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Squad 44 News

Update: Operation Greyhound is now LIVE

[h3]Happy New Year, folks! Welcome to the first update of 2024! [/h3]

New Year, new start!

This update focuses on a comprehensive quality-of-life update for Squad 44, encompassing animation, level design, and coding changes designed to further optimise the game. There’s also been work on bug fixing, improving the new player experience, and making the game environments more immersive.

Starting with the level design, we have been working hard to upgrade the graphics, focusing primarily on the foliage, lighting, and water on Chapter 1 maps. Work has also been undertaken to improve various historical landmarks in the game to align them more with their real-world counterparts (e.g. Koepelkerk and Veghel Town Hall). This has all been undertaken with optimization in mind, with draw calls significantly reduced, LODs refined, and textures appropriately packaged. Players also have extra options now to refine their graphics settings in-game. DLSS and texture streaming has been updated to improve performance further. This graphical overhaul of Chapter 1 maps is ongoing work as we look to update the game's overall appearance and performance in 2024.

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In addition to level design optimization, we have also been busy cleaning up code. In doing so, we have entirely reworked the spawn and logistics systems. This means that all infantry squads now have access to a truck capable of carrying supplies to allow Infantry Squad Leaders the ability to build FOBs independently, with the FOB limit increased to 6. While the Infantry Squad Leaders will be able to use supplies to place light weapons down, they will be entirely reliant upon the Logistics Squad to keep those weapons supplied with ammunition, in the form of construction points. Red zone restrictions preventing construction of emplacements behind the lines have also been introduced, to help reduce backline camping and present a more realistic front-line concept of warfare.







These changes have been made for technical and gameplay reasons. When playing with the new update, feel free to share your feedback as we will continue to refine these systems going forward.

We’ve started work on making the game more approachable for newer players (with plans for a bigger look at accessibility slated for later this year). There are a few things you may notice:
- On-screen compass to assist with player orientation
- Visual prompts notifying players when a point is won or lost
- Sound prompts when players health is low, to signify risk of bleeding out
- Several gun sights have increased peep-holes for easier use: Grease gun, Sten, Springfield, and the M1 carbine)
- Springfield M1905 now has a bayonet
- Refined camera shake on shooting



Long-term bugs like those encountered when shooting out of windows from slight angles have been fixed, as have the Cromwell armor and the offset markers on maps. There’s also a new spawn menu UI, improving FPS and allowing Squad Leaders to name their sections and delete previously placed markers.



We have many more changes coming down the line - a roadmap is coming very soon! In the meantime, let us know your thoughts, feedback or suggestions!

[h3]Changelog[/h3]
Improved Spawn UI
+ Less FPS drop
+ Added spawn points list
+ Fixed offset on minimap for all UI/marker
+ Can name sections + SL markers removable (auto marker disappear time of 10min)
+ Fixed section info bug on changing SL

Added new compass to player UI
+ Removed old compass
+ Updated vehicle compass

Updated Dead/Incap UI
+ Created a give-up button
+ Created an automatic switch to spawn UI after 30s of death
+ Added bleeding/pain sfx

Changes to server hosting
+ Server queue limit = 20
+ Added modding info on server browser

Minor amends
+ Reduced VoIP ducking from 80% to 20%
+ Added wiki & new social media link to the main menu
+ Added a new entry map with camera movement
+ Added new loading screens for all CH1 maps
+ Removed "Modded content" startup loading screen
+ Gebirgs-Division name fix
+ Changed Greek logistics NCO name from Lee Enfield to Männlicher
+ Added a screenshot mode button inside the main menu
+ Removed old logos out of the virtual shooting range

Rally System
+ Added a new UI to reduce the friendly RP size
+ Fixed overlapping friendly RP bug + Removed bug that everyone sees the RP timer
+ Give commander only the visibility of the timer of every RP
+ Changed redzone being visible to everyone
+ Can now destroy enemy rallies by holding "F" (~15 secs)
+ Fixed bug on radioman radial menu and updated UI

Vehicles
+ Fixed tank section not usable on Utah
+ Extinguisher & Wrench range increased
+ Fixed Cromwell internal collision normal
+ Fixed firefly coax mg name from BESA to M1919
+ Updated Flak 38 (10 x 20rnd mags, 6s reload, 10s swap projectile, new reload sounds)
+ Updated Flak 36 reload time to 7 seconds
+ Added missing impact and shrapnel effect for APHE 88mm
+ Vehicle Icon direction arrow added
+ Created Infantry Supplies Truck (IST)
+ Fix for Tank kills and deaths not counting on scoreboard
+ Added "X" to close tank deck menu if the close button is blocked by UI
+ Removed towing radial

