Squad 44 - SnazzyDuckling
Greetings!

The build that we will be using tonight is available to download now. If you are not familiar with the playtest or what it's about you can read the news post here:
https://steamcommunity.com/games/736220/announcements/detail/4689941763322221342

We have started up EU 2 with no password so that you can play around until the test. Once the test starts server will be restarted.

Important Information & Known Issues:
- DLSS is not compatible with any Anti-Aliasing or Super-Sampling modes.
- NIS is not compatible with any Super-Sampling modes.
- If rapidly tap firing weapons on Fully Automatic sometimes audio will play over each other.
- Some weapons have delayed animation, this can be fixed by looking down using freelook.
- When leaving a section in an MSP your kit might disappear when leaving the vehicle.
- DLSS on Quality and Balanced has some black graining artifacting when standing still for a while.
- Wounded players may experience issues where the world around is muffled and section / command voice is muted.

PLEASE READ
We also highly recommend you reset your cache manually, since this is a new engine version.

If you do not know how to do so, we have an article for this here:
https://offworldindustries.zendesk.com/hc/en-us/articles/360052332231-How-to-clear-your-user-cache


Public 4.27 Playtest Information

The build we will be using during our playtest today is now available for download via Steam.

The public playtest will run on a special Beta branch that you can access starting now!

The test itself is scheduled to run from March 13th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC until March 13th @ 3 PM Pacific | 6 PM Eastern | 10 PM UTC

You can take part by following the small guide below:

NOTE: If you do not see the validation-branch yet, 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”




Sincerely,
Periscope Games


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Roadmap 2021 / 2022
Squad 44 - SnazzyDuckling
Greetings!

We are super excited to finally be able to talk and show you what we have been up to since the start of the year, our big focus after the Armour Overhaul late last year has been on reaching 100 players and improving performance as well as stability with the game. To that end, we decided to push forward our Engine Upgrade plans and as such we have spent the last few months upgrading Unreal Engine to the latest version.

With the latest version of Unreal Engine, we had the capability to explore and make use of new technology.

Since Mercury Arts released the first Third-Party Content for Post Scriptum in January with their new Maleme map, since then focus for Mercury Arts has been to bugfix and improve upon their release as well as their next phase of content.



Unreal Engine 4.27 Upgrade

Since we released the Armour Overhaul last year, we made the decision to push for testing of 100 player capability, testing showed us that in order to reach the numbers we want, an engine upgrade was likely required and as such, we made the decision to push forward the upgrade and started working on this not long after the Armoured update released.

Unlike the last time we upgraded our engine we decided to not commit to an OWI Core upgrade as this would save us a lot of time on the upgrade. At the beginning of February, we began internal testing with our Community QA team with regular testing involving our Community Testing team.

Graphical Improvements



One aspect of the engine upgrade was that it gives us some native improvements graphically, one such aspect is the visual one, with Unreal Engine 4.27 we have new and improved lighting, as you navigate the fields, forests and cities, you’ll notice that lighting is much warmer, brighter and lifelike, something we hope will be received well amongst our players.



In addition, we have made significant improvements in how objects such as houses, trees and various foliage are rendered for the game, while we don’t expect to see huge improvements in performance this helps us bring the performance closer to where we would like it to be.



There are many more changes that we are looking into for the visual aspect of the game and how it performs and as we move forward we’ll be exploring and implementing these where it makes sense.



Improved Spawn Menu

The Spawn Menu is a vital tool for all players regardless of roles and function. Over the years we have made some changes to our spawn menu in order to streamline it and make the experience better, we spent a lot of time reading and discussing player feedback and suggestions, with the many changes already being made to the game in various ways thanks to our community, it would only make sense for us to see where we can improve the interaction with the spawn menu.

We identified a few key areas that we wanted to improve upon
  • The number of pages players have to navigate in order to select roles, kits and teams.
  • Better streamlined experience to ensure that going from Joining a team to selecting a kit, a role and a place to spawn is set up in a more intuitive way for players.
  • Rework various items that aren’t on the spawn menu, or take up unnecessary space.

To address these we started out by outlining that going from joining a server to spawning should consist of no more than 2 pages, to achieve this we merged the Section and Loadout pages into one seamless page.

We also made the requirement for the map, section & kit selection as well as role information to be displayed in such a way that it's more intuitive to switch from one column to another.



We then looked at any items on the spawn menu that were not necessary or were missing from the players and we realised that players have no intuitive way to respawn when necessary, this is especially true for new players who aren’t familiar with the command line and the respawn command.

We have now added the ability to respawn directly from the spawn menu when you are spawned in, this also gives you a warning that respawning comes at a cost in tickets and spawn time. It is still possible to respawn using a command, but we encourage players to make use of the new respawn button as eventually the command could be removed.



The biggest one for us was the spawn list which would show you the spawns on a list rather than making use of the map, we decided to remove this feature as it really only doubled as a way to spawn and most players make use of the map when deciding where to spawn in.

