1. Squad 44
  2. News

Squad 44 News

Update v2.1.2005.5465 - Changelog

Greetings!

First of all, we want to thank you all for all the feedback and bug reports since the release of the Armour Overhaul. We've continued to carry out small bug fixes and changes based on the feedback from the community.

We also welcome all the new soldiers that joined us during the Autumn Sale on the battlefields of Post Scriptum, but equally many thanks to our veteran players who have helped these new players in the learning process of the game.

The next big focus is going to be Maginot, QoL and the new Boot Camp which will become the best place to learn how to play Post Scriptum if you are new. Or maybe need a refresher for veteran players.

Now back to the update. This week was spent primarily investigating an issue related to tanks disappearing when the driver would be disconnected & an issue where infantry would be invisible to tank crews.

Additional fixes and balance tweaks were carried out across the board. You can find the changelog at the bottom of the post.


[h3]New M2 .50 Cal model & equipment[/h3]
And in case you haven't been following us on our Twitter or Facebook page or on the Official Discord (which you totally should) we recently showed off the new M2 .50 Cal model which will replace the outdated version we currently feature in the game.



In addition, we're going to be adding some additional equipment so that the .50 cal will become more versatile.



On top of the new base model, you will soon be able to traverse the battlefield with a .50 cal equipped Jeep or build a static .50 cal emplacement as the Allied forces.




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

[h3]Changelog v2.1.2005.5465[/h3]
- Renamed M4A3 Smoke shell from M89->M64 and velocity from 259m/s to 463m/s
- Optimizing environment asset collisions
- Potential fix for tank despawning on driver disconnection
- Potential fix for infantry sometimes being invisible to tank crews.
- Fixed client-side FX that would get stuck
- Smoother transition after bandaging and drinking from a canteen
- Emplaced mortar shell count 30->20 HE 30->25 Smoke
- Velmolen KOTH Eastern Farm flag removed
- Fixed mortar shells killing tank crews
- Reordered shell order for some tanks to have HE rounds last
- Fixed typo in shooting range
- APHE external explosion radius increased
- Tiger exhaust FX fixed
- T17 handling improvement
- Added turret interior as hull component for hull breaking system
- Fixed HE not damaging infantry

[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


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

Update v2.1.1984.5388 - Changelog

Greetings!

We've got an update coming your way, we've been monitoring the bug reports and feedback over the weekend and we've made a few adjustments to gameplay.

[h2]Post Scriptum is still on Sale with a 75% discount[/h2]


If you still haven't grabbed yourself a copy of Post Scriptum, don't worry time hasn't run out just yet, but it will soon. Post Scriptum is currently on sale with a 75% discount and with the Christmas holiday just around the corner, maybe even an early gift for a friend?

Don't miss out!


[h3]Changelog v2.1.1984.5388[/h3]
- Added Roadmap to the main menu.
- Added new explosion effect to wrecks when they disappear.
- Fixed magnetic mines not dealing damage to vehicles.
- Updated AP Shell impacts against concrete, brick & wood.
- FOBs can now be dug up by enemies using a shovel.
- Increased FOB limit to 4 per side.
- Increased Armoured tickets from 1200 to 2000.
- Increased airstrike damage to ensure deployable destruction.
- Adjusted Staghound handling performance.
- Fixed APX 47mm steering.
- Fixed grainy rain effect.
- Fixed 20mm shells using big shell trackers.
- Fixed missing Somua wheel fx.
- Fixed minor issue with welding fx in the main menu.
- Fixed some issues with LCT's and vehicle decay.
- Fixed missing German crewman kit on St Mere Eglise Armoured.

REPORTED ISSUES THAT NEEDS MORE INFO:
- Players are sometimes invisible to tank crews.

Sincerely,
Periscope Games


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

Steam Award Nominations & Updated Roadmap for 2022

[h2]Steam Award Nominations![/h2]

With the Armoured Update released and an abundance of changes we hope that you'll consider nominating Post Scriptum for the "Labor of Love" award, we meticulously worked day in and day out for 10 months, with more than 4000 commits to our source control. (That's 17 changes every single day for 10 months straight, including weekends) to bring you the improvements and quality that we are very proud of.