Weapons
+ Fixed shooting offset at tight angles through a window
+ Checked zeroing of all infantry weapons (fixed K98k, K98k sniper, Springfield sniper, Garand, M1 Carbine, G43, Mannlichers, Gras, MAS36, Lebel & Lee Enfield Sniper)
+ Increased sight aperture on M1 Carbine, Springfield, Sten & Grease Gun
+ Thinned front-sight on the Mannlicher and Lee Enfield No. 1 MK3 rifles
+ Tweaked basepose on the Lee Enfield No.1 MK3 so the bolt is angled closer to the receiver
+ Added proper Mannlicher rifle non-dry reload
+ Changed firing audio sound for the Mannlicher rifles to be unique
+ Increased firing rate on the M1928 Thompson to the realistic 850RPM
+ Fixed a number of third-player reload animations having no blending
+ Enabled dynamic physics on loose sling ring and bi-pods for multiple weapons
+ Set all bolt action rifles to not allow an additional round in the chamber on a full magazine due to the nature of their reload animations
+ Added Springfield 1905 bayonet
+ Changed Lewis gun model & animations
+ Regenerated physics assets for a number of weapons so they are more accurate to the shape of the weapon
+ Fixed skinning issue on the bullets for the Mannlicher rifles
+ Fixed hand glitching when transitioning between in-and-out of ADS on the Lee Enfield No.1 Mk3
+ Increased ADS time for the M1 Carbine slightly
+ Fixed odd right-hand thumb position on the Bren bipod basepose
+ Fixed offset of M2 ironsights on the halftrack
+ Bumped up the recoil on the FG42 while in bipod to be on par with other similar weapons of its class
+ Fixed K98k, Lebel Scoped, and Springfield Sniper showing bayonets while in ADS in first person
+ Reduced intensity of blur on the M1 Carbine, Sten and MAS36 further
+ Fixed shell ejection offset on the No.4 Mk1 Lee Enfield while reloading
+ Fixed bullet poking out of the weapon briefly during the Springfield reload animation
+ Slight animation tweaks to fix some clashing on the STG44
+ Tweaked lowered poses for the FG42, K98 grenade launcher, MG42, MG34, Boys Anti Tank Rifle, ZB26, Mac 24, Mas36, Mas 38, Bren, Lee Enfields
+ Increased visual recoil on the Emplaced machine guns
+ Added camera shake on firing the handheld mortars
+ Smoothed out ADS transitions for the Luger, FN1922, PA1935, 1911 and P38 pistols
+ Sped up bipod deployment for the Bren, Mac24 and ZB26 slightly
+ Fixed Cup Discharger base angle looking off - Simplified range settings on the Cup Discharger to 50m/100m/150m/200m/250m
+ Fixed M1A1 Bazooka being unable to freelook while in ADS
+ Set Piat to the same weapon lower settings as the other rocket launchers
+ Set M7 Grenade launcher to the same lower settings as the other Grenade Launchers
+ Fixed broken ADS on the Mauser C96
+ Fixed Brandt 50mm mortar having camera shake desynced from the firing animation
+ Added handling foley to all handheld mortars
+ Fixed visible bullet when firing the G41
+ Fixed stretched UVs on the K98 follower
+ Slight tweak to the Luger weapon firing animation (slide moving slightly)
+ Added missing lowering animations
+ Fixed offset ADS positions for Panzerschreck & Bazooka
+ Gave recoil to Piat + Fixed M1 Garand & Lewis Gun animation
+ Tweaked camera shake on several weapons (added to emplaced weapons)
+ Fixed some weapons missing blur on ADS
+ Added zeroing to MP40, Thompson M1928, Thompson M1A1, C96 & Browning M1919
+ Set zero of the Greasegun to its IRL 100m setting
+ Fixed Mac 24 animations
+ Added SFX to Gras mle1974 bayonet equip and use
+ Replaced modern M2A1 Browning barrel with older authentic M2HB barrel
+ Standardized throwing animations for grenades & throwables
+ Fixed sides exposed on binos at 120 FOV

Medics
+ System change for bandage/syringe: (Medic revives to 30% health, bandage heals to 100%, other revives to 10% health, bandage heals to 50%)

Squad Information
+ Added improved info on neutralized/capped/lost flags
+ Added section leader notifications (Player joins/leaves section & on promotion to section leader)
+ Set Sapper/Pioneer to a max of 2 per team

