Squad 44 cover
Squad 44 screenshot
Genre: Shooter, Simulator, Strategy, Indie

Squad 44

Update v2.0.814.15050 - Changelog

Greetings!

This update will bring some new features and additions to the game alongside some fixes well needed.

Let's go over some of the changes that have been made to the game.

First of all, we've gone back and given our Waffen SS models some well-needed love after nearly 2 years. Have a look at the new models you can see in-game.



The second major change is the addition of knives that can be used as melee weapon. This has been a request for quite a while and thanks to the Through the Periscope feedback program, it has now made its way into Post Scriptum.



Next up is the new deployable Anti-Tank Guns. We recognized a bit ago that the towing system isn't a good solution for the game due to the reliance on physics which, no matter how well we optimize it will cause weird glitches and issues. So, for now, the towing has been disabled while we work on a more optimal solution.

In order to compensate for this, and with the help of the feedback program we have made Anti-Tank weapons buildable including previously static weapons like the Flak 36 (88mm) and the Flak 38 (20mm). They also allow more flexibility in that they aren't static and so ambush positions can now more effectively be set up.



The Anti-Tank weapons have a base cost of 800 with the Flak 36 at a cost of 1000 points. Furthermore, you are limited to a maximum of 2 spawned anti-tank guns per team at any given time.

The guns will come in 2 stages similar to our other emplacements and buildable, an unbuilt and a built state. In the unbuilt state, the weapon will not be able to shoot or move and will need to be dug down similar to how other deployable are built.



Once built the anti-tank gun will turn into a vehicle that can be moved around. This only includes the anti-tank weapons that can actually move around, the Flak 36 and Flak 38 are not able to move and so they can quickly become vulnerable to air support.

The last major change is that we've added a Chassis Integrity icon to vehicles, this will give our vehicle drivers better information about the integrity of their vehicle. While we understand that Post Scriptum for many is a hardcore experience and they aren't necessarily a fan of these informational icons, we feel that it's important to give our players new and experienced enough information so that they can learn the in's and out's of the game.




Get your full changelog below:


Changelog v2.0.814.15050


  • Added new Waffen SS models
  • [Through the Periscope]: Added new knives as melee weapons to all factions.
  • [Through the Periscope]: Added deployable Anti-Tank Guns from logistic trucks. (Max spawn limit: 2 per team)
  • [Through the Periscope]: Added Chassis Integrity icon to all vehicles.
  • [Through the Periscope]: Canteen is now bound to Weapon slot #7.
  • Ticket count visible at the end for both teams on the scoreboard.
  • Fixed Austin K5 driver not registering damage.
  • Fixed problematic respawn at Marshland N. and Marshland S. on Utah Beach Invasion 01.
  • Fixed head mesh clipping through the german helmet.



One last thing, we are still raising money for the Airborne Museum and for that we are auctioning away a one of a kind Official Post Scriptum Developer hoodie, all proceedings of which will go to the museum and the fundraiser!

You can find the fundraiser here.

Sincerely,
Periscope Games

The Airborne Museum at Hartenstein needs your help!

Greetings!

We are still full steam ahead with fixes and optimizations to Post Scriptum alongside our new feedback program “Through the Periscope”.

However there is a more urgent and pressing matter we feel that needs your attention, Post Scriptum like many other games in the genre relies very heavily on history and the archival of this in order to do what we do.

And with the war slowly reaching its 100-year mark, we are very grateful for the many museums and curators who work to preserve the history that is very quickly disappearing from memories of individuals.




One such place is the Airborne Museum located in the former Hotel Hartenstein, Oosterbeek. This museum works almost exclusively with acquiring and preserving history around Operation Market Garden, the airborne operation to secure several key bridges in the Netherlands. Post Scriptum itself features this theatre of war as part of our first and biggest chapter “The Bloody Seventh”.

But they are in serious trouble at the moment and needs your help!



The Airborne Museum has been in existence since 1949. And in the last three years, the museum has undergone a major and quite extensive restoration all of the permanent exhibitions has been completely renewed.

The re-opening of the newly restored museum was planned for 13 March 2020, but due to the recent COVID-19 Pandemic, it could not reopen and the museum was closed until 1 June. From this date onward they are limited to how many visitors they can admit, which severely hampers them in recovering from the pandemic and the restoration cost.



In order to help the Airborne Museum, Periscope Games will be partnering up with EASY Company, the Community Cooperation Team and some of our wonderful partners to bring you an all-day event on the 27th of June! The event will primarily focus fundraising for the hotel and they have a lot of stuff planned!

We highly encourage you all to join the events or watch the streams surrounding it as EASY will be giving away several copies of our game in support of the fundraiser!


DONATE




If you would like to donate towards saving the museum and preserving this important part of history, then you can do so via the donate button above or here.

Alternatively you can donate via their official homepage.


If you would like to know more about the Airborne Museum you can see info here

Update v2.0.798.14983 - Changelog

Greetings!

