Released a minor patch Bug Fixes:
Hope you've been enjoying the most recent updates! Come on out and lets appreciate the darker side of PVKII with Spooktacular Saturday Night Mayhem every Saturday in October!
Join us in the official servers at 1:30 PM (13:30) EST for Saturday Night Mayhem!
Enter: connect snm.pvkii.com into the in game console to connect directly to the server.
And don't forget to grab a role in #saturday-night-mayhem on our discord for future games!
Check out recent development Youtube shorts!
Play for free only on Steam!
play.pvkii.com | discord.gg/pvkii | pvkii.com
LambdaGen | X/Twitter | Facebook | Instagram | Youtube
Released a minor patch Class Changes: Skirmisher:
Were back with another update containing polish and fixes all around. This patch is significant in that it brings the base game balance close to finalization. Player feedback has been appreciated, it helped us make this patch even better. Let us know what you think, hotfixes will be pushed if necessary. With that said, we hope to see you again next time for a long-awaited Major Update Gameplay Changes: General
Join us in the official servers at 1:30 PM (13:30) EST for Saturday Night Mayhem!
[NA 1] 66.85.79.163:27015
[EU] 185.107.96.76:27016
And don't forget to grab a role in #saturday-night-mayhem on our discord for future games!
Check out recent PVKII development Youtube shorts!
Play for free only on Steam!
play.pvkii.com | discord.gg/pvkii | pvkii.com
LambdaGen | X/Twitter | Facebook | Instagram | Youtube
Changelog: Just a few small things here. Keep an eye out for the next Major Update! General Changes:
- Increased edict limit to 8,192
- Increased brush limit to 16,384
- Shrank Game Settings menu
- Added Combo Finisher Received sound (cl_hitsound_combosound_finish_received), that plays when you get hit by a combo finisher. Can be disabled in Game Settings
- Added Consistent crosshair option (cl_crosshair_consistent), which forces crosshairs to remain static. Can be enabled in Game Settings
- Can now cancel attacks with shield without being forced to charge a shield bash
- Powderkeg cooldown now persists through respawn
- Changed Blunderbuss crosshair to a ring
- Added Oldschool option for scoreboard in Game Settings
- Added background blur option for scoreboard in Game Settings
- Fixed Neck snap Sound effect being too loud
Changelog: Weve been listening closely to player input since the last update, so here we are with the first hotfix to address a few balance issues and squash some bugs. Check out the latest changes below! As always feedback is appreciated and more hotfixes will be developed as necessary. Gameplay Changes: General
Changelog: Howdy, cowboys and girls! Its the PVKII Dev team here with a special gift just in time for Christmas. This update primarily focuses on gameplay improvements and balance changes, and also reverts ranged damage falloff to the much yearned for older spread system - not to mention a few other long requested features! Weve also tweaked combos and introduced the Combo Finisher mechanic that we think yall will be quite fond of. As always, well be monitoring this update and will release any hotfixes as needed. So get your sabers and pistols ready and have a fun holiday season! General Notes:
Hi, PVKII dev team here. We've been rather silent for quite a while but now we have some scrumptious balance changes for those whove stuck around! This update introduces a revamped Combo System with an additional focus on special rebalance. As always, well be monitoring these changes and will make adjustments as necessary, so feedback is greatly appreciated. This update is also a precursor necessary for other things to come, like Buccaneer and Alternative Weapons! So that stuff will be right around the corner, how about that.
Changelog:
Disclaimer: Due to some of the contents of this update, certain workshop mods will be rendered obsolete. These include player model changes and model / animation changes to the Skirmishers Flintlock. You will need to disable them, so please accept our sincerest apologies in the form of these many changes to the game instead!
General Changes:
- Thirdperson is no longer enabled on the classic ruleset by default
- Bunnyhopping added under mp_allow_bunnyhop
- Added third person animations for weapons with holstered/broken shields
- Explosions now gib based on a few calculations as opposed to only damage
- Removed Ninjabrine
Balance Changes:
Blocking
- The 30% slow down when blocking with a weapon now occurs after a 0.35 second delay
- The 20% slow down when blocking with a shield now occurs after a 0.225 second delay
Perfect Parry
- Changed the flat move speed bonus granted by performing a perfect parry to a range of 30-50 H/U; faster classes receive less bonus move speed, slower classes receive more
- Stuns now slow you down by a flat 50 H/U
Melee Attacks
- Removed the momentum damage modifier
Combo system overhaul
General
The Combo System used to only apply a minor damage buff to consecutive attacks, but this update overhauls the Combo System to be more impactful and interesting. The primary goal in this overhaul is to give players a partial solution to combating the Full Charge Meta, wherein players forgo using uncharged/partial charged attacks to fully charge every attack they unleash. This new Combo System runs parallel to full charging and offers an alternative combat style that can be utilized at opportune moments.
- Increased Combo damage modifier from x1.02 to x1.0875 per combo, up to x1.3 at 4+ Combo
- Combo now increases attack speed by x1.0875 per combo, up to x1.3 at 4+ Combo
- Combo is now gained when attacking someone parrying with a mismatched parry
- Combo is now gained when attacking someone parrying with a lower weapon weight
- Combo begins to decay quickly after 2 seconds of not landing attacks
- Attacking someone blocking with a shield refreshes the Combo decay timer
- Missing an attack or being perfect parried reduces Combo decay timer by 0.75 seconds
- Landing or missing a fully charged attack ends the Combo
Base Class Balance
Specials
Specials in general have been too effective relative to their ease of use and lack of risk or counterplay. In more extreme cases, classes with very strong specials are almost dependent on them to be effective, leaving their base kits lacking. This patch alters many of the specials to require more skillful play on the part of the user and to reward skillful counterplay on the part of the victim.
- All melee specials now only stun after a specific quota of hits (ticks) has been met per player
- The extra damage from headshots, crits, or backstabs no longer counts towards special gain
- Increased the cost of many specials
Skirmisher
Special: Due to the sheer immediacy of his special, the Skirmisher is far more reliant on it than other characters are to theirs. To address this, his special has been reduced in immediate strength and risklessness, but the Skirmisher as a whole has been buffed to compensate.
- Increased special cost from 165 to 210
- Decreased damage per tick from 25 to 18 (max damage remains unchanged)
- Now only stuns an enemy after landing at least 4 ticks
- After the special ends, the Skirmisher is slowed by 75% and recovers over 0.35 seconds
- Reduced draw and holster times
- Updated first person animations (Remove any Flintlock remodels / animation mods, they will break!)
- No longer has random bullet spread (except while airborne)
- Removed damage ramp-up
- Now has damage fall-off
- Can now aim down sights by pressing Secondary Attack
- Aiming down sights reduces the damage fall-off penalty
- Changed the crosshair from a ring to a dot
- Reload can be canceled by tapping Secondary Attack
Captain
Special:
- Increased special cost from 190 to 210
- Pressing the Special Key with another weapon equipped will auto swap to the Blunderbuss to load it
- Increased projectile speed and gravity
- Spread reduced from 30 degrees to 25
- Reduced draw time
Sharpshooter
Special: With a rifle that cant be fired repeatedly, a pistol with built-in unreliability, and a worthless melee weapon, its no wonder Sharpshooter was so reliant on his special. To reduce his dependency, his weapons have been adjusted to be more reliable, and the powderhorn has been reworked to no longer explode on impact with the environment. Now it explodes only after the fuse expires or if it collides with an enemy, thus requiring a great deal more planning and timing to use appropriately.
- Increased special cost from 165 to 210
- Now explodes only after the fuse expires or on direct contact with an enemy
- Updated fuse sound effect
- Updated first person animations
- No longer has random bullet spread (except while airborne)
- Now has damage fall-off
- Aiming down sights removes the damage fall-off penalty entirely
- Updated first person animations
- Increased knockback by 50%
- Reduced draw time
- Increased range from 45 to 47
- Increased swing speed slightly
- Increased counterattack speed and damage by 33%
- Missing an attack reduces Combo decay timer by 0.35 seconds, rather than 0.75
- The 30% slow down when blocking now occurs after a 1 second delay
Berserker
Special: The Berserkers special essentially does nothing but double down on all of Berserkers strengths without requiring any consideration. On top of this, his special is often used to retreat rather than engage, a shameful act for such a proud warrior. To address these issues, Berserkers special has been given a wind-up period that renders him more vulnerable, and most of the specials power has been integrated into the new Combo System so that players have to engage in battle in order to benefit from it.
- Increased special cost from 190 to 240
- Buffs now apply after a 1 second delay, during which the Berserker is slowed by 25%
- HP buff now decays over the course of the special rather than all at once when the special ends
- Now buffs max Combo from 4 to 5 while active, allowing for a higher Combo multiplier
- Removed intrinsic damage buff in favor of the higher Combo damage buff
- Reduced attack speed multiplier from 1.25 to 1.1, as max Combo increases speed greatly
- Combo begins to decay after not landing attacks for 2.5 seconds, rather than 2
- Left and Right attacks now have diagonal traces instead of vertical traces
- Back attack now has doubled X-shaped traces instead of horizontal traces
- Changed attack weight class to small, but retains medium parry weight
- Combo begins to decay after not landing attacks for 1.5 seconds, rather than 2
- Missing an attack reduces Combo decay timer by 0.35 seconds, rather than 0.75
- Being stunned ends the Combo outright
Huscarl
Special:
- Increased special cost from 200 to 210
- Increased horizontal knockback by 50%
- Decreased vertical knockback by 25%
- Added a 0.25 second wind-up
- Now only stuns an enemy after landing at least 2 ticks
- Combo begins to decay after not landing attacks for 2.5 seconds, rather than 2
- Can now begin charging while airborne
Gestir
Special: Gestirs special is at times both frustrating and confusing. Its silence makes it difficult to anticipate and adapt to, and the quickly reached damage cap leads to situations where enemies are harmlessly tossed about and pinned to walls. Both of these issues have been amended.
- Decreased damage per tick from 25 to 10 (max damage remains unchanged)
- Now only stuns an enemy after landing at least 4 ticks
- Added charging voicelines
- Now plays a stun voiceline when the special ends prematurely
Bondi
Bondi has struggled a bit with having a defined identity beyond just Viking Archer. To that end, weve adjusted him in several ways to push him into the more distinct style of a mobile and adaptive fighter. Bondi can now swap to each of his weapons more quickly, his Atlatl has been redesigned to no longer run counter to his role as a mid-range marksman, and his special has been reworked to be more accessible. This is all on top of him already having a competent melee weapon and him not being slowed as much while using his Flatbow. Special: Bondis special was both the weakest and strongest special simultaneously, balanced only because its insane killing potential was offset by its unreasonable difficulty to use effectively. His special has since been reworked to be much less lethal and much more practical by making his arrows explode.
- Arrows now explode in a small area on contact
- Direct arrow hits deal 15 damage
- Explosions deal 65 max damage with linear damage fall off
- Removed Combo integration
- Now consumes 5 arrows instead of 1
- Reduced fire rate slightly
- Reduced draw time
- Reduced draw time
- Can now be charged with Primary Attack, this takes longer but does not zoom or slow Bondi down
- Increased reload time
- Reduced draw time
Heavy Knight
Special:
- Now only stuns an enemy after landing at least 4 ticks
- Combo begins to decay after not landing attacks for 2.5 seconds, rather than 2
Archer
Special: The Archers special was unnecessarily impactful and riskless on an already powerful class. This rework requires more dedication, patience, and aim on the Archers part to achieve the same effectiveness as before. Now the Archer has to charge his special to reduce its spread so that he can deal max damage on a single target. Quick use of the special is still practical as a last resort or when shooting into a crowd, but it is no longer easy burst damage.
- Increased special cost from 165 to 210
- Increased max arrow spread from 4 degrees to 6.5 degrees
- Can now be charged with Primary Attack to reduce arrow spread, down to a fixed point
- Reduced the damage of each arrow from 120 to 40
- Enemies can now take damage from more than one arrow
- Now fires when Primary Attack is released rather than when the Special Key is released
- Now consumes 3 arrows instead of 1
Man-at-Arms
Halberd:
- Combo begins to decay after not landing attack for 2.5 seconds, rather than 2
Assassin
Special: Assassins weak and bizarre special has been reworked. Instead of doing nothing more than making her fast and invisible for the duration, she now has access to a strong single-target attack on top of the speed boost and invisibility. Performing this attack cancels her cloak, adding much needed risk and reward to the special. Her target, assuming theyre aware of her presence, can bait and dodge the attack like they can other specials.
- Increased special cost from 165 to 210
- Quickened cloak bomb draw and throw animations
- Cloaking now forces the Assassin to equip the Stiletto and only the Stiletto
- Replaces Primary Attack with an attack that has an X-shaped trace and deals a flat 105 damage
- Performing the attack ends the cloak prematurely
- Finally fixed the super serious facestab bug that made us mad!
- Reduced reload time from 2 seconds to 1.75
- Damage per caltrop lowered from 5 to 3
- Caltrops now have a lifetime of 60 seconds (Sorry, this was long overdue)
Hud Changes:
- New HUD advanced options menu
- New HUD ConVars: - hud_draw_ammo - hud_draw_chat - hud_draw_blockindicator - hud_draw_chargemeter - hud_draw_deathnotice - hud_draw_damagedisplay - hud_draw_gamehud - hud_draw_gamemodehud
Misc. Code Changes:
- Engine has been updated with recent security fixes and misc. performance enhancements
- Fixed not being able to click on certain UI buttons under Linux
- Fixed SourceTV being counted as a bot for hiding servers
- Fixed a crash that happened when model quality was set to low
An update to PVKII has been released. The update will be applied automatically when you restart the game. Server owners, please update your servers.
Changelog
- Fixed common server crash
- Fixed crash when loading hand models
- Fixed friendly hitsound playing when friendly fire is disabled
- Fixed infinite caltrops
- Fixed opposite side of bt_island chest zones not affecting timers
- Fixed territory markers crash
- Re-worked booty logic to accommodate multiple chest zones
MORE TIME x MORE BOOTY!
PVKII x GameBanana Contest Update Feb 27 Close Quarters Combat Mapping Competition Prize Pool increased and capped at $750! 1st $350, 2nd $250, and 3rd $150! Thank you donors and supporters! Thank you entrants for joining the competition. Map submission deadline extended to May 29th 12:01 EST. You can still enter the competition at any time! May the best maps win!
JUDGE PROFILES!
The maps will be graded by a selection of Main Event Judges and Community Judges. Main Event Judges are well known individuals from the PVKII Team past and present, and Source Modding Community.
Awesome, Lead Developer for Battle Grounds III
Catfood, Distinguished CS:GO Mapper of tulip and reef.
Felis, PVKII Dev, Senior Programmer, Production Manager and Developer for NMRIH 1 and 2
Gazoid, PVKII Dev, Mapper of bt_island and bt_pinegrove, Indie Dev
Hurtcules, PVKII Developer, Mapper of bt_glacier
jRocket, PVKII Dev, Character Artist, Indie Dev
Postal, Lead Developer for Jabroni Brawl
Roald, Former PVKII Dev, Mapper of Anubis in CSGO
Mystery Judge Community Judges be you! To apply to be a community judge please click here. Maps be judged on Polish/Optimization, Gameplay, Originality, and Graphics/ Visuals!
EVENT PARTNER
We've partnered up with the one and only Gamebanana crew! Check out all the pvkii content on their website. We encourage contestants to use Gamebanana to share progress.
STRAIGHT'N UP SALLY!
Ye' mapping competition has just begun and ends on May 29th 2022 AD one stroke after midnight for ye' east coast swindlers! Visit the contest page for contest info, important dates, rules, tips and tutorials, and how to enter. Winners announced June 5th 2022 AD. What ye' be waiting for? Set sail and conquer!
CLICK HERE TO VISIT THE CONTEST PAGE HERE FOR INFO AND TO ENTER Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB
UPDATE: No Stream tonight, but we're still meetin' up to play for Saturday Night Mayhem TONIGHT! Feb 26 13:30 EST/ 18:30 GMT
Ladies and germs, fishes and chips! This weekend witness the return of the epic cataclysm of combat known as Saturday Night Mayhem!
Join us on the following servers and only the following servers:
- House of Rum Custom & Stock Maps
- [NYC] East Coast Swindlers - CUSTOM
- EU] 24/7 Vanilla Rotation and introducing...
- [F L A T - E A R T H] (EU)
We'll also have a special announcement regarding the Close Quarters Combat Mapping Competition. If you haven't checked that out, be sure to visit the contest page on our official site for more info. Join us tomorrow Saturday February 26th 13:30 EST / 18:30 GMT for Saturday Night Mayhem! Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB
AYE, ITS MAP MAKIN' TIME!
Ye' be time for an adventure! Sail alone or take your crew to conquer a smaller land cuz a victory be a victory. Besiege 'em in close quarters combat and give 'em no quarter like this land ain't big enough for thirty two of us! Treasures abound and more to come if more set sail to seek victory. Those that make the most fruitful worlds will earn the spoils. Alas, not every fine sailor, tree huggin' overgrown bearded oaf, or lubby-dubby-sissy-scrubby can win! But best ye' try! In other words, make a small map with big fun! We've got template layouts and prefabs to make the seas not so rough. What ye choose to do with them, or not with them, be the adventure! May the best maps win!
BOOTY UP FOR GRABS
First Place - $250 Second Place - $175 Third Place - $100 More booty added to the prize pool as more contestants enter!
JUDGES
The maps will be graded by a selection of Main Event Judges and Community Judges. Main Event Judges are well known individuals from the PVKII Team past and present, and Source Modding Community. Check out the growing list here. Community Judges be you! To apply to be a community judge please click here. Maps be judged on Polish/Optimization, Gameplay, Originality, and Graphics/ Visuals!
EVENT PARTNER
We've partnered up with the one and only Gamebanana crew! Check out all the pvkii content on their website. We encourage contestants to use Gamebanana to share progress.
STRAIGHT'N UP SALLY!
Ye' mapping competition has just begun and ends on May 1st 2022 AD one stroke after midnight for ye' east coast swindlers! Visit the contest page for contest info, important dates, rules, tips and tutorials, and how to enter. Winners announced May 8th 2022 AD. What ye' be waiting for? Set sail and conquer! CLICK HERE TO VISIT THE CONTEST PAGE HERE FOR INFO AND TO ENTER Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB
An update to PVKII has been released. The update will be applied automatically when you restart the game. Server owners, please update your servers.
End of MacOS support
Due to lack of engine support, we will be unable to ship Mac builds going forward. You can read more about it here. Previous MacOS builds have been deprecated, and are unable to join updated servers.
Changelog
- Added Captain voice lines when parrot dies
- Added a death knell hitsound that plays on a killing blow
- Added entity logic_ruleset, that allows gameplay cvars to be set for the duration of the map
- Added server-side pvk2_support_helper command (prints OS and CPU information)
- Atlatl darts are now hidden when the Bondi is out of ammo
- Fixed caltrops slowing Huscarl and Gestir during their specials
- Fixed movement speed while blocking with a shield
- GrogBot chatter is now only displayed in offline bot games
- Hitsounds now scale in pitch depending on how much damage is done
- Internet servers with bots are hidden from browser for now
- Kicking no longer plays a hitsound
- Offline bot games no longer appear in the server browser
- Renamed Casual ruleset to Classic
- Restricted the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE
- Ruleset is no longer displayed in the loading dialog
- Small improvements to Javelin and Throwing Axe animations
- Support helper now recognizes Windows 11
- Tweaked how long GrogBots chase enemies
- Updated the friendly fire hitsound
- Updated the headshot hitsound
- te_cara rebuilt with correct cave lighting
Balance Changes
General:
- Clash stun reduced from 1 second to 0.5 seconds
- Removed shield bash special multiplier
- No longer has spread while aiming down sight
An update to PVKII has been released. The update will be applied automatically when you restart the game. Server admins, please update your servers! The major changes include:
Balance Changes:
Assassin
- Changed HP & Armor from 100/80 to 90/90
- Removed crouch move speed passive
- Removed fall damage resistance passive
- Increased base damage from 38 to 46
- Backstabs now deal a guaranteed flat 50-95 damage, scaling with charge
- Adjusted attack animation speeds to reduce choppiness
- Now classified as a small weapon with a medium parry
- Increased gravity from 1 to 1.4
- Increased velocity from 2300 to 2600
- Assassin now has 2 caltrop pouches, each with their own cooldown
- Increased caltrop count from 7 to 10
- Normalized and increased the size of caltrop spread pattern
- Charging now properly affects throw range
- Increased pouch velocity from 500 to 1500
- Removed caltrop arming time
- Decreased slow duration from 5 seconds to 0.5 seconds
- Increased slow potency from 20% to 60%
- Caltrops now despawn when the Assassin dies
- Caltrops no longer make noise when deployed
- Added a particle effect to the slow status
Heavy Knight
Sword & Shield:
- Decreased fire rate from 0.5 to 0.58
- Increased base damage from 45 to 46
- Increased sword reach from 50 to 60
- Increased shield bash reach from 50 to 55
- Increased shield durability from 300 to 350
Man-At-Arms
Halberd:
- Increased base damage from 48 to 56
- Decreased overhead damage mod from 1.2 to 1.0
- Decreased thrust damage mod from 1.1 to 0.9
- Decreased sideswipe damage mods from 1.03 to 0.87
- New third-person animation for thrust attack
- Increased base damage from 45 to 46
- Increased buckler bash damage from 10 to 15
- Reduced buckler bash reach from 50 to 45
- Increased buckler durability from 170 to 185
- Increased swing speed slightly
- Increased wind-up slightly
- Adjusted counter attack animations and hit traces to synch up properly
Huscarl
- Can now use his special with a broken or holstered shield
- Increased base damage from 36 to 42
- Decreased shield durability from 380 to 295
Gestir
Langseax & Shield:
- Increased shield durability from 200 to 240
Bondi
Flatbow:
- Increased Bondis move speed while drawing from 180 to 195
- Increased overhead damage mod from 1.13 to 1.17
Skirmisher
Cutlass:
- Increased counter attack attack speed
Captain
Blunderbuss:
- Can now be reloaded while crouching
Sharpshooter
Rifle:
- Can now be reloaded while crouching
General
Counter attacks:
- Counter attack direction is now chosen rather than predetermined
- Counter attacks can no longer be perfect parried
- Bash Combo direction is now chosen rather than always an overhead
- Bash Combos can no longer be perfect parried
Miscellaneous changes:
- New parry dagger model and texture for Assassin
- Added more Assassin voice lines
- Added bisection dismemberment
- Added the ability to explode heads and snap necks with certain weapons
- Shield weapon counter attack fixes
- Removed screen shake when landing a shield bash
- Added a new option in Multiplayer Advanced that toggles Shield Display style between Percentage or Raw Health
- The longbow now displays fire effects in first person when holding a special
- te_tortuga wall added in room underneath Bellamys Balcony
- Fixed first person animations for the Sharpshooter
- Animated MaAs coat
PVK1 Saturday Night Mayhem!
