Squad 44 - SnazzyDuckling
Steam Award Nominations!

With the Armoured Update released and an abundance of changes we hope that you'll consider nominating Post Scriptum for the "Labor of Love" award, we meticulously worked day in and day out for 10 months, with more than 4000 commits to our source control. (That's 17 changes every single day for 10 months straight, including weekends) to bring you the improvements and quality that we are very proud of.

And if that doesn't sell it, then read the small post below to see what you can expect from Post Scriptum for the remaining part of 2021 and into 2022.



Greetings!

With the Armoured Update released, it crosses off one of the biggest 2021 to-do items on our list, which really prevented us from focusing on future content for the game as well as general gameplay improvements.

As such we have gone ahead and updated our roadmap below with all the stuff that we will be working on in 2021 & 2022. This list by no means depicts all the stuff planned for Post Scriptum but, shows you what is planned for the short term.

We expect the 2nd Chapter 2 map "Maginot" to drop before Christmas and we will keep you informed about any changes to this plan.


Post Scriptum Roadmap 2021 & 2022





Get Post Scriptum 75% during the Steam Autumn Sale!


Post Scriptum is still on sale with a 75% discount until December 1st. Do not miss out on this chance to get Post Scriptum at a significantly cheaper price.


Update v2.1.1973.5353
We also just dropped a small update that fixes a bunch of issues from our recent release. We are always keen to get your feedback about the game.

Changelog v2.1.1973.5353
  • All Offensive Layers now have 2 Logistics trucks for both Attackers & Defenders.
  • Rebalanced all soft skin vehicles with rifle bullets & larger caliber AP & HE.
  • Standardized all turned out views with max yaw & pitch
  • Moved Panhard driver seat slightly up.
  • Fixed an issue on Armoured Light layers causing problems with entering vehicles for section members.
  • Added larger ammo blast for the larger tanks turret pop effect.
  • Fixed various wheel effects.
  • More realistic HE shell effect against armour & less intense flames.
  • Fixed an issue with minimap in the SDK.

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

A small extra hotfix is incoming to primarily fix the FOB building issue reported.

Changelog v2.1.1969.5331
- Fixed FOB's not being buildable on Offensive.
- Updated Fire Extinguisher FX
- Updated 20mm HE FX
- Tweaked physics asset for Daimer Armoured Car


Unfixed known issues currently being worked on:
- St Mère Eglise Invasion 01 Satchel not working against AA position, only Hawkins and Gammon bomb currently working
- Cars and trucks are not taking damage from Hawkins mines
- APX 47mm steering is not working
- All flags sometimes visible on KOTH
- Infantry sandbags can be built really fast

- SDK: Minimap not working

Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

We hope that you enjoy the game with us and this new update. We are thrilled to see all the positive reactions to one of our biggest updates to this day.

We have a patch releasing within the next few minutes or so fixing most of the issues experienced during the first few hours of the update.

We will keep patching the game over the course of the week and next week to ensure maximum stability, so do keep the feedback and bug reports coming in should you see anything wrong!

Changelog v2.1.1964.5323
- Fixed vehicles exploding at main base on some layers (Doorwerth and Grave)
- Fixed missing collision on road in Dinant
- Fixed grain on image for night layers
- Fixed unavailable vehicles on Armoured Light layers
- Fixed Panzerfaust and PIAT MOA from 500->300
- Rebalanced engine sounds to be quieter
- Added more time on the teleporter to exit it easily


Unfixed known issues currently being worked on:
- St Mère Eglise Invasion 01 Satchel not working against AA position, only Hawkins and Gammon bomb currently working
- Cars and trucks are not taking damage from Hawkins mines
- APX 47mm steering is not working
- All flags sometime visible on KOTH
- Infantry sandbags can be build really fast

- SDK: Minimap not working
- SDK: Cooking should be fixed in the next update on Epic Launcher

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
WE RECOMMEND RESETTING YOUR KEYBINDS IN SETTINGS

Greetings!

10 months ago we embarked on a huge task to rework and overhaul our entire armoured system, building it from the ground up to suit the dynamic and ever-changing nature of combat. With over 4000 commits to our source control since April, this update has been an incredibly involved and complicated process.

We are incredibly excited to announce the release of the Post Scriptum Armoured Update. Available now you can jump into one of the most immersive tank experiences available on the market. And if tanks aren't your thing then don't worry, we've got you covered.

