Greetings! Since our last patch that brought some fixes to our deployable AT guns as well as some well-needed weapon adjustment, we have been hard at work on cooking up another sizeable update. This update introduces several new additions to improve the experience of our players, with this update you will see the addition of the “Victory Screen” which will replace the scoreboard as the default end screen for matches, you can still find the old scoreboard by pressing and holding TAB the same way you do during a normal game. [img]https://clan.cloudflare.steamstatic.com/images//31533869/df2764f2efa05034bbbcd875ce446c3ffc8f6e13.gif[/img] Depending on your winning and losing conditions of the game you will encounter different titles and messages on the victory screen, these range from Minor Victory/Defeat, Major Victory/Defeat to Total Victory/Defeat. As well as the winning or losing conditions like the enemy won by holding the objectives or from running out of tickets. The Victory Screen will also feature several statistics separated into the best section and best player categories, these categories are: [b]- Objectives[/b] Time spent in the objective either as an attacker or defender. Having a full squad in a cap will give you a multiplier [b]- Combat Efficiency[/b] Kill / Wound / Death Ratio score Accuracy and Suppression Overall score. [b]- Camaraderie[/b] Revives Healing [b]- Logistics[/b] FOB Uptime in total Emplacements constructed [b]- Personal Statistics[/b] Shots fired Accuracy Headshots KIlls / Wounds / Deaths ratio Soldiers Revived Vehicles Destroyed All of these stats are only relevant to your match and it’s is not being tracked or saved. The update also brings our own Message Of The Day (MOTD) screen to the game, this was a big request from a lot of our communities who are seeking for better ways to inform server rules and information to their players. [img]https://clan.cloudflare.steamstatic.com/images//31533869/c8a28e2c4aca02a3e5c2ee0a22752ffcbc22dc7b.gif[/img] The new MOTD is very customizable, allowing you to change headings to various sizes, colour coding of text and even allows for you to upload a 64x64 pixel server logo for you to use. The MOTD will be the first screen the player will be presented when they join your server and you can see the MOTD at any time by pressing the MOTD button on the top left of the scoreboard. For our logistics players, we are also introducing some enhancements, now all emplacements will generate a colour coded outline around the which will tell you the building state of a structure. The colour is Red for unbuilt but placed state, Yellow for Semi-built and Green for fully built emplacements. Additionally, you can see the health of a deployable you are looking at, the healthbar will be located in the lower right corner of your screen. [img]https://clan.cloudflare.steamstatic.com/images//31533869/f57b938cc78b118d79c31f6014f746b1456b8502.gif[/img] We have also gone ahead and added a new M3 Halftrack to the game, we have given the Lee Enfield and the Springfield sniper scopes the same treatment we gave the K98k in the last patch, the M10, M18 and King Tiger will also be present on Chapter 1 maps alongside the armoured layers. [img]https://clan.cloudflare.steamstatic.com/images//31533869/57e2d54a9359b8f881c100c794eb7d6d8567facc.png[/img] (.50 Cal included) And lastly, we have gone ahead and made several game fixes to short and long time bugs in the game, adjusted and rebalanced several items as well as several optimizations and level design fixes to the game. [h3]Changelog v2.0.875.15329[/h3] [list][*] Added: Victory Screen + Team & Personal stats. [*] Added: New Message Of The Day when connecting to server. [*] Added: Outline over deployable when equipped with the shovel + health status of deployable. [*] Added: New Lee Enfield scope reticle. [*] Added: New Springfield scope reticle. [*] Added: New M3 Halftrack model. [*] Added: M18 Hellcat, M10 Wolverine & Königstiger to Chapter 1 maps. [*] Added: M18 Hellcat, M10 Wolverine & Königstiger to Armoured layers. [*] Fix: The walking dead. (body making walking sounds when dead on the ground.) [*] Fix: Pak38 sight being misaligned. [*] Fix: G41 missing shell ejection. [*] Fix: Stamina not regenerating while inside a vehicle. [*] Fix: Missing C96 for 1940 German Panzerbüchse 39 role. [*] Fix: Clearing your in-game cache will no longer reset your bound keys. [*] Fix: Lebel rifle having wrong bullet count. [*] Fix: Dinant Skirmish loading screen. [*] Fix: German Sdkfz. 251 Halftrack torque. [*] Fix: German Sdkfz. 234 Puma torque. [*] Fix: German Sdkfz. 232 (8-rad) torque. [*] Gameplay: Rebalanced the AT kits inventory to give all AT 1 round loaded + 1 extra. [*] Gameplay: Rebalanced the Sapper kits inventory. [*] Gameplay: Adjusted Churchill APDS round count from 25 to 10. [*] Gameplay: Adjusted Panzerfaust and PIAT Minute of Angle (MOA) to be more realistic beyond 60m. [*] Gameplay: Adjusted the shovelling speed to be faster. [*] Gameplay: Adjusted all rocket launchers to be considered shape charges & more consistent. [*] Level Design: Added M1A1 Bazooka to Training Range. [*] Level Design: Added holes in Carentan factory walls. [*] Level Design: Adjusted plaster and brick material to be less bulletproof. [*] Level Design: Adjusted the minefield in Utah Invasion 01. [*] Level Design: Adjusted the minefield in Carentan Invasion 01. [*] Level Design: Adjusted German protection base radius on Dinant Offensive layers. [*] Level Design: Fixed spawn on St Mère Invasion 01. [*] Level Design: Fixed Arnhem river damage volume. [*] Level Design: Fixed missing sewer section on Grave Skirmish 01. [*] Level Design: Fixed missing rubble on Dinant Skirmish 01. [*] Level Design: Fixed missing Commander Kubelwagen on Grave Offensive 03. [*] Effects: Fixed M18 projectile referencing Squad physmats. [*] Effects: Fixed PIAT projectile playing two effects at the same time upon armour impact. [*] Effects: Fixed 20mm on the Sdkfz 222 and Panzer II was using the 14mm rifle impacts. [*] Effects: Fixed chimney smoke material always rendering on top of other VFX. [*] Effects: Fixed 9mm/38cal rounds playing 303 impacts on the ground. [*] Effects: Fixed hay bales not having physmats. [*] Effects: Optimized .50 cal muzzle flash FX. [*] Effects: Optimized 20mm impacts on concrete and wood with a newer version using way fewer sprites. [*] Effects: Optimized GPU collision method from small arms ground impacts. [*] Effects: Optimized 20mm impacts on armour to be less resource-intensive. [*] Effects: Made various FX optimization to distance field GPU particle collision.[/list] We hope the new features will be enjoyed by our playerbase as we continue to work towards the SDK, Sandbox, Territory Control as well as more fixes for the game. One more thing! Post Scriptum is closing in on its 2 year anniversary and we are so incredibly thankful for having such a passionate community dedicated to the game. We are hoping for even more awesome times ahead as we look to the future. So from all of us here at Periscope Games. Thank you!