Ladies and germs, fishes and chips! Its PVK1 Night for tonight's Saturday Night Mayhem! Join us today Saturday April 24th 13:30 EST / 17:30 GMT! It's the mod that started it all! We're using version PVK1 2.31 which can be downloaded on Moddb. Half Life 1 is required and you will have to restart steam after installing it. Don't have Half life 1? What are you a sissy pray boy? Get Half Life here on steam! https://store.steampowered.com/app/70/HalfLife/ We will be playing on MrAgent's "PVK1 Saturday Night Mayhem" Server, and going through random and favorite maps. There is another server, however it has been reported that some maps may crash the game. MrAgent's server works every time though! Please be respectful on the server! Join us on our Official Twitch where PVKII Co-Lead Developer Colonel may be joined by a variety of special guests! The stream will be approximately 2 hours. Miss our previous events? Catch up on all the fun on our Official Youtube Channel!
Check out PVKII Online!
Official Site | Official Forums | Official Discord Facebook | Instagram | Twitter
APRIL HAPPENINGS
Ahoy me hearties, just a quick update for ye! Hope yer enjoying huntin' round for eggs and stuffin ye face with sweet, chewable coco! We got a few things to share with ye!
- Balance Survey Results and Mini Dev Update
- PVK1 Saturday Night Mayhem
- Masters of Combat V
- Join the PVKII Team! Become a Developer, Authorized Creator, or Contributor!
Balance Survey Results & Mini Dev Update
Check out the results of our player Balance Survey! Progress is slow but steady on Buccaneer. We hope to show you more in the coming months with another PVKLive focused on our big Jamaican friend! The Assassin follow up update is nearing release ready. Here's a sneak peak of Buccaneer progress media below! Authorized Creator Horse is touching up his Boarding Axe.
SATURDAY NIGHT MAYHEM
We be playin PVK1 Satuday April 24, 13:30 EST/18:30 GMT Join us in game or on our twitch! Thank you to long time PVKII Developer and Server Host MrAgent for providing a server for the event! Let us know if you'd like to set up a server for the event if you are in a different region i.e. EU, etc. Download PVK1 here! PVK1 is a Half-Life mod and requires Half-Life to be installed. Missed the previous event? Check out video below! We played old official maps from 2007 to 2009 including the first release versions of island and saints! Better yet we had some special guests show up! [previewyoutube=qJ-CDUfrbCY;full][/previewyoutube]
Masters of Combat V
April 17th 6:00 PM MST | 5:00 PM Check-In Starts | $20 Prize Pot! The fifth entry in the cool tournament series for Pirates, Vikings, and Knights 2. Dogs of war are ripping their chains off to make bloody mincemeat of the opposing forces. Make no mistake, there is no trial greater than the Masters of Combat tournament! Please join us so you can experience... the THRILL... Last tournament, Fuz and Nive claimed victory after rising from the bowels of losers bracket! Click here for tournament rules and sign up link!
Join the PVKII Team!
Become a Developer, Authorized Creator, or Contributor!
Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Instagram | Twitter
PVKII BALANCE SURVEY
Show us your stance on PVKII! Think a class needs to be nerfed, buffed, or just left alone? Let us know here in our PVKII Class Balance Survey! Survey is available for voting until Thursday April 1, 11:59 PM EST.
SATURDAY NIGHT MAYHEM 03.27.2021
Join us tomorrow! Saturday Night Mayhem: Ye' Old Official Maps Night! March 27 13:30 EST/18:30 GMT Join us in game or on our official twitch! http://twitch.tv/pvkiidev We're playing on Rumdum's House of Rum Custom and Stock Map Server! We might have some long time devs join us for the fun! Check out our promo video for a sneak peak of whats to come including some interesting twists - blink and you might miss it! [previewyoutube=Vd4wI_8gI-c;full][/previewyoutube] Miss last month's Saturday Night Mayhem? We played top custom maps as voted by you! Check out the video below. [previewyoutube=KaBgZPtcmao;full][/previewyoutube]
FILL YOUR SERVER!
Looking for people to play? Join the Pick Up Games discord channel today!
Check out PVKII Online!
Official Site | Official Forums | Official Discord Facebook | Instagram | Twitter
Community Tournament: Masters of Combat
March 13th 6:00 PM MST / 8:00 PM EST
Check-In Starts an Hour Before
$20 Prize Pot!
The fourth entry in the exuberant tournament series for Pirates, Vikings, and Knights 2. Competing teams survive the harsh winters, the bloody wars, and the long journeys just so they can face each other in the radiant sands of lts_arena. Make no mistake, there is no trial greater than the Masters of Combat tournament! Please join us so you can experience... the THRILL...
Last tournament, an exciting rematch between FLY and the ObamaCrons (AKA Obamiums) was the talk of the town! The team FLY stabbed their way into 1st place! You can watch the recap video here:
[previewyoutube=EtxAmEQjtLU;full][/previewyoutube]
Saturday Night Mayhem
Saturday Night Mayhem: Ye' Old Official Maps Night!
March 27 13:30 EST/18:30 GMT Join us in game or on our official twitch!
Pick Up Games!
Looking for people to play? Join the Pick Up Games discord channel today!
Check out PVKII Online!
Official Site | Official Forums | Official Discord
Facebook | Instagram | Twitter
Ladies and germs, fishes and chips! The maps for tomorrow night's Saturday Night Mayhem have been decided by you!
Join us on the following servers and only the following servers:
- 24/7 Island (will have Saturday Night Mayhem Map Rotation)
- House of Rum Custom & Stock Maps
Community Tournament: Masters of Combat
Feburary 13th 6:00 PM MST / 8:00 PM EST Check-In Starts an Hour Before $20 Prize Pot! More Info and How to Register! The third entry in the exuberant tournament series for Pirates, Vikings, and Knights 2. Competing teams survive the harsh winters, the bloody wars, and the long journeys just so they can face each other in the radiant sands of lts_arena. Make no mistake, there is no trial greater than the Masters of Combat tournament! Please join us so you can experience... the THRILL... Last tournament, we had three teams compete in extended PVK2 matches, who all fought excellently despite the format changeup. 1st place were the Bidomiums, 2nd were BEEF & KEEF, and last were the Hide and Seekers. You can watch the recap video here: [previewyoutube=nrXfDE2Olco;full][/previewyoutube]
Saturday Night Mayhem: Play your Favorites!
February 27 2021 1:30 EST / 6:30 PM GMT Pick maps you would like to play on the event. Stock and custom maps are both welcome! Simply type your desired maps in the field. Enter as many as you like. A map list is included to jog your memory. Do your best to include the actual map name, if you're not sure what the name is, ask us in the comments below! VOTE HERE!
Pick Up Games!
Looking for people to play? Join the Pick Up Games discord channel today!
Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Instagram | Twitter | Trello | modDB
Ahoy ther' PVKII Fans!
We've got some fun community events coming up!
BG3 x PVKII LIVE Lets Play Together! SAT NOV 28, 4 PM EST/9 PM GMT
Join Battlegrounds 3 and PVKII Devs & communities for a crossover play event! We'll play BG3, including sg_deroga made by PVKII Devs Colonel & spockjedi, then hop over to PVKII for favorite maps as voted by BG3 fans! Event will also be live on our Twitch channels! A great way to introduce our games to more fans and grow community! All together we'll play for approximately 2 hours, with a fun surprise towards the end of the event.
BG3 Twitch
PVKII Twitch
BG3 is free on Steam!
https://store.steampowered.com/app/1057700/Battle_Grounds_III/
Masters of Combat 2v2 Tourney! SAT DEC 5, 8 PM EST / 1 AM GMT
First of a series of monthly tournaments. Utilizing the 2v2 format, developed by PVK2 veterans, Masters of Combat is built to deliver intense and skillful gameplay to the community! Info & Sign Up: https://bit.ly/36zSPXD
Check out PVKII Online!
Official Site | Official Forums | Official Discord
Facebook | Youtube | Twitter |
Instagram |
Trello | modDB
Happy Halloween everyone!
The Assassin Early Release Update is now available for download on Steam! There are still a few bugs to fix and this is still an early release of the class, but it's here for your enjoyment!
Please see below for a Changelog that details many of the changes in this release.
Knight Assassin
Silent swift steps, quicker crouch-walking and a higher tolerance for heights permit Assassins to approach from above, below, and indeed, from right behind with nary a whisper to betray their movements. The slightly less silent yet still significantly swift Stiletto delivers crippling backstabs from behind, but if a target should have the foresight to turn around before the killing stroke, it comes paired with a Parrying Dagger to repel medium-sized weapons. The compact crossbow pistol projects all-wood bolts over medium distances, keeping you relevant even when in plain sight, and helps distract your enemies from your scattered caltrops which, when inevitably stepped on, will ensnare them for your teammates to close in and finish off, with you nowhere to be seen and long since gone
- The sneaky spymaster is the 4th class to join the Knights team, and the 11th class to join the characters of PVKII. After her release, the Pirate Buccaneer will be the last class developed for PVKII.
- Knight Assassin is voiced by television presenter, video games journalist, and voice actor Elle Osili-Wood!
- Equipped with her Stiletto and Parry Dagger, Crossbow Pistol, Caltrops and a Smoke Bomb Special that stuns and blinds enemies near its explosion while cloaks the Assassin for 6 second for quick maneuverability!
- Assassin Achievements and Bot Profiles included!
- Third person shield draw/holster animations
- Additional voicelines
- Updated Parrying dagger model and third person fixes
- Shield animation fixes
- Caltrop spread changes
Screenshots
New Features and General Changes
Shields
- Shields can now be holstered and re-equipped by pressing the reload key, and the weapon can still be used after the shield breaks! With the shield holstered, the accompanying melee weapon can be used to parry
- Improved Huscarl Special Animation as well as included an uncommon alternate animation
- Updated all Weapon+Shields animations
- Restored missing faces on Viking Shields
- Huscarl Sword grip resized
- Gibs or Battered models for Shields
- Decapitation sound as well as full gib and gib impact sounds
- Removed gib and dismemberment death voices
- Gib physics improved
- Added special explosions: special_explode_surfacewater, special_explode_underwater, updated keg explosions and added underwater explode sfx
- Archer special arrows are now on fire
- Increased Seax reach from 45 to 50
- Increased Mace back attack modifier from 0.9 to 1.0
- Parrot can no longer be killed with kicks, sorry chest stealers
- Cutlass animations updated
- Added Assassins Theme by Composer Matthew Harper
- Updated translations
A Note of Appreciation
- Thank you to our loyal fans for your dedication and waiting for new content!
- Thank you to everyone on the PVKII Developer, Beta Tester and Authorized Creator teams, and everyone involved in Octoshark Studios.
- Thank you to our countless applicants, creators, and contributors who had their hand in helping us make this update possible.
One Last Treat!
Check out some of the awesome Halloween Workshop Content created by fans! Heres another fun spotlight video created by PVKII Dev Agsma - enjoy! [previewyoutube=J0mLqCYYGT4;leftthumb][/previewyoutube]
Check out PVKII Online!
Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Trello | modDB
Surprise! We've got a Halloween PVKLive Stream happening TODAY!
Knight Assassin is back for a gameplay encore and a special announcement. What is that you may ask? Well you'll have to tune in to find out! No tricks, all treat here! You're not gonna wanna miss this! Check Steam for Live Stream start times in your area!
Spread the word using #pvklive
We'll see you there at twitch.tv/pvkiidev
PVKII 0.4.2.3 Minor Update!
An update has been released for PVKII. Server owners, please update your servers! This update includes: class changes, enhanced bots, new music, and plenty of code and map fixes.
CHANGELOG
Classes
- Sharpshooter: Added flexes, toothpick, and matchstick
- Man-At-Arms: Updated Mace and Buckler animations by Lord B
- Heavy Knight: Updated Sword and Shield animations by Lord B
- Man-At-Arms: Reduced Crossbow reload time from 3.25 to 2.75
- Captain: Blunderbuss is deployed faster (from 0.50 to 0.25)
- GrogBot: Bots now block, parry, and counter attack
- GrogBot: Added Extreme difficulty level (Command: bot_difficulty 3)
- GrogBot: Various tweaks to combat logic
- GrogBot: Decreased chatter frequency
- GrogBot: Fixed sched fail when seeking enemy trinket carrier
- GrogBot: React to damage while trying to refill hp/armor
- GrogBot: Fixed softlock when carrying a trinket with low armor
- GrogBot: Extended addbot command with new features, format is: addbot [-count
] [-profile ] [-name ] [-team ] [-class ] - Added friends playing now to main menu
- Added randomizer mode (mp_randomizer and ruleset)
- Added new callvote to enable/disable bots
- Add "extendmap" command for server admins, extends map time limit by x minutes
- Rich presence now displays map name on Steam
- Special kills for Man-At-Arms are now marked properly
- Fixed several sounds playing twice with lag (zerk yell, kick impact, bondi special...)
- Fixed killstreaks being awarded on death in Team Deathmatch
- Fixed inaccurate damage display on debuff hits
- Fixed "extend map" callvote persisting over map changes
- Rewritten HUD markers
- Player Status HUD elements for territory gamemode
- Achievements: Remove crouching/ducking requirement from Lay Low Aim High
- Minor map optimizations to te_sandstorm, te_tortuga, and tw_sandstorm
- Improved map spawns for bt_forgotten, bt_glacier, bt_townsquare, te_sandstorm, and te_tortuga
- Improved player clipping in bt_glacier
- Improved territory zone definition in te_tortuga
- Added Captains Theme and Man At Arms Theme by Composer Matthew Harper
- Fixed missing localization tokens
- Updated translations
Check out PVKII Online!
Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Trello | modDB
[previewyoutube=X2ThvNRIdzk;full][/previewyoutube]
Missed PVKLIVE on Sunday? Watch it here on Youtube or on Twitch! Youtube Timestamps available in description! Please note all video footage, imagery and info below is work in progress and is subject to change.
Most comfortable in shady alleys, gloomy dungeons and dark castle halls, the Assassin strongly prefers not to be seen. Really, dont look at her. She hates it and shell cut you.
In service to the Earl of Bamburgh as spymaster, at court and abroad she schemes, plots, spies, blackmails, steals, embezzles and kills to further the noble goals of her good Lords house. Operating from out of sight, she knows precisely when to use her natural guile to remain unseen and when to brutally press the attack and eviscerate all who oppose her.
Intrigue, evasion, deceit and cunning are the core of her devious toolkit. Shes not above dirty tactics to trick and outmaneuver her opponents some people might say that makes her dishonorable, but those idiots are as dull as rusted iron. To them, her methods make her a lying, cheating, sinful, poisonous, backstabbing no-good cowardly murderer. To her thats just another day at work.
The PVKII Knight Assassin!
Voice Acting
The Knight Assassin is voiced by television presenter, video games journalist, and voice actor Elle Osili-Wood! She has been named by GamesIndustry.biz as one of the most influential women in gaming. Seen on screen for a huge range of brands, including PlayStation, Ubisoft, BAFTA, and the BBC, Elle is one of the most recognizable faces in gaming, with over ten years of experience in the industry.
Elle brings a natural English charm, a cunning charisma, and a mischievous way to her Assassin character. Elle has been amazing to work with and we are very excited to have her be a part of PVKII!
Knight Assassin Overview
The Assassin is the fastest class in the Knights team, and fulfills the same role as the Skirmisher or Berserker. With a speed of 245, she is faster than the Berserker but slower than the Skirmisher. She is tied with Archer and Sharpshooter as the squishiest class, having 100 HP and 80 Armor.
Stiletto and Parry Dagger
Her Stiletto is a very fast weapon, it charges quickly and swings quickly. All of its downtime is in its recovery. Even the Skirmisher's cutlass has a longer wind-up. The Stiletto has a reach of 48, which makes it the shortest primary weapon in the game. For comparison, the Sharpshooter's dagger has a range of 45 and the Skirmisher's cutlass has a range of 50. Most importantly, the Stiletto can backstab, which has a damage modifier of 1.98. A fully charged backstab does 90 damage. The Assassin is best played as an opportunist, waiting for openings to capitalize on. Unaware or distracted enemies are her best targets.
Crossbow Pistol
The Crossbow Pistol starts with 5 ammo and has a max of 10. It deals 40 damage, the same as the Skirmisher's flintlock. It is less accurate and less damaging if you don't aim it, and deals less damage in melee range. The Crossbow Pistol can headshot, which brings its damage up to 60, same as a fully charged throwing axe. It takes 2 seconds to reload, which slows you down. If you take into account the steep arc of the bolt, you can hit enemies at almost any distance granted your aim is good enough. The Crossbow Pistol is very good at supportive fire, finishing off fleeing enemies, and snagging that last bit of your special in relative safety. While it's also really great for kiting, running out of ammo puts you at a very big disadvantage. Be aware that using your Crossbow Pistol will more than likely alert your enemies of your presence, reducing your capacity to land backstabs. The Stiletto and Crossbow Pistol are very effective when used in tandem.
Caltrops
The Caltrops are a utility weapon on a 30 second cooldown. It tosses 6 caltrops each of which deals 5 damage and slows enemies. You can either throw them forward or use M2 to throw them directly behind you. Use Caltrops to set traps in chokepoints and other opportune locations to slow advancing enemies or cut off escape routes. Caltrops can also be used aggressively mid battle to try and trip up an enemy so they're easier to engage for yourself or your allies.
Special
For her special, the Assassin tosses down a smoke bomb that stuns and blinds enemies near its explosion and cloaks the Assassin for 6 seconds. While cloaked, the Assassin is the fastest character in the game, faster even than an enraged Berserker. Swoop in quickly to snag some unseen backstabs, or brazenly engage an enemy knowing they'll have issues tracking you. The Smoke Bomb also doubles as a very effective escape, and the stun and blind can save yourself or an ally from an attack.
New Maps!
Watch the PVKLive Video for more Assassin gameplay in new maps in development: te_shipment and te_vinland. Timestamps in Youtube video description!
Beasts of England
Beast of England, using the af_ prefix meaning Animal Farm, is a duel based, stay alive for as long as you can King of The Hill like gamemode. Taking place on smaller sized maps this mode brings a new element to PVKII where everyone is your enemy including any class from any team! Built for our player base size, competitive, and interactive for spectators. Climb to the top of the leaderboard by killing as many as you can. If you die you get put back in queue, and if you survive your next opponent seamlessly drops in! Check out some BoE Gameplay in the PVKLive video! Use timestamps to skip the crashing issues.
Thank You!
Thank you everyone for joining us for PVKLive! The video is available for viewing on Twitch, as well as Youtube! Tell your friends about PVKII - its kinda a cool game! Well see you in the future to show off our final character class The Buccaneer!
Be safe, be smart, and play pvkii! Dyarrr!
Check out PVKII Online!
Official Site | Official Forums | Official Discord
Facebook | Youtube | Twitter | Trello | modDB
[previewyoutube=5Pj-3kfpwWk;full][/previewyoutube]
PVKLive is back! TODAY SEPT 27, 13:30 EST / 17:30 UTC for a first look live stream of our latest content! Including a nearly complete Knight Assassin, a new gamemode, and new maps!
Spread the word with #pvklive
PVKLive Streams only at http://twitch.tv/pvkiidev
See you in less than an hour scallywags!
PVKLive is coming back!
Join us SUN SEPT 27 13:30 EST / 17:30 GMT for a first look live stream of our latest content! Including a nearly complete Knight Assassin, a new gamemode, and new maps!
Spread the word with #PVKLIVE
PVKLive Streams only at TWITCH.tv/PVKIIDEV
Here's Sneak Peak Media of what we'll include in the upcoming live stream!
INTRODUCING THE KNIGHT ASSASSIN
Intrigue, evasion, deceit and cunning are the core of her devious toolkit. Shes not above dirty tactics to trick and outmaneuver her opponents some people might say that makes her dishonorable, but those idiots are as dull as rusted iron. To them, her methods make her a lying, cheating, sinful, poisonous, backstabbing no-good cowardly murderer. To her thats just another day at work. The PVKII Knight Assassin!
To find out who the Voice Actor is, tune into PVKLIVE!
We were spreadin the pirate love on social media yesterday for this. We'd also like to wish you a belated....
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook Twitter and Youtube for more updates.
See you next Sunday 13:30 PM EST / 17:30 PM GMT only on Twitch!
PVKII Team
Hi everyone,
We hope you are having a great and safe summer! We have no game update at this time, however we would like to show you a bit of what were working on.
PVKLive & Assassin Pre-Release Announcement
Well be doing a PVKLive Stream in the very near future to show off more of what we have in our private build. This will be some time before Assassins pre-release! A pre-release, which was done for Man At Arms, means Assassin will release in a somewhat complete state and well be listening to the community for feedback and making adjustments in the patches that follow. As PVKII is still in Beta, all 12 classes including the Assassin, will be fully complete for our 1.0 release. Stay tuned to read more about PVKLive and the Assassin Pre-Release wherever frequent PVKII news is posted.
New Music!
Weve brought on a slick music talent by the name of Matt Harper aka stringsandbows to help us create a complete soundtrack for our 1.0 release. He does music for Team Butanes Source Game Jurassic Life and commercial games. Check out his new Captain and Man At Arms themes! Have any fun ideas for music or what theme youd like to hear next, let us know in the comments below!
https://soundcloud.com/mattharper-3/the-pirate-captain-from-pirates-vikings-knights-2
https://soundcloud.com/mattharper-3/pvkii_man_at_arms-mp3
Development Media!
Assassin Crossbow Pistol, model by Corvalho and animated by Links
Watch your step! Assassin Caltrops, models by Lord B and Fuz, animated by Links
Assassin Special Artwork by Corvalho
WIP Buccaneer Sledgehammer by Horse
te_shipment Progress! More media in Colonels frequently updated Dev Journal!
Jabroni Brawl: Episode 3 Collaboration
Recently, the JB Team posted a massive media update including chainsaw wielding Berserkers! Weve got exclusive sneak peaks at the work theyre doing with some PVKII characters.
RESPAWN.APP
Were boosting player counts! Weve teamed up with Respawn.app, a free server hosting and matchmaking platform thats helping revive old favorites! Respawn.app lets you queue up for your favorite games, and start playing when you find a match! By bringing multiple gaming communities together, Respawn.app will boost player counts for many old favorites!
Please sign up for early access and vote for PVKII here, we want to be their first game on launch day!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook Twitter and Youtube for more updates.
See you soon!
PVKII Team
SATURDAY NIGHT MAYHEM: DEPTHS & HEIGHTS
[previewyoutube=wzHMiYC9yNw;full][/previewyoutube]
It's a Saturday in the month I guess! Come out and play with us this Saturday at 13:30 PM EST / 17:30 PM GMT. Refer to the Steam Community Hub Event for most accurate time for your area.
