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Update v2.0.939.15538 - Changelog

Greetings!

Last week we launched our new Tank Deck System and we're actively monitoring its implementation within the game and the meta changes. One notable issue has been that games were ending very fast due to the number of tickets each vehicle costs their teams, to help alleviate this we've reduced the vehicle ticket cost across the board.

We are still evaluating balancing between decks and will likely be making some changes soon.

This update also addresses community concerns that the new tank kick hampers armoured events where 2 sections are not enough. This we've also addressed by allowing all admin spawned vehicles to be entered by anyone.

As per usual get your changelog below!

[h3]Changelog v2.0.939.15538[/h3]
  • UI/UX: Renamed Daimler AC Shot Mk. 1 APCBC to Shot Mk. IXB/T

  • Gameplay: Lowered Kill Death Ruleset ticket cost for all armoured vehicles.
  • Gameplay: Rebalanced M51B1 & M71B1 Pen Curve for M5 Stuart & M8 Greyhound.
  • Gameplay: Replaced M51 with M51B1 for T17 Staghound.
  • Gameplay: Admin spawned vehicles not being considered section vehicles to allow non-armoured members to use. (Leaving a section will still kick you.)

  • Effects: Fixed MG-42 muzzle flash effect being offset.
  • Effects: New White Phosphorus Bangs for grenades and mortars



Sincerely,
Periscope Games


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Update v2.0.935.15526 - Changelog

Greetings!

A little over a month has gone by and we have been pretty busy in the office, two weeks ago we released a development blog detailing the new tank deck system that will replace the majority of our random spawners currently in the game.

This update will release the new tank deck system to the public for the first time, we are sure that there will be some issues in particular with the balance between teams, we will be monitoring this and adjusting it as necessary.

This was done to address some concerns about our random spawners that wasn't liked by our tankers. We have spent the last couple of months on trying to find a solution to this problem, the solution comes in form of the new tank deck system.

We won't go into details about this new system, but you can read the development blog here if you missed it. https://steamcommunity.com/games/736220/announcements/detail/2890703513471210440

As per usual get your changelog below!

[h3]Changelog v2.0.935.15526[/h3]
  • Added: New Tank Deck System with Central repository and Spawner on all Chapter Offensive & RAAS Layers.
  • Added: Chapter 1, 2 & 3 Tank Decks to central repository
  • Added: Ability for Commander to view the Tank Spawner menu close to a radio.
  • Added: New Panzerschreck model.
  • Added: Smoke mortar shell to 2 Inch mortar.

  • UI/UX: When getting kicked, leaving or disbanding an armoured section a warning will be shown telling them they were kicked from the vehicle.

  • Gameplay: Rebalanced Kill Death Ruleset for all vehicles.
  • Gameplay: Fixed Panzer III F turret speed not working.
  • Gameplay: Players leaving or kicked from armoured section should now be forced out of a tank.
  • Gameplay: Removed M24 from St Mere Eglise.
  • Gameplay: Removed M4A3 Wade Sherman from Carentan and St Mere Eglise Invasion.
  • Gameplay: Panzer II now uses 2 cm sight.
  • Gameplay: Added Matilda textures without Chapter 1 markings.
  • Gameplay: Fixed Pen curves for Panhard 178, S35, H35, R35, APX, W15TCC, B1, Pz II and Pz 38t

  • Effects: Cleaned up several particle folders.


Additionally, we have put together a public Google Drive with a bunch of community resources from us, this ranges from Layer information, minimaps, tank decks, vehicle ticket cost and much more.

You can find the community resources here: https://drive.google.com/drive/u/2/folders/1Bc0iNcgZP_wYzKQIuLAWTnkv3SwVCbCL

Sincerely,
Periscope Games


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

Development Devblog - New Tank Deck System

Greetings!

As part of our ongoing focus on the core gameplay elements of Post Scriptum, we have spent the last couple of months working towards a game that rewards teamwork and tries to further discourage lone wolfing.


One of the biggest challenges for us revolves around our combined arms gameplay, particularly the Anti Tank meta vs our Armour, since infantry Anti-Tank will often spend much of their time hunting armour rather than participating in battle we introduced a rebalanced a couple of patches ago that addressed the concern somewhat, making the Anti Tank much less effective on his own.


This had the inherited drawback of making the Armour crew much more of a challenging issue especially with how the current spawn system works. To address this we’ve been working towards making Tank gameplay more dynamic and challenging.


[h3]NEW TANK DECK SYSTEM[/h3]
With the next major update, we will be introducing a Tank Deck System, this new system will replace the old random spawner that our players didn't like very much, and while still partly randomized it puts the choice and control of tanks more in the hands of our tank players.



How does this new system work?
To understand the difference we need to explain how the old spawner worked.

The old random spawner worked on a set of spawners called “Recon”, “Medium/Light”, and “Heavy” these spawners contained a list of available vehicles based on the layer that it was on, every time the map changed or restarted the list of vehicles is shuffled and a single random vehicle in each pool is picked, this had the benefit of not knowing what armour you’re given for a battle, with the drawback of sometimes being pretty unbalanced.

This also meant that once you knew what the enemy tank was, you knew that this tank would be present the entire game and while it works in theory, it did mean that your tank matchups can sometimes be unbalanced and with tanks like the King Tiger you could be reckless at not much of a consequence.

Killing tanks also wasn’t very rewarding as you knew it was a matter of time before another one would be back on the field. All of this culminates into a pretty mediocre tank experience.