This update brings the new armoured system to you, but in addition to this, we are also bringing an entirely new gamemode, meta changes and updates to the general gameplay of Post Scriptum.



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!

Get Post Scriptum 75% during the Steam Autumn Sale!

In addition, we want to let you know that Post Scriptum will be 75% off for the Steam Autumn Sale 2021.

So now is a perfect time for you to get in and enjoy Post Scriptum, see what has changed or bring your friends along for an awesome and immersive experience.


Armoured Update Changes

By far the most anticipated part of this major update is the Armour Overhaul, which is finally here, lets dive down into exactly what you can expect with this new system. There is much more to cover than what we can reasonably talk about here.


New Advanced Shells & Penetration Logic
https://medal.tv/clips/46moxRa4jXP95/vp9Eg1lci

We cannot talk about tanks and armour without discussing the penetration simulation and shells themselves. With this update, we have introduced a range of new shell types, such as AP, APC, APCBC, APCR, HVAP, APDS, AP-HE, APC-HE, APCBC-HE, HEAT & Shaped Charges.

All these shells behave differently and have their own characteristics that make them unique in their own ways, we won't go over what each and every single shell does as we covered that in a previous devblog: https://steamcommunity.com/ogg/736220/announcements/detail/2977426980059880961

However, the most important change is that shells are divided into 4 base types. Armour Piercing, High Explosive, Armour Piercing with High Explosive filler and High Explosive Anti Tank.

These shells are the foundation of all anti-tank weapons in the game, infantry carried or not, this means that weapons like AT behave much more realistic and is harder to use effectively, but in the right hands with some experience can be a very potent weapon. The new penetration system is currently functional with all weapon calibers at .50 caliber or above.

The entire world was also reworked to work with this system, this means that your tank shells can penetrate tanks as well as work objects such as buildings, trees and other stuff that exist in the world, depending on the type of shell you can use this to your advantage in several ways. AP causes spalling and can be used to hit infantry or tanks behind hardened obstacles, while AP with HE filler can be used for taking out tank crews inside tanks or infantry hiding in a building since the shell will detonate on the inside like a hand grenade.

Bouncing, shattering and non-penetration now have a significant chance of causing spalling around the point of impact, this can pose a risk to nearby infantry as they could be caught in the spalling.


New component system, fire & hull breaking
https://medal.tv/clips/46mPqQOVwjnRc/vpjB063IK?invite=cr-MSx3N0EsMjExMDEzODIs

The next major change is in our component system, here we have reworked it from scratch to support both internal and external components. This means that shells don't necessarily have to penetrate to deal damage to certain components.

New Component System

For components we have additionally split components into "Vital" & "Non-Vital" components, this is relevant in how tanks are considered dead or knocked out, with the new armour system we have imposed a 3-strike you're out policy, meaning once 3 or more Vital components are fully damaged, the tank will be considered "destroyed" and you can no longer repair this vehicle.

Each component must be repaired separately by its crews or return to a repair station to repair fully. External objects like side-skirts, logs cannot be repaired or replaced after they've been lost.

Hull damage also cannot be repaired in the field and needs a repair station to repair fully.

This is by far the most common way to destroy tanks and will mean that engagements don't keep going until one or the other has depleted the HP of the other vehicle.

New Hull Break System
https://medal.tv/clips/4EuriefZbqok9/vpHpC3cni

But in order to ensure vehicles cannot take an unreasonable level of damage, we have implemented a hull component, the condition to deal hull damage is quite different in that a shell MUST pass through the entire hull, the turret for medium tanks and above do not count towards hull damage. The exception is that armoured cars do consider the damage to the turret as hull damage.

The main reason this was implemented was to have a consistent outcome firing shells against light vehicles like Armoured Cars that shouldn't survive more than a few shots regardless of where you penetrate. But also in part to ensure that tanks are destroyed even if the gunner misses components completely, this is of course very unlikely and takes many more shells depending on the size of the vehicle.

Oh no, the tank is on fire!
https://medal.tv/clips/46FyZDQc8Qfo7/vpUNuTyeB

Fire is the last big hazard for tankers. Fire was by far the most common reason tanks were completely knocked out of combat. Fire can be started by shooting various components like Ammo racks, fuel tanks and engines. Depending on the type of shell you fire the chance of a fire is going to change. An AP shell will have much less chance of starting a fire than an AP with High Explosive filler.

