and since then, their team has only grown with many more talented individuals.
They say that their key motivation for doing this is their passion for the history and the story of the campaign in North Africa, and it quote "Has to be one of the most dynamic fronts of WWII, which is why we think it is perfect for portraying it in-game."
This is certainly something we can agree with, and we cannot wait to see what challenges await soldiers in the African deserts.
The team also explained what their current focus is and where their development efforts are currently.
The team said that they are currently focused on the year 1941 and the Siege of Tobruk with the relief efforts by the British 8th Army. They mention that most of the fighting was done in the rocky desert within the fortified perimeter, so it'll be a very different landscape for players of Post Scriptum to fight over.
And the team talked about how they plan to make a realistic portrayal of the battle. They mention that they have done a great amount of research about the areas that people will be fighting in, as realism is something they take seriously and want to portray correctly.
As this mod is portraying an earlier period of the war, the team also includes completely new vehicles to reflect this. These include tanks, armoured cars, and personnel carriers from both sides that are currently not in-game. The team did a lot of research on the vehicle models and camouflage to make sure it was all authentic and in the process, have learnt a lot about the North African campaign, something that will come in handy for the future development of the mod.
Now a little personal note from the team:
We know the community has high expectations of the mod, and we intend to rise to that and deliver something that has all the great features of Post Scriptum, transported into a completely different environment – with all the new vehicles, weapons, and atmosphere. If the player gets the feeling of immersion when they play the mod, we will know we have done a good job!
Next up is a map created by Tyler Ernest or Tyler_E on the Modding Hub. The map is called Simonskall, and it is based on the town of the same name located in the Eifel region of Germany, historically it was part of the battle over Hurtgen Forest in November 1944.
Hurtgen Forest was famous for being very difficult to traverse for armoured forces, which is still true in this map. We think the level of detail that has gone into making a historically authentic map is amazing, and we can't wait to see what else Tyler can bring to the modding scene in the future.
What makes this map so special, and why should you care about Simonskall?
Well, first of all, it's a map of traditional Post Scriptum size, with the map being 2.5 km by 2.5 km. That's a pretty good size map for both your infantry and vehicle needs, although given it's based on the Hurtgen Forest, maybe be careful with the vehicles.
Other than the nice size, it also comes with its own custom historical factions and layers, new weather conditions, custom map assets as well as some fictional layers, including the Fallschirmjäger.
Tyler was so very helpful to include a bullet point with the current map features that you should know about:
- 2.5KM by 2.5KM size map. - Custom Factions (Historical divisions + Some not so historical, like Fallschimjager layers). - Custom forest floor textures. - Many custom historical buildings (by Gunslinger). - Satellite heightmap terrain. - 8 Different Offensive Layers with different layouts and times of the day. - 1 Invasion layer. - 5 Weather conditions. - Custom 3d models of small props at the main bases. - Custom foliage assets - Custom highly optimized grass from UE4 marketplace which adds around 20 FPS (give or take), all while looking better map-wide than the vanilla grass textures/mesh.
Now that is very impressive stuff! But of course, being a map based on a real historical location, knowing the history goes a long way to understanding the decisions made by the level designer.
So have a little history lesson from Tyler himself:
Simonskall is a town located in the Eifel region of Germany. It was part of the Hurtgen Forest Campaign in November 1944. The Hurtgen Forest was famous for being difficult to traverse for armored forces. That remains true in this map.
The Hurtgen Forest occupies a rugged area between the Rur River and Aachen. In the autumn and early winter of 1944, the weather was cold, wet, and cloudy, and often prevented air support. Apart from the poor weather, the dense forest and rough terrain also prevented proper use of Allied air superiority, which had great difficulties in spotting any targets. The dense conifer forest is broken by few roads, tracks, and firebreaks; vehicular movement is restricted. Conditions on the ground became a muddy morass, further impeding vehicular traffic, especially heavy vehicles such as tanks.
So it definitely sounds like a challenging place to fight, but it also sounds like an interesting place to fight doesn't it?
Tyler again summarises what he believes makes his map unique and what makes it an interesting level to play, so let's hear what he has to say. He also mentions the extent he has gone to ensure that the map is as authentic as it can be to the real location, this is no easy feat.