We also learned that most players prefer to have the largest map possible so that navigating and placing markers is easy. Because of the new layout, the map was made smaller in the overall UI and this was something that we very quickly learned was offputting, to counter this we made it so that when players hover over the map, it will now scale up over the rest of the spawn menu, allowing you to make better use of the map. This we call “Dynamic Map Scaling” and it can be turned on or off based on player preferences from the game settings.

The chat was another point in which we saw a lot of unnecessary space being taken up, the chat is something players rarely use on the spawn menu itself, but we couldn’t remove it instead we now allow players to collapse and uncollapse the chat, by default its collapsed and only displays the last message from the chat.


Nvidia DLSS Implementation



With Unreal Engine 4.27, we had the chance to experiment with the implementation of brand new tech that has changed how we play video games quite heavily, one such technology is Nvidia DLSS.

Nvidia DLSS (Deep Learning Super Sampling) is an AI-based technology developed by Nvidia to improve performance using Tensor cores on their special hardware, particularly the RTX series of graphics cards. DLSS uses AI deep learning neural networks to upscale images from lower resolutions to higher resolution using the AI Tensor cores available on their RTX series of graphics cards. The performance improvements come at virtually no cost to visual fidelity.

With 4.27 Post Scriptum will also feature the ability for players with RTX graphics cards to make use of DLSS to improve their performance in the game. Players can expect to see as big as a 50% performance boost to their game performance using DLSS.


Nvidia NIS Implementation

Because DLSS requires an RTX series card from Nvidia there is a limit to who can make use of this technology, but Nvidia recently released NIS (Nvidia Image Scaling) which uses the same principles of upscaling lower-resolution images to achieve better performance.

NIS is essentially Nvidia's version of AMD FSR and it works in the same way and this means that it is not required to have a Nvidia graphics card as this technology works with cards from other manufacturers like AMD, Intel and so on.

Unlike DLSS, NIS does not make use of any AI deep learning or neural network to upscale, but rather relies on an upscaling algorithm and sharpening to achieve a similar result.

Performance improvements here aren’t as high as they are using DLSS, but on the other hand, NIS is driver based and does not require any particular type of graphics cards, as such even older Nvidia or AMD series cards can make use of this feature.

Intel 10/11/12th Gen CPU Crash Fix.

With Unreal Engine 4.21, we had an issue in which 10th, 11th and 12th gen Intel CPUs were unable to start due to a bug in OpenSSH that Unreal Engine uses which caused a game crash on startup, we were unable to deploy a fix manually and had to resort to a temporary workaround in the form of “Safe Mode”, but with the new version of the engine this issue should be resolved.

Armour Overhaul APCR Changes

We are also currently working through all our APCR, HVAP and APDS shells to ensure they behave correctly, we were made aware that these shells have a tendency to penetrate extreme angles when they shouldn’t.

APCR, HVAP and APDS especially those deployed during WW2 had a tendency to ricochet off high impact angles, this wasn’t very well represented due to the curves that were initially created. We have gone through each and every one of these shells to ensure they behave more correctly to their real-life counterpart.


Public 4.27 Playtest Announcement

With all of those changes covered we are excited to announce a public playtest on the new 4.27 Engine version and all the improvements made. We want to ensure the game is stable and works for everyone, but also to give people a chance to see what is new, help give their feedback on what we have ready.

It’s also an opportunity for us to profile the server and bug hunt for issues that we can’t normally look for because it needs a full server. We might even try out 100 player capability again to see where we sit with server-side performance now that we have upgraded.

The public playtest will run on a special Beta branch that you can access starting March 13th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC until March 13th @ 3 PM Pacific | 6 PM Eastern | 10 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”




Sincerely,
Periscope Games


JOIN THE DISCUSSION ON DISCORD



Roadmap 2021 / 2022
Squad 44 - SnazzyDuckling
Greetings!

While we have been hard at work, getting Post Scriptum running on the latest version of Unreal Engine, we have continued to make fixes and changes to the current version of the game, as have our Third-Party developers. This Update is mainly focused on bug fixes and changes related to the recently released Maleme map.

We expect to be able to talk about the changes and improvements that you can expect to come with the updated version of the engine, playtesting is scheduled to start this week with a public playtest not very far behind, we are excited to see what this can bring and our aim for 2022 outside of the Chapter 4 release is to reach 100 player servers as have become mostly standard for this genre.


As per usual you can find the changelog for this update below.

Changelog v2.1.2109.5801
Changelog Core Game
- Fixed a game start parameter exploit.

Changelog Chapter Mercury
Level Design Changes
- Moved start screen camera actor
- New minimap of Maleme added with greater detail
- Maleme Offensive 4 capture points changed to align to map flow
- Maleme Offensive 4 is now a day layer
- Added night layer to every Maleme Offensive layer
- Added two Maleme event layers without flags
- Changed collision on barbed wire splines around the airfield
- Changed various shutters to different colours on Maleme
- Numerous small level design fixes to floating map furniture etc
- Change lightings on layers:
-- Maleme Off 01 = Dawn Clear
-- Maleme Off 02 = Sunset Clear
-- Maleme Off 03 = Noon Clear
-- Maleme Off 04 = Afternoon Sunny
-- Maleme Off 05 = Dawn Clear
-- Maleme Off 06 = Afternoon Sunny