Fire in both engines and fuel tanks can be put out using the new fire extinguisher all crews are equipped with however, fire in ammo racks cannot be put out and a fire in your ammo stowage is a certain loss of your tank.


New Hangar & Shooting Range
https://medal.tv/clips/4EuEkLk1hzzX1/vpkwyOZhK?invite=cr-MSxManIsMjExMDEzODIs

This update also brings a brand new "Hangar" mode which is an interactive hangar where you can spawn and interact with the different tanks and vehicles in the game, this is intended as an interactive tool to get familiar with tanks. There is plenty of useful information here such as ammo types, crew counts, turret rotation speeds, armour analyzer and internal module viewer.

This is the perfect place to learn and get familiar with the new tanks and their systems.

The shooting range replaces the old Arnhem Range, with a more clean environment to test weapons, this is the place we have spent a lot of our time testing and playing around with weapons, we expect this will be updated further as we find more ways to utilize the range for players.


New driving mechanics & minor changes

The last big topic to cover is the new driving system. With this update, we have reworked the driving mechanics for tankers. All tanks now operate using a throttle and gearing system rather than the simplified driving controls from the past.

New Driving Mechanics
https://medal.tv/clips/3J1hiVSeiLYqK/vpZssy0Q0?invite=cr-MSwxZFosMjExMDEzODIs

This not only gives the driver more of a challenge but makes each and every tank different from each other. Choosing the right gear for the right speed is key and you have much more control over the speed you wish to traverse the battlefield at. Drivers can increase and decrease throttle using W / S (default) respectively. Turning is still done using the traditional A / D (default) keys. While pressing the space bar will turn on or off the handbrake, Q & E (default) is used to change the gear you are currently in. Each vehicle has a realistic amount of gears both forward and backwards. Meaning some tanks have more forward gears or reverse gears than others.


Seats, Hatches & You
https://medal.tv/clips/3J0WKpU1fnxFw/vpR2avR5s?invite=cr-MSx5SlQsMjExMDEzODIs

Tankers can also no longer enter tanks from any direction around the tank. To enter a tank you must climb onto the tank and look down at the hatch for the seat you wish to enter, be it driver, gunner or commander. Some hatches are used for multiple seats, this is based on their historical purpose.
https://medal.tv/clips/3JOyOO4dphbiw/vpalogCUQ?invite=cr-MSxrdkYsMjExMDEzODIs

Periscope Blindness
Periscopes are also now more realistic, there are no longer fictional rotating periscopes on most tanks. All tanks use their historical periscopes, if a tank had a fixed periscope that is angled to the side, then this is reflected in the new tank system. This means seats like the commander is much more valuable than before in that he has better visibility than all other crew members, the commander is now also the only crew member who can use the Q (default) key to zoom regardless of which view he is in.
Most other controls remain the same.

If you wish to know more about the Armoured System and its details you can find the devblogs below:
https://steamcommunity.com/games/736220/announcements/detail/3094511057696989330
https://steamcommunity.com/games/736220/announcements/detail/3037095871635357739
https://steamcommunity.com/games/736220/announcements/detail/2977426980059880961
https://steamcommunity.com/games/736220/announcements/detail/3039359731142018927


Meta & Gameplay Changes

Next, let's get into the section that doesn't directly involve the Armoured Update. Since the last update in April, we have been hard at work looking at and fixing other places in the game. These changes include gameplay improvements, Quality of Life changes, "Meta" changes and much more, so lets see what we've been working on.


Offensive Gamemode Changes
Offensive is our oldest gamemode, dating back to our release over 3 years ago, this gamemode hasn't seen much change in those 3 years and we have spent a lot of time talking and discussing how we can improve this gamemode that has become the "standard" gamemode of Post Scriptum.

Defender Hard Spawns Removed
One big area our community has expressed concern about is the spawn point system and weird gameplay rules, we took this feedback in and discussed how we could improve it.

With this update we have removed Defender hard spawns, the exception is that the defender still has their forward staging phase spawn which disappears shortly after the staging phase is over.

The hard spawns were the spawns that were present on locked objectives that acted as a persistent spawn for defenders, what was intended as a way to ensure combat didn't become dull, didn't really work within the game, the big problems with such a system is that it can be easily camped by enemies, causing more frustration than good to players.

For server hosters it caused significant headaches because the movement of troops was very often prohibited around these areas meaning tactical movement and flanking wasn't really possible. But this was only part one of the fixes needed here.

