On June 16, 2022, post-maintenance, the Descent of Heroes Festival and Step-Up Descent of Heroes Festival will be released!
New Unit Blademaster Beyland (Voice: Jouji Nakata)
New Ark Dreadwyrm Galanova (SSR)
Ark Trait (Ark Lv 10): No-attribute skill damage +25%. When incapacitated, revive if three other allies are alive (once per wave). Clothes Equipped: Critical rate +3%/ physical attack damage cap +1000.
100% Ark Ether Reward
Event The Silver-Gray Swordsman Released In this event, you can play a heroic tale that spotlights Beyland.
During this event, you can get a total of 3 types of limited equipment and a Blademaster Beyland stamp! Get these items by playing the event!
Thank you for your continued support of Last Cloudia. The Last Cloudia Management Team
Gallente Federation Day returns running until 28 June, offering you the chance to grab log-in rewards, take part in new challenges, and pick up some special offers!
Federation Day Parades
The glorious Federation Day parades return for 2022, offering pilots the chance to show off their firework-flinging skills at parades in the Luminaire, Villore, Dodixie, Lirsautton, Alentene, Orvolle, and Octanneve systems.
Also returning from last year’s celebrations are the special mining blitz events, and stunning monuments where you can pay tribute.
A new Gallente Grand Prix
This year’s celebrations also go hand-in-hand with a special Grand Prix event. While you raise a glass to the glorious Gallente Federation, why not take part in a race around New Eden to further show your support?
Cloudy with a chance of carnage
No event would be complete without a fresh new Proving Grounds challenge to tackle. Taking place between 24-27 June, this Proving Grounds event focuses on turret damage, and includes an intriguing new twist.
A huge Tachyon Cloud at the center of the arena provides a 300% boost to velocity, and a 50% reduction in ship inertia. As well as finessing your ship fits, you’ll also need to play carefully with this environmental effect if you’re to emerge victorious.
Celebrate with the EVE community
On 25 June you can also enjoy a player hosted event taking place in Luminaire from 18:00 UTC! Throw your fireworks around, light up your ships, and wow the crowd to earn cash prizes and a selection of SKINs.
There’ll also be a bonus trivia quiz, poster design competition, and plenty more besides. Head over to the thread on the official forums for all the details.
Free gifts and new challenges
Log in for at least eight days during the event and you’ll earn a selection of SKINs, and boosters! Fresh seasonal challenges will also be available, giving you even more opportunities to earn rewards.
Special sales & the return of Federation Police SKINs
The Federation Police SKINs will make a very welcome return to the New Eden Store for the duration of the event, along with an expanded collection of Luminaire Rising SKINs.
A selection of Federation-themed bundles will also be available on the EVE Store, packed with Skill Points, boosters & SKINs. Dress up in style as you race around New Eden!
English ##########Content################## Expanded the Medical Room of the Safehouse. Added a set of laboratory equipment that you can use to brew potion through alchemy in the Medicial Room. Added a chest of some alchemy materials nearby. Added a fire extinguisher nearby. Reduced the XP gain from successfully brewing a potion. (Previously, it makes leveling up too fast.) All beds in the Medical Room are now usable furniture. Vampire Dust is now alchemy material. 简体中文 ##########Content################## 扩展了安全屋的医疗室地图。 在安全屋的医疗室中加入了一组实验器材可供炼金 在这组设备附近加入了一个有一些基本的炼金原料的箱子。 在附近加入了一个灭火器。 降低了制作每瓶药剂获得的经验值。(此前的经验值导致升级过快。) 所有的医疗室里的床现在都是可以使用的家具。 吸血鬼粉末现在可以作为炼金原料。
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
- Shortened the boss fight timer - Shortened the Floor is Lava timer - When the dragon dies, it will immediately remove the hitbox - Fixed: freeze when a player joins mid scene change - Fixed: possible bug where 2 crown are rewarded - Fixed: hit VFX on the boss is now back - Fixed: previous chat message resends are not duplicated anymore
-Additional pickups were placed on the map ( ammo, armor, health kits) - The crossbow has been rebalanced, its range, damage from bolts and their explosions changed - Tombstones blocking the player or enemies had their placement changed - Links to game's socials have been added - Lever interaction range has been increased - The Boss falls apart correctly now - Game title does not dissapear after closing the options menu - Better patrol routes for the enemies - A geometry complexity option has been added - Trap visibility Has beed increased - Traps no longer stack on eachother - Boss damage has been rebalanced - Cultist fanatic has been rebalanced
Thx for your feedback. From Players to Players o7.