We'd like to bring your attention to a series of new, mysterious custom maps created by Mr.Rumdum, owner of House of Rum PVK2 | Custom & Stock Maps Server.
We'll be playing on these servers and more:
- [EU] 24/7 Servers
- House of Rum Stock and Custom Server
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community! See you in game! PVKII Team Octoshark Studios
[previewyoutube=wzHMiYC9yNw;full][/previewyoutube]
SATURDAY NIGHT MAYHEM
It's the second Saturday of the month! Come out and play with us TODAY at 1:30 EST / 5:30 GMT. Refer to the Steam Community Hub Event for most accurate time for your area. Tonight we have a surprise for all of those crazybridge fans out there! Before Townsquare, former Developer Tschoppo created the custom map phenomenon known as te_crazybridge. Today for the first time you get to play an evolution of the idea - te_3bridge! Lets play the most custom map ever! We'll be playing on these servers and more:
- Spamgrounds Servers
- [EU] 24/7 Servers
- House of Rum Stock and Custom Server
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community! See you in game! PVKII Team Octoshark Studios
Hi everyone!
On behalf of the PVKII Team, we hope you are all safe and well during these uncertain times.
Thank you PVKII Players new and old! A total of 1,030 of you completed the survey! We are most grateful you took the time to complete it and provide us with feedback on how you feel about the game - and where you want it to go. While the survey wasn't perfect in design, we got a great helping of valuable information as we move towards our eventual 1.0 release!
What does 1.0 mean for PVKII? As weve stated in the past, new character classes are a luxury. Meaning, the amount of work and people required to complete them is a huge undertaking for a small team. We are fortunate to have these new ones on the way! And while it has taken us quite a while to develop Bondi, Assassin, and Buccaneer, understand that PVKII is a passion project, we work in our free time, for free. Resulting in wait times between major updates. We feel we can deliver more updates focusing on other valuable features, instead of pouring our time and resources into new characters that bottleneck development. And so we will not be creating new character models beyond these three. But, that doesnt mean we wont see more classes or content.
We want to shift our focus to new features that players want, replay value so you want to play more often, and to help sustain we feel we can have 1 to 2 updates a month, regardless of size. 1.0 will mean out of Beta and as feature complete as we can make it. Of course, support and updates will continue after 1.0. Behind the scenes, prototypes and concepts are forming as we look toward the future of Octoshark Studios.
In this news update well share with you our survey results, recent developments, as well as media from our partnership with the upcoming, free Steam game Jabroni Brawl: Episode 3!
Check out the Results of the Player Survey on our forums!
Development Media
Images below are works of progress and are subject to change.
Authorized Creator Strider and Developer Fuz develop Assassin's Parry Blade and Stiletto Dagger. Animations by Links. Assassin has some work still required, including some final tasks and voice over.
Authorized Creator AsG_Alligator finished the Buccaneer Boarding Axe! Applicant Horse is working on his Sledgehammer. Buccaneer is having weapons models worked on and animations developed by Links and Kordaling.
Cosmetics will happen eventually! Have you seen these? Check out some ideas Corvalho drew up! View more here!
Developer Schatzmeister works on opening up and adding new details to te_sandstorm.
Authorized Creator KhurangaBebop works on a non-winter viking map!
Developer Colonel continues to develop the world of te_shipment.
Jabroni Brawl Collaboration
We've partnered with the free, upcoming Steam game Jabroni Brawl: Episode 3! A high action game that is a mishmash of HL and Source games and culture! Watch the video below for a peak of something they've been working on! Expect to see more from them in the near future. See what the game will look like on their store page!
[previewyoutube=tyqLoOMnvUI;full][/previewyoutube]
Come out and play with us TODAY! Saturday April 25 at 1:30 EST / GMT-5. Event info here.
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.
See you in game!
PVKII Team
Octoshark Studios
It's the last Saturday of the month! Come out and play with us this Satuday April 25 at 1:30 EST / GMT-5. Refer to the Steam Community Hub Event for most accurate time for your area.
We'll be playing on these servers and more:
- Spamgrounds Servers
- [EU] 24/7 Servers
- House of Rum Stock and Custom Server
Survey closed this past Sunday. Results will be posted tomorrow before the Community Play event!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community! See you in game! PVKII Team Octoshark Studios
Ahoy ye' scallywags!
Thank you players! We've received over 800 responses so far! If you haven't had a chance to do it, the survey will be open until 11:59 PM EST Sunday. Stay tuned for results!
________________________________________________________________
We want to hear from you! Please take a few moments to complete the survey below.
We would appreciate if players old and new would take a few moments to complete this. Please share how you feel about the game and what things you'd like to see next!
Please make sure you read the entire question and all options before making your choice(s).
Thank you for your time and we'll see you in game!
PVKII Team
Survey link: https://forms.gle/rVTUDEMAyd4GwJHUA
play.pvkii.com | pvkii.com | Discord | Forums | Facebook | Twitter | PVKII Youtube
Welcome to the first ever PVKII Player Survey! We want to hear from you! Please take a few moments to complete the survey below.
We would appreciate if players old and new would take a few moments to complete this. Please share how you feel about the game and what things you'd like to see next!
Please make sure you read the entire question and all options before making your choice(s).
Thank you for your time and we'll see you in game!
PVKII Team
SURVEY LINK: https://forms.gle/rVTUDEMAyd4GwJHUA
PVKII Beta 0.4.2.2 Minor Update Changelog
An update has been released for PVKII. Server owners, please update your servers. We last saw you in December with our Glacier Update, since then PVKII has turned 13! Thank you for all your playtime and to the countless developers, creators, testers, donators and contributors! Please stay home, stay healthy, and game on! Wishing you all good health from all of us at Octoshark Studios. View changelog below: bt_glacier Fixes & Updates - Small details added to glacier including gorgeous trees by juicyfruit - Fixed minor map issues including playerclips in tunnels - Updated navmesh New Achievements - Glacier Pack How Much Does a Polar Bear Weigh? - Destroy 10 Ice Blocks in Glacier - Title: The Ice Breaker Hurtcules! Hurtcules! - Win 10 Rounds in Glacier - Title: The Parrot of War Polar Bear Dip - In Glacier, kill 5 enemies using freezing water - Title: The Iceman Art for achievements made by Pache94 Balance Tweaks Heavy Knight Two-Handed Sword: Base Damage: 80 -> 77 Charge Time: 0.75sec -> 0.95sec Charge Damage: 35% -> 42% Animation Modifiers: StartAttackSpeed: 0.8 -> 0.85 SwingSpeed: 1.35 -> 1.67 AttackSpeed: 0.95 -> 0.85 All Attacks: Wind-up: 0.83 -> 0.71 Recovery: 1.25 -> 1.15 This is a somewhat significant rework of HKs sword aimed at improving QoL. The sword is overall faster, but has a longer charge time to compensate. Additionally, to accommodate for the faster speed, the base damage is lower. However, the charge damage bonus is also higher, offsetting the lower base damage. TL;DR: uncharged and partial charged attacks are faster but weaker, and fully charged attacks should feel largely the same. Counter Attacks Several weapons had mismatched hit traces on some of their counter attacks. Man-At-Arms Halberd: Right Counter Attack: Changed from a Thrust to a Leftward Slash Gestirs Spear: Forward Counter Attack: Changed from an Overhead to a Thrust Left Counter Attack: Changed from a Rightward Slash to a Thrust There was no reason for the Spear, a thrusting weapon, to have 2 randomly non-thrusting counter attacks. Bondis Seax: Left Counter Attack: Changed from a Leftward Slash to a Rightward Slash Right Counter Attack: Changed from a Rightward Slash to a Leftward Slash These traces were being generated in the wrong direction. Berserkers Big Axe: Left Counter Attack: Changed from a Thrust to a Rightward Slash Right Counter Attack: Changed from an Overhead to a Leftward Slash The right counter attacks animation was changed as well. Code Fixes & Updates - Added Glacier achievements - Disallow remote MOTD by default - Fixed GrogBot crash on game mode change - Fixed a potential crash on explosion - Fixed a start-up hang on Linux - Fixed accumulated physics force not being applied to ragdolls - Fixed achievement Watch Me Right Hook! not having a title - Fixed being able to callvote a map outside rotation - Fixed bot avatars showing incorrect teams in LTS - Fixed garbled list of add-ons in offline mode - Fixed legs being cut with dismemberment turned off - Fixed server crash on workshop_download_collection - Fixed several Linux crashes - Game now mounts Workshop maps on subscription - Load local credits HTML instead of remote - Misc. optimization for GrogBot - Shuffle players callvote now restarts round - Tweaked VGUI in-game menus - Updated Chinese translations
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
PVKII Glacier Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this DEC 29 at 1:30 EST / GMT-5. Refer to the Steam Community Hub Event for most accurate time for your area.
We'll be playing on these servers and more:
- Spamgrounds Servers
- [EU] 24/7 Glacier
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community! See you in game! PVKII Team Octoshark Studios
PVKII Beta 0.4.2.1 Update Changelog & Release Notes
Happy Holidays everyone! Shiver me timbers! The Glacier Update is here! Server owners please update your servers! To talk about the Glacier map we have to take a walk down memory lane. Sit back by the fire, i'll light my pipe, and let the old man tell you a story. In early 2007, the PVKII Layout Competition was announced shortly after the first beta release of the game. This was the games very first community-driven contest where users from the official forums could submit map layouts to be judged by the PVKII team. The winner having their layout turned into a real map by the team! The winner of the competition was a fellow named Parrot of War and his layout was for a map called Glacier. The layout saw many different developers and creators take a stab at it, including the original mapper MrAgent. Some made more progress than others and map development was progressing like glacial motion until Hurtcules came along a few years ago. In deciding what he should do as his applicants challenge, Hurtcules and the team agreed the game was lacking Viking/ snow themed maps, so Glacier was the perfect fit. However, the initial draft based on the layout was simply too large and too ambitious. In order to make it more optimized for Source, look good, and of course be fun, many changes were required. The result was a more symmetrical and easier to learn layout, and a map that fit in perfectly among other official maps. But what would Glacier be without more artists joining in on the fun? PVKII Authorized Creator Roald, lead mapper for the tw_desertruin overhaul, added his own personality and detail pass to the map, helping to make it look like it does today. Making maps is a huge undertaking, with the best ones taking years to put together. And even the best mappers know that the work isnt done on release. Expect to see more updates on Glacier in the future. We look forward to your feedback! We want to thank everyone who has ever been involved in the Glacier project, especially Hurtcules, for sticking to it and seeing it through to release. Highlights:
- New Map! Bt_glacier
- Official PVKII Player Guide - Melee Combat Chapter
- GrogBot Bug Fixes & Updates
- Balance Changes
- New Voice Lines
- Code Fixes
- Automated Holiday System - Treasure Chests are now Presents for a limited time!
Changelog
bt_glacier Stranded in a glacier in the North, the three teams struggle to fight for some hard-earned booty. Break open the ice to find the treasure. Take the high road or the low road. There are many ways to get to your objective. Watch out for the ice cold water, youll freeze to death! Read more about Glaciers history here. Official PVKII Player Guide - Melee Combat Chapter Well be updating, improving, and adding new chapters to this player guide over time, each focusing on different aspects, from basic gameplay info to class-specific advanced tips and tactics. The Player Guide is accessible through the main menu and available online here. GrogBot Bug Fixes & Updates
- GrogBot has been optimized to be more slick and performant in offline games, should be noticeably better with 24 max player limit, anything over that is unsupported
- Added logic for chasing players, bots will now give up and reschedule if target is "unreachable" after a set amount of time
- Fixed issues with skirm bots doing inhumane movements with cutlass special, and huscarls / gestirs dashing around in circles with their specials
- Improved voice command sensing, added bot responses
- Added automatic nav mesh generation, server will generate a nav mesh on bot creation if none exist, can be controlled with cvar bot_auto_nav_generate
- GrogBot chatter tweaks
- Fixed bots ignoring movement speed changes
- Fixed bots not reacting to intruders
- Fixed bot achievement progress not being stored in Steam
- FMOD sound system has changes in precaching and loading samples
- Automated holiday system similar to TF2 includes timed Christmas Present Chest models instead of treasure chests from Dec 17 to 31! Models by Links121995
- Fixed invalid sample rate on player cut sounds
- Coin surface prop + sounds, updated carpet sounds
- Fixed Atlatl crosshair
- Kill Feed redesign
- Man-at-Arms drops his hat on death again
- Alternative color scheme for HUD elements, helpful if you have anomalous vision (you can enable this in advanced options)
- Added vertical scrollbars to scoreboard, when over 24 players
- Added ruleset selection to bot game dialog
- Fixed bot game dialog not listing downloaded maps
- Misc. in-game font tweaks
PVKII Glacier Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this TONIGHT & Sunday DEC 29 at 1:30 EST / GMT-5. Refer to the Steam Community Hub Event for most accurate time for your area. We'll be playing on these servers:
- MrAgent's 0.4.2.1 Official Server
- Spamgrounds US Island
- Spamgrounds US Official Maps
- Spamgrounds EU
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Enjoy the update! PVKII Team Octoshark Studios
SEEKING AUDITIONS FOR NEXT CLASSES: MALE BUCCANEER AND FEMALE ASSASSIN
Think you've got the perfect voice to match one of our classes? Come on by! You must have your own equipment with experience in voice acting and of course, examples of things you've 'said' in the past! You should be creative to help with ideas for voice lines, flexible to change, reliable, and willing to work your pipes to fit one or more class!
ASSASSIN
Most comfortable in shady alleys, gloomy dungeons and dark castle halls, the Assassin strongly prefers not to be seen. Really, dont look at her. She hates it and shell cut you.
In service to the Earl of Bamburgh as spymaster, at court and abroad she schemes, plots, spies, blackmails, steals, embezzles and kills to further the noble goals of her good Lords house. Operating from out of sight, she knows precisely when to use her natural guile to remain unseen and when to brutally press the attack and eviscerate all who oppose her.
Intrigue, evasion, deceit and cunning are the core of her devious toolkit. Shes not above dirty tactics to trick and outmaneuver her opponents some people might say that makes her dishonorable, but those idiots are as dull as rusted iron. To them, her methods make her a lying, cheating, sinful, poisonous, backstabbing no-good cowardly murderer. To her thats just another day at work.
All in all shes a real royal, stuck up princess with a dark and deadly edge to her. Slightly schitzo, unstable, or mentally ill. Think a proper and royal Harley Quinn. Ideally English accent, but can be French, or any other typical European/medieval accent (scott, welsh, irish etc.) Addicted to killing. If she cant have you; no one will. Remember, she also has a quiet side, whisper some lines where appropriate, as well as add in sudden surprises going from quiet to loud (i.e. sneak attack)
SAMPLE VOICE LINES
- Unsanctioned privateers! Eliminate those pirates.
- The pirates! Clap them in irons!
- To the locks with those pirates.
- Eliminate those viking raiders!
- Attack the northmen!
- Come hither!
- We must seek the Holy Grail!
- By order of the king, this land is mine!
- Off we go. Quietly, now. (**whispering**)
- I have the treasure!
- You call yourself men! The Grail is gone!
- Slow-witted fools, weve lost the objective
- I bequeath thy end!
- You fouled roustabout.
- They ought to clap thee in darbies. My steel will have to do.
- I am much obliged.
- Ill be collecting that bounty on you now, thank you.
- Ive orders for your immediate execution.
- Breastplates, bludgeons, backswords and bows at the ready? Good.
- Sweet dreams, now. (**whispering**) (Stealth Kill)
BUCCANEER A pirate tank! Heavy and tough, but also a gentle giant and big teddy bear. He will be a big Jamaican fond of certain herbs and crushing bones. Loves to talk, sing, and enjoy the pirate life, but be careful he can get emotional. Should sound big, jolly, and upbeat. Full of energy! Effects may be needed to achieve the right tone. Here's an audio concept from many moons ago of what we're looking for. SAMPLE VOICE LINES
- I need da ealer, mon!
- Ya breaddren
- They come for war!
- Go Go Go!
- Fight dem like the Wolves o da Sea we are!
- Defend!
- Aye mon, in we go, in we go, in we go
- Attack the Kniiights
- Get them rudeboi knightss
- Attack the Vikiiings!
- Get dem big ol bearded bloodclots
- Chya need ta follow me mon
- Lemme ave a sip o dis, rep me boys
- Ya Blawd A make tha grass grow greenah
- We gwanta killyaa; and cutchya inta tiny pieces
- Sixteen men on a deadmans chest/ yo ho ho and a bottle of rum Rum RUUMRUUUM oh beautiful rum (sing)
- Save all files in 44100 hz mono mp3 format
- Record all of a character's audition lines in one file with minimal pausing between lines, feel free to edit or apply effects if needed
- Label as Yourname_Character.mp3
- Put "(Project Name) Audition" in the subject line of the e-mail
PVKII GrogBot Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this NOV 16 at 1:30 EST / GMT-5. Refer to the Steam Event for most accurate time for your area.
We'll be playing on these servers and more:
MrAgent's 0.4.2.0 Official Server
smut's House of Pancakes
*Server listings are subject to change.
We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
See you in game!
PVKII Team
Octoshark Studios
GROGBOT UPDATE
PVKII Beta 0.4.2.0 Update Changelog & Release Notes Hello everyone! After many years of development, many hands programming, and many hours of crafting nav meshes; we are happy to release PVKII GrogBots into the wild! Tremendous thank you to our coders over the years, developers and testers, and authorized creators who all contributed to our GrogBots. What are GrogBots? Simply put, theyre computer controlled players like those found in other source engine games like CS:GO or TF2. Players can practice against them offline, and play against them online alongside other players. GrogBots are on by default, so bots will populate any server, even if no one is playing. GrogBots are kind and give their spots up for a real players when they join. Watch the game chat as they may wish to talk to you! Easy to learn; difficult to master. PVKII has a deep and complex combat system. To help teach players, both old and new, we will be introducing a series of streamlined learning resources, starting with GrogBots. After GrogBots we will release an extensive Player Guide, and soon after that, Video Tutorials. Weve also made a significant change to the battlefield. The GrogBot Update removes auto parry, and with it, the distinction between auto and manual. The playing field has been made fair for all players. No one is at an advantage. There are no more guessing games. Attack and block using timing, wit, and skill. Rulesets have been adjusted to reflect this change. Highlights:
- Offline and Online Bots, aka GrogBots!
- GrogBot Achievements
- Removal of Auto Parry
- Map Changes
- New Mapping Entities
- Various Code & Resource Updates
Changelog
Please see below for a Changelog that details many of the changes in this release. Head over to our Bug/Support Forums, or Steam Discussion to report any issues. GrogBots Please note that only official PVKII maps have tailored nav_meshes, to create a basic nav mesh or for some helpful tips for creating a nav_mesh for your map, please see the following references. https://developer.valvesoftware.com/wiki/Navigation_Meshes https://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands GrogBot Achievements
- Absolute Sentience (Ooops, that is kind of embarrassing)
- John Connor (50 bot kills)
- Rise of the Machines (Kill 250 bots)
- Judgement Day (Kill 1000 bots)
- bot_difficulty [0|1|2] - Sets the bot difficulty level, easy (0), medium (1), hard (2).
- bot_quota [0 - MAX_PLAYERS] - Set's the number of players/bots to maintain in the server. Will leave 1 slot open on the server at all times.
- bot_require_humans [0|1] - Controls whether the server should require a human to be present before joining the bots.
- bot_chatter [0|1] - Controls whether the bots will run their mouth
- bot_cycle [0|1] - Controls whether the bots will cycle in and out of the server.
- bot_min_desired_play_time - The minimum amount of playtime a bot will spend in the server (in seconds) before leaving.
- bot_max_desired_play_time - The maximum amount of playtime a bot will spend in the server (in seconds) before leaving.
- bot_kick_all - Kick all bots from the server and set bot_quota to 0.
- addbot - Add bot to random team with random class.
- addbot [team number] - Add bot to team with random class.
- addbot [team number 2-4] [class number (starting from 0)] - Add bot to team with specified class.
- bot_debug - Enable/disable bot debug hud.
- bot_select - Selects the bot the player is aiming at for debugging.
- bot_select_next - Select the next bot on the server.
- bot_select_prev - Select the previous bot on the server.
- bot_givespecial - Give full special meter to bot.
- bot_blockhere - Order the bot to stand and block using a shield.
- bot_holdposhere - Order the bot to hold position at the location of the crosshair's intersection with the ground
- bot_moveto - "Moves a bot to the position the issuing player is looking at.
- bot_goforchest - Schedules the bot to go after the chest the player is pointing to.
- bot_dropitem - Drop the item the bot is holding.
- Auto Parry has been removed from the game. Now everyone uses the same parrying system, which was called Manual Parry when Auto Parry still existed.
- Rulesets have been adjusted to reflect this change.
- Lts_cathedral Sudden Death changed to minimize bots getting stuck on pillars, pillars are now destructible by melee attacks but cannot be destroyed by range weapons.
- Te_sandstorm removed pillar from food cache territory to assist bots.
- Info_target_attack, This entity is used to indicate to bots that an entity or brush is attackable. Set the parent of the info_target_attack entity to the object you want the bot to see as a possible target.
- func_nav_blocker, This entity will block/unblock any touching nav_mesh. Use entity block and unblock inputs to block/unblock.
- Info_map_cvar, This entity, when placed in a map, allows the map to modify the following CVARS on the server but only for the duration of the map. After map change the server's original settings are restored.
- Added boot screen
- Bot game dialog, w/ additional options
- Added BOT tags for death notices, objective notices, and scoreboard
- Increased both legs dismember chance
- Fixed character info ESC crash
- Speculative fix for rare round start crash
- Various fixes to MapHack system
- Fixed a crash which could prevent mac users from joining the game.
- Fixed a bug where Bondis special would cause the screen to turn red.
- Fixed a crash caused by an experimental shader engine.
- Updated Explosion particle effects
- Fixed feathers being used on Berserker head dismemberment
PVKII GrogBot Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this Sunday Nov 17 at 1:30 EST / GMT-5. Once the event is scheduled on steam, refer to the Steam Community Hub Event for most accurate time for your area. We'll be playing on the following servers: MrAgent's 0.4.2.0 Official Server smut's House of Pancakes Server 3 - To Be Determined *Server listings are subject to change. We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
Come out and play the new tw_fort_dark and lts_gravedanger on Mr Agent's Official Server!
Download tw_fort_dark from the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1900710827
Enjoy some halloween maps while we eagerly await the GrogBot Update release!
For a sneak peak on what the update includes, click the image below!
Have a Happy Halloween!
PVKII Team
Hello everyone!
