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POSTAL 4: No Regerts News

POSTAL Dude & Champ Youtooz figurine available for pre-order!



[h3]POSTAL Dude & Champ Youtooz[/h3]



The wait is over and you can finally pre-order the brand new POSTAL Dude & Champ Youtooz figurines today. You don’t want to miss out though, this offer will only be available up until April 25th, so make sure you get one now to avoid disappointment!

You can Pre-Order it now right HERE!

POSTAL 4 Public Beta! (Including Co-Op!)

The beta is now live and is called ‘PublcBeta’, you can find it by right clicking POSTAL 4 in your library and selecting properties>Betas>Beta Participation>PublicBeta

It’s been a long time since the last update, and that’s because we’ve had some issues implementing Co-Op, as well as a new save system that better handles resetting progress on death, providing more of a challenge. We’ve also been doing a lot of under the hood stuff with NPC AI.

We've decided to throw open the gates and allow you guys to join a build that we’ll keep updated frequently for anyone that’s interested in being on the cutting edge. Updates won’t be daily, but they’ll be pretty frequent. There is no obligation to report bugs and offer feedback, but it will massively help us out if you do!

Head over to the Beta forums HERE if you’d like to be involved in the conversation, and to learn a bit about what we know needs doing, what is broken or could use help with testing.

Do note that this beta branch may be unstable, contain crashes, soft locks and performance regressions, and any given update to it could introduce a new issue. We’re rebuilding a few systems in the game, and this can cause some things to get worse before they get better as we roll them out.

With all that said, Co-Op is fully functional and playable from start to end! We still have a lot of bugs to squash, things to correctly replicate, and host performance improvements to make, but you can play the game from start to finish with up to 4 players - and it’s centrally good enough to goof around in and GO POSTAL!

The new save system is mostly functional, but we suspect with a much wider testing audience we’ll find some oddities with it, except possible softlocks, or issues with NPCs not respawning when they should after returning to a check point.

Thanks as always for your support, and our apologies for it taking this long to get here!

RWS Team

The Jank with friends Beta! Update

===Added===

Co-Op! (WIP)
Up to 4 people can now play the entire campain from beginning to end! Some side content current does not work, see the beta forums for more information

Improved save system! (WIP)
During linear missions, when the player dies and is sent back to a checkpoint, all progress gets reverted (NPCs, pickups, health, weapons etc). In the future we plan to take this further with open world areas as well.

General NPC sound improvements!
Examples: NPCs that get down to play guitar will now play music. NPCs now say fuck you when they give the bird. NPCs that wave will say Hi. NPCs will trash talk when they do a thumbs down. NPCs will now make sounds when tapping themselves looking for their keys, laugh, fart and have a chance to say that is gross and more!

Better NPC pathfinding in some levels (WIP)

NPCs will be less likely to wonder off into odd areas unless they are panicked and trying to escape danger.

Option to set a preference for control icons and disable the automatic icon switching.

This is useful for anyone that uses a keyboard / controller combo (for example, Steam deck with the track pad for mouse aim).

Kommander Karl Originals weapon cosmetics to Skinporium!
Improved the visuals of the machine itself as well

Switching between Steam beta branches from Main Menu!
Try New Features by switching to a different beta branch of the game, or switch to an older version of the game if so desired! For example, when Steam Workshop is ready for testing, we’ll probably have a separate branch for it here. For now in this current beta, it’s mostly handy for rolling back to older versions.