This is a very unique map and takes place in a completely different location than all of the other Post Scriptum maps. A lot of the stock maps generally feature flat terrain, whereas Simonskall is very hilly and rugged terrain.
The inspiration for this map was to create something new and lesser-known while still being something people could relate with for WW2 fans, historians, and players alike. I started studying towns in the Hurtgen Forest for a future map and was interested in how rugged the terrain was in this particular valley/area and how it could be interesting for gameplay. I tried my best to recreate the location from satellite maps, height map terrain, and various pictures and videos of the area.
The gameplay experience in this map can be very different from the other maps in the game. For example, there is a large plateau-like farm area to the north of the map, which lends itself well to armoured engagements and long draw distances for sniping, whereas the rest of the map is extremely rugged and hard to navigate for vehicles.
Infantry has an edge in the other areas of the map. The large gorge across the entirety of the map is very interesting for armoured engagements as well.
And of course, Tyler went into detail about the future plans for the map:
The map itself is 99.9% finished. However, there may still be some lingering bugs which I encourage people to post bug reports on the workshop page for the map if they see something. I also plan on replacing the current US player models with the upcoming Chapter 4 winter player models, given the fact this map takes place in November. The Sherman firefly placeholder tank will also be replaced by a Chapter 4 tank at a later date. Please also note this isn't a 100% accurate recreation of the location and never claimed to be. However, I personally think it's a pretty good recreation given the fact it was created by one person with a limited budget and resources.
And if all of this still hasn't convinced you of the quality and attention to detail put into the map, here is an even hosted on the Simonskall map showing off just how well done this map is.
Onwards to our last and probably least historical mod, but a weirdly interesting concept.
Girls und Panzer: Real Sensha-Do! Is a mod that brings to the game… Well, Sensha-Do!
And if this concept still eludes you well, mod creator KV will explain what Sensha-Do is.
Sensha-Do is a fictional sport and martial art originating from the anime “Girls und Panzer” in which players battle with real tanks, although with security measures in place to prevent the usual consequences of battling with real tanks.
In that universe, it is a very well known and loved sport, with school teams partaking in it on big tournaments which are televised for everyone to see.
This mod aims to use Post Scriptum’s detailed and realistic tank combat framework and SDK to create a “Sensha-Do Simulator” A game where you can play Sensha-Do as closely as possible to what is depicted in the anime. So far, this has been a four-month process, and lots of work still has to be done, but the current Mod is already a certainly unique experience of crazy tank combat.
So, school girls duking it out in tanks? What a weird but cool concept, but just how difficult and involved was it to make a cartoon concept come to life in Post Scriptum?
KV continues to explain what it took to create this mod.
Firstly, war and death elements had to be removed due to this being a harmless sport. The death screen was replaced with “You got Knocked Out” tank explosions were swapped around by a puff of smoke and a white flag poking out (Like in the Anime) Infantry, which had been replaced by anime characters resembling the ones that practice Sensha-Do in the show, was made invulnerable and blood and gore was removed.
Next, a new game mode had to be done. There are two types of battles in Sensha-Do.
Annihilation: Where a team has to wipe out the opposite team to win andFlag Tank: where each team has a tank which, if killed, loses them the game.
Since flag tank game mode would not work in a public server with respawns, an annihilation-style game mode was created, where each team would start with the same amount of tickets and every tank destroyed would result in a loss of one ticket.
For organized tournament battles, a flag item was added to allow marking flag tanks as such. Anime versions of maps were created, using this game mode.
The Mechanics needed to be improved or adapted to fit the new gameplay style, so many things were added and tweaked. Most tanks were made to die when flipped, long cannon barrels were given collision which would stop them from turning in narrow streets, and allowed them to break if hit too hard, handbrake code was tweaked to allow tanks to have drift FX like in the show, crash effects were improved, camera shake for impacts was added, tanks were made to “die” in one penetration like in the show, but their speed and handling was also tweaked to be a lot more agile and fun.
Lastly, no Sensha-Do game would be complete without Sensha, or tanks. Post Scriptum has a very nice selection of tanks, but more were needed, repaints, different variants, and all-new vehicles were added (Some with the wonderful models by Chapter: Mercury, which they gave permission to use) Currently the mod features more than 25 different tank variants, and that selection is always growing with more tanks being added almost on a weekly basis.