Heres a second helping of gore and balance updates for you all to chew on. Well be monitoring the balance changes and were prepared to consider additional changes and fixes depending on how theyre received. So, let us know what you think, and have fun blowing your enemies up into chunks! Server owners, please update your servers!
Gibs and Dismemberment
Added new explosive gibs for Berserker, Gestir, Bondi, Sharpshooter, Heavy Knight, and Man-at-arms
Added bloody textures for arm, head, and leg gibs
Added dismemberment sound
Balance Changes
Bondi:
Seax:
Base Damage: 46 -> 45
Forward:
Multiplier: 1.0 -> 1.13
Wind-up: 0.38 -> 0.54
Recovery: 0.65 -> 0.51
Back:
Multiplier: 1.1 -> 0.9
Wind-up: 0.48 -> 0.26
Recovery: 0.88 -> 0.56
Left & Right:
Wind-up: 0.25 -> 0.26
Recovery: 0.55 -> 0.56
Overall, the seax is now a touch weaker but its power has been spread across all four attacks. Before, the left & right attacks were much more effective than the forward & back attacks. The forward attack now takes longer to wind-up to account for the animation, which could previously be skipped. To make up for the increased wind-up, the forward attack now deals more damage. The back attack is now as fast as the left & right attacks but deals 90% damage, which brings it in line with the majority of other melee weapons.
Flatbow:
Base Damage: 58 -> 53
In the previous update, the flatbow received tweaks to its damage and visual droop, as well as a buff to its fire rate. All three changes proved to be excessive, so the damage has been lowered to compensate. It has been otherwise unchanged.
Man-at-Arms:
Halberd:
Base damage: 45 -> 48
Forward:
Multiplier: 1.25 -> 1.2
Wind-up: 0.46 -> 0.45
Recovery: 1.0 -> 0.9
Back:
Multiplier: 1.25 -> 1.1
Wind-up: 0.46 -> 0.45
Recovery: 1.0 -> 0.9
Left & Right:
Multiplier: 1.25 -> 1.08
Wind-up: 0.46 -> 0.35
Recovery: 1.0 -> 0.76
The Halberd is overall faster via shorter wind-up and recovery times, which should make it feel less sluggish and much more responsive. Previously, all four of the Halberds attacks were functionally identical. Similar to Gestirs Spear, the left & right attacks are now faster than the forward & back attacks but deal less damage. The forward & back attacks share the same attack speed, but the back attack deals 90% of the forward attacks damage.
Code Fixes and Updates
- Fixed a bug regarding Skirmishers right arm dismemberment resulting in the complete vanishing of his corpse
- Fixed an issue where Atlatl blind-fire was dealing 90% of its full damage instead of the correct 50%
Join the conversation on the official PVKII Discord! Interact with devs, testers and creators!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Enjoy the update! PVKII Team Octoshark Studios
PVKII Beta 0.4.12 Update Release Notes
Hello everyone!
This is a general update that features gore updates, balance changes, and other general fixes/updates.
Important Highlights:
- Bondi flatbow damage increased to 58 from 55
- Flatbow charge time reduced, and arrow drop reduced.
- Flatbow special now has an additional arrow
- Flatbow special damage per arrow reduced to 65 from 75
- Flatbow special now does stacking combo damage per consecutive arrow
- Bondi seax total damage upped to 46 from 45
- Bondi seax forward swing damage multiplier reduced to 1.0 from 1.2
- Bondi seax back swing damage multiplier reduced to 1.1 from 1.3
- Bondi seax left swing damage multiplier reduced to 1.0 from 1.2
- Bondi seax right swing damage multiplier reduced to 1.0 from 1.2
- Fixed unintentional Gestir javelin headshot nerf from 4.0
- Heavy Knight two handed sword swings faster with PVKII 2.2 era values
- New and updated gib/blood particles, as well as new underwater variants
- Generic gibs added (heart/liver/brain/etc)
- Can now dismember two legs at once based on random chance for specific two handed weapons
- Auto-balance now prioritizes players that have been on that team for the least amount of time instead of by connection time
- Increased the duration of auto-balance resistance to 10 minutes from 5
- Added Steam rich presence
- Windows XP/Vista no longer supported as Steam no longer supports these operating systems.
- This is one of, if not the last version of PVKII to support MacOS due to it going 64-bit only.
- Fixed client being able to execute commands with MapHacks
- Crash and crash exploit fixes
- Changed weapon_chest physics spawn flag into a key value. This should fix maps like bt_pumpkinraid with the player being unable to touch the chest
- Really fixed Bondi t-pose bug
- Man-at-Arms taunting achievement now properly accounts for all enemy classes
- Fixed some VGUI frame transparency issues
- Fixed some issues with trigger_jump not launching players properly
- Fixed Bondi dismemberment clipping\floaty gib bits and textures inside the model
- Fixed disabled team not working on listen servers
- Fixed City Merchant achievement being given to spectators if Knights win
- Fixed add-on manager dialog not requesting focus properly
- Fixed incorrect scheme colors in add-on manager dialog
- Fixed missing loading icon in add-on manager dialog
- Fixed Bad pstudiohdr in GetSequenceLinearMotion()! spew
- env_projectedtexture should now work properly
- Next and previous weapon selection will no longer try to select longbow, flatbow, and blunderbuss when theyre out of ammo
- Fixed whacky score count issue on booty if there are 0 chests in the map
- Hammer can now preview .mp3, .ogg, and various other sound formats. Useful for ambient_fmod
- Ham health pickup has been brought back for mappers (item_food_med)
- trigger_jump can now be made to respond to players only
- Added OnKeyTaken output for item_key
- Added OnPlayerDeath output to trigger_hurt
- New trigger_chest entity that responds only to chests with unique outputs for touching while carrying or not carrying a chest
- Two new entities info_chest_remover and info_chest_spawner that can be used to add/remove chests and update the chest count properly
- Added OnPlayerThrow output for weapon_chest entity
- New info_team_scoring_indicator entity that can be used to specify where a scoring indicator should be (for chest zones)
- New info_map_cvar entity that can be used to set ConVars that will be properly reset when the map changes
- Cant attack gibs or kick them by default, now behind option cl_gibs_attackable for performance reasons
- Added support for Discord game invites
- Rich presence now shows Joining a server while players are connecting
- Removed big heads server option
- Players will now have a key icon above their head when carrying keys instead of glowing
- Keys will now glow
- Chests will now save their entity names when theyre picked up and will be restored when theyre dropped
- Significant improvements to ambient_fmod performance and loading, this should fix issues that could cause an infinite lag loop
- New startup option -nofmod to start the game without FMOD (used for main menu music, buttons, and other sound related things)
- mat_fullbright will now be reset to 0 on level shutdown. So if you transition from a map with no lighting to a map with lighting it works properly.
- PVKII-specific shaders have been updated to support flashlights (an effect thats used by certain entities like env_projectedtexture)
Join the conversation on the official https://discord.gg/pvkii PVKII Discord! Interact with devs, testers and creators!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Enjoy the update! PVKII Team Octoshark Studios
PVKII Bots are coming!
And many of them are nameless. While nothing strikes fear into the heart of an enemy like a nameless ghost army of mechanized soldiers, we're going for something more along the lines of the PVKII aesthetic and we want your help to name them! From now until the bots are released we'll be taking name suggestions in the #pvkii channel on our discord server here: http://discord.gg/pvkii If your suggestions are chosen we'll use that or those names for the bots in the released product and credit you with the naming. To suggest a bot name, include "#botname" in your chat message, when the time comes we'll search the channel for "#botname" and choose the winners, if "#botname" is not part of the message we won't see your suggestion. If you would like to add a title to your name suggestion or a particular class for your name suggestion please include those in the message. If you don't include a title or a class we'll try to pick the most appropriate title/class. Please keep in mind we may have to override your class selection in cases where too many names were submitted for a class. Example: #botname Name: Beefeater Title: the Bean Eater Class: Man At Arms
Ahoy ther' PVKII fans! Fancy a time to spread some lub?
Hard to believe there is only one month left in 2018. And what a year it was! PVKII released many updates this year with significant features like gore, map upgrades, and a new playable class! Seeing over 1 million installs on Steam, we are so grateful for all the support from fans and everyone that has contributed to the game. Regardless of the result, we appriciate all your support! Octoshark Studios is delighted to have your vote for ModDBs 2018 Mod of The Year for our free to play game Pirates, Vikings, & Knights II.
Free to play on Steam!
Official Site
Official Forums
Official Discord
Vote for Pirates, Vikings, & Knights II in the 2018 Mod of the Year Awards!
PVKII Beta 0.4.1.1 Update Release Notes
Hello everyone!
This a minor hotfix update that fixes a few bugs, addresses the performance loss of the last update, and some other general updates.
Server owners, please update your servers!
Changelog:
- Bondi model has been updated with LODs to address FPS drops from the last update
- Remove dynamic shadows from gibs that were added last update unintentionally that led to performance hits
- Fixed a cause of Bondi t-posing
- Fix issue with Assigirs Challenge achievement
- Fix Meat Carver achievement requiring you kill Bondi
- Fix Belle of the Ball achievement
- Fix being able to use chest special and blunderbuss special with one special bar
- Updated Korean localization by community members (SteamUser) and kaishak7179
- Fix error with Bondis class description
- Added some missing seax textures
- Fix an issue with model pose parameters that may have led to ragdoll crashes. Other mod programmers may want to learn more about this issue here: https://github.com/ValveSoftware/source-sdk-2013/issues/404#issuecomment-371746748
- New info_grass_clusters entity to support the creation of grass that replaces detail sprites. Note the usage of this entity will likely change over time and is not considered complete
- Built cubemaps for bt_island that were missing
- Misc. callvote fixes
Join the conversation on the official PVKII Discord! Interact with devs, testers and creators!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Happy update and have a happy Thanksgiving to those that celebrate it! PVKII Team Octoshark Studios
BONDI UPDATE - PVKII Beta 0.4.1.0 Update Changelog & Release Notes
Another Halloween; another PVKII update. Introducing the Viking Bondi! This update brings the 10th class to the game, combat and balance updates, visuals and more!
https://www.youtube.com/watch?v=czSM023ax1w
Highlights:
- The 10th Class, Viking Bondi
- Class and Shield Balance Updates
- Code Fixes and Updates
- 15 Achievements
Changelog: Please see below for a summarized changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues. Main Features: Bondi The youngest of all the Viking classes, the Bondi, is a freeman who owns a land, proud of his farm, and is seasoned in the art of hunting. A hunter, swift with his bow. Immense strength with his atlatl. And a piercing, precise, seax. A new range element unlike his elders in battle. He is less honorable a man for his lack of melee weapons, however his steadfast charm for hunting and gathering makes him an honorable story to his family. But his story is a quest of vengeance. His land is taken; his family murdered. And so he seeks to end the lives of those who attempt to take all he has left. Special: Hunter Rapid Fire. Use in the heat of battle, Bondi enters a euphoric hunter state to release multiple arrows in succession towards targets with piercing damage. Voice and Music Voiced by Franki Hankshaw Garpeman, a real life viking conquering the internet with his deep voice and sexy Nordic accent. Known for his voice work in the Elder Scrolls Renewal: Skywind project, Reficul, Crystals of Fate, and more recently, Quantum Replica. Bondi Musical Theme by Dylan JDM The Bondi is the culmination of countless hours of hard work from PVKII Developers, Authorized Creators, Beta Testers and Contributors, with significant efforts coming from: Corvalho, jRocket, Lord B, and our amazing coders and QA/testers! Character Classes Updated team balance for bondi update Bondi Dismemberment
- Can slice up ragdolls into gibs with gibs enabled with some limitations
- Can now attack gibs and bounce them around with some limitations
- MAA special no longer slows down movement during the warm-up phase
- MAA can now get excited properly during his special with weapons other than his halberd
- Only fully charged shield bashes can stun
- Cannot be stunned by shield bashes if blocking, but your block will be cancelled if it is fully charged
- Reduced shield knockback to make sword counters more relevant
- Slightly reduced shield bash hitbox to make bashing people behind you more difficult (a full fix will come at a later time)
- Ragdoll lifetimes and limits can now be fully customized beyond player limit, or Doom style ragdolls that almost never go away
- Misc. crash fixes and crash exploit fixes
- Add cold damage option to trigger_hurt, which uses a blue fullscreen damage indicator instead of red
- Fast weapon switch enabled by default
- Powderkegs should now always be transmitted regardless of how far away they are as well as players holding them, which should fix the inaudible keg bug
- Miscellaneous minor performance increases, particularly on player spawn
- Weapons no longer block you from switching to other weapons (useful to the randomizer plugin where you for instance couldnt switch between the Berserkers bigaxe and Huscarls two handed axe)
- Impulse 101 now really gives all weapons
- Disabled team is now a ConVar mp_disabledteam which could be used for mods, to disable a team on any map, or enable a team on a map that has a disabled team
- New instant_trigger entity for mappers/maphacks, a radius based trigger that doesnt use a brush
- Fix modified balance servers not being tagged as such in some cases
- Remove damage dealt label from scoreboard as its not completely accurate
- Remove redundant NAT warning
- Minor updates to net_graph to show more information
- Add cl_menumodels ConVar to disable models in the main menu (may be useful on Mac if you crash while joining a server sometimes)
- Add server-side option to disable player sprays sv_playerdecals in case you dont want players potentially posting adult content
- Updates and fixes to MapHack scripting interface
Join the conversation on the official PVKII Discord! Interact with devs, testers and creators!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Happy Update and Halloween everyone! PVKII Team Octoshark Studios
http://www.youtube.com/watch?v=JLZQs5lZrTM The Desertruin Update PVKII Beta 0.4.0.3 Update Release Notes Hello everyone! A new PVKII update is among us! This update contains map updates, most notably a major overhaul of the old tw_desertruin, along with few other minor map and general updates. This tw_desertruin update is brought to you by a lot of hard work from Latteh, Roald, and Phone Booth. Join us tonight for Friday Night Mayhem! Server owners, please update your servers! Without further ado, here's the changelog. Changelog: Map Updates:
- Major overhaul to tw_desertruin
- Updated bt_island with a gate between Viking and Pirate areas at the start of the map as well as instant class switching in spawn zones
- Updated bt_pinegrove with instant class switching in spawn zones
- Updated te_sandstorm with some updated props by Pixenal
- Miscellaneous crash fixes
- Miscellaneous optimizations
- New "map hacks" system that allows modifying a map without having to have the map source
- Add auto-complete to the "give" console command
- Experimental dynamic sky shader (unused)
- Minor memory leak fixes
- Fix mistake that caused certain FMOD sounds to be fully loaded instead of be streamed that could lead to potential stutter
- cl_ragdoll_enable console variable now works
- Discord Rich Presence now always shows the correct player count
- Discord Rich Presence now available on Mac and Linux
- Allow mappers to enabledisable chest physics
- Fix achievements not being announced on Linux dedicated servers
- Fix "Waiting for Players" text not showing up on Linux
- Fix issue that would cause certain inputs to happen twice on some Linux distros
- Slightly better text scaling on Mac
- Mac OS X minimum required version now 10.9
- Fix floating viewmodel hands
- Can now offset viewmodel position with viewmodel_offset console variables
- Big heads now considered a server cheat
- trigger_spawnprotection renamed to func_spawnzone
- In-game Main Menu updated to add mute button back in
- Captain kill taunts against Vikings now work
- Fix Captain chest kill taunt
- Updated firstperson spear animations
- New chest and item respawn sounds
Roald and Phonebooth get lost in the desert to overhaul a PVK classic!
View the Desertruin Dev Journal here for progress so far. As always, all content is work in progress and subject to change.
Check out some exclusive images below!
Phonebooth tests out some texture updates for Desertruin.
Roald also did some visual tweaks to Glacer!
We're almost done Bondi, for real. Below are images of us testing Bondi, Bondi Special, and some other features you might find interesting.
All for now! Hope you are enjoying more news and releases like we are! Visit the official site for more dev journals!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.
Until next time!
PVKII Team
Octoshark Studios
An update for PVKII has been released. Server owners, please update your servers. Changelog below! Comment below or in our new official forums!
Code:
- DX8 no longer officially supported, DX8 now requires the launch -allowdx8 option and will include a warning during gameplay
- Updated class selection menu
- Added AFK protector ConVars to ruleset whitelist
- Added lightmapping options to static props for mappers
- Added "info_teamwinning" entity for mappers
- Fart special no longer dependent on having a Halberd (fixes fart special not working with other weapons on Randomizer servers)
- Shields now make a sound when they break
- New input to disable and end touch for triggers for mappers
- Add-on form can now be restored after error
- Can now set a custom font for FPS panel (cl_fpspanel_font)
- Big heads mode with mp_bigheads and mp_bigheads_scale
- End round win music and scoreboard music now obey music slider
- Can no longer get stuck in freezecam as long as you're alive
- Mac OS X: Fixed crashes associated with the main menu models that didn't allow you join a game (already public, but not yet noted in a changelog)
- Updated NemesisDominationRevenge sound cues
- Fixed chat not being sanitized to be used as a makeshift console
- Fixed Early Bird achievement being obtainable after a teammate has captured under certain circumstances
- Fixed bug that didn't allow server admins to join spectators when spectators are disabled
- Fixed ambient_fmod bug that caused some sounds to not play
- Fixed crash that can happen when dropping a chest on death
- Fixed some voice line issues, Berserker & Huscarl will now say “Pirates” or “Knights stole gold when looking at a pirate or knight with the “We Lost the Gold” voice command
- Fixed some client-side prediction errors with crouching
- Fixed Berserker keeping fast movement speed after special when carrying trinket
- Fixed class limit being printed to client console instead of server
- Miscellaneous Crash Fixes Related to Particles and Ragdolls
- Details string now shows gamemode tickets instead of round wins (now wins only apply in LTS)
- Now showing time elapsed/remaining, gamemodes that use time limits will show round time remaining in the rich presence
- Rich presence is now properly cleared on shutdown and when cvar is set to 0
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
COMMUNITY ~ ASK THE FANS ~ GROGBOT ~ BONDI ~ ASSASSIN
Hi everyone! The 4.0 era has begun and thanks to you all we had a great release! Thank you for coming out to both events; you are all a blast to play with. The numbers are up, the stats in the green, and if that wasn't the end of it we have another minor update for you at the end of the month with some code changes and fixes. Community stuff first! Catch up on the latest developments from the PVKII Team below! Comment below or on our new PVKII Forums COMMUNITY SPOTLIGHT PVKII Team's Pick for this update is a Video by FrostyBanter https://youtu.be/dqnIhcUTPV0 FRIDAY NIGHT MAYHEM Want to take your match up a notch? Check out OCCASIONAL EVENT PVKII FRIDAY NIGHT MAYHEM, click here for more info on our forums!
PVKII ASKS THE FANS! We want to hear from you! Introducing PVKII ASKS THE FANS! Tell us what you think on Steam and our Forums! Click here or on Steam Discussion for the latest question!
Time for the real meaty part of the DEV RECAP!
NEW DEV JOURNAL POSTS! Corvalho's Latest Dev Journal Pixenal's Sandstorm Progress New PVKII Dev Programmer smutpirate Grogbot Progress PVKII Authorized Creator Lord B shows his brother some love with 3rd Person Bondi Animations.
PVKII Contributor Pache94 does up some wicked Bondi icons
PVKII Developer Corvalho steals the show by showing off PVKII Knight Assassin, in all her guts and glory, and the concept for a new class...well not really.
Spirrwell, jRocket, and Lord B. continue amazing work for existing and future classes!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
Well, that was no April Fools joke!
4.0 has arrived and already we want to follow up with a sizeable hotfix worthy of being called a minor update. A minor update has been released for PVKII GORE AND MORE. Server owners, please update your servers! View changelog below! Check out the 4.0 Trailer "Resurrection" by AGSMA of the PVKII Team! https://youtu.be/6BE1gTP-fH8
COME OUT & PLAY!
Keep the bloody good times going! Come out and play with us TOMORROW, Sunday April 8 at 1:30 EST / GMT-5. Refer to the Steam Community Hub Event for most accurate time for your area. We'll be playing on these servers and more: MrAgent's 0.4.0.0 Official Server Spirrwell's Vanilla Rotation Slammin' Butt Pirates Servers Testudo Cohort Vanilla Server *Server listings are subject to change. We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
PVKII GORE AND MORE Minor Update 0.4.0.1 Changelog
Misc Fixes and Changes
- Fix TDM spawn issues on lts_town
- Fix TDM spawn issues on bt_townsquare
- mp_dm_force can now be changed mid-game
- Forced TDM now uses proper spawns even before the round starts
- FixUpdate Feeding Fishies achievement, no longer requires holding the trinket, and can no longer be gotten on second to last kill randomly
- Fix being unable to select team due to issue with class limits
- Can now limit classes to 0
- Force suicide to switch to class if it is limited
- Fix issue with class limits not limiting properly
- If class limits are enabled for a class, that player will now be forcefully killed to switch to that class. This fixes abusing class limits by changing the class you’re respawning as
- mp_timelimit default is now 20
- Blunderbuss thirdperson particle is now removed immediately when switching back to firstperson, so it doesn’t linger
- Fix potential crash with the blunderbuss special particle
- Camera no longer clips into solid walls at higher FOV
- Skjalg’s Surprise Ending achievement
- Archer head dismemberment
- Townsquare now credits gate kills to the person who raises it
- Language setting will be inherited from Steam again
- Undo some changes that made MOTD text hard to read
- Fix Mace position for Mace & Buckler
- Fixed skybox culling issue at low FOV, such as zooming in with the SS rifle
- Fixed mipmaps on Archer's gibs.
- Gibs no longer use lightwarps (gives minor performance boost as well as a more 'deadly' look)
- Shaders are now synchronized, back then you'd see old textures on Archer's gibs for example.
- Redid the Archer's bone gibs (torso).
- Updated textures (normalmap & shading) on Knight's sheaths.
- Improved blood-gib shading on Archer, Huscarl & Skirmisher.
- Spamalot achievement icon updated
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
GORE AND MORE UPDATE!
PVKII Beta 0.4.0.0 Update Release Notes Hello everyone, Welcome to our Beta 4.0 era! A major update for PVKII has been released! Spring has arrived, but we want you to stay inside just a little while longer to play some PVKII. We'd like to go out on a limb and say this is probably one of our largest updates to date. Our changelog below is condensed, and no where near describes the amount of content and work put into this update. Blood, sweat, and tears - its finally here. We hope you enjoy! Server owners, please update your servers! Join us this week for TWO, that's right, TWO opportunities to COME OUT & PLAY w/ PVKII Devs, Testers, and Creators - among the tidal wave of players, old and new. April 1st and April 8th 1:30 PM EST / GMT -5. And remember, tell your friends about PVKII and ask your favorite YouTubers and Streamers to play! Watch the release trailer below and have a bloody good time with Beta 4.0! https://www.youtube.com/watch?v=6BE1gTP-fH8&feature=youtu.be
PVKII 0.4.0.0 Update Changelog
(Please note: Because of the sheer size of the update, this changelog is not yet finished. It will be updated periodically, watch this space!)
