We are excited to announce in collaboration with Mercury Arts the release of Chapter Mercury which takes Post Scriptum to the Mediterranean island of Crete. On top of this, we have made a couple of minor bug fixes and added the first small batch of tanks which includes the Stug III.
Community Trailer created by Nox Cinematics
Chapter Mercury - "Maleme"
Chapter Mercury itself focuses on the Battle of Crete in June 1941. The first map, Maleme, pits the Fallschirmjäger of Gruppe West against the New Zealanders of the 2nd NZ Division, as they battle for control of a crucial airfield on the island. Additional maps and factions are planned for the chapter, with the Greek 5th Cretan Division, Australian 16th Infantry Brigade and eventually the Italian 50th Infantry Division, all still to come.
For the release of Chapter Mercury, we have integrated the bug reports into their own section on our Official Discord
The Steam Lunar Sale is here again this year and it is the Year of the Tiger.
Post Scriptum will be 25% off for the duration of the Lunar Sale which runs from January 27th until February 3rd.
Status Update for the Engine Upgrade to 4.27
To go with all of this we here at Periscope Games are currently working full time on getting Post Scriptum updated to the latest version of Unreal Engine 4. This comes with plenty of benefits and improvements that we can make use of to ensure Post Scriptum remains relevant for years to come.
We will share more information about the Engine Upgrade and what it all means for Post Scriptum in a future devblog. This update is likely to be the last update using the old 4.21 version of Unreal Engine.
As per usual you can get your changelog below:
Maleme Release Changelog v2.1.2102.5790
Post Scriptum Core Changes
- Adjusted handling for the following vehicles: Sherman M4A3, Panzer IV H, Sherman Firefly, Panzer 38t
- Added Update 1 tanks which include: Panzer II, Panzer III G, Stug III G
- Possible fix for an issue causing server crashes
Mercury Arts
Chapter Mercury Changelog
New map Maleme with six offensive layers
New faction Gruppe West
New faction 2nd NZ Div
Three new commander action added (JU-52 parachute/logistic, DFS-230 glider MSP)
Five new player weapons added (Lewis, Thompson, Lee Enfield, No76 smoke, LPZ mine)
New anti-tank emplacement LG-40 for Gruppe West added
Three new vehicles added (Morris CS8, Kettenkrad, Humber Super Snipe)
New light tank Vickers MkVIb for ANZAC added
Two new aircraft call in models (Blenheim, Hurricane)
Hope you all had a great holiday and came into the New Year safely. The first major announcement we have for 2022 is in relation to the Third-Party Integration which is part of our Roadmap this year.
Our very first Third-Party Developer team, Mercury Arts, will be releasing their Maleme map on January 26th as a part of their Chapter Mercury community chapter.
Chapter Mercury by Mercury Arts
Available January 26th
Chapter Mercury itself focuses on the Battle of Crete in June 1941. The first map, Maleme, pits the Fallschirmjäger of Gruppe West against the New Zealanders of the 2nd NZ Division, as they battle for control of a crucial airfield on the island. Additional maps and factions are planned for the chapter, with the Greek 5th Cretan Division, Australian 16th Infantry Brigade and eventually the Italian 50th Infantry Division, all still to come.
Mercury Arts has been working on bringing this exciting project to the Post Scriptum community for almost 2 years and soon it will be here in its first release. But that is not all that Mercury Arts has to bring for 2022. Below you can find their roadmap outlining their plans for the foreseeable future.
We will be covering their development going forward in future news posts, but if you are interested in following their development closer on a day-to-day or week-to-week basis, you can join the Chapter Mercury Discord here.
Mercury Arts Third-Party Announcement
As part of our plans outlined on our roadmap for 2022, Third-Party Integration is something we have been working towards since the initial release of the Post Scriptum SDK.
With a lot of work going into the feasibility of releasing and helping our modding community bring their content to the core game without the need for the workshop. This process is one that has been ongoing with plenty of challenges both logistically and legally.