Enhanced Game! (WIP)
Various ways to change how the game plays, more will be added in the future
  • Most dogs won't attack the player
  • Player is immune to fire damage and cannot be set on fire
  • Player gets a double jump
  • Player receives extra bonus items at the start of every day
  • Taser Baton regens ammo quicker
  • Taser Baton's taser mode has an area of effect
  • Taser Baton padded does significantly more knockout damage
  • Taser Baton unpadded can explode heads
  • The Chain Sickle can always do dismemberment damage
  • Machete and Sledgehammer alt-fire works like the P2 "Bladey" cheat
  • Most melee weapons charge instantly
  • The Mop's alt-fire is available even without Vitamin X
  • Revolver execution meter charges twice as fast


===Changed / Improved===

  • Improved LOD of many in-game assets
  • Moved Going POSTAL Challenge from Parking Lot shack in Kunny Island for easier accessibility
  • Improved the look of SnS9000
  • Updated textures on various meshes throughout the game
  • Adjusted the M16’s aimed firing offset so the front sight better remains in the center of the rear sight ring
  • Implemented IK feet improvements for better slope navigation
  • Modified Hardrock behaviour so it’s less janky
  • Polished the Fire Hose’s water and poop impact particles
  • Behaviour of hostile car owners during Pay Fine / Meter Maid errand
  • Spray Paint puff projectiles now stick to Pawns they hit
  • Spray Paint will now leave decals on Pawns
  • Tweaked the Desert Eagle and P350’s aimed firing animation to be snappier
  • Tweaked M16 firing animations
  • Set-dressing improvements in many areas throughout the game
  • Increased Power Box icon size for better accessibility
  • Mexi-Cleaner errand now properly sets “Player is Enemy” for enemies that spawn in so they don’t forget about the player
  • Reduced frequency of Animal Catcher junkyard nag dialogue
  • Death camera is now mouse-controllable
  • Set an origin actor for projectile explosions even if they don’t hit anything, so NPCs can decide if they need to react
  • Changed the dialogue behaviour so that it does not go over 2D cinematics
  • Dude will now say something when he runs over someone
  • Improved audio attenuation
  • Improved fast travel menu navigation


===Fixed===

  • Going POSTAL Challenge in Industrial tile sometimes crashing the game
  • G-Spotter Coaster in Kunny Island
  • Broken wall and floor textures in certain buildings
  • Some shadows in order to fix light bleed
  • Coaster Fanatic side-errand
  • M60 Sprinting animation
  • NPCs not using certain InterestPoints correctly
  • NPCs floating away on death if they touched a water volume…
  • NPC cashier / voting interaction after bumping into them
  • Duplicate Dude in Monday Intro cutscene
  • Going POSTAL Challenge state being reset incorrectly on level change
  • NPCs half-crouch walking on asphalt surfaces
  • Phone audio playing during loading
  • Cops dropping tainted donuts that they “ate” and then threw up on…
  • Certain UI textures becoming blurry / not streaming in quickly enough
  • Various crashes
  • Engine sounds in the Time Trial scooter / general Scooter audio issues
  • Broken cash register NPCs
  • Melee charge swing while sprinting
  • Mission dialog becoming muffled sometimes
  • Missing end-of-game ranking if you used cheats
  • Glitchy doors throughout various levels
  • Thursday’s petition prop showing the wrong texture
  • Fixed a few POI icons in Affluent and Industrial that were active starting from Tuesday instead of Wednesday
  • Invisible Inmates in Cell Block 3
  • Some NPCs using cellphones instead of attacking the player
  • Car owners not being spawned in Pay Fine errand
  • Doll collectibles double talking when in third-person perspective
  • Prison tutorial so that the equip lines take 30 seconds to replay if you re-equip the weapon
  • Players sometimes losing weapon attachments when dying
  • Bug where player could get stuck without a Ticketing Machine
  • A very rare crash that could occur when players open Clothes Bag
  • Mallet and Spray Paint Can pickups falling through the world
  • Bug where if you died underwater the underwater sound would still play
  • Sledgehammer not getting stuck in Cow’s butts every time
  • Font issues with VR menus
  • Localisation issues


Development Update



Hello POSTAL Dude’s and Dudettes!

It’s been a hot minute since the last game update, so we wanted to take the time to let you guys know what to expect over the next few months.

First we’d like to apologize for the slow cadence of updates. To make up for this and lesson the annoyance in the future, we’ve decided to take advantage of Valve's new API features by making it easy to access our internal beta branches!

