This update while not massive has been spent mainly tracking down and fixing some issues with VOIP and foliage detail at a distance. We will continue to monitor issues and make fixes as necessary, to that end we want to thank you for your bug reports as it helps us massively track down issues!
We are currently moving towards the release of Chapter 4 which we expect to start publicly playtesting very soon.
As per usual, you can find the changelog for this update below.
Changelog v3.0.674.3124
Cleaned up the VOIP Optimization.
Fixed an issue where local VOIP would accumulate in an area and cause it to be played back if a player entered the area again later.
Optimized and improved Foliage LOD to better avoid harsh pop-in behaviour.
Rebalanced FG-42 recoil to better fit the caliber and rate of fire.
The last few weeks have been relatively quiet as we start to prepare for the upcoming release of Chapter 4: Watch On The Rhine.
But for the more regular stuff, we are continuing bug fixing and improving upon the Engine Update that release earlier in June. This update brings a couple of important fixes, but also incorporates some feedback from our community. Most of them related to layer improvements.
We are also working on some more optimization to get us closer to the goal of 100 players. We aim to run a public playtest this upcoming weekend and we will release another post with details on how you can participate. So keep your eyes out for that.
As per usual, you can find the changelog for this update below.
Changelog v3.0.647.2695
Fixed an issue where armoured crew members could be killed by magnetic mines.
Fixed an issue where periscope views in tanks would become broken when players got too far away from a tank.
Potential fix for staging phase getting stuck in some rare instances.
Removed APCR from Flak 38 20mm. [Community Feedback]
Dinant Offensive 01 & 02's French mains have been moved further south away from the nearest cap point [Community Feedback]
Driel Offensive 08's Polish main moved 300m East from it's original position, further away from the elevated railroad [Community Feedback]
Driel Offensive 09's Polish main moved 800m West from it's original position [Community Feedback]
Driel Offensive 10's Polish main moved 1km East from it's original position [Community Feedback]
Grave Offensive 02's US main moved further away from the river [Community Feedback]
Grave Offensive 03's German main moved further away from the river [Community Feedback]
Heelsum Offensive 07's German main has been moved away from the center of the battlefield to prevent camping [Community Feedback]
Maginot Offensive 01, 03 & 06's "La rivière" cap point removed and replaced with "Faubourg", this cap point is further away from the German main [Community Feedback]
Maginot Offensive 07's "Foret" cap point removed and replaced with "La base militaire", this cap point is further away from the French main [Community Feedback]
Velmolen Offensive 04's US main moved much further away from first cap point to help prevent camping [Community Feedback]
Moved German main on all Best layers [Community Feedback]
Replaced "Bridge" cap point with "Dokken" cap, which is further away from German main on Best [Community Feedback]
Adjusted Main base protection spheres on Dinant, Driel, Grave & Velmolen [Community Feedback]
Small hotfix has landed, our server hosters alerted us to an issue causing Linux servers to crash, this should be resolved now. We also deployed some other minor fixes that was ready. We aim to push another patch sometime next week.
As per usual, you can find the changelog for this update below.
Changelog v3.0.623.2517
- Fixed an issue causing Linux servers to crash on startup.
- Removed some additional debug logging no longer necessary.
- Added a sanity check for client crashing when entering vehicles.
- Fixed language selection not saving when restarting.
- Fixed enlarged map blocking kicking of squad members.
We have another patch ready for you, this one includes more fixes and potential fixes for some tank related bugs. We have also implemented some more QoL changes with the ability to select microphone input under the Audio tab of the game settings menu. This update also brings back the Chinese localization to the game.
We have also deployed some other smaller miscellaneous fixes and will continue through this week and next week with more updates.
Hope you are enjoying the warm summer weather, we certainly are here at Periscope. But that doesn't mean we aren't working on continuous updates and fixes for Post Scriptum. We have another round of fixes for this week and they address some smaller map issues, but also touches on some other issues reported by the community.
With this update Mercury Arts wil also be bringing back their Chapter Mercury 3rd Party content. Their changelog can be found below our own.
It's the end of June and you know what that means, right? It means the Steam Summer Sale of 2022 is here and an amazing deal on thousands of awesome games. But of course Post Scriptum what you've been eyeing and there are awesome news, because Post Scriptum will be 50% off during the Summer Sale this year.