The Chapter Mercury team recently rebranded as Mercury Arts under our recommendation in order to help brand them under a name that is sure to be a household name under the Third-Party agreement.
Mercury Arts has been instrumental in helping us set up the processes and procedures to introduce modded content into the game as a part of the main game installation, the biggest benefit to the players is the need to install a workshop mod prior to joining the server is removed as the content will always be available to our players.
For Mercury Arts, the addition to the Third-Party Program means that we can give them the tools and knowledge they need to bring their content to the Post Scriptum community and bring their content in line with the quality that players expect from us.
“We are hugely proud to release Maleme to you as the first Third Party team integrated into Post Scriptum. Releasing Maleme as Third Party Content means more players will be able to experience what we have produced, while we retain control over the direction of our project. We are grateful to the PG team for their support in this and hope it paves the way for other modders in future.” - “Katz”, Project Manager
Mercury Arts being Third-Party means that they will ensure that their content is updated and bugs are fixed, they will also be continuing the development of their content going forward under their own direction, but with the assistance and tools provided by Periscope Games. As such Periscope Games has very limited input into what Mercury Arts will be creating.
How do I become a Third-Party Developer?
The process to become a Third-Party Developer is one that we review and deal with on a case by case basis since every mod is different, we want to ensure that we give each mod the utmost care in how we review and decide upon the possibility to become Third-Party content.
In order to qualify as a Third-Party, we outline a couple of requirements for any potential developers. All Developers must be over the age of 18. This is due to the Non-Disclosure Agreement (NDA) that is associated with being a Third-Party Developer. You must own the right to use your content including in a commercial product. This means we may deny mods that fall under intellectual property, trademark & copyright protection. Developers are responsible for updating and maintaining their own mod, we will provide the infrastructure and assistance in this.
Periscope Games ultimately reserves the right to deny and/or remove Third-Party Developers from the program, but Third-Party Developers will always own their own content and we will always remove Third-Party Developers’ content at their request or on removal.
Additionally Third-Party Content is not available in the SDK and as such, no content created by Third-Party Developers can be used by community modders via the Post Scriptum SDK unless specifically requested. Third-Party Content is also never sold by Periscope Games as a part of any deals or DLC content, Third-Party Developers always own the full rights to their content.
If you would like to inquire about becoming a Third-Party Developer, you can send an email to thirdparty@periscope-games.com and give us a pitch with what you would be interested in bringing to the game as part of the core game.
Steam Lunar Sale 2022
January 27th 10 AM PT - February 3rd 10 AM PT
The Steam Lunar Sale is here again this year and it is the Year of the Tiger.
Post Scriptum will be 25% off for the duration of the Lunar Sale which runs from January 27th until February 3rd.
Deck the point with guns and bunkers, Fa, la, la, la, la, la, la, la, la!
And just like that the year 2021 is coming to a close. For Post Scriptum the year 2021 has been an exciting one full of challenging tasks for our team to work through. We have arrived here with the excitement of what is it to come for Post Scriptum into 2022.
Periscope Games Holiday
Now it's time for the team to have some needed holiday to recharge and this means that from December 22nd until January 3rd the Periscope Games team will be away for their yearly holiday.
Going into 2022 we have a lot of exciting things planned with a roadmap packed with content going into the next year. There is still a lot to come for Post Scriptum going forward from here.
We are super excited for what 2022 has to offer and we can't wait to return in January, fully recharged, motivated and focused on delivering on everything we have planned for on the Roadmap for 2022.
Players can still reach out to the Customer Support Team via this LINK but please be understanding of longer than average response times due to the holidays, our players can always find answers to the most common issues and answers using the Support Section of the Steam forum or via this LINK
So from all of us here at Periscope Games, thanks for your support in 2021 and happy holidays!
Steam Winter Sale
50% off December 22nd - January 5th
The Steam Winter Sale is also here yet again this year and Post Scriptum is 50% off from December 22nd - January 5th.
Chapter 4: Watch On The Rhine
Haguenau map preview
As we announced in our roadmap a year ago, Chapter 4 has been underway during 2021 and we can't wait to see our players take the fight in Post Scriptum to the wintery battle during December 1944 - February 1945.