Highlights:
- New Features and Code Updates!
- Server Rulesets Foundation
- Character Dismemberment and Giblets
- Demo Support
- Call Voting
- New Animations
- Full Workshop support for custom maps
- 26 Achievements, with art created by the community!
- And multiple pages worth of code fixes and changes!
- No seriously, we got so many changes that even us developers can't keep up with this changelog, phew!
Main Features:
Character Dismemberment and Giblets
Now featuring the ability to slice, dice and explode your enemies!
- First version of gibs and dismemberment
- Arm, Head, and legs dismemberment upon kill
- Explosion gibbing for all 9 classes, additional detail gibs for Archer, Huscarl, and Skirmisher
- Blood spray and explosion particles
Added Server Rulesets
Ruleset manager for casual, competitive, and custom rulesets Casual: This ruleset intended for more "sit back and relax" type of gameplay, pop open bottle of Hubb Jubb and have fun. Changes include:
- Auto-Block allowed
- No friendly fire
- Allow thirdperson
- All-talk
- Match-based mode
- Manual block only
- Friendly fire
- Disallow thirdperson
- No all-talk
- FF damage reduced by 50%
- Auto-kick after 5 teamkills
- AFK players are kicked from the server
- No freezecam
Demo Manager & Support
New demo system, more details soon. Check "Demos" tab on advanced options for available features! A detailed guide for this feature will be available soon.
Call Voting
Added call vote system, more details soon. Press "Call Vote" button on in-game menu to start a vote.
Server side Workshop support
Game servers can now download Workshop maps. See server commands prefix'd with "workshop_". A detailed guide for this feature will be available soon.
Animations
- Ranged weapon stunning: 1st and 3rd person range weapon stun animations by Links121995
- First person chest animations by Lord B
Code Fixes and Updates
Character Classes & Combat Changes/ Fixes:
- Range Weapon Stunning
- Singing voice commandEncourage only does encourage
- “Sing” is now a separate voice menu command
- Option to disable berserk player tint (cl_berserktint)
- HK can now special in the air
- HK can walk slowly during special
- Blunderbuss can knockback again
- Fix speed exploits with the Huscarl and Gestir specials
- Blunderbuss special particle no longer visible when rolling
- Shields now disappear when they break
- Fade blood on weapons while in water
- Fix crash when being killed by parrot with no owner
- Projectile from same team pass through parrot (ex: Captain’s special no longer floats in the air when it hits parrot)
- Special explosions now unblockable as intended
- More consistent friendly fire
- Use “Spotted teammate corpse” sounds for teammate deaths
- Player stun sounds
- Add HK “blood” (sparks)
- Add underwater blood
- MAA special no longer dependent on Halberd
- Add func_changeclass entity for mappers (allows instant class switching like TF2)
- Add OnFallDeath output to trigger_falldeath for mappers
- Fix issues that prevent npc_template_maker from working in multiplayer for mappers
- ambient_fmod fade in and fade out support
- Can specify model scale and damage of npc_parrot for mappers
- item_key entity and trigger_key for mappers (for things like doors)
- Add OnChestCapture output to chest zones
- Add weapon_cubemap entity for mappers
- Add option to disable item falling for mappers
- Add Enable/Disable input to items for mappers
- Treewind sway shader addition
- Add OnRoundEnd and OnMatchEnd outputs for info_pvk
- Add trigger_chestrespawn for mappers
- Add info_timermessage entity
- Add absolute speed to trigger_speed
- Trinket Wars trinket carrier character outline glow
- Option for team based chest glows
- Server options for class limits (See mp_classlimit ConVars)
- Add TDM killstreaks
- Add server option for domination/revenges (mp_nemesis)
- Improve player avatar HP bar (LTS HUD)
- Play sound on overtime
- Show gamemode intro on round start instead of first spawn
- Add “X” icon over teams in team select menu if they’re full or otherwise unavailable
- Fix skybox culling at high FOV
- Up max FOV to 120
- Hide chat and deathnotice during freezecam
- Add server-side workshop
- Fix viewmodel bob so it no longer snaps weirdly when looking straight up
- Fix some issues with panels not displaying properly when resolution is changed
- Use FMOD for VGUI sounds
- Allow users to create sound mods of UI stuff (Main Menu)
- Allow VGUI modding
- Add suicide messages for death notices
- Right clicking now opens drop menu in scoreboard
- Double left clicking player on scoreboard now mutes them
- HUD for when you can press USE on an item
- Tag freezecam target in Steam screenshots
- Fix “Team Damage” message being shown repeatedly on melee swings
- Add “disable special” versions of old HUD style to make it more clear specials are disabled
- Linux and Mac should now show PVKII icon in dock askbaretc.
- givecurrentammo cheat now gives to the right player in multiplayer
- Misc crash fixes and memory leak fixes
- FMOD now obeys the lose focus option in audio options
- Let game run if FMOD audio system could not initialize
- Server-side cheat for infinite ammo (mp_infinite_ammo)
- Add “breakmyshield” cheat command
- FMOD sounds also lower their volume during freezecam
- Add mp_restartround_immediate command
- Add mp_endgame and mp_endround commands
- Add onehp cheat command
- Add cvar mp_gamemodeintro
- Add cvar mp_assist_dmg_threshold
- Add cvar mp_assist_lifetime
- Add NAT warning to “Create Game”
- Add maxplayers_extended option to allow for 33 player servers
- Add cvar mp_disable_respawn_times
- Add mp_afkprotector_kickadmins
- Allow servers to override skybox with sv_skyoverride
- House Of Wolves - Assist 100 kills with throwing axes - Title: The Elite
- Watch Me Right Hook! - Kill 100 enemies with the punch - Title: The Boxer
- War Has Changed - Dominate enemy archer - Title: The Snake
- Premature Detonation Kill 2 Enemies with a Keg by shooting it with the Flintlock - Title: The Impatient
- Old Age Doesn’t Come Alone - Conquer a territory with 4 other Gestirs - Title: The Senior
- Keeper's Finders - Capture and hold at least one territory for an entire round. - Title: The Settler
- Early Bird - Be the first one to capture a territory or booty on your team - Title: The Scout
- Half Measure - Wipe out an entire team by yourself on lts (12+ players) - Title: The Team Killer
- Full Measure - Wipe out two teams by yourself in lts (12+players) - Title: The Massacre
- Spamalot - Land 15 consecutive arrows - Title: The Determined
- War, War Never Changes - Dominate enemy Sharpshooter -Title: The Vault Dweller
- Pinned Down - Block 10,000 ranged damage with the shield - Title: The Wicker Man
- Coup De Grâce - Kill 4 enemies affected by a single Man-at-Arms special - Title: The Opportunist
- Green Streak - Kill 3 enemies in a fart cloud using your dual wield - Title: The Envious
- Go Berserk! - Destroy 5 shields in one life - Title: The Wrecking Ball
- Fifty Shades Of Gestir - As Gestir kill a single enemy by using all of your weapons on him Title: The Fetishist
- Feeding Fishies - Win a round in Tortuga by getting the last kill with the shark or piranhas Title: The Master Baiter
- Captain's Quarters! - Win a game on te_tortuga in under 6 minutes - Title: The Evil Taxi
- Tug The War - Raise the cage on Townsquare for your team and have your team capture all of the chests at the start of the round (team wide) (12+ Players)- Title: The Big Cheese
- City Merchant Win a round on Townsquare while you team has control of all chests - Title: The Merchant
- Medieval Justice - In Townsquare, kill X enemies with the cage -Title: The Trap Setter
- Yeehaa! - Win 10 rounds on Desertruin - Title: The Sandman
- Once Bitten, Frost Shy - Win 10 rounds on Frostbite - Title: The Cliffhanger
- Garrison Fort - Cause someone to die by releasing the death barrel in tw_fort - Title: The Fugitive
- Hold The Fort Win 10 rounds on tw_fort - Title: The Reborn 1 Hidden Achievement
- Discord Rich Presence
- Add scoreboard title for Authorized Creators
- Improved hand textures
- Improved RTNL shader on Heavy Knight’s Apron
- Improved RTNL shader on Archer’s Clothing
- Redid Captain’s Blunderbuss; 1. Better, fixed normal maps. 2. Gold decorations. 3. Improved RTNL. 4. Darkened the metal for a bit, to give way better contrast.
- Popemaster
- Pache94
- MS32
- Captain_Barbarossa
- Blackgrowl
- Lord B
- Links121995
PVKII GORE AND MORE ARRIVES THIS SUNDAY!
Happy Friday everyone! We hope its a good one. Celebrate with us, squash some bugs, and have a bloody good time. Come out and play with us this Sunday April 1 at 1:30 EST / GMT-5. Refer to the Steam Community Hub Event for most accurate time for your area. We'll be playing on these servers and more: MrAgent's 0.4.0.0 Official Server Spirrwell's Vanilla Rotation Slammin' Butt Pirates Servers Testudo Cohort Vanilla Server *Server listings are subject to change. Please keep an eye on this post for most up to date listings. We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. Stay tuned for more information about Beta 0.4.0.0 as we close in on release. See you Sunday! PVKII Team Octoshark Studios
Ahoy ther'
Whether your spring break is nearing its end or has just begun, we invite PVKII fans far and wide to celebrate the coming of spring.
Come out and play with us this Saturday March 17 at 1:30 EST - refer to the Steam Community Hub Event for most accurate time for your area.
We'll be playing on the following servers:
MrAgent's 3.5.5 Official Server
Spirrwell's Vanilla Rotation
Slammin' Butt Pirates Servers
Testudo Cohort Vanilla Server
*Server listings are subject to change. Please keep an eye on this post for most up to date listings.
We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.
Stay tuned for more information about Beta 0.4.0.0 as we close in on release.
See you Saturday!
PVKII Team
Octoshark Studios
4.0 News & Future Classes Progress
Happy New Year everyone! 2017 was a year to celebrate a decade of PVKII magic. This past year we've overcome some challenges as a team, and have shown just how strong we are in persistence, resiliency, and passion. With the new year, we look to the future. We know that 2018 will bring more content updates! We've decided to change course with 3.6 and move forward with something new. This next update will most likely be PVKII's largest release since 3.0 with many fixes, changes, and additions. Many of the significant changes are "under the hood" and allow us more freedom and creativity in what we can do with PVKII. This is why we can't wait to begin a new era of PVKII content updates with Beta 0.4.0.0 (4.0) We have an internal aim for when we would like this update out, but we will take whatever time we need to complete testing and release smoothly. As always, nothing is set in stone and once we're happy with things we will release. Here's a sneak peak at some of the major features in Beta 0.4.0.0: - Significant Engine Updates - Server Rulesets (Casual, Competitive, and Custom) - Character Dismemberment and Giblets - Demo Manager & Support - Call Voting - UI Updates - 1st and 3rd person range weapon stun animations by Links121995 - First person chest animations by Lord B - 26 Achievements with art created by the community! - and multiple pages of code commit fixes and changes
Where is Bondi?
Bondi will most likely not be shipped with 4.0, but we are well on our way to releasing him this year. We are testing special variants to determine which is the most fun, well-balanced, and fitting to his personality. Would you like to see more Bondi progress? Would you be interested in us doing a PVK Live to see dev progress in a beta test? Let us know in the comments below! New classes are a massive undertaking and a luxury. They require a hell of a lot of time, effort, modeling, rigging, animating, coding, testing - the amount of work needed to create a character model alone is more than impressive. Without hard working and talented Developers and Creators like Corvalho, Felis, Spirrwell, jRocket, etc. there are no future classes. We are all lucky to have such amazing and patient people on our team to give our game and community more content for free.
We Want You for PVKII
We appreciate all support from our players. The most encouraging thing one can do is to help us improve exposure of PVKII. - Would you or someone you know be interested in applying for the Dev team? - Would you or someone you know like to apply for the beta tester team? - Help spread the word by sharing, retweeting, and telling your friends or your favourite Youtubers/ Streamers about PVKII! - Create community content such as gameplay videos or Steam Workshop Content that we can spotlight on our social media platforms.
Latest PVKII Developments...
Check out some development media below courtesy of PVKII Devs and Authorized Creators! From Corvalho's Assassin Dev Journal and Discord Posts: Knight Assassin Progress
From Spirrwell's Animation Dev Journal: Heavy Knight Finally Steals Back His Crossbow!
Bondi Dismemberment by Momo The Momoderator from Trello (click to see more!)
Some Buccaneer Progress from Felis, Spirrwell, Murphy, and jRocket on Trello: in game with placeholder weapons (no special)
For All The Latest News and Media
Join the conversation on the official PVKII Discord! Interact with devs, testers and creators! Check out our official forums too!
Follow us on Trello for the latest development buzz before anywhere else, and as always, follow us on Facebook and Twitter for more updates. See you in game! PVKII Team Octoshark Studios
Festive Map Series Workshop Subscribe Update / Play with Devs & Testers Day!
The holidays are about to begin! Come on by and celebrate with us this festive time of year with the return of Xmas Frostbite, and introducing Xmas Arena by Momo the Momoderator! Please subscribe to download the Festive Map Series! Final links will be available shortly. Note: Xmas Frostbite has been updated since last year with several fixes, please download the most up to date version on Steam Workshop once it is available. Jingle 'yer way o'er and merrily play with PVKII Devs, Testers, and Content Creators on Saturday Dec, 16th 2017 at 1:30 PM EST/ 6:30 GMT -5. We'll be giving away surprise Steam CD-Keys to those who can flex their 10 Years of PVKII Knowledge. Enjoy the prize all to yerself or give them to a friend! Be sure to come on down to our PVKII DISCORD after the event at 3:30 EST / GMT -5 for 10 Years of PVKII trivia questions to win surprise Steam CD-Keys of up to $45! We'll be playing on the following servers: MrAgent's 3.5.5 Official Server [NYC] Spirrwell's Vanilla Manual Parry Testudo Cohort Vanilla Server *Server listings are subject to change. We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun! DOWNLOAD NOW!
COMING SOON!
Screenshots
Join the conversation on the official PVKII Discord! Interact with devs, testers and content creators!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you there, and from all of us at Octoshark Studios, have a wonderful holidays!
Hi everyone,
An update for PVKII has been released. Server owners please update your servers!
The PVKII classic tw_temple has been upgraded by Schatzmeister, with visually enhanced cave sections, more traps, and a new jump-pad mechanic. Check it out! Major credit goes out to Yanzl for contributing assets for improving tw_temple. Also included are updates to the Add-on Manager/Workshop and misc. performance and code changes.
https://www.youtube.com/watch?v=qEWvE8Xi-sY
Screenshots:
[quote]
Play with Devs & Testers Day!
Come play with PVKII Devs, testers, and creators on Saturday Dec, 2nd 2017 at 1:30 PM EST/ GMT -5. We'll be playing on the following servers:
Official Server 1 Vanilla Rotation Hosted By Mr. Agent
Slammin' Butt Pirates Servers
Testudo Cohort Vanilla Server
We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!
[/quote]
Please see below for a Changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues.
CHANGELOG:
Maps
tw_temple (Map by Crazytalk, Upgrades by Schatzmeister)
- Layout additions and brand new traps!
- Gameplay changes to center atlar room to decrease camping advantage - added four jump pads
- Cave sections enhanced with updated displacements as well as assets contributed by Yanzl
- Updated lighting and particles
- Outstanding issues fixed (missing models, water texture errors, etc)
Code
Add-on Manager/Workshop Updates: Add-on Manager has been improved with new features, several bugfixes, better UI and more. General:
- Added enable/disable checkboxes to the add-on list
- Added multi select to add-on list, hold CTRL to select multiple items
- Added “Open in Workshop...” and “View change notes...” into drop menu
- Added support for VGUI modifications
- Added VPK validation on mount
- Added BSP validation for maps
- Added ability to import/export add-on config
- Added option to reset all add-on settings
- Heavily optimized the Manager GUI, everything is much faster now
- Improved Workshop Publisher design
- Manager GUI is now resizeable
- Improved preview image caching
- Improved config saving
- Description markup tags are now stripped properly
- VPK errors are now localizable
- Add-ons that fail VPK validation are now marked as “invalid”
- Removed redundant "Followed" category
- Fixed an issue that prevented misc. Workshop add-ons from being listed after certain amount of subscribed add-ons was hit
- Fixed removed Workshop add-ons being mounted
- Fixed an issue with Workshop maps that bloated the addons config
- Fixed add-ons config being reset in rare cases when add-ons were disabled
- Fixed potential crashes with GUI search & add-on list
- Fixed an issue that prevented custom particles from working
- Fixed misc. issues in Workshop Publisher
- Updated sequence and activity lookup for animations, this cuts the client side animation performance budget by 2/3 (noticeably higher FPS especially with several players)
- Updated version labels in main menu & server browser to follow the new versioning model (0.x.x.x instead of Beta x.x-rx)
- Fixed round start timer not working
- Fixed missing localization string being used for round end screen in Team Deathmatch
- Added $rtnlframe as a VMT param
Textures
- Archer: Better leather shading (slightly darker), better metal shading (on his arms, should look more shiny and reflective) as well as fixed the diffuse shading
- Improved normal map texture for Gestir's Spear
https://discord.gg/pvkii Join the conversation with the community. Interact with devs and testers and other creators. Hang out with us and hop into a game sometime. We may show the odd bit of progress in the chat too!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. PVKII Team Octoshark Studios
Ahoy ther' everyone,
It's that time of year again! The Steam Awards have returned!
[quote]A year ago, the Steam Award Selection Committee stepped out of the shadows and put a challenge out into the world… “Who amongst you has the will to stare into your very soul, and in doing so determine what was the best use of a farm animal in 2016”. The stakes were high, fortunately 6,700,000 brave men and women stepped forward who were up to the challenge. But that was then. Today, the SASC has been called to gather once more… are you ready to celebrate the best?[/quote]
So what are ye' waitin' for!? Vote by going to our page store in steam or PLAY.PVKII.COM to nominate the greatest game ever!
View all of the award titles and descriptions here: http://store.steampowered.com/SteamAwardNominations/
You'll also earn a badge through Steam by completing the following tasks:
[quote]
COMPLETE THESE TASKS
Nominate at least 1 game
Nominate a game in each category
Play a game you've nominated
Review (or update your review) for a game you've nominated
[/quote]
And on top of that, if we all vote for PVKII, we could be featured in a historical showcase.
So get in there and nominate PVKII, share the above link(s), with your gaming buddies, or even share it with future PVKII lubbers!
Vote for PVKII & may the best fans win!
PVKII Team
Octoshark Studios
Ahoy ther scallywags!
Our next map and resources update, 0.3.5.5, is essentially complete. We'll include fixes to the previous update as well as upgraded tw_temple by schatzmeister, and changes to add-on manager/workshop.
While we wait for that to release, feast your eyes on what our development and creator teams have been hard at work on for future features:
The amazing Spirrwell goes through thousands of lines of code to ready player dismemberment (custom gib sound)
https://www.youtube.com/watch?v=kp4uywcyVh8
jRocket performs some scary mouth surgery on Bondi
Felis shows us jRocket's work in game, Crazytalk develops unique cursors
Lord B works on First Person Bondi animations (ok so not that last picture!)
https://discord.gg/pvkii
Join the conversation with the community. Interact with devs and testers and other creators.
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.
Things are picking up again in PVKII land! We hope to have more to show soon!
Until next time,
PVKII Team
Octoshark Studios
Well ahoy ther’ mateys, brothers, and lasses!
We be currently recruiting talent for developing or contributing to PVKII in the priority positions below! First up though; you should know about the different ways you can help us out!
ROLES
Beta Tester: Spots are filling up quickly! You will attend 4-5 tests a month, provide feedback, suggestions, and help us improve the game. Most of all, its really fun! More information on applying for the testing team here. Developer: Have a spot on the PVKII team, must complete an applicant’s challenge or trial, provides more impact to the future of the passion project, and contributes to development on a consistent basis. Authorized Creator: Have the skills of a game developer, but don’t have the time to commit to the team? Contribute to the game whenever you feel like it. Always open for any position. Contributor: Have some assets you’d think would help us out? Want to make a professional trailer video for the game? These are just some examples! If you’d like to be a one time contributor and provide us with something ready to use please post in our application forum. *Everyone in these groups receives in-game recognition. So… Are you GREAT? Do others envy your SKILLS? Do you have a strong passion for game design? And most importantly, are you a trustworthy and reliable future crewmember? If you answered YES to all of the above, you may be just what we are looking for! So, if you think you have what it takes to be a member of a talented and dedicated game development team, please let us know if you are interested!
OPENINGS
Voice Actor/ Actress Think you've got the perfect voice to match one of our classes? Come on by! You must have your own equipment with experience in voice acting and of course, examples of things you've 'said' in the past! You should be creative to help with ideas for voice lines, flexible to change, and willing to work your pipes to fit one or more class! 3D Artist Whether you specialize in characters, weapons, or props, we need you! Must be able to produce lovely-looking models and textures that fit in with PVKII's art style. Ideally, prop modellers work with our environmental artists to fill levels up with various props and assets. Modellers must be able to skin their own models and compile them into the game. Experience with the Source engine is ideal. Additional Programmer(s) Join our growing team of skilled PVKII programmers! Must be experienced with C++, git, and ideally the Source Engine. A creative problem solver and team player who can work with senior programmers to frequently update private build content. Taking on the role as an additional coder, you will be an essential and positive force for the future development of the game. 2D Artist/Texture Artist/Particles Could be one person, could be three. We need experienced 2D artists capable of regularly producing a variety of 2D art. You need to be able to produce any of the following: game environment textures, in-game particle effects, concept art, or graphics for promotional material. Whatever you see yourself doing, we can find a task fit for you! Experience with the Source engine is ideal. Animator(s) We be always looking for more animators! Must be capable of producing realistic looking animations that flow well and convey weight and density etc. Must also have experience with the source engine and the process of compiling animations into the model. Should you be an expert in 3rd person and/or 1st person we want to see what you can do! Additional Leadership Think you’ve got a master plan, the connections, the resources to help direct the future of PVKII and possibly Octoshark Studios? You should have many years of experience with PVKII, and have a positive reputation in the community. Must understand the requirements of game design, project management, and have the commitment to see goals to completion. You are a planner, patient, understanding, engaging, a team player, and of course you are a great communicator. You take initiative for new solutions such as internal/external recruitment, or press opportunities. You rally team members for discussions, meetings, tests, and projects. You work with our core leadership team, and maximize efforts from your area of responsibility. Experience with the Source engine is an asset. Experience developing and/or testing games or mods is an asset. This is a developer position. Is your specializing field not listed above, even though you think we could use you? Apply anyway with examples of your work!