Of course, a lot more than this has also been made and is being worked on, anime-style graphics with cartoon outlines, different characters with unique items,physics-based antennas, detachable side skirts and other parts and much more
This week I was focusing on getting ready for the mod’s latest venture, which is a tournament dubbed “The Real Sensha-Do Summer Cup” it is intended to span three months until September when autumn starts and aims to make the mod more lively by allowing players to form teams, challenge each other with flexible schedules, and give them more motivation to play by allowing them to earn points and tournament currency, buy better tanks and even get the chance to win custom-made content like tank skins, custom characters and even whole new tanks being imported. This tournament recently started this weekend and is going well so far with seven teams have signed up and the first battle has gone smoothly, and I am personally looking forward to seeing it grow and become more active and fun.
With most of the mod’s foundation already laid, the way forward for the mod looks like it’s going to be relatively comfortable, adding more and more tanks of all kinds and nations is a big priority, so is making new maps, characters and items, and getting the team coordination down so all the people who volunteered to help can work on new features as well. New characters are also on the horizon as well as more ambitious projects that feature a whole amphibious vehicle framework and many more ideas that I will be trying out eventually.
With the armour overhaul probably coming soon though, I plan to attempt to take full advantage of that when it comes out to add new features, and with hopefully more SDK updates on the horizon that open up new possibilities, I am also hoping to be able to push the limits of what is doable right now and really put out some unorthodox and crazy content
If fighting against schoolgirls in tanks, drifting around Carentan sounds like your kind of mod, then you should definitely grab this mod, or maybe even join the Girls und Panzer Mods Discord Server
And with that we have come to the end of this very first modding spotlight, we will try to do these on a monthly or bi-monthly schedule, with many new mods on the way, we cannot wait to tell you about all the interesting things happening in our modding scene.
So if you've been eyeing Post Scriptum or know a buddy you'd like to bring along into battle, now is the chance to get a good deal on Post Scriptum, one of the most immersive WW2 Tactical Shooters on the market.
NOTE FOR USERS RUNNING AN INTEL CORE 10th / 11th GENERATION CPU
Due to a bug reported by Intel with Unreal Engine 4.21, some users may experience trouble getting the game to launch.
We are currently working on resolving this bug for a future update, but it arose during the Armour Overhaul, meaning we are unable to currently patch this issue.
If you have encounter issues with starting the game on these CPU's please see the following post for a workaround:
We are super excited to finally be able to share some more details about what you can expect from the new Armour Overhaul coming later this year.
Before we dive deep into the blog below, we first want to thank you for your patience as we go through this long procedure of overhauling a vital aspect of our game. We believe that the game is only as strong as the weakest link and our armour system was one of the key items on this list.
We also want to remind you that the following information is work in progress and as such, it is not representative of the final product.
One of the first topics we discussed when we started planning out the new driving mechanics was the topic of the seating system. Most of our players are very familiar with the “Offset Bug” where characters will be offset from the vehicle, this causes those characters to float or have a weird angle when in a vehicle.
This is an old OWI Core bug that has been problematic for us for a long time. The core of our new driving system was focused on creating a new seating system in an attempt to eliminate this bug permanently.
While developing the new seating system, we also wanted to address the concern of the tank crews entering and exiting the tank. We wanted a system that would allow players to enter a respective seat directly rather than having to switch seats after entering the vehicle. But we also wanted to focus on eliminating armoured crew magically entering the tank from any angle.
As an example, in order to enter the driver seat, you will need to climb on top of the tank and enter by interacting with the hatch leading to the driver's position. This is true for all seats, this allows all players to immediately hop into their respective seats without needing to deal with seat switching, it also encourages players to be more cautious with how and when to exit the tank.
Players can still switch seats using the same key layout as in the previous system.
Additionally, we have added some new stages to how players can turn in and out of the tank. Now players will be able to better control the level at which they expose themselves from their hatches. Ranging from just peeking out of the hatch, to being fully exposed.
This has advantages and disadvantages as exposing yourself fully allows you to get the best possible view, but you are heavily exposed to enemy fire, peeking out will act as a middle ground between being turned in and out, giving you some protection from enemy infantry.