EVERYONE GETS FOBs!
The other place was Forward Operating Bases (FOBs) which were only available to attackers, this didn't make much sense after the removal of hard spawns so going forward Defenders are now able to build FOBs, but they must be 200m away from any current objective to stop the building of FOBs in the objectives themselves.

This means that defending Logi needs to take a much more active role in ensuring the team can spawn in, the failure to put up FOBs and spawn points means that you very quickly can end up losing a locked point before it's even unlocked for capture.

Gameplay "Meta" Changes

The next area a lot of the community has expressed concern about was in the current "Meta" of the game, which is the way we define the optimal way to play a game for the best results. While we cannot fix "Meta" itself, since it's always something players are going to try to find ways to optimize, we can limit unintentional habits that border "exploits".

Repair Crane Cooldown
One such area was the use of repair cranes to resupply and repair tanks and Anti Tank weapons indefinitely, this we have combated by introducing a cooldown to the system, meaning that we no longer favour players who sit still on a repair station, taking any damage while in a vehicle, that vehicle will have a cooldown applied to it, within this time you cannot repair or interact with repair stations.

Hedgehog Rebalance
Say it with me "Hedgehogs are for fighting tanks, not infantry."

Another area we took notice in was how Anti Tank barriers like the Hedgehogs were used by infantry, often using it as a cheap substitute for razorwire or to block off doorways of buildings completely, we have rebalanced them, made them more expensive to place, with fewer available on FOB's and limited the placement so that it's much harder to block off entryways or doorways using this method.

You can find all the gameplay changes in the changelog at the bottom of this post, for a full overview of gameplay changes made, there are many that aren't large enough to discuss in this section.

Maps & Layer Changes
The last big item we want to cover for this update is the rework to maps, layers as well as the new game modes added with this update.


New King Of The Hill & Armoured Gamemode
With this update, we are bringing some brand new game modes to the game, King Of The Hill (KOTH) and Armoured will be joining us, while Armoured isn't new we have essentially reworked the gamemode from the ground up to work and play better with the new Armoured system.

King Of The Hill
With King Of The Hill two teams are tasked with taking one random central point and holding it until the other teams tickets have been depleted, in this first iteration the point is selected at random on map start and will not change location. In a future update, we will make the zone more position as the battle goes on.

There isn't much new to the gamemode specifically, but its a mode suited well for low pop servers or when seeding your larger server.

Armoured Gamemode
Armoured players with very similar rules to King Of The Hill, but it is not entirely the same, unlike KOTH you have no infantry here, it is strictly tank vs tank combat, the objective is randomized on every map start and the objective is to hold the point until the enemy has had their tickets depleted.

https://medal.tv/clips/4Euz0OM4byprk/vpvnTQ8rX?invite=cr-MSwxWWYsMjExMDEzODIs
A new resource exists here called "Crew" this is indicated by the crew counter in the top left corner, every crew member that dies will take away 1 Crew point from this pool of 100, when a team has lost all their points, they will automatically lose, regardless of ticket count state, this means that the crews inside the tanks are much more valuable than the tank or tickets are.

To encourage the players to save these precious crew points we have introduced a new spawner/teleporter system that allows crew members to respawn closer to the action, or if their tank is destroyed can be teleported right back to their main base instead of respawning. This not only saves you a crew point but denies the enemy an easier win.
https://medal.tv/clips/4EuxofCGQfLea/vpS7G7orX?invite=cr-MSx2d1IsMjExMDEzODIs


New map & Lighting Overhaul

In addition to the new game modes we have created a new map "Proving Grounds", this new map is intended for Armoured gameplay and there is a 2nd map in the works which will be released sometime in the near future. Along with this we have gone through and updated all existing lighting for our old maps, the full list can be seen in the changelog.

And that covers the most major changes, but you can find the full list of changes below:

MODS MAY BE BROKEN WITH THIS UPDATE AND WILL LIKELY REQUIRE MODDERS TO UPDATE THEIR MODS
Armoured Update Changelog
    Armour Overhaul
  • New driving mechanics with manual throttle and gear shifting.
  • Advanced shell penetration simulation logic. Shells can now also penetrate world objects like buildings.
  • New shell types such as AP, APC, APCBC, APCR, HVAP, APDS, APHE, APC-HE, APCBC-HE, HEAT & Shaped Charges.
  • Overhauled all game materials to be compatible with new penetration system.
  • Added new internal and external component damage model, as well as a hull break system.
  • Rebalanced all old vehicles with the new shell system.
  • New vehicle UI to suit the new system.
  • New and improved seating system.
  • Added brand new hangar for in-depth armour analysis.
  • Added new shell icons to reflect the new types of projectiles.

