Greetings! Since the Armoured Update was released last month we have been working continuously on bug fixing, gameplay improvements and most important putting the finishing touches on our 3rd Chapter 2 map Maginot. We are excited to finally release this map to you, Maginot sets the standard for future Post Scriptum maps, having drawn from all our experience with Chapter 2 and Chapter 3's launches, those lessons we can now apply more thoroughly to Chapter 4 going forward. [h1]Chapter II - "Maginot"[/h1] The Maginot map is based on the Vosges sector of the Maginot Line, a line of heavily fortified positions between Germany and France, the purpose of the Maginot Line was to deny Germany an offensive capability directly through to France. In Post Scriptum this map is represented by the Vosges Sector which is a mountainous region of the sector, containing rolling hills, fields, dense woodlands and of course the Maginot line itself, both above and below grounds. The underground tunnel will not be ready for the initial release as we need to run some more optimization passes on it, but it will come to the Maginot map in an update soon. [h2]Official Partner "The_Yazoo" Interview with the Community Manager of Post Scriptum[/h2] [h3]18th of December @ 6 PM UK/GMT[/h3] [img]https://clan.cloudflare.steamstatic.com/images//31533869/7a794c9a8194b7d1801a07dcf25abce1cc52aae4.jpg[/img] Official Post Scriptum Partner The_Yazoo will be hosting an interview on December 18th @ 6 PM UK/GMT over on his [url=www.twitch.tv/the_yazoo]Twitch[/url] with Post Scriptum Community Manager Henrik "SnazzyDuckling" CHRISTENSEN They will be talking about all things Post Scriptum, wrapping up 2021 and looking forward to what is coming in 2022 for Post Scriptum. Questions will also be answered from the community so if you are interested you can tune into his [url=www.twitch.tv/the_yazoo]Twitch[/url] for the stream. [h3]Maginot Release Changelog v2.1.2064.5708[/h3] [list][b][*]Released Chapter II - Maginot Map[/b] [*]Added 6 Offensive [*]RAAS 1940 FR-GER [*]Supremacy 1940 FR-GER [*]Supremacy 1944 US-GER [b]Gamemodes[/b] [*]Added Utah Beach RAAS [b][*]Added new game mode Supremacy // Removed all KOTH layers[/b] [*]Heelsum Supremacy 1944 [*]Driel Supremacy 1944 [*]Doorwerth Supremacy 1944 [*]Carentan Supremacy 1944 [*]Oosterbeek Supremacy 1944 [*]Maginot Supremacy 1940 [*]Maginot Supremacy 1944 [*]St Mere Eglise Supremacy 1944 [*]Stonne Supremacy 1940 [*]Utah Beach Supremacy 1944 [*]Veghel Supremacy 1944 [*]Velmolen Supremacy 1944 [b]FOB Overhaul[/b] [*]3 FOB max per side [*]100m exclusion from flag for defenders [*]400m exclusion from flag for attackers [*]Cost from 550->500 [*]Deconstruct time set to 90s [*]Armoured gamemode crew count 100->150. [*]Fixed crew being killed by TNT explosives. [*]Fixed Utah Beach double spawn point for LCT. [*]Fixed Regroup Call not working in non-active capture zones (RAAS and Supremacy). [*]Increased font size on loading screen tips for smaller monitors. [*]Fixed missing rocket impact VFX on certain materials. [*]Fixed weapons staying in hands during death animation. [*]Possible fix for vehicle destruction upon driver disconnection. [*]Rebalanced strafing runs to do more damage. [*]Fixed wreck destruction time and sound playing after death. [*]Fixed wrong sound FX on sunny layers for Utah Beach. [*]Fixed Chevrolet engine sound attenuation being far too loud. [*]Added the ability to set Max FPS in game options. [*]Main menu is now capped to 60 FPS. [/list] Sincerely, [b]Periscope Games[/b] [img]https://clan.cloudflare.steamstatic.com/images//31533869/d0406d44e053f7a14d6b82372b4635ba3b4f071e.png[/img] [url=https://discord.gg/postscriptum][h2]JOIN THE DISCUSSION ON DISCORD[/h2][/url] [url=https://discord.gg/postscriptum][img]https://clan.cloudflare.steamstatic.com/images//31533869/56f7cdc6e90bafeb2232475613ab5e4e878d5ea1.png[/img][/url]