Now that we understand how it used to work we can understand the new system, which instead of selecting a single tank for each spawner type “Recon, Medium/Light, Heavy” will pick a “Deck” for each spawner type, a “Deck” is a pre-defined set of vehicles that exist within the game.


These tanks are of limited quantity and so you will need to use your armour cautiously as you could very well run out of armoured vehicles, in which case you will need to rely on Anti-Tank guns or Anti-Tank infantry. Losing a tank like a King Tiger will not only cost your team tickets but the tank will not respawn back in for the rest of the game.

Below you can find a breakdown of the various elements and states of vehicles you'll be presented within the new Spawner.




There are currently 6 decks per spawner type for each team. Across all 3 Chapters.

Every time a map restarts or changes the decks are shuffled and 1 random deck of each type is picked out to make up your tank deck for that round. The benefit that this new system has is that it allows flexibility for tank crew, in the sense that they can pick their own tanks and the combination of tanks that suits their needs. For example, both armoured crews could take out 2 Churchill tanks instead of being forced into picking one of each category.

This makes the engagement of tanks much more dynamic between not only the opposing tank crews but also to infantry Anti-Tank who will have the ability to take out a tank for the rest of the game, thus making their efforts more rewarding, bearing in mind that hunting tanks now is much more dangerous with several tanks being at play.



The Commander also got a treat with this new system as he has the ability to see what tanks are available to his team, what tanks are dead and what tanks are active in the battle (As long as he is close to a radio of course). This gives him more information to be able to better direct tanks on the battlefield.

We can’t wait to share more about this new tank system very soon as we enter into public testing.



[h3]NEW PANZERSCHRECK MODEL[/h3]
Moving on from the new spawner, we’re also going to address a couple of other issues with the tank

We’ve added a brand new Panzerschreck model to the game, this new model will replace the very outdated model we currently have in the game, this will make aiming a bit easier and more accurate to this historical counterpart.




[h3]NEW STUG III AUSF. A[/h3]
Joining us on Chapter 2 in the near future is a new StuG III model, namely the Ausf. A variant which was one of the first StuG’s to see service during the war, this particular model saw limited action during the Battle of France in 1940.

Built on the chassis of the Panzer III F that is also part of Chapter 2, with the same short 7.5 cm howitzer that the Panzer IV D carries it’s a very good assault tank with a low profile and a big gun.




[h3]NEW US 37mm AT GUN[/h3]
And the most recent entry is one that we’ve been wanting to add in for Chapter 3. We’re bringing in the M3 37mm Anti-Tank gun that at the time Normandy happened was pretty outdated, but we feel that the introduction of a new anti-tank gun within the allied tree is welcomed.

We decided to add this rather than the M5 as it would call for the introduction of several counterparts like the 17-pounder or PaK 40, while we aren’t opposed to their introduction seeing as they were the mainstay of the armies of the time, we need to be careful with such an introduction as they were very powerful guns. Both this and the StuG III will join Post Scriptum in a later update.



Sincerely,
Periscope Games


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Update v2.0.888.15384 - Changelog

Greetings!

After our major patch last week there were several issues that were missed during initial QA.

These have been found and corrected, most notably the Armour Penetration system wasn't working as intended causing issues with the ability to pen vehicles, as well as destroy others with certain types of vehicles and weapons.

We have addressed the drivers in trucks being unkillable due to collisions and the deployable causing a collision even when not built.

We also fixed the MOTD not having a close button when there is an excessively large amount of text.

We also heard the feedback about our Entry map with Utah beach being too loud and obnoxious, so we've changed it back to the more quiet Arnhem Range.

We have also made several other fixes, improvements and optimizations.

[h3]Changelog v2.0.888.15384[/h3]
  • UI: Fixed MOTD Close button not being visible for excessively large text amount.
  • UI: Changed Main Menu entry map back to the Arnhem version.

  • Fix: Fixed the Armour Penetration system.
  • Fix: Fixed mines and other deployables not showing up if placed beyond a certain distance from the player.
  • Fix: Fixed drivers in trucks being unkillable due to collision.
  • Fix: Fixed M3 Halftrack center of gravity being in the rear causing the vehicle to nose up.
  • Fix: Panzer IV G Turret shield being misaligned.

  • Gameplay: Fixed and rebalanced all soft-skin vehicles with more realistic damage resistance.
  • Gameplay: Fixed the deployables having fully built collisions in unbuilt state.

  • Level Design: Fixed British QF6 AT Gun for German team as defender on Driel Offensive 05.
  • Level Design: Fixed Driel Offensive 05 pre-placed construction crates having no supplies.
  • Level Design: Fixed flying boxes on Stonne RAAS 01.

  • Effects: Possible fix for AP Mines not having FX under certain circumstances when stepped on.
  • Effects: Assigned proper Muzzle FX to Panzer II.
  • Effects: Optimized 20mm AP impacts on wood and concrete material.
  • Effects: General fixes to texture size and streaming.
  • Effects: Assigned correct impact effect and sound from AT Grenades against armour.


Sincerely,
Periscope Games

Update v2.0.877.15334 - Changelog

Greetings!

We have a quick hotfix coming in to fix some issues that slipped past testing. Including a nasty exploit.

We will likely push another patch next week to address some other issues, we couldn't address today.

[h3]Changelog v2.0.877.15334[/h3]
  • - Fix: Churchill Coax MG having infinite ammo.
  • - Fix: An exploit involving vehicle tents.
  • - Level Design: Fixed all game restrictions being left off in Arnhem Offensive 01.
  • - Level Design: Fixed Southern Minefield not disappearing on Utah Invasion 01.


Sincerely,
Periscope Games