APPLY NOW!
We're an easy group of people to get along with and have fun doing what we do. If you're interested in applying for the team, please stop by the applications section of our forums here. No time wasters, only serious applications please! Applicants will be given a small test assignment and/or go through a short trial period before joining the team proper.
Another Halloween, another PVKII update!
So... long story short, we ran into some roadblocks as a team since our last update, but we are back on track! There’s no denying that it’s been a long time since the Workshop Update, and we wanted to give you at least something, while major code work goes on for a much larger, future update. Work continues on maps, animations, and features. We want to show more in the coming weeks with regards to rulesets, gibs/dismemberment and bots/offline practice. We will also release an updated classic in a follow up patch for this update. Temple, with a new cave environment, and of course new traps! It’s going through some final fixing and testing.
So without further ado, the majority of content and changes from our October Map Update:
Screenshots:
Please see below for a Changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues.
Changelog:
Map Changes:
te_cara
- Layout changes and significant optimization by Gaz
- Visual updates and minor fixes
- Soundscapes
- Updated player clipping
- New loading screen
- Progress on Cara by jimonions, Schatzmeister, Colonel and Gaz
- Spawn protection improvements
- Viking spawn adjustments
- Map by Gaz
- Advanced compiles for the following maps: Arena, Cathedral, Desertruin, Forgotten, Fort, Frostbite, Gravedanger, Sandstorm, Tortuga, Townsquare
Translations:
- Latest translations for: Brazilian, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Pirate, Polish, Portugese, Romanian, Russian, Simplified Chinese, Spanish, Swedish, Traditional Chinese, Thai, Turkish, Ukrainian, and Vietnamese
Code:
- Added spawn protection entity (trigger_spawnprotection)
Texture Changes:
Detailed changelog by contributor "Black Caesar" [CHARACTERS] GENERAL
- Skirmisher, Captain, Berserker, Huscarl and Gestir now have realistic skin-shading on their hands, making them look a lot more natural and less dull. Fingernails have also gotten the same treatment, they are a lot more obvious and have their own proper shading.
- Fixed the Normal Map, it was sized 512x512 with some bad compression and specular. Now it's 1024x1024 (just like the others) with non-grainy normal maps and proper specular.
- Switched the Rimlight a bit, it was a bit too strong and blobby, now not anymore.
- Better more realistic shading on his skin, it should look like he's sweating in some perspectives.
- Better shading on the leather, easily visible on his leather strap on the leg.
- Better shading on the pants.
- Nails now have their own proper shading.
- Blood & Wounds got their own unique shading, although subtle.
- Better shading on the gold.
- Shirt should have a visible better blobby-ish shading to it.
- The hook was using wrong VMT settings, this should be fixed now, it will look near-exactly the same in first and third-person.
- Added "envmap", it didn't have it before for obvious reasons (not enough metal), now he does considering gold and metal got improved in collaboration.
- Changed the "rimlight" effect, it should make it so the edges don't have some weird blue-white blob around them.
- Improved the "Lightwarp" texture. It was affecting the wounds and the nails, when it shouldn't. A more realistic colour-light to the skin will be seen better now.
- Skin shading has been heavily improved. While subtle, you should be able to see him look rather sweaty, considering his age, his warrior attitude and even his clothing, it should be fitting.
- Nails have their own shading, which should make them look a bit like in real life.
- The wounds (scars) now have their own shading, although subtle it is easily visible at some perspectives.
- Improved the shading on the hair, it should now be less "aurora"-ish, a very small blob of light will be seen when some extreme light is directly at it.
- Improved the shading on the metal, it should look more metallic. Especially with envmap on it. This can be best seen on the Hook (first-person mostly).
- Redid the gold, the colour should be a bit darker now but the shine is a lot stronger and more realistic. This is especially seen on the Anchor Necklace.
- Improved shading on the clothing, it should look a bit more worn, especially battle-worn. (Not dusty)
- Improved shading on the pants, they should be very dark but when light directly attracts to it, it should shine realistically.
- Better shading on the hat, should act a bit like the pants. Also, the "trims" have their own shine.
- Improved shading on the wood (pegleg & hook), this should make the wood look a bit worn-out, used and even a bit wet.
- Heavily improved leather, it should look more realistic. This is especially seen on his boots and the leather straps themselves (basically, everything leather).
- Redid the rimlight so it's a lot less intense.
- Skin how has a more natural shading to it, a bit sweaty but very subtle (less so than on others due to his skin tone).
- Redid the gold (seen on his belt and shoes), it's now a lot darker (almost the same as the original, which looked more like cooper) but has a heavily improved shading, which also makes them more obvious and elegant to look at.
- Improved the leather so it looks a bit more realistic while still remaining rough enough.
- The "red clothing" had a bit too much blobby light, this has been fixed, it should look a lot more obvious, more so than even the Skirmisher's but is not saturated enough.
- Redid the shading on the clothing, it should be a bit more realistic now. (This is actually better seen with darker colours)
- Vest & its Goldlines now have better unique shading each, with vest looking a bit more like rough leather and the gold lines being a bit more 'shimmery'.
- Pants have a more 'fancy' shading to it while still being realistic enough.
- Shoes now have a great fancy shading to it that makes it look like they're recently polished but still dirty due to wear&use, this can be easily seen in maps with coloured lights (tw_frostbite, lts_town), where a bit of light is captured to the shoes.
- Powder horn has a better shading, the blackness being a bit reflective like it's polished and the wood having a rough look to it.
- Sharpshooter's Powderhorn has a metal on the end (where he inserts his match for special), I made the shaders be fit for metal for it.
- Heavily improved the diffuse shading.
- Reduced the rimlight, this should remove some excessive 'blob light' on him.
- Heavily improved the 'scalemail' on his arms, this should be more obvious in the first-person hands. They're now more uniform and have better, proper shading.
- Leather has proper shading of itself.
- The clothing was a bit too 'un-rough' and unlit, this has been improved.
- Slightly better skin shading.
- Quiver and Sheath had bad shading (leather), this has been fixed.
- Pants had some weird lighting on it, this has been fixed. Also, the 'leather strips' on it have been improved.
- Improved the shading on the metal, it should be a bit less blobby now.
- Better reflections than before, though not exactly by too much.
- The Coat should have its own proper shading now.
- Gold shines way better than before now.
- Small improvements on the leather.
- Chainmail should have better shading now.
- Slightly improved the face, should be able to see a bit of sweat on him.
- Fixed the diffuse shading.
- Changed the shading on the metal, tried to make it look more realistic/badass.
- Better shading on the leather, should be a bit less shiny but a lot more rough-looking.
- Better shading on the padded leather, less shiny but more defined.
- Better shading on the clothing, it should be less grainy and slightly less blobby.
- Better shading on the metallic parts (chainmail coif and helmet), they should shine and reflect like real steel.
- Man-At-Arms' skinparts (Face and hands) should now have visible sweating. Better seen on strong sunlight.
- Minor details, such as his belt and belt metal, have their own proper shading.
- Improved the skin shading, there were bits of grainy/blocky shadowing on the skin, this has been fixed, he should look on par with Archer but slightly darker and a bit more saturated.
- Better shading on his skin, it should look like he's very sweaty and somewhat oily. The effect is a bit subtle though, so don't expect a lot of reflective sweat.
- Blood now has its own proper shading, it will reflect like blood and look like blood.
- Improved the shading on the wolf-head so it looks like his fur is more realistic. Added a bit more blood, specifically on the two slashes on the bottom of it, its blood also shines like real blood.
- Heavily improved the pants so they have better and more realistic shading. Pants' belt has a better more realistic shading itself, boots and boots' fur got heavily improved as well.
- The sheath was shadeless, just a diffuse. It now has proper shading.
- Improved the shading on the chainmail, will be a bit subtle in high-light positions (such as the outside itself) but will be obviously good in low-light areas.
- Clothing has been improved, but only slightly so, this can be seen on how the shadows work on it, such as on the weird gray 'pantaloons-styled' pantaloons.
- Better skin shading, should look a bit sweaty at some perspectives but not extremely so.
- Heavily improved the shading on the leather, it will look a lot more rough. This is especially seen on the boots.
- The "cloth wraps" on the legs have a better and proper shading, although relatively subtle.
- The "gold" decorations seen on his forearms and the bottom of his chainmail (clothing) are now a lot more unique and prominent.
- Heavily improved the shading on the metal, that is the metal on the leather belts and the sheath, should look more realistic.
- Improved the diffuse shading. The leather should look darker, but more realistic this way.
- Improved the shading on the chainmail and metals (helmet).
- Due to changes in shading and diffuse, I've darkened the metal A BIT. He should look a lot better and more realistic this way.
- Normal Maps have been improved, they're now uncompressed with no quality loss from DXT5 compression.
- Rimlight has been modified to make it a lot less strong, this reduces "blobby light".
- Metal has a better and more realistic shading, this can be seen on his helmet.
- Skin now has a more realistic shading.
- The beard is slightly darker and somewhat dirtier, making it more realistic. Also, has proper lighting to it.
- The little braid on his beard had no shading at all, now it does.
- Leather shading has been heavily improved, this is especially seen on his boots & belt.
- Cloth shading heavily improved, it should be a lot less blobby, give out better details and have a more realistic shine to it.
- The "blood" on the clothing was not visible at all until now, with its proper blood shading. It looks 'glossy' to give an effect of it being recent.
- Fixed the diffuse shading.
- Made the "neck leather" have a better shader.
- Improved the shading on the wood, it should look a bit more worn but still good enough.
- Heavily improved the shading on the gold, it’s now very reflective and shiny as hell. This should actually help everybody spot them better, especially in the dark.
- Skirmisher's Cutlass has gotten an overhaul;
- Resized the texture so it's 1024x1024 instead of 512x512, this does heavily increase image quality.
- Replaced the normal map to a better one that gives even better details than before.
- Shading on the blade is now a lot more realistic, it being shiny and having some dirt.
- Improved cubemaps on the blade and the gold, this should give better reflections.
- Slightly improved the shading on the gold.
- Slightly improved the shading on the wood.
- Skirmisher's Flintlock should have a way better metal shading, including some reflections as well as better shading on the wood.
- Skirmisher's Keg now has better shading on the wood and especially the metal. The metal is now more realistic, with proper shining and reflections.
- Captain's Cutlass has gotten a massive overhaul;
- Fixed smoothing errors, these were easily seen on the brass handle and edge of the blade.
- Changed the texture a bit, the blade should be dark so it looks more like steel instead of silver.
- Shading on the blade has been heavily improved, it should now shine like real steel with some visible bits of dirt.
- Brass shading has been heavily improved so it's more realistic and shiny.
- For those not able to use Beckmann, Phong has been improved.
- Captain's Blunderbuss has gotten a slightly better shading on the metal and the wood.
- Captain's Parrot has gotten an overhaul;
- If Anti-Aliasing is available, the edges on the feathers will be smoother. (NOTE: As said and will say again, ONLY if Anti-Aliasing is available AND ENABLED!)
- A better shading on his feathers, this should make them a lot more obvious, especially in regards to colour.
- Better support for colour by giving them better definition, this is mostly thanks to the feather improvement.
- A more realistic eye shade (not too obvious, it's impossible with this model)
- Sharpshooter's Knife has been modified to make the texture a bit more realistic, saturated and somewhat gritty as well as making so the gold and metal have a more realistic shader.
- Sharpshooter's Pistol shaders have been modified to make the metal look more real and the gold shine flamboyantly.
- Sharpshooter's Rifle shaders have been modified to make the wood a bit better and the metal shine like real metal.
- Minor changes on Berserker's BigAxe, making it look more iron and savage.
- Berserker's Axe & Sword have been overhauled, they should have better shading on metal, wood and leather.
- Huscarl's Axe now has way better shading on metal, gold and wood. The axe was supposed to look a bit fancy, hence it will look as such.
- Huscarl's Sword has gotten a massive overhaul;
- The texture is now a bit darker than usual, to make it further look like an "iron sword".
- Fuller (middle of the blade) is darker to make it look better in contrast to the blade.
- Crossguard & Pommel now has a bronze colour with its own proper shading.
- Handle's leather is a bit darker, giving it a better contrast.
- Huscarl's Shield has major changes on the shield so the 'worn wood' is better visible than before, metal looks a lot more realistic and leather has its own proper shading. (This also applies to Gestir's)
- Huscarl's Throwing Axe now has a more realistic shading on the metal and the wood.
- Gestir's Spear had its shaders redone, this should make the metal look more realistic as well as the wood.
- Gestir's Langseax should have better shading on the metal and the leather. The 'blade' will look a lot more stoney.
- Gestir's Javelin got the same treatment as his Spear; better metal and better wood shading.
- Archer's Shortsword has gotten an overhaul;
- Metal is now a bit more dark, but also way more realistic, with better shine, better reflections and with a MORE METALLIC look than before (Back then, it really just looked too much like stone).
- Gold is now slightly desaturated, but still strong, also has way better and more realistic shading to it.
- Wood is now a bit more worn and used.
- The metal bars on the handle now have their own shading, which should look like relatively new, silver-ish.
- Archer's Crossbow has a way better metal shading, slightly improved shade on the wood and a better, more realistic shading on the gold.
- Archer's Bow should have proper shading on the metal (the arrow's tip/head), the wood also has slightly better shading (This is better seen on darker wood though) and leather now has its own shading.
- Heavy Knight's Two-Hander's shaders have been revamped so they don't have any kind of blueish blob tint, instead, it now has proper realistic metallic shaders. Also, for slight decorative purposes, some small parts (handle rings & dots) of the Two-Hander are gold.
- Heavy Knight's Arming Sword has been 'raised in quality'. This means that the "Normal Map" is no longer grainy, you won't see any weird light-based cubic artifacts. Also, shaders for it have been improved so they give a more realistic metallic shine.
- Heavy Knight's Shield has also been improved, both first-person and third-person. The metal, leather and wood should have proper shaders and better(stronger) shine.
- Man-At-Arms' Halberd has been revamped in the shaders, the metal should look a lot more realistically shiny and reflective while wood had some slight changes to make it a bit more worn and used. Also, the small rivet bits on the halberd are coloured bronze now.
- Man-At-Arms' Mace should have better metal shading, the most obvious change is that some metal bits, such as the spike's ring and the handle's metal bars, are now bronze-coloured with better shading than before.
- Man-At-Arms' Buckler has a more realistic and worn metallic look to it, back then it looked like blobby paper.
- Man-At-Arms' Crossbow has better metal, with less dirt than before and better shading. Gold is also more gold and with a more proper shading to it.
https://discord.me/pvkii Join the conversation with the community. Interact with devs and testers and other creators. Hang out with us and hop into a game sometime. We may show the odd bit of progress in the chat too!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates. See you in game you freaks! PVKII Team Octoshark Studios
An update for PVKII has been released. Server owners, please update your servers.
Code:
- Fixed remote code execution exploit discovered by One Up Security
- Fixed external config execution exploit
- Added VPK validation on mount
- Fixed author names not appearing
Maps:
tw_frostbite:
- Restored to normal version
Join here: https://discord.me/pvkii
We have put up a Discord server for the community, feel free to join!
Join the conversation with the community. Interact with devs and testers and other creators. Hang out with us and hop into a game sometime. We may show the odd bit of progress in the chat too.
It's Mod Appreciation Week 2017 on www.moddb.com
Click here for more details on how to spread the love for PVKII and how to win games! Now is the chance to help us promote PVKII by telling the world why it's so close to your heart. Here's how: 1. Jump straight in and visit our Moddb page here. 2. Scroll down to find the banner like the one above and make us feel warm and fuzzy! 3. Share anywhere to participate. Also be sure to use the hashtag: #modlove2017 , and if you'd like to help promote us, even more, use hashtags: #pvkii and #OctosharkStudios as well as reppin' us with an @pvkii @Octosharkstudios. We appreciate all of our fans for countless hours of play time, and now is a great opportunity to give back! PVKII Team Octoshark Studios
Notice: Applications for the Beta Testing team are now open until further notice. Your application will always be under consideration for when a spot opens up. However, this does not guarantee you will be selected to join the team because it is not a first come first serve process. This is to create an archive and waiting list.
PVKII BETA TESTER APPLICATIONS OPEN
The Pirates, Vikings and Knights II team is always on the lookout for trustworthy and dedicated Beta Testers. If you feel you meet the requirements below, follow the application instructions at the bottom of this post.
Test Times and Requirements
- We currently host two tests per week.
- Sundays at 13:30 EST / GMT -5 and Wednesdays at 13:30 EST / GMT -5
- Attend at least 4 tests per month and try to attend one test a week, for at least one hour.
- Beta Testers are also expected to spend time outside of the scheduled tests, checking for bugs and improvement possibilities.
- Only apply If you can make at least one of these days and times on a regular basis.
- We have clear rules to go over with you upon joining the team. We want to have an expected and consistent, minimum number of testers at each test. Not following the rules will result in us starting our 3 strike process. Don't take it personally, we have to respect our team and development.
- Our final requirement: Sworn Secrecy. Any Beta Tester who leaks private beta content, and/or information to the public will be removed from the tester team. You may also find yourself banned from future PVKII releases and, in some cases, removal from this plane of existence. Only apply if you can keep information private and cherish your existence in this world.
Applying If you've made it this far, you can make both our scheduled tests on a regular basis and can keep a secret. In that case, we're glad to take your application. To apply, send an email to:
- octosharkrecruitment[AT]gmail[DOT]com
- Subject: "[FORUM NICKNAME] Beta Team Application"
- Forum nickname
- Age
- Location
- Steam Community Page
- In-Game nickname
- Ability to participate in the two test days on regular basis
- Experience with pvk2
- Any testing experience
- The reason you want to be a tester
10 YEARS OF PVKII
On January 1st of this year, PVKII turned 10 years old! The giveaway contest is over but you can still celebrate with us by posting in this thread. Congratulations to LittleBirdy, winner of the 10 Years of PVKII $50 Steambucks giveaway! More exciting things for celebrating 10 Years of PVKII are coming.
DISMEMBERMENT/GIBS PROGRESS & 3.6 UPDATE INCOMING VIDEO
Our coders and artists have been hard at work getting dismemberment and gibbing in-game for you. Only texture work is left. We will work hard to get this feature in a near future patch.
Check out this video of us testing insta-gib feature (with one hit kill and team kill options on for fun)
http://youtu.be/VCOCvP-Hadg
BONDI ANIMATION PROGRESS BY LORD B.
View more of Lord B's first person Bondi animations here.
FUTURE CLASS PROGRESS
CHARACTER AUDIO PROGRESS
In order to have character voice commands that fit any future game mode we've asked our voice actors to do more commands like "get the objective" or creative approaches like "hand me that there thing-a-ma-bobber." Take a listen to PJIII and tFg's recordings below:
Sharpshooter (PJIII)
Captain (tFg)
Heavy Knight (tFg)
WINTER DEV JOURNAL POSTS
Felis "Server Rulesets"
Hurtcules "Source Pipeline"
Lord B "Bondi Animations"
Corvalho "Buccaneer Progress"
PVKII BETA TESTER APPLICATIONS OPEN
Applications for the Beta Testing team are now open until further notice. Application emails will create an archive and waiting list. Your application will always be under consideration for when a spot opens up. However, this does not guarantee you will be selected to join the team. If you think you have what it takes and have time to help us out, head on over and apply!
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook Twitter Youtube and Mod DB for more updates. Also, follow the latest in the community at our official Steam Group!
Well, there hasn’t been much PVKII news... until today. We have still been hard at work trying to bring you a game we have enjoyed developing. I know you’re probably expecting a ton of new media but I have none to offer. Over the course of the past month or two the team has been at work on something different. We’ve decided to go in a new direction with the mod and have been working mainly on working out the concepts.
For starters, we’ll be introducing a more advanced system of combat. Currently, the system is quite a bit flawed as many have pointed out on the forums among other places. The fact is it’s just too easy to block whore and slows combat down way too much. For starters there will be a new stamina bar in place which will cover blocking, swinging, running and jumping. The larger the weapon and more armor a player has, the quicker the stamina runs out and longer it takes to charge. The Berserker’s dual wield will be affected by this the most. We feel this will stop players from running around endlessly holding down block.
In addition to the stamina bar, players will also need to work on their reaction skills. There will be close to 8 different directions a player will be able to swing, depending on their movement direction and the way they swing the mouse. The blocker will also have 8 directions of block to correspond to these attack directions, which will need to be timed appropriately. It may be a tad difficult to pick up at first, but with time we expect all players will be capable of using it easily as second nature.
The last addition to the combat system we plan to implement is a parry/weapon lock mode. When players swing at the same time they will go into a weapon lock for 10 seconds. During this time each player will have a new graphic on their GUI which works kind of like DDR. The graphic will display (random) directional arrows and the players will follow them in succession for the 10 seconds. The player with the greater ability to match these directions will win the battle and knock the opponent down for a quick strike.
Aside from just the combat system changes, the game itself will be undergoing a large reworking. We decided that the simple FPS style gameplay is causing players to lose interest quickly, as we’ve seen many complaints about this. We realized the appeal an upgrade system like most RPGs have, and decided to implement something similar. There will be two ways to go about this depending on the server you’re on. Non-Official servers will host the original maps where the player will be awarded money for kills and map objectives. Every player will start out with one weapon and can buy other weapons as they earn money, and upgrades to make their weapons/armor stronger. Players will reset back to 0 at the end of each round.
For players on official servers, there will be a range of new maps. These maps will be very large scale and will take place across several servers running different maps to account for the different parts of the world. For example, a map like Island will actually comprise of up to 5 maps on 5 different servers. Players will progress through each map as they get stronger and more capable of taking on the dangers that await them. There will be no experience, on money to buy weapons and upgrades. As a bonus, players will be able to skip all the hard work if they choose to and can buy the upgrades online using real money, but this is only an option, not a necessity.
The last change we decided to implement is to add even more variety and spice to the game. We’ve seen countless requests for a fourth team and have decided that with our new plans for a larger world and upgrade system, we can accommodate a fourth team. We don’t want to decide what the team will be without input from the community, so we’ll be arranging a list of possibilities and will set up a poll in the forums sometime in the next few days.
As you all can imagine, development has gotten quite a bit more serious at this point. More time is going to be needed for us to fill in all these plans. Because the game will be so much different from here on out, we won’t be able to update the current one and most likely won’t be releasing an early version of the new game. Chances are it will only cause anger and upset players when another version comes out and we need to reset players’ data. I hope you all look forward to these new plans for the mod as much as we do, we’re all very excited about this.
*Happy 10 Years of PVKII!