So while our official public updates will still be a good few months apart, anyone that’s interested to see how the game is coming along can join the cutting edge beta branch, right from the main menu.
We hope to have this feature ready for early next year, if not before, and after that we plan to update the beta branch every week or so.

So, what’s currently in our internal builds, which you guys will be able to access via the beta branches soon, and will make a public release in the new year?

Co-Op!

It’s been a long time coming, but we are finally on the home stretch with 4 player co-op support. It is now possible to finish the game from start to finish, so we are now testing for replication issues and also working on improving performance for the host PC. It really is a lot of fun and we can’t wait for you guys to be able to cause chaos in the streets of Edensin together.



For those of you who have no interest in playing with other people, we still have things in store for you!

Better checkpointing system for single player!

We’ve long been rightfully criticized for not implementing more meaningful consequences for dying while on errand missions, and we’ve worked to correct that. Now, when the player dies and gets sent back to a checkpoint, the game's state will be reverted to what it was when they went through that checkpoint (Health, enemy spawns, weapon and ammo count, etc). This means there are now actual consequences to dying and any progress the player had made with clearing out enemies or completing objectives will be reset. Don’t worry though, we will make sure there are enough checkpoints to mean you won’t lose so much progress that it’s frustrating.
This feature is pretty much done and undergoing testing right now.

Better AI!

We’re putting more effort into NPC AI, and how NPCs interact with each other and the world around them. NPCs have more situational awareness, meaning they will be less likely to do things like stop in doorways to have conversations, blocking the path for other NPCs. We’re also working to improve their general pathing, meaning they won’t wander up into areas you’d not really expect people to be loitering like in the middle of a grassy area when there are paths around (unless they are panicked), and they also are less likely to hug the side of the road and walk in a konga line. Work has been done to keep NPCs spread out across the map better, rather than bunching up into a few areas.

Finally, we’re improving their interactions with the world. More NPCs are now on schedules and will go around doing their jobs or living their lives. We’ve added a lot more animations and boltons too these events too. NPCs that are disturbed from their schedules will rejoin them, and also these schedules are often randomized so each visit to the area will give different results.

We’re working to make sure NPCs move into their interest animations more smoothly, and are polishing up other things such as making sure they look better when seated.

We’re about 30% done with these AI tasks but making quick progress now we’ve updated the code to allow more flexibility.

Tons of sound additions and improvements!

Far too many to list, but a lot of work has been done to improve the overall soundscape in the game, from the open world areas to errands.

Many bug fixes!

And probably a good few introduced too!

Thank you for your continuous support,

Running With Scissors Team

POSTAL 4: No Regerts - "Hotfix" Update [1.4.1]




Hey all, just a quick hotfix patch to hit some issues from the last update. Sorry for the inconvenience, and see you for the next hotfix or major update!




Made Trenchcoat available to purchase in Clothing vending machines from Thursday
Replaced janky car explosion sound effects






Going POSTAL Challenge in Industrial tile crashing the game
The Zag tunnels clearly popping in / out of view from a close distance
Not being able to access Going POSTAL Challenge in Kunny Island parking lot
Being able to get soft-locked during UFO easter-egg
Addressed checkpoint crash which could sometimes occur when entering the cave tunnel with Cat Dude


POSTAL 4: No Regerts - "Boosted Karts & Boosted Frames" Update [1.4.0]



Hello!

Hello POSTAL community!

It’s update time again! A few new features and improvements to hold you over until we get the Co-Op implemented. We know many are getting frustrated at the long wait for co-op, we underestimated the task at hand - but be assured it’s still coming.

We are happy to finally bring you AMD Super Resolution 2 (FSR 2.2) and Nvidia Super Resolution and Frame generation (DLSS 3.7). (No FSR 3.0 frame gen for now, that may come in a future update.)

As well as gaining frames in this update, you’ll also be able to gain some (in game) cash! We have shamelessly recycled some existing gameplay mechanics, so The Dude has a few side hustles he can embark on. Catch more animals! Get more petition signatures! Tag more billboards! We have also added a new racing time trial - this time using the Kart!