Last year we showed off the first Chapter 4 map "Foy" and this time we will be showing you the 2nd map coming to Chapter 4. "Haguenau".
We have a small update that is likely to be the last game update from us in 2021 and we will be heading off on holiday this week. The fixes are mainly for small issues after the Maginot release, but we've also kept working on the issue where vehicles sometimes disappear on disconnect, we believe it is now fixed, but will be keeping an eye on bug reports up to the day we leave for holiday.
As per usual you can find the changelog for this update below.
Changelog v2.1.2070.5724
- Fixed Random minefield in Veghel - Increased minefield timer on Carentan Invasion from 5 seconds to 25 seconds. - Potential fix for vehicle disappearing on timeout / disconnection. - Fixed missing railroad on Maginot map. - Fixed Maginot tank decks not being combined. - Added 1 MSP to all Supremacy layers - Fixed AP Mines not being triggered by infantry.
Since the Armoured Update was released last month we have been working continuously on bug fixing, gameplay improvements and most important putting the finishing touches on our 3rd Chapter 2 map Maginot.
We are excited to finally release this map to you, Maginot sets the standard for future Post Scriptum maps, having drawn from all our experience with Chapter 2 and Chapter 3's launches, those lessons we can now apply more thoroughly to Chapter 4 going forward.
Chapter II - "Maginot"
The Maginot map is based on the Vosges sector of the Maginot Line, a line of heavily fortified positions between Germany and France, the purpose of the Maginot Line was to deny Germany an offensive capability directly through to France.
In Post Scriptum this map is represented by the Vosges Sector which is a mountainous region of the sector, containing rolling hills, fields, dense woodlands and of course the Maginot line itself, both above and below grounds.
The underground tunnel will not be ready for the initial release as we need to run some more optimization passes on it, but it will come to the Maginot map in an update soon.
Official Partner "The_Yazoo" Interview with the Community Manager of Post Scriptum
18th of December @ 6 PM UK/GMT
Official Post Scriptum Partner The_Yazoo will be hosting an interview on December 18th @ 6 PM UK/GMT over on his Twitch with Post Scriptum Community Manager Henrik "SnazzyDuckling" CHRISTENSEN
They will be talking about all things Post Scriptum, wrapping up 2021 and looking forward to what is coming in 2022 for Post Scriptum. Questions will also be answered from the community so if you are interested you can tune into his Twitch for the stream.
Maginot Release Changelog v2.1.2064.5708
Released Chapter II - Maginot Map
[/b]
Added 6 Offensive
RAAS 1940 FR-GER
Supremacy 1940 FR-GER
Supremacy 1944 US-GER
Gamemodes
Added Utah Beach RAAS
Added new game mode Supremacy // Removed all KOTH layers
[/b]
Heelsum Supremacy 1944
Driel Supremacy 1944
Doorwerth Supremacy 1944
Carentan Supremacy 1944
Oosterbeek Supremacy 1944
Maginot Supremacy 1940
Maginot Supremacy 1944
St Mere Eglise Supremacy 1944
Stonne Supremacy 1940
Utah Beach Supremacy 1944
Veghel Supremacy 1944
Velmolen Supremacy 1944
FOB Overhaul
3 FOB max per side
100m exclusion from flag for defenders
400m exclusion from flag for attackers
Cost from 550->500
Deconstruct time set to 90s
Armoured gamemode crew count 100->150.
Fixed crew being killed by TNT explosives.
Fixed Utah Beach double spawn point for LCT.
Fixed Regroup Call not working in non-active capture zones (RAAS and Supremacy).
Increased font size on loading screen tips for smaller monitors.
Fixed missing rocket impact VFX on certain materials.
Fixed weapons staying in hands during death animation.
Possible fix for vehicle destruction upon driver disconnection.
Rebalanced strafing runs to do more damage.
Fixed wreck destruction time and sound playing after death.