HAPPY 10TH BIRTHDAY PVKII
[quote=MahaTmA Posted 01 January 2007 - 09:06 PM] It's here, it's finally here! PVKII has hit the web, picking up the shards from it's HL1 predecessor, twisting and turning them to create leaner, meaner and prettier non-historically accurate action than ever before. Pitting nimble Pirates, powerful Knights and mighty Vikings against each other on the HL2 engine, PVKII features an innovative melee combat system, nearly 100% custom content and a complete lack of ninjas, designed to be all that its predecessor was, and more! [/quote] Happy New Year, and Happy 10th Birthday to Pirates, Vikings, & Knights II. The sequel to one of the greatest Half-life mods of all time. A decade ago PVKII 1.0 was released. No matter which way you slice it; PVKII is alive and kicking, and it's all thanks to our amazing fans and passionate devs, testers, creators, and contributors, and EVERYONE from years past. From the battle-torn bottom of our hearts, thank you everyone. As we've said throughout the years, stay with us, development for PVKII, the mod that doesn't quit, will continue. Take a fun look back from where we came with this youtube playlist: https://www.youtube.com/watch?v=W2p6vhRDa1A&list=PLk8MD75WuURi47vaBwpN_2ftvHSUGAf-V The party has only begun, stay tuned for some celebratory particles in our next update, coming very early 2017.
10 YEARS OF PVKII GIVEAWAY
Finally, what would a celebration be without a gift! Register your account, or log in and post in the forum thread a favorite, memorable, and timeless tale from the 10 years PVKII has been around. One lucky winner will be selected on January 15th, 2017. Contest closes on Jan 15th 12 12:01 PM EST GMT-5. Prize is $50 in Steambucks awarded to your steam account! Rules:
- 500 word maximum. 100 word minimum.
- Giveaway contest is open to PVKII Beta Testers, Authorized Creators, Contributors, and all members of the PVKII Community. PVKII Developers are contest judges and will vote for the winner.
- Tell us when you started playing.
- Memory must be from your playing days in the PVKII community. Can be from the first day you installed PVKII until today!
- Story must not be offensive, disrespectful or rude. No trolling. Any of that kind will be break the rules of the contest.
- You must post your entry in our website forums, any contest entries here on steam, or anywhere else will not count!
- Only 1 entry per person. No duplicate or phony PVKII forum or Steam accounts.
- Any video or photos to add to the story would be a plus! If the video or photo is not yours, please provide credit to the author.
- Must elicit some positive emotion in the judges (i.e. made us laugh, made us cry, etc.)
- Reminder you must be a member of the forum to post in the thread. You must respond to a personal message sent through the forums that states you have won, with in 10 business days. If you do not respond accepting your prize we will select another user.
Happy Holidays everyone!
Autumn Recap
Here are a few things we have been working on during the Autumn months. We have been doing more polish on animations and hope to show those off soon thanks to Lord B and our coders Felis and Spirrwell! From all of us on the PVKII Teams and Octoshark Studios, have a happy holidays, and we'll see you soon celebrating 10 years of PVKII with a $50 Steambucks giveaway contest. Glacier Progress Click here to view more Glacier progress images!
Cara Optimization & Changes
Sandstorm Model & Texture Changes
A Frostbite Christmas
Update
Mini Xmas Update Changelog A Frostbite Christmas tw_frostbite limited xmas edition available until next update. Server owners please update your servers. - Large gifts to jump on and shoot from, and other models from mrkit4423 - Kick-able and destructible Christmas trees and other fun winter props from Progsys - Movable sledges from The Giblets of Jesus
Moddb is throwing its annual Mod of the Year competition for 2016!
Award season is in full swing! We're in the nomination round and need your votes! The top 100 move on to the next round of voting. Head on over to our Moddb profile and vote for us, then find your other favorite mods and throw them a vote too! Thank you everyone for your support and votes in these awards! PVKII Team Octoshark Studios
https://www.youtube.com/watch?v=W2p6vhRDa1A
Ahoy ther' everyone,
To our surprise, that Steam Autumn Sale has now open voting for the first ever Steam Game Awards!
[quote]For the first time in human history, our Steam Community will decide the nominees for the prestigious Steam Awards. This November you will get to choose nominees for 8 different categories as well as have the opportunity to create your very own award category.[/quote]
So what are ye' waitin' for!? Vote by going to our page store in steam or PLAY.PVKII.COM to nominate the greatest game ever!
View all of the award titles and descriptions here: http://store.steampowered.com/SteamAwardNominations/
You'll also earn a badge through Steam by completing the following tasks:
[quote]
COMPLETE THESE TASKS
Nominate at least 1 game
Nominate a game in each category
Play a game you've nominated
Review (or update your review) for a game you've nominated
[/quote]
And on top of that, if we all vote for PVKII, we could be featured in a historical showcase.
So get in there and nominate PVKII, share the above link(s), with your gaming buddies, or even share it with future PVKII lubbers!
Vote for PVKII & may the best fans win!
PVKII Team
Octoshark Studios
An update for PVKII has been released.
Code:
Add-on Manager:
- Fixed KeyValues error if add-on title has control characters
- Improved load order controls
- New method for "Last Modified" in info panel, gets date and time from OS
- Fixed local add-ons not having "Last Modified" field in info panel
- Fixed incorrect time in info panel "Last Modified" field for loose files add-ons
- Increased info panel size
- Disabled VPK in-game packing for now
- Fixed map add-ons being given a wrong type on existing update
- Fixed Character Info and Credits panels not closing when pressing Enter
- Fixed "random parrot name" button in Character Info being chosen by default on Enter press
Maps:
Fixed cubemaps on:
- bt_island
- te_sandstorm
- dm_fort
Miscellaneous:
- VBSP no longer creates default cubemaps (fixes the "black cubemaps bug")
- Heavy Knight no longer has "goofy" eyeballs
Happy Halloween everyone!
Another Halloween, another PVKII update! Beta 3.5 release features include: Steam Workshop, character texture and shader updates, map updates, and bug fixes. Server owners, please update your servers.
Screenshots, featuring add-ons:
Please see below for a Changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues.
PVKII 3.5: The Workshop Update Changelog
Main Features
Steam Workshop:
- Discover and share new content for PVKII! With Steam Workshop support, you can easily download add-ons for your game. Creators have already filled the Workshop with content, so browse away!
- An entirely reworked custom content system. Simply put, Add-on Manager is a tool for managing both local and Workshop content. It also helps mod authors to prepare their add-ons for Workshop.
- The Publisher is an in-game tool which allows authors to upload their add-on to Workshop in few clicks. No need for external tools or command line.
Code Fixes and Updates
- Added server tag for disable special
- Added option for player color correction effects
- Added multiplayer “color_correction_volume” entity
- Added hurt delays for “trigger_hurt”
- Added option for “trigger_hurt” to ignore health
- Added CVAR for FF teammate damage message
- Fixed mp_moveduringsuicide for dedicated servers
- Fixed potential ragdoll related crash
- Fixed FF team damage message cooldown affecting HUD “Team Damage!” message
- Fixed certain server tags being broken
- Increased Blood Pass Lifetime
- Made cvar “debug_blood_pass_shader” not dev only
Map Updates
te_sandstorm:
- Small visual changes including new desert date palms by LATTEH
- Island updated with a fixed clipping brush
Character Class Updates
Captain:
- BenRoach's Cutlass added!
- Has an optimized world-model, big thanks to JuicyFruit for that.
Character Class Texture Changes
Material updates by El Negro detailed below:
Captain:
- Small RTNL adjustments to make his coat look more dirty and dusty, but not way too much
- Improved the RTNL shading on Sharpshooter's clothing, should shine like it was real leather.
- Replaced the "gold" seen on Sharpshooter with a more obvious colour, also gave its proper RTNL shading.
- Made the RTNL shading on his armour be less "prominent", it looked too bright. Changed how the helmet's RTNL works, it now shines like real steel instead of a semi-blob.
- Fixed "blob of light" on Gestir's Helmet, should now shine like real steel.
- Fixed the RTNL shading on the clothing, should now have visible but very subtle dust particles, similar to Captain's.
- Changed how RTNL acts on Heavy Knight so it's now more like real steel than "shiny steel"
- Changed gold's colour so it looks similar to the Lord's.
- Changed cubemaps' intensity so it's now very, very subtle.
- Normal map and RTNL on Scalemail has been changed, it should be VERY obvious now.
- Improved yet again the RTNL shading, this makes his leather look more prominent and realistic.
- MAA's gloves had no RTNL, that has been fixed.
Character Weapon Texture Changes
Captain:
- RTNL and Texture itself improved to make sure Cutlass somehow fits the "lightness" of PVKII (blade is no longer dark, instead, bright gray)
- Blunderbuss now has better RTNL shading on the wood.
- Skirmisher's Cutlass' gold got a different colour, making it look like real dark gold while having its own shine to it.
- Slightly improved the shading on the wood
- Heavily improved the shading on the metal, will not look like a strange shiny blob around.
- Skirmisher's Flintlock now has better metal and wood shading.
- Keg has been revamped (textures not by me, credits to the original author).
- Wood is now more prominent (less white) and has its own proper shine to it
- Metal is no longer rusty as hell, only a very bit so and has better "dust"
- Dagger has been heavily improved, making it look very, very shiny. This is especially so on the Rubies and the gold itself.
- Fancy Flintlock's shader has been revamped, it won't look like a blob of shine goes around it, instead, it looks like a fancy-but-used flintlock.
- Rifle/Musket's RTNL has been revamped, it should have its wood and metal shine like real wood and metal, looking like it was somewhat used during its day. No longer an incredibly ugly blob around.
- Big Axe has been heavily improved, it now has a more "stonish iron" look to the metal and the wood is shaded
- Sword & Small Axe improved, having proper shadings on leather/wood and a better shine on their metals.
- Two-Handed Axe has been revamped.
- Made the "gold" on two-handed axe be more prominent than the rest of the axe.
- The "black" metal now has a better true shine while still looking relatively dark to the rest of the axe.
- Added proper and better gold shine.
- Wood now has its own shading
- Sword has a better RTNL shading now.
- Revamped the shield. Now has its own proper RTNL shading, making it so it has visible dust, dirt and "blood leftover" particles, as it should actually.
- Throwing Axe has been improved, having a better shine to the metal and its own shading on the wood.
- Spear has been revamped yet again, should have a better shade on the metal and proper shading on the wood.
- Langseax should look a lot more like a rock-iron weapon.
- Javelin revamped. Better normal maps, easily seen on the head. RTNL shading improved, should no longer be a shiny blob. Added proper wood shading.
- Archer's Shortsword has a new better RTNL. Metal now shines like real used steel. Shine on gold has been HEAVILY improved. Added proper wood shading, it didn't have before. Small change to the Normal Map to make those two metal circles on the handle look less pounded and less flatter.
- Archer's Crossbow has a new RTNL, giving it better metal shine and proper wood shading.
- Archer's Bow has a new RTNL, giving it a better shine to the metal and even leather.
- Halberd has been revamped. Should no longer have a slightly blobby shine to the halberd's metal, instead, it's real steel. Added proper wood shading
- Mace & Shield have been revamped as well. Shield now looks like a complete iron-steel shine. Mace has better metal shading. Mace's leather now has its own proper shading. Mace's wood now has its own proper shading. Mace now has some "dark gold" to it, seen especially see on the leather and the top, the circle of the spike.
- Crossbow has been improved a little, should have the gold be very shiny, metal shine only slightly worse than gold and have proper wood shading.
- Improved Crosshairs, as seen on El Negro’s dev journal, have been added to 3.5
- Better water splashes (these actually do still need more work)
- Made some weapons be compatible to first-person textures, in this case they are named "w_[theiroriginalfirstpersonname]" and eases the modders' (specifically potential texturers) work A LOT. In a more technical manner, I changed their UVs to match those in first-person.
- All bloodpass textures have been changed, making them look less shiny and more "brutal". Also changed the normal map and position of some blood.
Misc Additions/Fixes
- Added option for advanced model shaders in advanced graphics options
An update for PVKII has been released. Servers must be updated to work with the current version!
New Features:
- Added cvar mp_disablespecial, enable/disable specials on the server
- Added cvar mp_attackdirindicator, enable/disable the use of HUD attack dir indicator
Bug Fixes:
- Fixed team changes affecting existing death notices
- Fixed issues with achievement "The Promised Land"
- Fixed group ID cvars not working with certain higher values
- Pickup particles now disappear when mp_disablepickups is set to 1
HUD/UI:
- Increased the size of advanced options menu
- Modified the default font for menu GUI
- Added frame for local player LTS avatar
- Added loading image for avatar while Steam is fetching it
- Removed old spray import button
Miscellaneous:
- Updated Steamworks API, in preparation for upcoming updates
- Added reason for team killing auto kicks
- Kicks no longer make you bleed
- Development CVARs on Windows are now hidden like they should be
Summer Recap News & 3.4 Gameplay Video Featuring You!
Happy Autumnal Equinox everyone! We hope you had an amazing summer full of games, parties, and PVKII!
It has been a while since our last news update, so we'd like to do more recap post for our fans to stay up to speed on things. So without further ado!
We all know what you all really want, and as you all may be aware of, we've been working behind the scenes on our next two classes: Viking Bondi and Pirate Buccaneer. Bondi development is well underway and more progress will be shown on the other character models in the future. These amazing models are being worked on by Corvalho, and are being brought to life by jRocket, Felis, Spirrwell, theForgotten, and of course constantly tested by Koko and his beta testing team.
More Bondi and character class progress is showcased down below, but first an awesome, chaotic gameplay video featuring you, the pvkii community, from a previous play with devs & testers event. Recorded by PVKII devs and testers, this video was put together by Agsma - Source Filmmaker scenes and all!
3.4 Gameplay Video Featuring You!
http://www.youtube.com/watch?v=kswhl4wAtSc
PVKLive Sept 18/16!
On Sunday September 18th we did another PVKLive Beta Test Stream. Thank you to everyone who tuned in, and those that spread the word! Missed the PVKLive stream? Watch it now on YouTube! You'll see many changes and additions including: bondi progress, balance testing, map updates, code changes, game mode enhancements, character dismemberment testing, and more! This is the best extensive video recap of content thus far!
https://www.youtube.com/watch?v=2lF7WmLgGhQ
Character Class Updates!
Corvalho's Bondi model and jRocket's shared animations are done and are being tested! Your favorite tag team programmers, Felis and Spirrwell, have been making great progress on his special and how he fits in with his viking brothers. Check him out in the PVKLive video above! Corvalho has finished sculpting the pirate-tank-teddy-bear Jamaican buccaneer, and has moved to the optimizing phase. In between his busy schedule, Corvalho last year sculpted out a Pirate 'Ealer, and has recently created official concept art for Viking Sied-Kona/Shaman, and Knight Female Assassin. Take a gander at his work below, and more extensively on GameBanana or his website portfolio. Showin' PVKII some mad love, and we have overflowing respect and appreciation for this man. Respeito Corvalho!
Map Updates!
Glacier, Temple, and Desertruin have received several updates over the summer courtesy of Hurtcules, Schatzmeister, and Latteh, respectively. Temple will be released in the next update! View more WIP screenshots for Glacier Temple and Desertruin
UI/ HUD Updates!
Newly promoted, and now e-famous, 2D/UI Artist Popemaster helps us revamp PVKII UI! And if that wasn't enough, MrModez shows us his awesome technical skills to update the main menu.
Other Updates!
- A hotfix was sent out fixing several bugs!
- Server ruleset code is underway for play styles like casual and competitive. View Spirrwell's latest dev journal here.
- Calling all Photoshoppers Achievements are being implemented! View winners here!
- Spirrwell has been working on an experimental Capture The Flag gamemode.
- Character dismemberment for all 9 in game classes has been completed minus torso dismemberment. Alas, limbs, limbs everywhere. We hope to see this in game soon. Thank you Juicyfruit for all your hard work!
Upcoming Updates!
- Steam Dev Days 2016 will be taking place October 12th-13th in Seattle. A handful of PVKII Devs will attend the event! Keep an eye on Facebook and Twitter for some updates!
- Our best damn dev Felis is working away on Workshop Beta implementation for PVKII. We'll see that in game sooner than you think! Check out our Workshop dev progress during PVKLive!
More updates are coming...
When the leaves and snow begin to fall, you'll see more updates from us trying to stay warm inside our little shacks B)
As always keep an eye on our Facebook, Twitter, and Trello for the latest PVKII Dev news!
Join the conversation below, and we'll see you in game!
PVKII Team
Octoshark Studios
Please note all content is subject to change!
Sunday September 18, 2016 1:30 EST / 5:30 GMT
#PVKLive Yet Again! Join us, your PVKII Dev Team and Testers, this Sunday September 18, 2016 1:30 EST / 5:30 GMT for a twitch live stream beta test event featuring special guest developers LATTEH, Hurtcules, and Schaztmeister. Hosted by our testing team lead Kokoronokawari, come see latest developments including: new map updates, code changes, and exciting things in the works regarding a certain future class. Stop by for all kinds of surprises! Let all of your friends know you're watching using the hashtag #PVKLive Click on one of the images below to view the stream the day of. Join the conversation on our forums and let us know if you want to come in the comments below! See you Sunday! PVKII Team Octoshark Studios Stream Links:
An update has been released for PVKII. This is a very minor hotfix update.
- sv_airaccelerate and sv_accelerate are now accessible again. These are primarily used for surf maps. This will allow surf maps to function properly again.
- ambient_fmod sounds now use a linear square rolloff model. Simply put, this means that maps that use the ambient_fmod entity to replace ambient_generic should sound much more alike. This allows mappers to switch from using ambient_generics with a lot less tweaking.
- Fixed crash caused by spawning items (such as parrots) that can kill you. A bug had made it so if you were to spawn parrots with console commands, and they were to kill you, you would crash. This is now fixed.
- Shield will now block explosive projectile damage properly. A bug had been created that caused shields to block explosive projectile damage completely. (Sharpshooter special and Captain special) They are now blocked properly and only reduce damage, not completely block it.
Wave 2 is over! We are blown away at the quality of work for our community during wave 2, especially the die hard achievement artists MS32 and Popemaster!
Here are your winners!
WAVE 3
The following achievements will be available for Wave 3 (aka Wave 2.5 *wink*) Maps 1. bt_townsquare - Tug The War - Raise the cage on Townsquare for your team and have your team capture all of the chests at the start of the round - The Big Cheese 2. bt_townsquare - City Merchant - Win a round on Townsquare while your team has control of all chests – the Merchant 3. tw_desertruin - YeeHaa! - Win 10 rounds in tw_desertruin – Title: The Sandman 4. te_tortuga - Captain's Quarters! - Win a game on te_tortuga in under 6 minutes – Title: The Evil Taxi 5. te_tortuga - Keeper's Finders - Capture and hold at least one territory for an entire round on te_tortuga. – Title: The Settler 6. tw_tortuga - Feeding Fishies - Win a round in Tortuga by getting the last kill with the shark or piranhas - The Master Baiter Classes 7. Sharpshooter - War Has Changed - Dominate enemy archer – Title: The Master 8. Beserker - Go Beserk! - Destroy 3 shields in one life. Title: The Wrecking Ball 9. Gestir (Beroxardas' suggestion) - Fifty Shades of Gestir - As Gestir kill a single enemy by using all of your weapons on him - Title: The Fetishist 10. Heavy Knight - Pinned Down - Block 10,000 ranged damage with the shield – Title: The Wicker Man 11. Heavy Knight - Coup De Grâce - Kill 4 enemies affected by a single Man-at-Arms special - The Opportunist 12. Archer - War, War Never Changes – Dominate an enemy Sharpshooter – Title: The Vault Dweller Check out some awesome submissions below and submit your own over at our forums
So hurry! Deadline is July 31st at Midnight EST! We want to get these achievements in game and show off amazing art from our community! PVKII Team Octoshark Studios
An update for PVKII has been released. Server owners, please update your servers. Code:
- Sharpshooter can now special while reloading pistol
- Disallowed blocking/attacking while stunned
- Disallowed melee weapon primary attack while holstering
- Added warnings for obsolete player tint proxies
- Allow IncrementScore for causer in info_scoretype
- info_scoretypes are no longer required to be added into scoreboard category
- Fixed achievement Art of Defense counting shield bashes
- Fixed FMOD sound popping
- Fixed wacky holster/draw blending
- Fixed Captain sliding due to lack of parrot drawholster animation
- Fixed "T-pose" chest throw shield bash
- Fixed a shield bash "T-pose" bug
- Fixed default player avatar positions being off
- Fixed "View Steam profile" not working sometimes
- Fixed achievement "He Did It To Me!" counting normal assist suicides
- HUD Tweaks:
- Player avatars are now centered if team has a single stack
- Adjusted territory win timer position to fix overlap
- Added backgrounds for round start & map change timers
- Moved respawn timer slightly down in TDM
- Added dm_fort
- MAA animations are now shared (fixes T-poses when using MAA weapons as different class and vice versa)
- Fixed player materials using obsolete player tint proxies
- Captain now has slightly better detail on his coat
- Skirmisher no longer has "colour blooming" from his clothing
- Sharpshooter's gold looks more like real gold. Also improved the shading on his hair. Vest should look a lot better through lighting
- Gestir's Javelin's normal map improved, as well as the Spear
- Sharpshooter and Skirmisher should have a better alpha, making hair look more natural and Skirmisher's ripped shirt less "sharp edgy"
- Man-At-Arms:
- His padded leather now has a matte "shine"/look to it
- Gloves now look similar to as seen in third-person
- Buckler has been improved, should now look like used Steel
- Crossbow has been improved, should not look incredibly reflective even in the dark
We <3 PVKII!
It's Mod Appreciation week on www.moddb.com
Click below for more details on how to spread the love for PVKII and how to win big!
http://www.moddb.com/news/mod-appreciation-week-2016#readarticle
Now is the chance to help us promote PVKII by telling the world why it's so close to your heart.
Jump straight in and visit our brand spankin new Moddb page below:
http://www.moddb.com/mods/pirates-vikings-and-knights-ii
Find the image like the one above and make us feel warm and fuzzy on twitter, facebook, or reddit! Be sure to use the hashtags: #modlove2016 , #pvkii and #OctosharkStudios as well as reppin' us with an @pvkii @Octosharkstudios and @moddb
Hurry pvkii lubbers, time be runnin' out.
PVKII Team
Octoshark Studios
Calling All Photoshoppers WAVE 2!