Starting today at 10 AM Pacific and running until 10 AM Pacific on July 7th, Post Scriptum will be 50% off throughout the entire Steam Summer Sale.
So if you've been eyeing Post Scriptum or know a buddy you'd like to bring along into battle, now is the chance to get a good deal on Post Scriptum, one of the most immersive WW2 Tactical Shooters on the market.
With the Engine Update last week, we have been working non-stop to ensure that we fix the most vital and biggest bugs. We will of course continue fixing issues over the next coming weeks as well.
We want to thank everyone who has helped us by reporting bugs and giving us feedback about what isn't working, so that we can adequately prioritize them.
As per usual, you can find the changelog for this update below.
Changelog v3.0.583.2400
Optimized the network replication method for Server & Client side performance.
Fixed issues causing players, vehicles, objects and markers to disappear due to network replication issues.
Fixed an issue sometimes causing vehicles to disappear on map change.
Fixed players missing kits on Utah Beach Invasion.
Fixed an issue causing some vehicles to cull far too early.
Fixed an issue causing certain throwable weapons to explode over and over.
Adjusted the VOIP volumes once more to find a better balance.
Disabled the filter, causing VOIP to become quiet temporarily while a permanent fix is worked on.
Temporarily disabled Chinese due to font incompatibility. Will be back at a later date when a suitable font replacement is found.
The respawn button can no longer be spammed, which sometimes led to players getting stuck.
Possible fix to black and white out of bounds filter being stuck on screen.
Fixed radio filter resetting when using an AMD CPU.
Fixed a bug that caused players to be able to build unlimited amounts of FOBs.
Adjusted some ditch collision to stop players sliding back down.
Fixed Flak 36 being unable to rearm using supplies from construction truck.
Fixed floating FR Commander car on Maginot Offensive layers.
Fixed US repair crane sunk into ground on Velmolen.
Fixed Grave swamp where vehicles would explode without being underwater.
With our 4.27 Engine update release yesterday, we've been monitoring our platforms for any issues that would arise during the release. While we were pretty confident in our release we acknowledge that there are many issues still to resolve and we will work continuously until these issues are all resolved.
Given the volume of bug reports, we are sorting through the ones that are having the biggest impact on gameplay and fixing those issues. Over the next few weeks we will update regularly and patch as many issues as we can ahead of the Steam Summer Sale.
We want to thank all of our players for their help in reporting issues to us and we encourage you to continue reporting issues and giving us feedback as we move ahead. This hotfix fixes some of the more immediate issues like the VOIP, Reverb, RCON and other various bugs.
We are currently focusing on fixing the issues caused by what we believe is desync and latency, these includes issues such as grenades and smokes disappearing, vehicles not behaving correctly and other bugs related to the network.
As per usual you can find the changelog for this update below.
Changelog v3.0.564.2306
Adjusted the Section & Commander audio being very quiet.
Adjusted Local distance volume drop-off to make sure audio fades more naturally.
Adjusted Radio Filter to be less muffled.
Adjusted In vehicle attenuation to fix muffled crew comms.
Adjusted sound reverb to be less extreme when inside buildings and under objects.
Fixed RCON Plugin which was disabled in code.
Temporarily changed main menu font due to incompatibility with Chinese locale, causing buttons to disappear. NOTE: We recommend a temporary fix which will allow you to play. Right click the game -> Properties -> Launch Options and type in "-culture=en" without quotation marks.
Disabled some unnecessary debug logging that could result in TPS loss and latency.
Reduced light shaft intensity and brightness on St Mere Eglise Offensive 01
Arnhem main adjustments: Moved mains away from their closest cap point on Offensive and RAAS layers
Reduced light shaft intensity and brightness on Arnhem rain layer
Fixed a pond in Doorwerth that you'd drown standing in.
We are excited to finally announce the release of our Engine Upgrade Update which brings Post Scriptum up to the latest version of Unreal Engine, to go along with it are many bug fixes, improvements and optimization acros the board.
4.27 Unreal Engine Update
With the release of this update Post Scriptum now runs on the latest version of Unreal Engine, this is something that was important to us and for the longevity of the game as many of the new tools and improvements made to the engine are now available to us, we will be using these to great effect in making Post Scriptum a better experience for all of our players.
One big issue we had with a previous version was an issue for certain CPUs namely Intel CPU's of Generation 10, 11 & 12 crashing when starting the game due to a bug within the engine itself, resulting in us needing to make some bandaid fixes. This issue is now resolved entirely and shouldn't impact users of those brands of CPU anymore.
