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Post Scriptum update for 5 May 2020

Update v2.0.708.14663

Share · View all patches · Build 4984364 · Last edited by Wendy

Patchnotes via Steam Community

Hey guys!

We have a patch coming to address several issues and bring some more optimization to our Chapter 3 maps. Carentan is still not ready, but it's getting there.

Changelog v2.0.708.14663

  • Fixed head 3rd person LOD settings
  • Move intro volume lowered by half
  • Lowered volume for the intro movie
  • Fixed MI_CobbleAsphaltRoadA having the wrong physmat changed from gravel to concrete
  • Fixed collision in some foliage types
  • Fixed collision on a few The Bloody Seventh and Day of Days buildings
  • Fixed Hawkins mine not damaging engines
  • Fixed several graphics exploits
  • Fixed 4th infantry floating medical patch
  • Updated 1st airborne uniform with new colour
  • Updated US 1st person sleeve/infantry backpack textures
  • Fixed Hawkins mine not disappearing in the hands of the player after placement
  • Fixed funky ribbons on magnetic mine explosions and HE against armour
  • Fixed Hellcat wheel fx by downsizing some debris textures
  • Fixed some US paratrooper physmats
  • Fixed ambient Flak light and no collision on beam restored
  • Removed shadows from point lights in flak searchlight blueprint’s
  • Updated Sherman wheel fx
  • Optimization for tracked vehicle engine damage FX
  • Optimization for tracked vehicle turret caching
  • Updated Support artillery impacts
  • Added a new projectile variant for the ambient Vierlings that do not have end explosions
  • Fixed Skytrain plane destruction effects
  • Fixed wind intensity on grass
  • Fixed physmat for material on cobble paths

St Mère-Église

  • Optimized terrain and static meshes
  • Added 2nd cap zone spawns to be enabled
  • Adjusted lifetime of forward spawn groups near the church to 150 seconds
  • Adjusted flag spawns on St Mere Invasion 01

Utah Beach

  • Optimized terrain and static meshes
  • Fixed tanks spawned by LCTs being enterable by the Wehrmacht
  • Fixed culling and materials of meshes
  • Improved some areas of interest
  • Adjusted number of LCVPs to 9
  • Fixed hedgehog glitching through the LCVP at H7 kp5
  • Fixed inside of bunker culling too early at G7 kp9


  • Fixed fence blocking bridge at M11 keypad 7
  • Fixed terrain at H8 keypad 5
  • Fixed hedge mesh at L13 keypad 8
  • Fixed Flak 36/38 emplacements from respawning ontop of wrecks on Heelsum s04 (They no longer respawn)
  • Fixed floating parachute at M8 keypad 1
  • Fixed fence posts not being passable on Heelsum at K13 keypad 7


  • Fixed floating foliage at F4 keypad 6
  • Fixed floating foliage at E6 keypad 9
  • Fixed concrete bunker cull distance to be higher on Grave at D4 keypad 6
  • Fixed fence collision at F2 keypad 8
  • Fixed gap in tunnel mesh at F7 keypad 5
  • Fixed gap in wall mesh at G7 keypad 1
  • Fixed gap in wall mesh at G8 keypad 7
  • Fixed floating building mesh at F7 keypad 3
  • Fixed fence collision at E2 keypad 5


  • Fixed fence gap in the north side of the Factory at I7 kp6
  • Fixed road gap at J5 kp2
  • Fixed bad hedge collision at K2 kp1
  • Fixed Castle Doorwerth gatehouse materials
  • Removed support radio for the germans in S04 at M6 kp8
  • Improved some areas of interest


Periscope Games

Post Scriptum Content Depot 736221
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