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Update v2.1.1126.430 - Changelog

Greetings!

Since our last update, that added the first iteration of modding support to Post Scriptum we've been hard at work getting the second iteration of modding support to our players.

The second iteration of our modding system includes new user features to make it easier for players to get in and play with mods. Currently, you are required to subscribe to mods before joining a server, it's also not possible to tell when a server is or isn't modded.

All of these issues have been addressed and you can now join and download mods directly from the server browser. You will get a pop-up notification telling you that you are missing some mods and you get the option to download all required mods to join the server.



We have also added some new browser UI Icons and filters to help you quickly check if a server is modded or not. The filter will allow you to toggle between seeing modded servers or only vanilla servers that are running no mods.

A wrench icon will also show in the browser whenever a server is identified to be running with modded content, this helps you know if a server is modded from a glance.



Apart from that, we have made several gameplay fixes and improvements. We will continue to make more fixes as we move towards the Christmas holiday, but this is likely to be the last big update of the year.

[h3]Changelog v2.1.1126.430[/h3]
    Modding:
  • Added support for downloading mods while joining a server.
  • Added new vanilla games only browser filter & icons for modded servers.
  • Replaced default loading screen with a version for modded servers.
  • Added a functioning Workshop button to the Main Menu.

    Main Menu:
  • Added a winter holiday-themed main menu.

    Vehicles:
  • Added Stug III A to Chapter 2 Deck. (See community resources)
  • Fixed missing Hotchkiss H35 & W15TCC driver animations.
  • Fixed APX 47mm being named 37mm in the Logistics deployable menu.
  • Fixed Panzer 38(t) being named "Panzer 38T" on the training range spawner.
  • Added 10 Smoke rounds to Stug III A & 2 Extra APCBC rounds.
  • Added M1919A4 UI Icon and added it to the Emplaced M1919, Sherman M4A3, M5 Stuart, M24 & M8 Greyhound in the Coax & Hull gunner position.

    Gameplay:
  • Added rifleman class with Berthier M1916 to the French.
  • Replaced the Sten with the M1A1 Carbine for the 1st Airborne & Polish Radioman.
  • Replaced the Lee Enfield with the Sten for the 1st Airborne & Polish Light Mortar.
  • Adjusted German main base protection on Utah Invasion 02.
  • Fixed US & Axis grenade launcher having a fire-mode toggle.
  • Fixed Armoured layer not using Panzer III Commander.

    Fixes:
  • Fixed several floating or misaligned objects on Utah Beach.
  • Fixed several floating or misaligned objects on Carentan.
  • Fixed character position on US Mortar for 4th Infantry.
  • Fixed texture issue on Best church tower.
  • Fixed VillagehouseD shader missing at distance.
  • Fixed floating boxes in Arnhem Train Station.
  • Fixed Armoured Gamemode loading screen.
  • Fixed broken brick wall meshes on Heelsum.
  • Renamed M1919A4 and A6 ammo type to .30 Cal.
  • Replaced Red Cross with Green Cross on the medical tent.
  • Renamed the Vickers Heavy MG to Vickers Mk. 1
  • Removed completely black untextured Stug prop on Veghel.



Sincerely,
Periscope Games


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

You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

Hotfix v2.1.1088.314 - Changelog

Greetings!

This patch should enable basic functionality for downloading and running mods on a server.

How to Download Mod to Server:
https://squad.gamepedia.com/Uploading_a_mod_to_a_dedicated_server

Post Scriptum AppID: 736220

You will need to change out the AppID with Post Scriptum's. Alternatively, you can find a guide on our discord. The link to which is at the bottom of the post.

[h3]Changelog v2.1.1088.314[/h3]
  • Fixed servers being unable to start with mods.
  • Made some more minor fixes to Utah geo.


Sincerely,
Periscope Games


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

[h3]Roadmap 2021[/h3]

Post Scriptum Modding is here!

[h3]Post Scriptum SDK, Workshop & Mods![/h3]
After almost 2 and a half years since Post Scriptum released, we have finally reached one of if not the biggest milestone in the history of our development.