During the upgrade we spent some time looking into some of the new tech that has become more readily available to us as developers, while we have many options for implementation we sat down and eventually settled with our options. And so we ended up choosing the solution that NVIDIA provided.
Starting with this update Post Scriptum now supports both DLSS and NIS, both are tech from the same company, but they achieve different results. DLSS is designed as an AI upscaler that performs what we can only describe as black magic to give users of Tensor core compatible GPUs a boost in performance for little to no visual loss. The downside is that this tech requires the use of Nvidias RTX lineup of cards.
The other tech is NIS which is more like a traditional upscaler that works on all brands of graphics cards similar to AMD FSR and is essentially their answer to AMD FSR, we've gotten many questions as to why we opted for NIS over AMD FSR and the simple answer is that the implementation was far easier and doesn't have compatibility issues with NVIDIAs other tech.
While we have chosen this option for now, if demand is high enough we may consider AMD FSR in the future.
Steam Summer Sale 2022
June 23rd - July 7th
Flowers are blooming, the heat waves are here and its time to bring out your sunscreen, because summer is here and you know what that means. The Steam Summer Sale is almost upon us and as with every year Steam has their seasonal sale on the same period as it usually does every year.
You can expect Post Scriptum to be 50% off for the Steam Summer Sale 2022.
Engine Upgrade Release Changelog v3.0.550.2211
Gameplay Improvements
General Changes
Fixed an issue where you could not enter and exit ADS while cycling the bolt.
Possible fix for shells exploding when leaving the gun due to latency.
Tactical map now shows X,Y,Z coordinates. Only relevant to developers for bug fixing.
Fixed rendering of US Marksman rifle in D-Day higgins boat.
Fixed missing impact FX for APHE on materials when pentrating but not exploding
Fixed M4A3E8 spare track external component not having physmat.
Created a hole in the Panther turret and turret interior col pieces behind the cannon so that shells can penetrate the turret and armor value isnt doubled.
APHE now detonates on impact with soldiers instead of phasing through.
Moved M4A3E8 HVAP up so that it is below APCBC
Fixed Cromwell Shot Mk9 APCBC-T being incorrectly labeled as APBC-T
Added missing impact fx to some APHE shells.
Added missing impact and ricochet decal to some APHE shells.
Resized all impact decals to be more reasonable according to shell caliber.
Added HEAT impact decal to make it easier to decipher if you bounce or ricochet.
Fixed M8 greyhound ammo amount 125 -> 80
Fixed Sherman M4A3 Default Wreck Right track not correct position.
Added M10 Wolverine
Added M8 Greyhound
Added Stug III A
Stug III G handling adjustment.
Sherman Firefly handling adjustment.
Rebalanced all APCR shells with more realistic bouncing angles.
CreateRallyPoint is now called AdminCreateRallyPoint. requires "cheat" permission level
Fixed an issue where commander icons were offset on map.
It is now possible to rearm Anti Tank guns using supplies from construction truck
Implementation of Replication Graph to give better server performance. (Ongoing)
New lighting across all layers
Added new foliage to all maps.
Graphical Changes
Moved advanced graphics into a separate tab
Added Nvidia DLSS & NIS settings & sharpness
Added an option to toggle Volumetric Fog
Added an option to toggle & set Depth of Field quality
Added a slider to change Motion Blur amount
Max ingame FPS can now be set from 0 999. 0 Disables FPS cap.
New Spawn Menu
All pages are combined into one page.
Removed spawn location list.
Hovering over the map now enlarges the map. (Can be toggled off in Game Settings)
Chat can now be collapsed.
You can now Respawn from the spawn menu.
Staging phase timer is now visible on the spawn menu.
Staging Zone Standardization
Offensive:
Staging time has been made consistent across all Offensive layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Added staging and forward staging zones to all Offensive layers
Fixed any Offensive layers where both teams were either marked as Attackers or Defenders
Fixed any staging zones in Offensive layers that had an incorrect team assignment
Removed any extra, unneeded staging zones
RAAS:
Staging time has been made consistent across all RAAS layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Added staging zones to all RAAS layers
Removed any extra, unneeded staging zones
Supremacy:
Staging time has been made consistent across all Supremacy layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Armoured:
Staging time has been made consistent across all Armoured layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time and time for players to get into their assigned vehicles before the match begins.