Performance & Optimisation
- Updated LODs to all new Characters
- Updated LODs to all new Vehicles
- Updated LODs to all new Weapons
- Cobblestone road LODs amended
- Removed collision from various small stone meshes
- Fixed physics settings for Thompson and No76 grenade
- Fixed lightning creating bad performance for many low hardware players

Gameplay Mechanics
- Increased number of para jump JU52 aircraft to allow up to 18 players to spawn
- Increased Gruppe West Glider cool down to 15 minutes (balancing)
- Change DFS-230 glider MSP health system (destroyable by every projectile starting from rifles)
- Reduced cooldown times for ANZAC air support (balancing).
- Added 1x additional Matilda and 1x additional Vickers Mk6 to ANZAC tank deck (balancing/historical)
- Removed historically inaccurate QF6 pdr anti-tank gun

General Bug Fixes
- Fixed ANZAC Cdr Mortar call in - reduced time to action to 20 seconds
- Fixed ANZAC Cdr Blenheim call in (bomb hits)
- Fixed ANZAC tank crew lacking fire extinguishers
- Change Morris physic and driving behaviour
- Fixed Morris logistic crates clip through the bottom
- Fixed Morris internal col parts are sticking out
- Change Vickers physic and driving behaviour
- Fixed Gruppe West goremat
- Fixed Gruppe West Radioman sound cue location
- Added corrected Gruppe West gore system
- Added corrected Gruppe West gore limbs
- Added ANZAC goremat
- Added ANZAC gore system
- Fixed ANZAC "ping" sound by hitting not the head
- Fixed broken Lee Enfield scope
- Added No.76 smoke UI icon
- Added JU-52 paradrop and logistic UI icon
- Changed Kettenkrad tracks
- Bugfixed seat positions on Morris CS8 transports

Roadmap 2021 / 2022


Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings tankers!

Its time to give your tank some maintenance and what better way to get your hands dirty than grabbing yourself a copy of Tank Mechanic Simulator and their brand new First Supply DLC!

It is no secret that we here at Periscope Games love tanks and we proudly present in collaboration with DeGenerals, what we believe is the ultimate tank lover bundle.

Tank Scriptum Bundle

Grab the Tank Scriptum Bundle and complete your tank game collection with a -10% discount!

What's more, if you get the bundle by 18.02, the discounts will add up and you'll grab the games at an even better price!

GET IT NOW

The Tank Scriptum Bundle includes:
  • Tank Mechanic Simulator
  • Tank Mechanic Simulator – First Supply DLC
  • Post Scriptum


Tank Mechanic Simulator - Renovate & build II World War tanks. Experience highly detailed & realistic simulation game. Take tanks fully apart by using different tools. Transform them from rusty and ruined to fully working. Check them on the training ground, sell or put into your own museum.
https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator/

Tank Mechanic Simulator – First Supply DLC – An expansion for Tank Mechanic Simulator which includes 5 new highly detailed vehicles together with 5 engines. Additionally each vehicle contains packs of new museum stands, posters, unique MGs, ammunition, and achievements.
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/

Post Scriptum - the only truly immersive WW2 collaborative tactical shooter. Ruthless realism with an impressive arsenal of authentic weapons and a detailed collection of vehicles across immense battlefields in this absolutely unique combined arms experience.
https://store.steampowered.com/app/736220/Post_Scriptum/

So what are you waiting for tanker! Time to get your hands dirty with this unique opportunity.

This couldn't be possible without the awesome people at DeGenerals, both of our games share the same theme – Tanks.

We prepared a list of vehicles you can meet in both games:
Chruchill Mk IV
M18 Hellcat
PzKpfw VI Ausf. B Tiger II
PzKpfw V Panther
PzKpfw III
PzKpfw II
PzKpfw IV Ausf. G
Sd.Kfz 251
M3 Half-track
M8 Greyound
M4A3E8 Sherman
Panzer VI Tiger I

You have driven them to battle in Post Scriptum, now relax and repair them repair in Tank Mechanic Simulator!




Sincerely,
DeGenerals & Periscope Games
Squad 44 - SnazzyDuckling
Greetings!

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

You can also report bugs by joining the Chapter Mercury Discord here

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.


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)
  • Two new radio meshes (Torn Fu D2 and WS18)
  • New rally point meshes added
  • Incap voicelines added for GW and ANZAC


Sincerely,
Periscope Games & Mercury Arts



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Squad 44 - SnazzyDuckling
Greetings!

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.

Sincerely,
Periscope Games & Mercury Arts



JOIN THE DISCUSSION ON DISCORD


Squad 44 - SnazzyDuckling
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".







Sincerely,
Periscope Games


Roadmap 2021/2022



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

We have a 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.

Roadmap 2021 / 2022


Sincerely,
Periscope Games



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Squad 44 - SnazzyDuckling
Greetings!

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.
  • Added the ability to set Max FPS in game options.
  • Main menu is now capped to 60 FPS.
  • [/list]


    Sincerely,
    Periscope Games



    JOIN THE DISCUSSION ON DISCORD

    Squad 44 - SnazzyDuckling
    Greetings!

    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.

    Sincerely,
    Periscope Games



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