It’s with great pleasure and pride that we can announce the release of the Post Scriptum SDK and with this modding is here. We cannot wait to see what people will do with these new modding tools.

The SDK is completely free to download and will be available on the Epic Games Launcher.

[h3]GET THE SDK HERE[/h3]
But let’s step back really quickly and take this from the very beginning. What even is this SDK?

The SDK or “Software Development Kit” is what allows for our community to create and upload their own modifications for Post Scriptum to the Steam Workshop where all users can download and play with those creations.

We already have several of our community members who have committed to bringing their own mods like one-life mods, realism mods or even full chapters of their own, including the Eastern Front, Africa, Crete & Pointe du Hoc. We cannot wait to see what other things users will be creating once they get their hands on the SDK.

Mosin-Nagant by the Bloody Fall modding team. Discord: https://discord.gg/BmtkqJW

Alongside the SDK we are also bringing the first iteration of our Steam Workshop to players, this allows for players to download and run custom mods for the game, the implementation right now is still quite basic and we aim to make the process much more user-friendly somewhere down the line, this includes things such as downloading mods while joining a server rather than needing to be subscribed to them prior to joining.

Beretta M1934 by the Chapter Merucry modding team. Discord: https://discord.gg/b5S8gTs

The other things we plan to do is to make it easier for players to enjoy modding and inform them when a server is modded, what mods it’s running and other information that can be useful for our players.

For our server hosters out there the experience of downloading, running and managing mods isn’t entirely user friendly but we are looking at options to make this much easier and manageable for those who host servers.

A.15 Cruiser Tank Mk. VI by the Shifting Sands modding team. Discord: https://discord.gg/mUeAqJS

[h3]Post Scriptum SDK & You[/h3]
Moving onto the technical side of things, we want to briefly talk about what you can and cannot do with the SDK as we have seen a lot of confusion amongst many of our community members as to how you can use the SDK and what limitations it has.

Let’s start off with the very basic limitations which are that for many reasons the SDK has no access to the Post Scriptum source code, this means that it will not be possible to modify the base game, make new functionalities available or anything else that requires C++ or source code access. This is because we have to protect our game from exploitation and to protect our intellectual property.

So beyond coding and source code Unreal Engine 4 offers some powerful tools and we have seen amazing creations that don’t require any source code access, for example, Chapter Z which featured our Contagion zombie mode was made in such a way that it could be done entirely without needing the source code of our game. It’s actually available on the workshop for download.

From a legal standpoint, a lot of questions have been raised around the use of assets or pieces of our game and what users can do, we can definitely understand that and as a baseline, you can pick apart and mess with any assets or parts of our game as you see fit. But you cannot export and/or reverse engineer stuff with the intent to use it outside of our SDK, this violates our EULA and we reserve all rights to remove your access to Post Scriptum.

[h3]Updated Roadmap & 2021[/h3]
While the year 2020 hasn’t been great to any of us, at least it has brought people much closer together while also being so far away. The game industry has seen a boom in the activity and for developers like us, this is great as it means so many more people get to experience video games who might otherwise haven’t.

As 2020 comes to a close and 2021 approaches it’s time for us to start thinking ahead with the development of Post Scriptum. We have a brand new roadmap and many more plans for the game going into the next year.



What are these plans you may ask? Let’s break it down.

The final parts of 2020 and early start of 2021 will include a lot of Quality of Life improvements, like optimization, bug fixes, layer variety & gameplay improvements. In the period of December 2020 and February 2021, we will put this on the top of our priority list so that those annoying bugs can be squashed before we move ahead with other plans.

The next big stop is the Vehicle Overhaul which will see our current vehicle system be completely reworked from scratch so that it is as flexible and as good as it can be. We have long been bothered by how our vehicles and tanks perform compared to the infantry gameplay and this overhaul should fix these issues once and for all. We are going to speak much more on this once we have a little more to show.

The last big plan for 2021 is Chapter 4. Yes, you've got that right we’re doing another one! So where does it take place this time? While we can’t quite commit to where the location will be this time, but it’s going to get pretty chilly. Like the Vehicle Overhaul, we’re going to speak more on this as we move into 2021.