A List Of People Who Went Missing In The Scheleirland National Forest - frank
Hi all. Sorry for the delay. Was down a while with a fever and for some time was far from civilisation, so I couldn't do computer work. This update adds a small gallery to save the endings you've gotten, and a music player to listen to while you flick through the gallery (called, respectively, "visions" and "echoes" because I cannot help myself). This should apply retroactively to the songs you've gotten straight away, and will automatically unlock the endings you've gotten upon starting a new game, so it can load the new variables (I had to use different variables for ending and gallery for reasons of samsara).
Hope you're all enjoying the game, and more than anything hope you're all well in what is a strange time for everyone. Please let me know if I've broken anything, of course, and I'll get it fixed. I think everything's gravy.
Next you'll hear from me is another project I'm working on, which I hope to have a release trailer for soon.
Conqueror’s Blade: Helheim brings two new Viking-inspired Units into the fray, and now word of their exploits has reached their distant kin... Bolster your forces by recruiting powerful Units from Season VII: Wolves of Ragnarok, including the returning Shieldmaidens, Berserkers, and Sons of Fenrir.
Until June 30 (10:00 server time) you can enjoy 50% off Wolves of Ragnarok Bundles and Unit Challenges in-game! Challenge Tokens allow you to complete one stage of Challenges.
Wolf & Axe Bundle: Let the spirit of the wolf imbue you with fighting spirit with 2x Sons of Fenrir Challenge Tokens, 3x Berserkers Challenge Tokens, 50x Unit Medals, and 2x Marshal’s Handbooks.
Aesir, Vanir, Fenrir Bundle: Take on the power of the Norse gods with 4x Sons of Fenrir Challenge Tokens, 5x Berserkers Challenge Tokens, 7x Shieldmaidens Challenge Tokens, and 50x Unit Medals.
Wolves of Ragnarok Unit Challenges: Save 50% when you activate the Season VII: Wolves of Ragnarok Unit Challenges in the F5 menu.
IMPORTANT: You can only purchase EITHER the Wolf & Axe Bundle OR the Aesir, Vanir, Fenrir Bundle. By purchasing one, you will be unable to purchase the other.
The brutal Northmen are returning to pillage and raid the land once again, and here’s how each set of Viking-inspired fighters can help you to master your fate in Conqueror’s Blade: Helheim.
Sons of Fenrir (3-Star): These forest-dwelling fighters offered their souls to Fenrir in exchange for animalistic powers and speed, moving in packs and leaping into combat with the agility of their wolf-god. While their defence and damage-dealing are low, their special ability to leap over the frontline and then savagely attack unwitting enemies behind is as surprising as it is brutal.
Berserkers (4-Star): Berserkers carry two axes, happy to give up a defensive shield for an honourable trip to Valhalla. Berserkers are almost foolishly brave, unleashing frenzied and rage-fuelled assaults on the enemy. However, their small numbers can be easily eclipsed by enemy forces.
Shieldmaidens (5-Star): The women of the cult of Freyja are like valkyries on the battlefield, fighting by the side of their leader with spears and swords. Able to fortify their defences by raising their spears and then switching to swords to unleash the devastating Freyja’s Charge, this unit is as formidable as they are faithful.
Grab these bundles before June 30, and bring some extra Norse ferocity to the battlefield!