With this newly boosted economy, we needed to introduce more ways to waste money so… Introducing the Skinporium! A one stop shop for all your Weapon cosmetic needs.

Another new gameplay feature that no one asked for but we added it anyway - a Turret!

Full change log with more details can be seen below. Much respect to you all, and thanks for your continued support!

The Running With Scissors team





FSR and DLSS Support! Mid-Game titles on the Lifehacker Phone Page! Full Stats Screen! Completing the game will earn you a rank, you can also unlock various badges after fulfilling certain requirements

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More Ongoing Side-Errands!

Kart Time Trial Challenge in the Affluent tile!

Your legs might not go, but your kart can! Race your Mobility Kart through various checkpoints in town and win fabulous prizes!



Animal Catcher Extension on Tuesday and going forward!

Your exemplary animal catching services have warranted an extended contract for the rest of the week! This time, it's cold, hard cash for every warm, tender morsel! I mean, animal. Current going rate is $50 per Cat and $100 per Dog.

Make all deliveries to the previous station at the north side of town or bring them to the brand new satellite office on the south side, just outside of Cock Asian!

Note: Animal Catcher errand must first be completed, if you begin a New Game on Tuesday forward, it will not activate. Completing the main errand in a Pacifist way will also not activate the Animal Catcher Extension on Tuesday.



Volunteer Petitioner on Thursday, accessible after escaping from the Dark Lodge!

Convince people to sign yet another petition for a good cause! That cause being money which goes into your pocket! Go for the hard sell!



Tag Turf Return on Wednesday and going forward!

Show the locals who really owns the town by hitting any unmarked billboards with your personal tag, and get an instant cash reward to boot! But beware! Rival gangs might not take too kindly to an outsider getting up in their turf!

Weapon Cosmetic vending machine!



Pigeon poop splat decals!
More weapon cosmetics! Turret Going POSTAL Challenge in the Industrial tile (More to come!)

NPCs reacting to having physics objects thrown at them!



More NPC Interest Points and Vendors throughout the game! Home owners to Prison tile trailers. Be careful when trespassing, you might get shot!





Set-dressing improvements in many areas of the game



Improved debris piles in Pit Boss errand
Improved the visuals of bridge / tunnel blockers
Improved lighting in The Dam
Improved reflections throughout various maps
Polished a bunch of first and third-person animations
Adjusted the Spray Paint behavior in order to make it more responsive, tweaked the particle effect as well
Implemented a short delay between destroying last shit pile and phone overlay popping up during Mexi-Cleaner errand
Improved drip particles
Foam Hammer will now function as a skin for the Sledgehammer
Continued optimisation improvements
Improved many HUD icons, updated the Animal Catcher overlay
Behavior of Dude idle lines (Won’t trigger if interacting, won’t trigger as long as aiming down sights, etc.) Changed appearance of Fast Travel highlighter in order to make it more visible





Lag sometimes occurring after dismembering NPCs
Collision issues / mapping errors which could cause you to fall through the world
Broken Molotov VR skin
Dark Lodge achievement not unlocking
Missing dolls
Bug where the Dude would equip a weapon after getting off a ladder
Super Soaker not reloading automatically when switching ammo types
Game unpausing in the menu when toggling options such as Show Outlines and Heat Waves
Janky NPCs in Sewer Pump Part room
Kunny Island bosses sometimes getting yoinked out of bounds
GAG protestors looking into the floor
Handcuffed NPCs running away when dismembered. Not being able to dismember body parts when an NPC was handcuffed
Fire in very rare scenarios causing the game to freeze
Camera breaking during the Fix Race errand
Propane tank event not working in the Prison tile crack house
Cats running away indefinitely
Pissing / pouring Gas on NPCs sometimes causing dialogue spam
Machete sometimes being invisible when retrieved from a throw
Dude’s text messages not having correct formatting
Fixed Low Gravity modifier not working in certain Going POSTAL Challenges
Obvious pop-in in The Zag
Phone soft-locking the game in very rare cases
Many, many more level design, audio and general bugs