Deployables/Logistics
+ Rework of the emplacement/deployable system (Inf trucks carry supplies, removed MSPs, Radios and spawn tents introduced, Emplacements only buildable at FOBS, all emplacements cost construction points)
+ Set exclusion zone between radios to 400m
+ Set FOB lost to 20 tickets if destroyed by enemies
+ Made FOB placing unavailable in redzones and out of bounds zones
+ Removed vehicle tents
+ Possible fix of not being able to logi resupply
+ Emplacements no longer placeable in mains (150m radius)
+ Logistics shovel builds/destroys faster than normal players
+ Fixed problems with the interact collision on deployable weapons
+ Updated multiple deployables (various changes to costs)
+ Added several new faction-specific deployables (razor wire and hedgehogs etc)
+ Set ladders to not block vehicles

Performance/Level Design
+ Fixed texture streaming to be set to on
+ Updated DLSS plugin to 3.5.2a
+ Fixed DLSS settings selection bug
+ Enabled Mesh Distance Fields on Med & Low graphics settings
+ Added graphics setting for screenspace reflection
+ Fixed smoke bugging out on multiple transparent materials
+ Reduced VRAM significantly on various maps (inc Maleme/Rethymno)
+ Multiple LOD and optimisation fixes to Maleme/Rethymno
+ Maleme - Fixed rockwall turns black on close range
+ Fixed broken LOD mesh on Maleme/Rethymno airfield/barracks
+ Fixed pavement collision on Arnhem
+ Fixed Doorworth castle door weird LOD
+ Doorwerth 03: Removed double axis cdr car
+ Updated redzones for Offensive levels
+ Changed Out of Bounds kill time from 20s to 10s
+ Reworked buildable pontoon system
+ Added extra buildable pontoons to Grave, Arnhem, Veghel, Dinant, Driel
+ Fixed snow ditch gap
+ Improved snowy landscape material
+ Fixed penetration values on different materials (E.g. – Can now shoot through wood fences)
+ Optimized vehicle spawners
+ Ongoing level design overhaul (new buildings e.g. Koepelkerk, Veghel Town Hall, etc)
+ Re-added Arnhem Range (still under construction)
+ Removed Proving Grounds to investigate client crashing bug

Rally System:
+ Set RP to block placing in out of bounds zones

This WW2 game just got rescued by the creators of Squad, and a huge new patch is live now




It's been a while since I dove headfirst into a milsim, but Offworld Industries' bid to revitalize its WW2 spinoff of Squad makes me want to clear my calendar. Post Scriptum (2018) has been fully acquired by publisher and Squad developer Offworld Industries, who's slapped on a new label that better reflects what you're getting: Squad, but set in 1944...
Read more.

Post Scriptum is now Squad 44 - The Battle of Rethymno Now Available



[h3]Hello everyone! [/h3]

If you haven't heard, Post Scriptum has been acquired by Offworld Industries and we're currently working with the wonderful team at Mercury Arts to bring you new updates and content. With the acquisition, we're also proud to announce a new name for Post Scriptum: Squad 44!

We're incredibly excited for the future of Squad 44, and growing the community around it. This is a new era for the game, and we're hopeful you'll come along for the ride.

With that, we also have a new update for you!

[h2]New Update - Contents[/h2]



The Battle of Rethymno took place on the Island of Crete between May 20th and 29th in 1941 with Greek and Australian Forces clashing against Fallschirmjäger from the German 7th Fliegerdivision.

As the second and final map in the Battle of Crete series, the Rethymno battlefield has been recreated utilising modern terrain height maps and original maps and sketches dating back to the battle.

This new release also includes a new Greek Faction developed with input from historians and Greek reenactment organisations. The new faction will bring an eclectic mix of German, French, English, Italian and Greek weapons to the game. New weapons include 4 rifles, 2 pistols, 1 light mortar, and a knife.



[h2]Changelog - v0.1.0.227771[/h2]
[h3]Gameplay changes[/h3]
  • Added Greek faction (5th Cretan Division)
  • Added Aussie faction (19th Brigade AUS)
  • Fixed height on JU-52 parachute cmd call-in
  • Fixed small bugs on the DFS-230 glider cmd call-in
  • Disabled JU-52 logi drop for FPS testing reasons
  • Updated OutOfBounds for Maleme and Rethymno to avoid CMD call-in problems
  • Added correct Chapter Mercury vehicle Kill/Death ticket rules
  • Added missing heads for french and american winter uniforms
  • Team rally points are visible for other squad leaders and commander

[h3]Level Design changes[/h3]

Rethymno map added
  • OFFENSIVE S01 (Gruppe Mitte vs. Greeks)
  • OFFENSIVE S02 (Greeks vs. Gruppe Mitte)
  • OFFENSIVE S03 (Gruppe Mitte vs. Greeks)
  • OFFENSIVE S04 (Greeks vs. Gruppe Mitte)
  • OFFENSIVE S05 (Gruppe Mitte vs. 19th Aussie)
  • OFFENSIVE S06 (19th Aussie vs. Gruppe Mitte)
  • RAAS (Gruppe Mitte vs. 19th Aussie)
  • Armoured (Gruppe Mitte vs. 19th Aussie)


