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Chapter II Map - "Maginot" Available December 17th

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


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Update v2.1.2036.5599 - Changelog

Greetings!

We have another smaller game update leading into the weekend. We've looked over some of the feedback from our Armour Overhaul, a few changes have been made to the Track and Cannon component.

Tracks are no longer considered a vital component (Even when both are knocked out). Cannon will no longer be able to fire below 50% HP.

We also tweaked some of the repair times to make them more reasonable.

[h2]Maginot Public Playtest[/h2]
[h3]December 11th @ 10 AM Pacific | 1 PM Eastern | 6 PM UTC[/h3]



The public playtest will run on a special Beta branch that you can access starting December 11th @ 10 AM Pacific | 1 PM Eastern | 6 PM UTC until December 11th @ 1 PM Pacific | 4 PM Eastern | 9 PM UTC by following the small guide below:

NOTE: If you do not see the validation-branch yet, it has either not gone live yet, or you need to restart Steam.

HOW TO OPT INTO BETA BRANCHES

  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”




Post Scriptum should now start updating the game and after it finishes you will have the Maginot build. Once the test is over you just do the same steps but opt out of any branches to revert back to the normal version of the game.



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

[h3]Changelog v2.1.2036.5599[/h3]
- Tracks are no longer considered 'vital components'
- Cannon component now needs to be above 50% HP to fire.
- Tweaked component repair times. (From fully damaged to fully repaired)
- Transmission 20->30 seconds
- Turret Ring 15->30 seconds
- Periscope 8->15 seconds
- Track 10->20 seconds
- Cannon 15->30 seconds
- Fuel tank 10->20 seconds
- Engine 20->30 seconds
- Added message telling you when your cannon is too damaged to be used.
- Sdkfz 234 penetration curves tweaked.
- Fixed MSP wrecks fire sound looping forever.
- Fixed Invasion objective (AA Guns) not being destroyed by magnetic mines and satchels.
- Added penetration values for all rockets inside the hangar.


KNOWN ISSUES WE ARE WORKING ON
APHE not generating penetration decal
Dinant Skirmish causing crashes

[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Update v2.1.2021.5527 - Changelog

Greetings!

We should now have a real fix for the infantry going invisible to tank crews, this is in huge part thanks to the wealth of bug reports & the efforts of our QA team.

Additionally we've fixed several other small and major issues like the tank sounds being heard from very far distances. This was due to some broken sound attenuation.


[h2]Official Partner "The_Yazoo" Interview with the Community Manager of Post Scriptum[/h2]
[h3]18th of December @ 6 PM UK/GMT[/h3]



In additional news Official Post Scriptum Partner The_Yazoo will be hosting an interview on December 18th @ 6 PM UK/GMT over on his Twitch with Post Scriptum Community Manager Henrik "SnazzyDuckling" CHRISTENSEN

They will be talking about all things Post Scriptum, wrapping up 2021 and looking forward to what is coming in 2022 for Post Scriptum. Questions will also be answered from the community so if you are interested in giving your questions you can let Yazoo know on his Twitter & Discord server.


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

[h3]Changelog v2.1.2021.5527[/h3]
- Potential fix for infantry sometimes being invisible to tank crews.
- Fixed Best RAAS names not being consistent.
- Fixed tanks being heard over long distance due to broken sound attenuation.
- Removed fire spark emitter from wreck explosion.
- Updated old 20mm HE explosion on concrete & brick.
- Fixed rocket launcher using large tank shell impact fx.
- Fixed MSP being disabled near friendly tanks.


KNOWN ISSUES WE ARE WORKING ON
APHE not generating penetration decal
Dinant Skirmish causing crashes

[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Hotfix Update v2.1.2014.5502 - Changelog

Greetings!

Hotfix update for the weekend.

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

[h3]Changelog v2.1.2014.5502[/h3]
- Fix for soft skin vehicles so drivers can see


[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Small Update v2.1.2011.5491 - Changelog

Greetings!

This last small update for the weekend will once more attempt to fix the invisible infantry that wasn't fixed yesterday.

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

[h3]Changelog v2.1.2011.5491[/h3]
- Potential fix for infantry sometimes being invisible to tank crews.
- Fixed deployables being able to flip tanks and other vehicles.
- Fixed M4A3 Commander socket causing character to be exposed.
- Fixed Skirmish missing cap zones.


[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]