We have small patch coming to tweak the new Carentan Invasion layer as well as a few fixes.

Changelog v2.0.798.14983


  • Adjusted minefield location on Carentan Invasion 01
  • Fixed exploding vehicles on Utah Beach
  • ZB26 recoil value tweaked to match Bren
  • Readding mortar shell name gone missing
  • Fixed unenterable houses on Utah Beach
  • Carentan Invasion 01 is getting one US MSP and German are getting none in defense.


Sincerely,
Periscope Games

Update v2.0.790.14943 - Changelog

Greetings!

This update contains some minor fixes as well as a new invasion layer for Carentan. We are still working on optimization, performance and loading times. We appreciate all the feedback we've been getting regarding this issue.

We have also implemented the first few changes approved via the new "Through the Periscope" feedback program.


Changelog v2.0.790.14943


  • Added Carentan Invasion 01.
  • Removed assembly animation for M7 grenade launcher.
  • Added new destroy animation with shovels (right click).
  • Fixed missing APCBC shell icon on M18 Hellcat.
  • Fixed M18 Hellcat scope being on the wrong side of the barrel.
  • Fixed Tiger 2 animation issue for driver seat.
  • Fixed main menu Show/Hide option.
  • Sdkfz.222 is more resistant to shaped charges.
  • General map and game optimization.
  • [Through the Periscope]: Added Radioman ability to refresh regroup calls.
  • [Through the Periscope]: Recoil changes to all machine guns.
  • [Through the Periscope]: Adjusted Footstep for jog and sprint to be louder.
  • [Through the Periscope]: Hide enemy tickets on the scoreboard.
  • [Through the Periscope]: Changed Rate of fire on M1 Garand, G41, G43 changed from 0.1 to 0.17
  • [Through the Periscope]: Changed Rate of fire on M1 Carbine changed from 0.1 to 0.15


Sincerely,
Periscope Games

Announcing a new Feedback program: “Through the Periscope”

Greetings!

We are super excited to see everyone having fun and enjoying the new Carentan map, but we feel that there is something else that we need to address.

Over the last few weeks, we’ve been discussing and have realised that a lot of our players feel that their feedback isn’t being heard or acknowledged, we want to address this concern and to do that we are making some changes to how we interact with the feedback we get from the community.

For that reason, we are now announcing a brand new Community Feedback program that we've decided to call Through the Periscope. This new program will let our community help decide additions and changes that will get into the game.

The first major change is that we have launched a new Trello board that will give everyone an insight into all the feedback that the development team has seen and acknowledged. All feedback is split up into different categories depending on their scope and technical feasibility. You can find the new Trello board here

Every two weeks the community will get to vote a single piece of feedback that they would like to have greenlit on our Official Discord server. Once greenlit we will start work on implementing this feature. Please note that the order of greenlit items does not determine which feedback will be implemented first. The development team will have the final say and decision as to what will be voted on.

The feedback that is not picked will stay on the list until the next vote. This way our community has a direct influence on what features they would like implemented into the game.

Hopefully, this will help reassure our players that their feedback is being heard and acknowledged, as well as giving our players a visual representation of how far we have gotten with a particular feature.

The second change is related to how the feedback channel works within discord. Our bot will react with a thumbs up and thumbs down to every post in the channel. This will allow users to easily vote on feedback that they like or dislike. This will help us discuss internally what feedback our community likes or doesn’t like. Performance & bug feedback will not be added to the Trello board, as these are considered bugs or issues that are actively worked on and don't need a vote. Duplicate feedback and similar feedback also will not be added to the Trello board.

With these two changes, we can ensure that we are being open and transparent with our community about their feedback as well as including our community in deciding what they would like put into the game within reason and as long as it doesn't compromise the core experience.

Sincerely,
Periscope Games

Carentan now available!

Currahee!

We are super excited to finally be able to bring you the Carentan map, which is now available in-game. Furthermore, we've added a daytime invasion layer to St Mere Eglise amongst a few other changes.

Changelog v2.0.770.14872


  • Added Carentan Offensive 01.
  • Added St Mere Eglise Invasion 02.
  • Fixed US Chevrolet G7100 Logi spawning Austin K5 Wreck upon destruction.
  • Adjusted Panzer VI Königstiger side plate armour to 80mm, roadwheel armour to 100mm, removed frontal fender weak spots.


Sincerely,
Periscope Games

Carentan releasing May 28th

Greetings!

The road to Chapter 3 has not been completely smooth and we’ve had to deal with a number of issues that kept us from releasing our very anticipated Carentan map.



We are now a month down the line and we are finally satisfied with the state of Carentan, which means that it will release to the public 28th of May at 4 PM CEST and as you might have guessed this is tomorrow, we are super excited to share Carentan with you.



We spent the last month ensuring that Carentan is playing and performing the way we want it to as well as ensuring that the map is fun to play. The map had bad performance and micro stutter issues. These are all resolved now and we want to thank every one of our players who helped us in that effort via public tests.