    Vehicles
  • Added new Tiger 1 E model.
  • Added new Panzer IV H model.
  • Added Initial Release Tanks (Remaining tanks will be added in several future updates)
    United States
    Sherman M4A3
    Sherman M4A3(76)W HVSS (M4A3E8)
    M5 Stuart
    T17 Staghound

    United Kingdom
    Sherman Firefly
    Churchill Mk. IV
    Cromwell
    Matilda Mk. II
    Daimler Armoured Car

    France
    Somua S35
    Renault R35
    Panhard 178

    Germany
    Panzer VI King Tiger
    Panzer VI Tiger E
    Panzer V Panther
    Panzer IV H + Skirted version
    Panzer IV D
    Panzer III F
    Panzer 38t
    Sd.Kfz. 234 Puma

    Gamemodes / Gameplay
  • Added new King of The Hill gamemode.
  • Added new Armoured Gamemode.
  • Added a cooldown mechanic to repair stations. [Community Feedback]
  • Added main base protection to LCT on Utah Invasion.
  • Hard spawns removed from all Offensive maps. [Community Feedback]
  • Defenders can now build FOBs on Offensive. Has to be more than 200m from any capture zone.) [Community Feedback]
  • All TNT explosives can now be thrown, similar to the US Satchel. [Community Feedback]
  • Rebalanced hedgehogs, it is now much harder to use them to block doorways. [Community Feedback]
  • Hedgehog cost increased from 50 -> 150 construction points.
  • Lowered the amount of free hedgehogs on FOBs from 8 to 4.
  • Removed overheating mechanics from all emplaced and vehicle MG's.
  • Fixed Flak 36 base not having collision with shells. [Community Feedback]
  • Fixed mines being placeable on deployables.
  • Fixed players being able to place mines too close to tanks. [Community Feedback]
  • Fixed Doorwerth castle cap being too small. [Community Feedback]
  • Polish Mortar & Sapper loadout now matches the 1st Airborne version. [Community Feedback]
  • Made several server optimization passes.
  • Emplacements dig time is now based on time and not health.
  • German StG44 SL kit requirement has been increased from 3 -> 7 section members to unlock. [Community Feedback]
  • German Fallschirmjager SL now has access to FG42 kit at 9 section members.
  • All Commander and SL kits should now have access to a rifle in addition to their submachinegun. [Community Feedback]
  • Reduced tracer amount for all marksman kits. [Community Feedback]
  • Removed deployable health bar due to new UI changes.
  • Main protection now prevents weapon firing from small arms and armoured vehicles. [Community Feedback]
  • Red Zones in RAAS removed.
  • Armoured Gamemode now supports 80 players.
  • All deployables have been rebalanced, to support the new armoured system.
  • All out of bounds now have a standardised 20 second timer instead of 5. [Community Feedback]
  • Wrecks can now be blown up using TNT & HE explosives.

    Maps
  • Added Layers ProvingGround Armoured 1940, Armoured 1944, Armoured 1944 Light, KOTH 1940, KOTH 1944, RAAS 1940, RAAS 1944
  • Added Layers St Mere Eglise RAAS US, Armoured 1944, Armoured 1944 Light
  • Added Layers Carentan Offensive 02, Offensive 03, Skirmish, RAAS US, KOTH 1944
  • Added Layers Doorwerth Armoured 1944, Armoured 1944 Light
  • Added Layers Driel RAAS UK 02, Armoured 1940, Armoured 1944, Armoured 1944 Light
  • Added Layers Oosterbeek RAAS US, Armoured 1944, Armoured 1944 Light
  • Added Layers Stonne Armoured 1940, Armoured 1944, Armoured 1944 Light, KOTH 1940
  • Added Layers Utah Beach Armoured 1944, Armoured 1944 Light
  • Added Layers Veghel Armoured 1944, Armoured 1944 Light
  • Added Layers Velmolen Armoured 1940, Armoured 1944, Armoured 1944 Light, KOTH 1944
  • Added Layer Grave RAAS US
  • Added Layer Best RAAS UK
  • Added new Proving Grounds map designed for tanks.
  • Added new Shooting range.
  • Fixed foliage collision on several maps to make tank driving easier. Particularly maps like Carentan & St Mere Eglise. [Community Feedback]
  • Ditches no longer collide with tanks, making traverse through ditches easier. [Community Feedback]
  • Oosterbeek lighting has been reworked.
  • Stonne lighting has been reworked.
  • Utah lighting has been reworked.
  • Grave lighting has been reworked.
  • St Mere Eglise lighting has been reworked.
  • Driel lighting has been reworked.
  • Doorwerth lighting has been reworked.
  • Carentan lighting has been reworked.
  • Dinant lighting has been reworked.
  • Best lighting has been reworked.
  • Veghel lighting has been reworked.
  • Velmolen lighting has been reworked.
  • Heelsum lighting has been reworked.
  • Arnhem lighting has been reworked.
  • Updated loading screens for most maps.