And if that doesn't sell it, then read the small post below to see what you can expect from Post Scriptum for the remaining part of 2021 and into 2022.



Greetings!

With the Armoured Update released, it crosses off one of the biggest 2021 to-do items on our list, which really prevented us from focusing on future content for the game as well as general gameplay improvements.

As such we have gone ahead and updated our roadmap below with all the stuff that we will be working on in 2021 & 2022. This list by no means depicts all the stuff planned for Post Scriptum but, shows you what is planned for the short term.

We expect the 2nd Chapter 2 map "Maginot" to drop before Christmas and we will keep you informed about any changes to this plan.


[h2]Post Scriptum Roadmap 2021 & 2022[/h2]



[h2]Get Post Scriptum 75% during the Steam Autumn Sale![/h2]


Post Scriptum is still on sale with a 75% discount until December 1st. Do not miss out on this chance to get Post Scriptum at a significantly cheaper price.


[h2]Update v2.1.1973.5353[/h2]
We also just dropped a small update that fixes a bunch of issues from our recent release. We are always keen to get your feedback about the game.

Changelog v2.1.1973.5353
  • All Offensive Layers now have 2 Logistics trucks for both Attackers & Defenders.
  • Rebalanced all soft skin vehicles with rifle bullets & larger caliber AP & HE.
  • Standardized all turned out views with max yaw & pitch
  • Moved Panhard driver seat slightly up.
  • Fixed an issue on Armoured Light layers causing problems with entering vehicles for section members.
  • Added larger ammo blast for the larger tanks turret pop effect.
  • Fixed various wheel effects.
  • More realistic HE shell effect against armour & less intense flames.
  • Fixed an issue with minimap in the SDK.


Sincerely,
Periscope Games


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

Hotfix v2.1.1969.5331 - Changelog

Greetings!

A small extra hotfix is incoming to primarily fix the FOB building issue reported.

[h3]Changelog v2.1.1969.5331[/h3]
- Fixed FOB's not being buildable on Offensive.
- Updated Fire Extinguisher FX
- Updated 20mm HE FX
- Tweaked physics asset for Daimer Armoured Car


Unfixed known issues currently being worked on:
- St Mère Eglise Invasion 01 Satchel not working against AA position, only Hawkins and Gammon bomb currently working
- Cars and trucks are not taking damage from Hawkins mines
- APX 47mm steering is not working
- All flags sometimes visible on KOTH
- Infantry sandbags can be built really fast

- SDK: Minimap not working

Sincerely,
Periscope Games


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

Hotfix v2.1.1964.5323 - Changelog

Greetings!

We hope that you enjoy the game with us and this new update. We are thrilled to see all the positive reactions to one of our biggest updates to this day.

We have a patch releasing within the next few minutes or so fixing most of the issues experienced during the first few hours of the update.

We will keep patching the game over the course of the week and next week to ensure maximum stability, so do keep the feedback and bug reports coming in should you see anything wrong!

[h3]Changelog v2.1.1964.5323[/h3]
- Fixed vehicles exploding at main base on some layers (Doorwerth and Grave)
- Fixed missing collision on road in Dinant
- Fixed grain on image for night layers
- Fixed unavailable vehicles on Armoured Light layers
- Fixed Panzerfaust and PIAT MOA from 500->300
- Rebalanced engine sounds to be quieter
- Added more time on the teleporter to exit it easily


Unfixed known issues currently being worked on:
- St Mère Eglise Invasion 01 Satchel not working against AA position, only Hawkins and Gammon bomb currently working
- Cars and trucks are not taking damage from Hawkins mines
- APX 47mm steering is not working
- All flags sometime visible on KOTH
- Infantry sandbags can be build really fast

- SDK: Minimap not working
- SDK: Cooking should be fixed in the next update on Epic Launcher

Sincerely,
Periscope Games


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