With the Carentan map, we will also see the new American tanks like the M18 and M10 fight it out with the German armour like the King Tiger. The Infantry gets to fight as either the 101st Airborne or the 6th Fallschirmjäger regiment for control over the town.



You will also get to use the new FG42 for the German paratroopers, this weapon was designed specifically to cram the best of the German Kar98k bolt action rifle and machineguns into one compact package.

We hope you are all excited to hop in and try out the new map!

Sincerely,
Periscope Games

Update v2.0.761.14859 - Changelog

Hey guys!

This small hotfix should fix the server browser issue as well as a missing minimap for Stonne Skirmish 01.

Changelog v2.0.761.14859


  • Fixed text overlapping on the server browser.
  • Fixed server list not updating when pressing refresh.
  • Fixed missing minimap for Stonne Skirmish 01.


Sincerely,
Periscope Games

Update v2.0.757.14854 - Changelog

Hey guys!

This patch will fix and optimise a number of issues, including the most recent issues with the game loading slowly, this is still ongoing and we appreciate the feedback we've been getting.

Changelog v2.0.757.14854


GENERAL FIXES

  • Optimised loading times by removing blueprint references (still ongoing)
  • Fixed the entry map to be more optimised
  • Fixed St Mere Eglise server browser image
  • Fixed dismemberment/gore physics so that it no longer spins
  • Fixed collisions on several farmhouse meshes
  • Fixed collisions on several buildings
  • Fixed overlap collision on all support capsules for all weapons
  • Fixed overlaps being generated on LCTs and LCVPs
  • Adjusted background terrain texture sizes


ANIMATIONS

  • Added new Lee Enfield cup discharger animations


VISUALS

  • Optimised several textures sizes
  • Adjusted P-51 LODs
  • Fixed missing texture in gore material for the 4th Infantry uniform
  • Fixed distant tree mesh LOD


EFFECTS

  • Optimised smoke grenades, smoke mortars, smoke tank shells
  • Optimised medium calibre sized impacts and muzzle flash effects


VEHICLES

  • Fixed Jagdpanzer IV L48 seat state error
  • Fixed Jagdpanzer IV L48 coax MG missing skeleton mesh
  • Fixed several vehicle blueprints skeleton bounds
  • Fixed several vehicle blueprints overlap events
  • Fixed log spam caused by Jagdpanzer IV COAX mg firing


Sincerely,
Periscope Games

Progress update and information regarding the Loading Issue

Greetings!

We feel it’s important to keep our users informed and up to date when it comes to issues that so directly affects their experience.

On the 5th of May, we released patch v2.0.708.14663 and a new issue was found causing some users to have excessively long loading times on game start, upwards of 20 minutes and some simply refuse to load at all.

Following this, we quickly pushed hotfix v2.0.716.14697 on May 7th in a hope of resolving the issue but to no avail. After this, we were quiet about the issue causing some users concern as to the status and progress in resolving the issue. This we can only apologize for.

We have since then worked with our support and testing team to find the cause of this new issue and to resolve it. The initial hypothesis revolved around the issue being localized to users with mechanical hard drives (HDD’s), this was the pattern we kept seeing over and over, but we later uncovered some users with fast solid-state drives (SSD’s) with the same or similar issue.

While investigating loading times we found some major issues in how Post Scriptum loads game content, most concerningly we found that the game loads massive amounts of assets when the game first loads, most of these the game doesn’t even need to load. Although there can be other issues that might be contributing to increased loading time that we might not know about and that we may discover as we continue working on the issue.

But to fully understand this, we need to get a little bit technical.

When Post Scriptum loads content it loads via references to files, this is what causes the game to decide what it should and shouldn’t load at any given time. In our case we found that there were many references that were entirely unnecessary and as thus, was causing the game to load in assets that aren’t required, this causes a number of issues one of which is the potential of contributing to the long loading time.

What all of this means is that as of right now we have eliminated over 12 minutes of loading times from standard loading during testing, this has been very consistent over multiple tests by different testers. Some tests indicate that some users have gone from loading into the game within 5, 10 or even 20 minutes to mere seconds thanks to the optimization on how the game references assets.

We are still working on the issue as we want to ensure that the loading time is as good as it can be across the entire game, this ensures that we aren’t just shifting the problem from one place to another.

Lastly, we want to thank everyone who has raised the concern with us, submitted tickets and helped us investigate the issue. For those who are experiencing the issue we understand the frustration and ask that you be patient with us as we work through the issue. We obviously highly encourage any user experiencing issues to contact support as they are able to better help you with your issues.

There is a temporary workaround that may work for some users, which involves moving Post Scriptum from an HDD to an SSD, this is by no means a fix, but it can work as a temporary workaround while the issue is being resolved by us.

See: https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129 for information about how to move your game installations.


Sincerely,
Periscope Games