Maleme lightning update + factions on layer updated
  • OFFENSIVE S01 (Gruppe West vs. ANZAC)
  • OFFENSIVE S02 (ANZAC vs. Gebirgsjäger)
  • OFFENSIVE S03( Gruppe West vs. ANZAC)
  • OFFENSIVE S04 (ANZAC vs. Gebirgsjäger)
  • OFFENSIVE S05 (Gruppe West vs. Greeks)
  • OFFENSIVE S06 (Greeks vs. Gebirgsjäger)
  • RAAS Gruppe (West vs. ANZAC)

  • Removed H35 from French CH2 maps to avoid crashing

[h3]Weapon changes[/h3]
  • Brixia Mortar added
  • FN1922 pistol added
  • M1895 pistol added
  • Männlicher 1903 rifle added
  • Männlicher 1903 carbine rifle added
  • Männlicher 1903-14 rifle added
  • MLE 1874 rifle added
  • Lee Enfield ranging bugfixed
  • Lewis ranging bugfixed
  • Clipping on multiple weapons bug fixed
  • Animation update on multiple weapons on firing

[h3]Vehicle changes[/h3]
  • Fixed broken collision on the DFS-230 gliders
  • Updated driving values on Kettenkrad
  • Added some missing LODs
  • Updated some LODs

[h3]Other Changes[/h3]
  • GBJ character bugfix
  • Improved FPS for Maleme and Rethymno
  • Removed scaling minimap (to avoid blocking buttons)
  • Added channel info on chat messages (All, Team, Squad, Admin)
  • Tank section UI only visible by having a tank in main
  • Fixed bug by killing yourself in a tank by moving too fast
  • Fixed bug to double shoot with an emplacement

[h3]Known Bugs[/h3]
  • Minimap mouse is offset
  • Clear Cache button doesn’t clear cache fully
  • RP are visible for every player in the same team
  • RP can overlap each others and block spawn UI
  • Fences around Rethymno airfield are impassable with vehicles

Chapter 4 - "Colmar" Now Available

Hello everyone and happy new year 2023!

This update brings Post Scriptum's 19th map to the game Colmar. This is the 3rd map as a part of Chapter 4.



For our initial release, we will include 12 layers of Offensive game mode on both Summer and Winter version of it. Later on we will bring more game mode like Armoured, Supremacy and RAAS.



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

[h3]Changelog v3.0.85.5337[/h3]
  • Added Colmar Offensive 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12
  • Adjusted payload on Panzer II
  • Removed T45 HVAP from M24 Chaffee
  • Tweaked reload time for M24 Chaffee and M4A3 Sherman
  • Reverted to old grass for all chapters
  • Reduced Cromwell and Churchill APDS count 8->3
  • Fixed Jagdpanzer IV fire not spreading to ammorack
  • Fix for networking issue for turret when leaving seat
  • Fog adjustment to most layers across all chapters



Sincerely,
Periscope Games


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

Get 65% off Post Scriptum during the Steam Winter Sale!

Greetings!

We are pleased to announce the Steam Winter Sale 2022 with Post Scriptum participating in the sale 65% discounted, with a Free Weekend running from January 5th - January 9th.

Now is also a good time for us to give everyone a heads-up that Periscope Games will be closed and away for the holidays from December 23rd - January 4th where we will return ready to take on 2023.

Our initial plan was to have our Quality of Life update that was planned on the roadmap out by the end of the year, due to some constraints we haven't been able to carry out this update and will instead commit to this update during 2023.

We hope you too will use this time to spend time with family, friends and your loved ones.

Now lets talk about some Winter Sale and Free Weekend news!

[h2]Steam Winter Sale 2022 + Free Weekend[/h2]
[h3]65% Discount on Post Scriptum Dec. 22nd - Jan. 9th @ 6 PM UTC[/h3]
[h3]Free Weekend for Post Scriptum Jan. 5th - Jan. 9th @ 6 PM UTC[/h3]


Starting December 22nd @ 6 PM UTC the Steam Winter Sale will start off giving everyone a great opportunity for some good Christmas presents and deals on Steam throughout the holiday.

Post Scriptum be participating in the Winter sale with a 65% discount for Post Scriptum through to January 5th. The sale will then extend from January 5th until January 9th with a Free Weekend.

Merry Christmas & Happy Holidays!

Sincerely,
Periscope Games


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