Sincerely,
Periscope Games


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

Update v2.1.1086.311 - Changelog

Greetings!

Nice little early week patch with some more general fixes as we move towards our SDK Release later this week.

[h3]Changelog v2.1.1086.311[/h3]
  • Updated ticket cost in KillDeathRuleset for all armoured vehicles. (See: https://docs.google.com/spreadsheets/d/1VYEhmPYNbLPA7ivk47BHZ8Mxbfzk1-2KiZ2s6w7fPtA/edit?usp=sharing )
  • Changed Utah Beach Offensive 01 capzones.
  • Added and re-arranged all vehicles in the armoured spawner on Arnhem Range.
  • Fixed Panzer 38t name on the Arnhem Range spawner.
  • Fixed British binoculars not having british name.
  • Fixed M1 Carbine being called M1A1 Carbine.
  • Fixed Fixed French APX 47mm AP & HE Round names
  • Fixed Panzer VI Tiger being called Tiger E1 in the deck spawner.
  • Fixed Utah Beach main base radius not encompassing repair station.
  • Fixed Spawner on Utah Beach RAAS US.
  • Fixed Utah Beach loading screen.
  • Fixed Stonne Offensive 03 armoured spawners.
  • Fixed several asset and geo issues on Utah Beach.
  • Fixed US Commander Jeep being under the map on Grave Offensive 02.
  • Fixed Terrain on Driel Offensive 01 that would stop vehicles from leaving spawner.
  • Fixed Missing Scoped Lee Enfield UI Icon.
  • Fixed missing building floor material on Oosterbeek.
  • Removed some doubled assets on Utah Beach Invasion 01.


Sincerely,
Periscope Games


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

You can find our Official Community Resource Google Drive with all layer information, ticket costs, spawn commands and more here:
https://drive.google.com/drive/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL?usp=sharing

Update v2.1.1075.270 - Changelog

Greetings!

We have a patch ready for you as we start to move into December and the Christmas spirit has started to set in here at Periscope.

Post Scriptum is currently on sale at 25% for the Steam Autumn Sale!
https://steamcommunity.com/games/736220/announcements/detail/2899718323762786882

So what is this patch all about? Well, the biggest item is that Utah is getting some more well-needed layers. In order to help our own workflow, we are going to start focusing on the map or chapter-specific updates so that all chapters are getting their own updates and that we can focus on testing more coordinatedly internally.

For Utah you're getting an additional Invasion layer that focuses on the southern part of the beach, you're also (finally) getting some Offensive layers as well as an RAAS layer for the map which has since released had none.

We've also fixed a couple of minor bugs along the way. Going forward from here our priority is sorting out the armour system, we've been investigating it since it was reported earlier in November, but the issue seems to be much deeper than we initially anticipated, we are hoping to have a fix for this soon, but we will keep you all updated on the situation.

We have also heard the feedback about our communication and we agree that it needs to be better. This means more dev blogs, streams and presence within the community.

Some of you may also have noticed that we recently streamed to our twitch, this is something we really enjoyed and you can expect to see more regular dev streams with the team going forward.

[h3]Changelog v2.1.1075.270[/h3]
    Utah
  • Added Utah Invasion 02
  • Added Utah Offensive 01 & 02
  • Added Utah RAAS US
  • Fixed several material and geo issues.
  • Fixed missing LOD for some Utah bunkers.

    UI/UX:
  • Fixed Main menu logo still using "Bloody Undead" version.
  • Standardized Chapter 3 loading screens to the same as Chapter 1 & 2.

    Gameplay:
  • Fixed Sten Mk. V mag only having 30 rounds instead of 32.
  • Fixed the following open-bolt weapons that allowed for +1 round in the chamber: MP-34, MP-40, ZB-26, Chauchat, MAS-38, Coax Reibel, Sten Mk. V, BAR M1918, M1A1 Thompson, M3 Grease Gun.
  • Fixed Chapter 3 MSP reset buttons missing.

  • Misc. Fixes
  • Fixed missing wall collision in DoD Buildings.


Sincerely,
Periscope Games


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