Added staging zones to all Armoured layers
Invasion:
Invasion Layers with staging zones have been set to 210 seconds
Map Fixes
General
Lowered the placement collision box for the Flak 36 to allow for placement inside of flak emplacement bunkers
Improved readability of explanations in shooting range and fixed some typos
Added box collision to TownResidence2Floor12Length_B so players can't clip inside
Carentan
Carentan church is no longer floating off the ground
Fixed wall that wasn't capped off in bush
Enabled collision on large foliage rocks
Fixed fence clipping inside of building
Fixed LOD material on building
Moved Axis temp spawns closer to first objective on Offensive 01
HQ/Mains for both sides have been moved further from their closest cap point on Offensive, Invasion, RAAS, and Supremacy layers
Veghel
Fixed separated trench spline
Fixed floating radio in German Main on all layers
Fixed floating road spline near bridge
Dinant
Fixed an issue where you could hop into an alleyway, but you'd be stuck there
Fixed issue where you could fall through ground into trench tunnel
Fixed floating radio in German Main on all layers
Fixed issue where you'd run into invisible collision when going up staircase to the castle
Fixed pinch point where you could get stuck between a tree and cliff
Fixed some cliff pieces clipping out of the ground
Fixed floating debris pile in trench
Fixed alley in factory you could jump in, but couldn't get out easily
Fixed issue where player could hide inside some large oak trees
Removed floating debris from road
Fixed floating wall by raising landscape near it
Fixed floating barn
Fixed floating train car
Fixed spot where you could see into a building's interior by looking underneath
Fixed various floating spline edges
Fixed pinch-point between landscape and wall
Fixed various floating sidewalks
Fixed building with bumpy attic floor
Fixed stairs in manor that were difficult to climb
Replaced citadel lights with off variant if no point lights were attached
Covered citadel window in Offensive 01 to prevent players from entering
Arnhem
Fixed floating sidewalk
Removed invisible building that was blocking players from running through alleyway
Fixed issue where some brick fences weren't capped off with pillars, thus allowing players to see through them
Fixed floating radio in German Main on all layers
Fixed tile in alleyway you could clip through
Fixed some floating trees
Fixed several buildings that had lights with a brick material
Fixed several buildings with weird, stretched red material
Removed scaffolding clipping into building stairs
Removed floating/oddly placed bushes around pond
Fixed floating spline edge
Fixed ad on wall disappearing when you get close to it
Fixed alleyway that player could get stuck in
St Mere Eglise Fixed tree blocking trench tunnel
Fixed pinch point where you could get stuck between a shed and hedge
Fixed floating radio in German Main on all layers
Fixed hole in trench
Moved tree clipping into trench
Moved tree clipping into building
Sunk spline under ground that had weird collision
Removed unnecessary pain causing volume inside of destroyed house
Removed tall, unfinished landscape spline
Fixed pinch-point between wall and steep landscape where you could get stuck permanently
St Mere Eglise Offensive 01 Allied HQ/Main has been moved further from the closest cap point.
Offensive 01's first cap point,"Chemin de Fauville" has been moved further east and has also been renamed to "Ferme de Fauville".
Invasion 02 HQ's have been adjusted further away from closest cap/objective points
Adjusted St Mere US main on RAAS layer
Maginot
Fixed floating terrain spline
Removed invisible headstones that were blocking players
Removed misplaced splash FX
Moved spawners and other gameplay related items from Spawner Levels to Gameplay Layer levels.
Removed snow piles from map
Fixed floating stone wall
Fixed floating river spline
Heelsum
Fixed issue where you could clip your head out of a barn's roof
Fixed floating radios in both mains on all layers
Fixed floating light/medium armor spawns in axis main on all layers
All hotel cap points on Heelsum are now the same size.