The other topic we discussed surrounds how we can improve on how the tank drives, how it interacts with the environment and most importantly how the player experiences driving tanks.
To this extent we completely broke down our existing driving mechanics and built it up from scratch, now instead of using an imaginary automatic transmission system, the tank is controlled by gearing and throttle.
The way this differs from the old system is that you no longer press a key to go forward and backwards, but instead, you control a throttle up and down. This means that players no longer need to hold down a key to keep driving, but instead, they can set the throttle at a certain value and this affects how fast the tank accelerates.
What this means for the driver is that they have much more control over how fast their tank drives, allowing them to tailor the speed better to a given situation.
Turning the tanks is primarily done by braking one or the other track, this means that with the new system tanks will not drift from side to side as much, requiring less constant input from the driver in order to keep a tank going straight.
Driving a tank means matching your RPM to your speed, as speed changes you will need to adjust your gear in order to keep RPM high enough so that you won’t come to a stop. This puts greater emphasis on the driver paying attention to his instruments when driving as well as the terrain they drive on.
Another important change to the driving mechanics is that different driving surfaces will affect how your tank performs. Driving on a road will allow your tank to reach its top speed, but you run the risk of running into mines, anti-tank guns or enemy infantry.
Alternatively, you can go off-road and lose out on the top speed, but obviously, you don’t run the same risk of hitting any mines, anti-tank guns or infantry unless you get really unlucky of course.
We have also put extensive work into ensuring that physics act how you’d expect from a tank, tanks should feel heavy and somewhat clunky to drive, but they should be able to ford over objects and gaps with relative ease, our old system wasn’t as good in this regard with tanks being stuck on objects it should otherwise be able to scale.
NEW HUD & UI
Lastly, we have put some work into a new HUD & UI that will help crews get a clear overview of the tank as well as its condition. Since the new armour mechanics are almost entirely based on component damage rather than hull damage it means that we need to ensure crew members can get an overview of the status of various components at a glance.
For the driver, you have new HUD symbology for your Throttle, Parking brake, RPM, Speed in Km/h and gear setting.
The throttle is represented by a white bar that fills up or depletes depending on how much throttle you want, the throttle will stay where you leave it, making it convenient to set up to a certain speed. Next to the throttle, you will find the parking brake symbol, if the parking brake is on, the symbol will be lighted up.
The RPM, Speed gauge and gear setting is located above the throttle and will help you keep track of the optimal conditions for driving your tank, this is a skill that any driver will need to learn and mastery of the driving system can allow tankers to use their vehicle to the fullest.
Now let's talk about the compass and damage indicators. One thing we wanted to do with the new system was to come up with a solution to help give tank crews a general idea of where they are being engaged from, this is done by representing the general location a hit came from by using a hit indicator.
This hit indicator is not very accurate and will only give you a general idea of the direction of your enemy, this ensures that combat is fair towards the tank engaging, but also gives crews a fighting chance to get their bearings. Crews should not rely on this system, but their commander and his spotting ability.
When you inevitably take damage from an enemy, this is represented by the damage icons which are ordered by their function to the tank. At the top, you will find component status for your turret drive and cannon breech/barrel.
Below is the health status of your ammunition and fuel tanks. (While we do not simulate fuel levels, they do pose a significant fire hazard to the tank.)
After that you will find your engine and transmission status, damaging these will seriously affect vehicle performance and potentially causing the tank to become immobilized until repairs have been made.
And lastly, you can see health status for your left and right track respectively.
In the gif example above the tank has taken a hit from its 12 - 3 'o clock and the hit caused significant damage to the transmission as well as starting a fire in the ammunition stowage if the fire is not put out quickly it will lead to the tank burning down.
Summary
So to end off this devblog, we want to thank everyone for their patience while we work through this update, as you can see we have gone through every part of the armoured system, giving it more than just a bit of bug fixing, we are super excited to allow our players to get a hands-on experience with this new update.
In the next devblog, we will talk about the shell mechanics as well as a more in-depth explanation of the component damage system.
Until then we highly recommend joining our Discord server where developers chat actively with the community as well as sharing small inside information from development. It's a community definitely worth being a part of!