Fixed wrong sound FX on sunny layers for Utah Beach.
Fixed Chevrolet engine sound attenuation being far too loud.
We are excited to announce that the 3rd and long-awaited map for Chapter 2 will be released to Post Scriptum tomorrow Friday, December 17th.
The Chapter 2 map has been in development for a long time and has seen several delays occur during the process, but we are very satisfied with the state the map is currently in and can't wait to see our players opinions on the map when it releases.
Moving forward from this release we will be winding down for the holiday and next year we will be focusing quite heavily on Chapter 4 as well as the 2nd QoL update.
We have another smaller game update leading into the weekend. We've looked over some of the feedback from our Armour Overhaul, a few changes have been made to the Track and Cannon component.
Tracks are no longer considered a vital component (Even when both are knocked out). Cannon will no longer be able to fire below 50% HP.
We also tweaked some of the repair times to make them more reasonable.
Maginot Public Playtest
December 11th @ 10 AM Pacific | 1 PM Eastern | 6 PM UTC
The public playtest will run on a special Beta branch that you can access starting December 11th @ 10 AM Pacific | 1 PM Eastern | 6 PM UTC until December 11th @ 1 PM Pacific | 4 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.
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 Maginot build. Once the test is over you just do the same steps but opt out of any branches to revert back to the normal version of the game.
As per usual you can find the changelog for this update below.
Changelog v2.1.2036.5599
- Tracks are no longer considered 'vital components' - Cannon component now needs to be above 50% HP to fire. - Tweaked component repair times. (From fully damaged to fully repaired) - Transmission 20->30 seconds - Turret Ring 15->30 seconds - Periscope 8->15 seconds - Track 10->20 seconds - Cannon 15->30 seconds - Fuel tank 10->20 seconds - Engine 20->30 seconds - Added message telling you when your cannon is too damaged to be used. - Sdkfz 234 penetration curves tweaked. - Fixed MSP wrecks fire sound looping forever. - Fixed Invasion objective (AA Guns) not being destroyed by magnetic mines and satchels. - Added penetration values for all rockets inside the hangar.
KNOWN ISSUES WE ARE WORKING ON APHE not generating penetration decal Dinant Skirmish causing crashes
We should now have a real fix for the infantry going invisible to tank crews, this is in huge part thanks to the wealth of bug reports & the efforts of our QA team.
Additionally we've fixed several other small and major issues like the tank sounds being heard from very far distances. This was due to some broken sound attenuation.
Official Partner "The_Yazoo" Interview with the Community Manager of Post Scriptum
18th of December @ 6 PM UK/GMT
In additional news Official Post Scriptum Partner The_Yazoo will be hosting an interview on December 18th @ 6 PM UK/GMT over on his Twitch with Post Scriptum Community Manager Henrik "SnazzyDuckling" CHRISTENSEN
They will be talking about all things Post Scriptum, wrapping up 2021 and looking forward to what is coming in 2022 for Post Scriptum. Questions will also be answered from the community so if you are interested in giving your questions you can let Yazoo know on his Twitter & Discord server.
As per usual you can find the changelog for this update below.
Changelog v2.1.2021.5527
- Potential fix for infantry sometimes being invisible to tank crews. - Fixed Best RAAS names not being consistent. - Fixed tanks being heard over long distance due to broken sound attenuation. - Removed fire spark emitter from wreck explosion. - Updated old 20mm HE explosion on concrete & brick. - Fixed rocket launcher using large tank shell impact fx. - Fixed MSP being disabled near friendly tanks.
KNOWN ISSUES WE ARE WORKING ON APHE not generating penetration decal Dinant Skirmish causing crashes
This last small update for the weekend will once more attempt to fix the invisible infantry that wasn't fixed yesterday.
As per usual you can find the changelog for this update below.
Changelog v2.1.2011.5491
- Potential fix for infantry sometimes being invisible to tank crews. - Fixed deployables being able to flip tanks and other vehicles. - Fixed M4A3 Commander socket causing character to be exposed. - Fixed Skirmish missing cap zones.