    Miscellaneous
  • Added a safe mode launch option as a temporary fix for some users with Intel CPUs of the 10th generation and up, experiencing crashes on startup. (Pending permanent fix)
  • Added new StG 44 model. [Community Feedback]
  • Added new animated main menu.
  • Added a new music player to main menu.
  • Overhauled all the FX for vehicles.
  • Overhauled UI and icons to be more consistent.
  • Fixed Vickers MG on Jeep ignoring audio settings. [Community Feedback]
  • Fixed several map names in map rotation & map voting config files to make it more consistent. [Community Feedback]
  • Fixed magnetic mines being placeable on non-metallic surfaces.
  • Fixed missing grey Flak 36.


Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

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.


Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

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.




Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

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

  1. Right-click Post Scriptum in your library.
  2. Press the “Properties” button and navigate to the “BETAS” tab.
  3. 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.
  • Oosterbeek lighting has been reworked.


Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

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.

https://steamcommunity.com/sharedfiles/filedetails/?id=2300401988


2nd Armour Overhaul Playtest
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

  1. Right-click Post Scriptum in your library.
  2. Press the “Properties” button and navigate to the “BETAS” tab.
  3. 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.


Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

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

If you missed the past Armour Overhaul devblogs you can find them here:
https://steamcommunity.com/games/736220/announcements/detail/3094511057696989330
https://steamcommunity.com/games/736220/announcements/detail/3037095871635357739
https://steamcommunity.com/games/736220/announcements/detail/2977426980059880961


TEA TIME STREAM & ARMOUR OVERHAUL PUBLIC PLAYTEST

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 will be live over on our Twitch channel https://www.twitch.tv/postscriptumofficial October 22nd @ 6:30 PM Pacific | 9:30 PM Eastern | October 23rd 1:30 AM UTC

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

  1. Right-click Post Scriptum in your library.
  2. Press the “Properties” button and navigate to the “BETAS” tab.
  3. 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.

https://medal.tv/clips/68755954/d1337rjygTqA?invite=cr-MSw0M0wsMjExMDEzODIs
When a friendly crew member dies, 1 crew is removed from the Crew Count pool allocated to your team. If you lose all 100 it's game over.

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.

https://medal.tv/clips/68755854/d1337h9ickGz?invite=cr-MSxwek0sMjExMDEzODIs
Armoured Spawner / Teleporter in action

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.

NEW HULL BREAKING MECHANICS

https://medal.tv/clips/68755476/d1337clXFuL2?invite=cr-MSxYdlYsMjExMDEzODIs
Video above shows an Sd.Kfz 234 "Puma" armoured car being hullbroken. (take note of the tank icon in the compass on the lower left for hull component health)

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.


HANGAR

https://medal.tv/clips/68756284/d1337bsMsoKV?invite=cr-MSw2NzAsMjExMDEzODIs
In the Hangar you can spawn any vehicle and see various informational statistics about each vehicle. Great place to get to know your tank as well as those of your opponent.

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!

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

Squad 44 - SnazzyDuckling
Greetings!

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 are a modder with a burning passion and a mod you want to tell the world about, you can submit your mod to the modding spotlight here.

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.


Sturmtiger
Created by: Internoto
https://steamcommunity.com/sharedfiles/filedetails/?id=2557083604


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.



Villers Bocage
Created by: Salami1991
https://steamcommunity.com/sharedfiles/filedetails/?id=2569424945


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.




Post Scriptum Realism Mod
Created by: PSRM Team
https://steamcommunity.com/sharedfiles/filedetails/?id=2424691243


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!

Sincerely,
Periscope Games



JOIN THE DISCUSSION ON DISCORD

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