Offensive 07 Renamed "Iscra" control point to "Rimzicht"
Grave
Added wooden covering to castle tower windows and entrance
Fixed floating tree
Fixed floating radio in German Main on all layers
Fixed water clipping through landscape
Fixed wrongly assigned material to door/window frames on building
Blocked access to Hampoort building roof
Sunlight no longer casts shadows in sewer, also increased dirt roughness to reduce shininess
Fixed section near river inlet where you could clip through floor and shoot to the other side
Fixed various floating tree clusters
Stonne
Removed out of bounds box in the center of the skirmish layer
Added collision to stream bank
Fixed floating radio in German Main on all layers
Fixed small point in pond that would cause you to take damage when crouched
Fixed furniture in building that was culling in view of player
Fixed various floating foliage
Utah
Added some platforms to reach previously unreachable bunker windows
Moved foliage clipping into some bunkers
Raised some bunker's ceiling collision since they were too low
Fixed issue where you'd get stuck next to bunker window forever
Replaced blocky sand splines mesh with natural trench mesh
Tents Supremacy cap point no longer appears in offensive layers
Added bottom step to stairs so players don't need to vault
Fixed issue where you could fall through ground when crawling near bunker wall
Capped off spline wall you could crawl underneath
Moved fallen tree that was blocking players from running through trench
Fixed hedge spline that wasn't capped off
Fixed some areas where swamp water edge was clipping through ground
Capped off trench wall that could be seen through
Fixed gap underneath trench
Removed floating bush above swamp
Fixed wacky dirt road intersection
Offensive 02 HQ/Main for Axis has been moved further from the closest cap point.
Fixed sharp landscape drop-offs underwater near destroyed house
Fixed spot in bunker where if you'd crouch, you'd be stuck
Fixed invisible barriers in La Selleraie trenches
Offensive 02 has been reduced from 9 cap points to 4 in order to give more breathing room between caps
Invasion 01 + 02 have had their German HQs moved further away from their closest cap point
Doorwerth
Fixed floating radio in German Main on all layers
Added missing collision to wall players could clip through
Fixed house you could clip inside by jumping into wall
Fixed landscape clipping through floor
Fixed mesh gap in upper floor of Doorwerth Castle
Replaced blue fence material with default mat
Doorwerth Skirmish now has staging zones
Doorwerth Supremacy loading screen no longer labels the gamemode as "Armoured"
Velmolen
Raised landscape around Ammo Dump so players can't clip inside trench walls
Adjusted AA bunker to not clip inside trench
Fixed floating radio in German Main on all layers
Fixed floating house
Fixed floating tree clusters
Fixed gap in landscape near spline
Fixed barn that had wrong material applied to support beams
Fixed wrong material assigned to wooden door
Fixed floating tree clusters
Fixed bright green artifacts on church interior material
Fixed pond that was slightly too deep
Fixed forest foliage clipping through part of street
Best
Fixed terrain spline that was blocking players from running through drainage pipe
Fixed floating radio in German Main on all layers
Added collision to stream bank
Removed tree clipping inside AA bunker
Removed floating flowers near flower pots
Driel
Fixed floating radio in German Main on all layers
Fixed pond not doing damage when going prone
Fixed factory decal getting casted onto player
Fixed crates floating off table
Fixed crate clipping into stone wall
Fixed z-fighting coal pile
Removed floating crates inside factory buildings
Fixed LOD on large factory building
Fixed floor material used in large factory building
Fixed house wall that let you clip behind a staircase
Back in January 2022, we set our sights on upgrading Post Scriptum to the latest version of Unreal Engine, this was in part to fix issues and bugs, but also to bring improvements to the game that weren't present in the older version of the engine.
We obviously knew going into the update it would take some time, but we ran into many new issues that required some extensive work, but thanks to our developers and our amazing Community QA team as well as the public players and the communities, we were able to nail down the majority of the biggest issues that prevented us from releasing an update.
With those issues out of the way, we are confident that the next update ready for our players.
4.27 Engine Upgrade Update Release Date
Available June 16th
With all those many months behind us, we will be releasing the Engine Upgrade and all the new features to our players starting June 16th. Going from there, we will continue bug fixing and improving as we move ahead with Chapter 4, which is also planned to release in the very near future.
The engine upgrade brings in some important improvements to both us as developers, but certainly also benefits our players with brand new tech that wasn't previously available.
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 an 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. The reason for us choosing this implementation over others like AMD FSR is that the integration is much simpler and the two technologies works well together since they are from the same developer. In the future, we may consider an AMD FSR implementation if the demand exists.
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.
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.
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.
Many more changes were made, and we can't list them all in one post.
Flowers are blooming, the heat waves are here and its time to bring out your sunscreen, because summer is here and you know what that means. The Steam Summer Sale is almost upon us and as with every year Steam has their seasonal sale on the same period as it usually does every year.
You can expect Post Scriptum to be 50% off for the Steam Summer Sale 2022.