Back due to popular demand! Think you can make some great achievement art for an official steam game? Now is your chance to contribute to the future of PVKII! We're now open again to receiving new art for the achievements from WAVE 2 listed below! Art this wave will be requested before deadline. Achievements may be updated in game spontaneously, in a minor patch, and/or in major update in the near future. We will decide on the best icons based on several factors such as: clarity, consistency, and hilarity! SUBMIT ENTRIES HERE. This steam post is not for achievement suggestions or art! For achievement suggestions please visit that thread in our forums. Contribution Info If you can create something special for our game than we're willing to let you try! All art submissions are pending approval from Developers. Don't worry if one attempt doesn't make it in game, try again! All art created for this contribution event is property of the original creator, and you will be permitted to feature in game contribution in your portfolio if you have one. You will be recognized for your work on the PVKII Team page as a part of the Contributor group. Yes, the submissions are open to current Developers, and Testers as well, although it would be great to see what talent has yet to be discovered in our community. You may submit one or more submissions. You may submit art for one or more achievements. So if you only feel like doing five from list and focusing solely on them - that's ok! Achievement Image Info Achievement icons should be vector-based, and include a greyscale copy for each image. Please submit the source file (psd etc) and clear image format to this forum thread. The source files can be larger to ensure highest quality! How to Submit Complete your icon then upload it to a site like imgur or dropbox. Check back to this thread regularly for updates, community submissions, and witty banter! We'll post more achievements every so often and we'd love to have the community help out, so stay on the look out for notice about more ways you can help shape the future of PVKII! Make sure the achievements fit in with the style of our current public achievements. Example Achievement and Colour Guide by Contributor Links aka The Strategist Art Of Defense
PVKII Achievement Art Colour Guide
WAVE 2 Achievements
Choose achievement(s) you fancy and do up some art to be featured in game! Game Modes 1. LTS - Half Measure - Wipe out 4 players by yourself on lts in one round (12+ players) - The Team Killer 2. LTS - Full Measure - Wipe out 8 players by yourself in lts in one round (12+players) - The Massacre Maps 3. bt_townsquare - Tug The War - Raise the cage on Townsquare for your team and have your team capture all of the chests at the start of the round - The Big Cheese 4. bt_townsquare - City Merchant - Win a round on Townsquare while your team has control of all chests – the Merchant 5. bt_townsquare - Medieval Justice - In Townsquare, kill an enemy with the cage – Title: The Mouse Trapper 6. tw_desertruin - YeeHaa! - Win 10 rounds in tw_desertruin – Title: The Sandman 7. tw_frostbite - Once Bitten, Frost Shy - Win 10 rounds in tw_frostbite Title: The Cliff Hanger 8. te_tortuga - Captain's Quarters! - Win a game on te_tortuga in under 6 minutes – Title: The Evil Taxi 9. te_tortuga - Keeper's Finders - Capture and hold at least one territory for an entire round on te_tortuga. – Title: The Settler 10. tw_tortuga - Feeding Fishies - Win a round in Tortuga by getting the last kill with the shark or piranhas - The Master Baiter 11. tw_fort - Garrison Fort - Cause someone to die by releasing the death barrel in tw_fort – Title: The Fugitive 12. tw_fort – Holdin' Down The Fort - Win 10 rounds on tw_fort – Title: The Reborn Classes 13. Skirmisher - Early Bird - Be the first one to capture a territory or booty on your team by yourself as a skirmisher – Title: The Boy Scout 14. Skirmisher (MrMoho's Suggestion) - Premature Detonation - Kill 2 Enemies with a Keg by shooting it with the Flintlock - Title: The Impatient 15. Captain (Popemaster's Suggestion) - Watch Me Right Hook! - Kill 100 enemies with the punch - Title: The Boxer 16. Sharpshooter - War Has Changed - Dominate enemy archer – Title: The Master 17. Beserker - Go Beserk! - Destroy 3 shields in one life. Title: The Wrecking Ball 18. Beserker - Green Streak - Kill 3 enemies in a fart cloud using your dual wield - The Envious 19. Huscarl - House of Wolves - Assist 100 kills with throwing axes – Title: The Elite 20. Gestir - Old Age Doesn't Come Alone - Conquer a territory with 4 other Gestirs – Title: The Senior 21. Gestir (Beroxardas' suggestion) - Fifty Shades of Gestir - As Gestir kill a single enemy by using all of your weapons on him - Title: The Fetishist 22. Heavy Knight - Pinned Down - Block 10,000 ranged damage with the shield – Title: The Wicker Man 23. Heavy Knight - Coup De Grâce - Kill 4 enemies affected by a single Man-at-Arms special - The Opportunist 24. Archer - War, War Never Changes – Dominate an enemy Sharpshooter – Title: The Vault Dweller 25. Archer - Spamalot - Land 15 consecutive arrows - The Determined Now get scribin' ye scurvy dogs, PVKII Team Octoshark Studios
Play With Devs & Testers May 15th 1:30 EST / 5:30 GMT
PVK2 3.4 Update has been released! Join us for some Sunday afternoon killing, acting, and civilized buffoonery. Come join us for an opportunity to be recorded and to be featured in a PVKII Official Youtube 3.4 gameplay video! Community is welcome to record demo footage of them playing! The better the footage, and even if you'd like to do some demo smoothing, the quicker we'll get the video ready! DEMO RECORDING TUTORIALS: https://developer.valvesoftware.com/wiki/Demo_Recording_Tools https://developer.valvesoftware.com/wiki/Demo_Video_Creation If you'd like to record a demo, and its easy as typing record and stop, please submit them to this thread ONLY http://forums.pvkii.com/index.php?showtopic=15370 Play with us on: Official Server 1 Vanilla Rotation Hosted By Mr. Agent SBP Servers (Slammin' Butt Pirates! Custom and Island) Spirrwell's 33 Player Insta-Spawn Madhouse (Island) We'd ask that you please adhere to all server rules for the game and in teamspeak, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun! You're welcome to join us on Teamspeak at: 168.235.64.198 See you there, Octoshark Studios
A hotfix update for PVKII has been released. Server owners, please update your servers. Changelog:
- Fixed Berserker not gaining speed while zerking
- Fixed Archer animation bug when holstering
- Fixed dominations not being reset when dominated player disconnects or changes teams
- Fixed LTS avatars not updating team change sometimes
3.4 UPDATE!
It's (about) time for another PVKII update! Admins, please update your servers. This update features new gameplay features, game mode improvements, new HUD elements, plentiful of bug fixes and new achievements with the art contributed by our community! See full update post here! Please see below for a Changelog that details many of the changes in this release. Head over to our Bug/Support Forums or Steam Discussions to report any issues.
Changelog:
- Added third person mode
- Added dominations and revenges
- Added view punch and red screen flash when getting headshotted
Character Class Changes/ Fixes
- Allow SS special on all weapons
- "Returned kegs" (thrower gets killed by own keg that was kicked/bashed by enemy) now score a kill
- Thrower can now kick own kegs
- Fixed kick mass check being applied on kegs
- Fixed Berserker having faster move speed while carrying chest after special wears off
- Removed debuff attack speed slowdown
- Lowered debuff wear off time from 1.0 to 0.5
- Reduced fart linger time from 3.0 to 1.5
- Added unique headshot sound for HK
Game Mode Changes
- Team Deathmatch now uses round based gamerules like other PVK2 gamemodes
- Frag limit included in new rules
- Added HUD for Team Deathmatch , shows team frags and round timer, if frag limit is on it shows frags remaining instead
- If mp_roundtime_dm is 0, round is considered as "match" and it will use maps time limit
- Team Deathmatch: Added overtime on draw, default 2 minutes. Can be changed or turned off with mp_overtime_dm
- info_pvk will now be created with default properties if it's missing in the map
- Added mp_dm_oldrules for enabling old deathmatch rules
- Added mp_fastchestrespawn_enabled for enabling/disabling fast chest respawn if chest is dropped when carried for less than 5 seconds
- Added option for disabling game modes in info_pvk
HUD/UI
- Added avatars for alive players in LTS
- Added new icons above players heads (voice chat, text chat and nemesis)
- Added charge meter circles
- Added fade effect to death notices
- Added kick + death icon notice to killfeed for kick assisted suicides
- Added unique kick kill icon for each class
- Added "map changing in x" timer and sound cue on game end
- Added HUD message on random sudden death
- Sudden Death round time is now shown
- Damage display can now receive custom messages from server
- Damage display font can now be customized with console commands (cvars beginning with cl_damagedisplay_*, size, antialias, outline and of course the font itself)
- Damage display: Added "batched" displays (eg. when lunging as skirmisher, total damage dealt will appear in 1 display after lunge is done)
- Messages such as Bashed! Perfect Parry! 2x Combo etc. now use the Damage display element
- Renamed cl_crittext to cl_damagenotifications
- HUD voice icon now fades out faster
- Added special bar drain effect to HUD
- Fixed timer events not getting removed after map change (fixes the "stuck +5/-5" bug)
- Fixed context hints showing up in freezecam
- Fixed voice icon not fading out
- Hit sounds use the engine again, volume and pitch options readded
- Added random parrot name button for Character Info
- Character Info titles/dyes are now sorted in alphabetical order
- Added hints to Statistics panel
- Custom sprays can now be removed
- Added "Import Spray" button to Character Info
- Sprays can now be converted to 512x512, results in better quality
- Fixed VTF "importing", checks for filesize and moves to correct folder
- Removed .bmp spray conversion support for now
- Added status label to loading screen
- Added version label to main menu
Achievements/Stats
New Achievements: Combat: - Combat – Art of Defence – Kill a total of 50 enemies with a counter-attack by perfect parrying them – Title: The Artist
- Combat – Assigir’s Challenge – Kill each class on the enemy teams at least once in a row – Title: The Nord
- Kicking – He Did It To Me! – Kick someone into a hazard after being kicked 1 second before – Title: The Retaliator
- Kicking – Taste of his Own – Cause a skirmisher to die by kicking his keg back at him – Title: The Free Sample
- Kicking – Foot Hand Eye Coordination – Kick a player then kill him with a range weapon while he’s still in the air! – Title: The Kicker
- Captain – Crabby Hooker – Kill an enemy with your hook immediately following a roll – Title: The Crabby Hooker Game Modes:
- Booty – Robyn Hode – Return 200 chests – Title: The Merry Man
- Booty – My House! – Stay in a chest zone for 1 minute when team has winning ticket count of 10 or under – Title: The House Keeper
- Booty - Worth The Wait – Block enemy chest zone for 15 seconds while there’s at least 1 chest – Title: The Denier
- Domination – Public Enemy #1 – Be a Nemesis for 5 players or more – Title: The Public Enemy
- Territory – Hard-Headed (/The Promised Land) Conquer one territory three times in a single life (12+ players) Title: The Objectivist Maps:
- Cara – Giddy Up – Keep control of both territories in Cara for at least 60 seconds (12+ players) – Title: The Tragen Master
- Cara – Horsin’ Around – Contest a horse territory for at least 60 seconds – Title: The domesticated
- Cara – triple crown – Win 3 rounds for each team on Cara – Title: The Groomer
- Cara – Ragnarok is A Pony – Win 10 Rounds on Cara – Title: The hot Blood
- Sandstorm – Was the sun in Your Eyes? – Kill 20 enemies in te_sandstorm’s sandstorm – Title: The Act of God
- Sandstorm – Here’s Lookin at You Kid – Send X enemies to their deaths in the spike pits of te_sandstorm – Title: The Expatriate
- Sandstorm – Less is Moorish – Win a round without capturing a third territory in sandstorm – Title: The Decorative One
- Sandstorm – Treaty of Friendship – Conquer each sandstorm territory with the help of at least 3 people every time (12+ players) – Title: The Prophet
- Sandstorm - Fond of Sharp Things - Capture and hold the Weapons Cache for an entire round without losing it once. (12+ players) – Title: The Sharpest Tool
Achievement Fixes
- Fixed achievement "French Kiss" having incorrect goal
Misc Additions/Fixes
- Added deal methods for AFK protector (mp_afkprotector_dealmethod): 0 - Do nothing 1 - Move to spectator 2 - Kick from the server 3 - Move to spectator, but kick if they still AFK
- Added option for kicking AFK spectators (mp_afkprotector_kickspecs), setting it to 2 will also kick unassigned players
- AFK protector now drops chests from idle players
- Added server option for allowing spectators (mp_allowspectators), server admins bypass this check
- Added PlayerTint material proxy (Replaces both BerserkProxy & DebuffProxy and allows server to add custom player tints)
- Added custom score types and info_scoretype entity
- Added ragdoll type keyvalue to trigger_hurt
- Added ignore armor for trigger_hurt
- Added round draw music
- Added back the view effect when reloading MAA crossbow
- Added gamemode_booty_chestzone_enter & exit events
- Added lava sound for "slime" splash effect since most lava materials use slime properties
- Added cl_viewmodel_blood to enable/disable viewmodel blood
- Added cl_blood_affected_by_ff to change whether your viewmodel blood effects are affected by friendly fire
- Headshot kill now awards a bonus point
- Man-At-Arms hat now shows up in thirdperson
- Fixed chest "duplication" bug
- Fixed chest throwing anim playing when trying to throw during special
- Fixed explosives dealing damage on teammates if changing team
- Fixed blue rifle killicon on powderhorn assisted suicide
- Fixed spectators telefragging players
- Fixed underwater sound not playing
- Fixed bad tracing for water splashes
- Fixed special being given when hitting self with thrown keg
- Fixed ranged weapon animation bugs when charging and switching to another weapon then back
- Fixed a t-pose bug/animation when switching certain weapons on round start
- Fixed "player_bomb_explode" being fired on dead players
- Fixed “player_ranged_impact” by phys object being fired on teammates
- Fixed FMOD sounds playing on loading screen while level changes
- Fixed FMOD manager memory leak
- mp_falldamage now works properly
- Event player_kick now returns entindex as own value
- G15 LCD is now disabled by default with CVAR g15_enabled, due to some users experiencing very long game exit times with it
Combat System Changes/ Fixes
Achievement Art Community Contributions Thank you to everyone who contributed vector art for PVKII achievements in 3.4, check out all work and stay tuned for new art contribution, visit the thread in our forums.
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates and let us know what you think in the comments below and our forums!
Temple Progress & WIP Bondi Gameplay Vlog
Our local mutated groundhog hamster walrus has come out and provided you all with a dev vlog! First to make its appearance in the video is tw_temple, a PVKII classic created by Crazytalk, that is now getting an upgrade from soon-to-be-developer Schatzmeister! Starting with the caves, Schatz has carved in assets contributed by Yanzl (cs_castle, de_resort), to give the area a much needed visual enhancement that really just solidy rocks n' rolls. This is indeed an eeriely, beautiful upgrade that does the classic proud! And of course, our next class to be released, the Viking Bondi, makes his appearance in the video. After being excellently modeled by Corvalho, we have begun testing the Bondi in its early alpha stages. While it is our primary focus to continue to polish PVKII short-term, we are aiming to release classes to the community sooner than we have in the past. Enjoy Temple progress and WIP Bondi Gameplay in the video below: http://www.youtube.com/watch?v=bBCEyEWBbzM
Animation
We have the pleasure of working with a new Authorized Creator in Links, a very passionate animator, who is helping us add necessary polish to our character classes and gameplay. View some examples below.
January 29 PVKII Bugfix Update
An update for PVKII has been released. This update is fully clientside, so servers don't need to be updated. Thanks to Felis, Spirrwell, and Koko (+testers)! Changelog - Fixed DLL Init() fail if the game started offline or without Steam connection - Fixed a client crash in Pinegrove caused by achievement code - Fixed issue on Linux/Mac that displays only first letter on voice menu and damage display - Voice status dead icon no longer shows up on spectators Achievement fixes - Fixed achievement progress not being stored in Steam - Fixed Kick Up A Fuss having blank title - Fixed a hidden achievement not being hidden - You're Not So Special now ignores chest special
Done Here for Now…
Happy New Vlog Jan 2016 Catch up on our previous news post and watch our Glacier WIP gameplay vlog. Let us know what you think in the vlog forum thread Less is Moorish We are experimenting with a new updating model to bring content and bugfixes more often, so you don't have to wait months for a single update.
Achievement Art Community Contribution! If you are interested in contributing vector art for PVKII achievements in our upcoming release, visit our the thread in our forums.
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates and let us know what you think in the comments below and our forums!
An update for PVKII has been released. This update is fully clientside, so servers don't need to be updated. Changelog: - Fixed DLL Init() fail if the game started offline or without Steam connection - Fixed a client crash in Pinegrove caused by achievement code - Fixed issue on Linux/Mac that displays only first letter on voice menu and damage display - Voice status dead icon no longer shows up on spectators Achievement fixes: - Fixed achievement progress not being stored in Steam - Fixed Kick Up A Fuss having blank title - Fixed a hidden achievement not being hidden - You're Not So Special now ignores chest special (We are experimenting with a new updating model to bring content and bugfixes more often, so you don't have to wait months for a single update. Stay tuned!)
Glacier Progress & Gameplay Vlog
We decided to provide our fans with a more up-to-date snippet at how things are coming along. Instead of a live stream we opted to go with a quick video showcasing bt_glacier, a map concept rejuvenated by one of our outstanding, potential PVKII Developer Hurtcules. Dreamed up by ParrotofWar in a layout contest, and sliding from mapper to mapper, glacier has finally found a home. Hurtcules has been hard at work on the map, with the help from Koko and his testers, so keep an eye out for more in the coming months. Glacier is now entering the detail phase, and we hope to show you more of this fun map in the future. Check out the Development vlog below! https://youtu.be/MuOAYv6d69c
MORE FROM THE PVKII TEAM...
Our Big Bling Mon! The Buccaneer Sculpting from Corvalho
Corvalho gets ahead o' the game with Buccaneer Concept Art
We continue to implement Bondi progress with open arms!
January 20 PVKII Bugfix Update
A bugfix update for PVKII has been released. Server owners, please update your servers. Thanks to Gaz, Felis, Spirrwell, and Koko (+testers)! Changelog: - Fixed chest removal exploit in Island and Pinegrove - Fixed disconnect messages not showing up ("stuck in loading screen bug") - Fixed potential crash on simulated bullet spawn - Fixed potential crash if a player speaks during loading Due to a mishap, the servers couldn't be updated via SteamCMD. This has been fixed, if you had the issue please try updating again.
Ah, but wait we're not done here...
Another Dev Vlog! We've got another dev vlog on the way featuring Bondi and Temple update gameplay as of January 17/16. Our coders continue to work on implementing and tweaking everything from animations to his signature special. Schatzmiester, one of our budding soon to be developers, is crafting an eeriely beautiful upgrade that does the classic proud. Welcome Felis & Saunachum! Please, join us in welcoming two great gentlemen to the brotherhood of PVKII Production Managers. Welcome Felis to the role of Production Manager, and SaunaChum, to Assistant Production Manager. Both of these fine young lads will be of even more great influence as we push for more updates for PVKII.
Achievement Art Community Contribution! If you are interested in contributing vector art for PVKII achievements in our upcoming release, visit our the thread in our forums.
Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates and let us know what you think in the comments below and our forums!
A bugfix update for PVKII has been released. Server owners, please update your servers. Changelog: - Fixed chest removal exploit in Island and Pinegrove - Fixed disconnect messages not showing up ("stuck in loading screen bug") - Fixed potential crash on simulated bullet spawn - Fixed potential crash if a player speaks during loading EDIT: Due to a mishap, the servers couldn't be updated via SteamCMD. This has been fixed, if you had the issue please try updating again.
Calling All Photoshoppers & Artists!
Now introducing a new artistic outlet for you to contribute to the future of PVKII. This is your chance to become a contributor and see your work in-game! We're now open to receiving new art for the following assets: - Achievement Art We will decide on the best icons based on several factors such as: clarity, consistency, and hilarity! Contribution Info If you can create something special for our game than we're willing to let you try! All art submissions are pending approval from Developers. Don't worry if one attempt doesn't make it in game, try again! All art created for this contribution event is property of the original creator, and you will be permitted to feature in game contribution in your portfolio if you have one. You will be recognized for your work on the PVKII Team page as a part of the Contributor group. Achievement Image Info Achievement icons should be vector-based. Please submit the source file (psd etc) and clear image format to this forum thread. Please also make a greyscale copy of your achievement icon. How to Submit Complete your icon then upload it to a site like imgur or dropbox. Check back to this thread regularly for updates, community submissions, and witty banter! We'll post more achievements every so often and we'd love to have the community help out, so stay on the look out for notice about more ways you can help shape the future of PVKII!
Achievements for Upcoming Winter Update!
The following 20 achievements are detailed below for our upcoming winter update. Winter 2016 Update Achievements Combat 1. Combat – Art of Defense – Kill a total of 10 enemies with a counter-attack by perfect parrying them – Title: The Artist 2. Combat – Assigir’s Challenge – Kill each class on the enemy teams at least once in a row – Title: The Nord 3. Kicking – He Did It To Me! – Kick someone into a hazard after being kicked 1 second before – Title: The Retaliator 4. Kicking – Taste of his Own – Cause a skirmisher to die by kicking his keg back at him – Title: The Free Sample 5. Kicking – Foot Hand Eye Coordination – Kick a player then kill him with a range weapon while he’s still in the air! – Title: The Kicker 6. Captain – Crabby Hooker – Kill an enemy with your hook immediately following a roll – Title: The Crabby Hooker Game Modes 7. Booty – Robyn Hode – Return 200 chests – Title: The Merry Man 8. Booty – My House! – Stay in a chest zone for 1 minute when team has winning ticket count of 10 or under – Title: The House Keeper 9. Booty - Worth The Wait – Block enemy chest zone for 15 seconds while there’s at least 1 chest – Title: The Denier 10. LTS – Public Enemy #1 – In a round of LTS, be Nemisis for 7 players or more – Title: The Public Enemy 11. Territory – Hard-Headed (/The Promised Land) Conquer one territory three times in a single life (12+ players) Title: The Objectivist Maps 12. Cara – Giddy Up – Keep control of both territories in Cara for at least 60 seconds (12+ players) – Title: The Tragen Master 13. Cara – Horsin’ Around – Contest a horse territory for at least 60 seconds – Title: The domesticated 14. Cara – triple crown – Win 3 rounds for each team on Cara – Title: The Groomer 15. Cara – Ragnarok is A Pony – Win 10 Rounds on Cara – Title: The hot Blood 16. Sandstorm – Was the sun in Your Eyes? – Kill 20 enemies in te_sandstorm’s sandstorm – Title: The Act of God 17. Sandstorm – Here’s Lookin at You Kid – Send X enemies to their deaths in the spike pits of te_sandstorm – Title: The Expatriate 18. Sandstorm – Less is Moorish – Win a round without capturing a third territory in sandstorm – Title: The Decorative One 19. Sandstorm – Treaty of Friendship – Conquer each sandstorm territory with the help of at least 3 people every time (12+ players) – Title: The Prophet 20. Sandstorm - Fond of Sharp Things - Capture and hold the Weapons Cache for an entire round without losing it once. (12+ players) – Title: The Sharpest Tool
Join the discussion, share ideas for artists, and drop us a comment here Check us out on Trello for latest development buzz, and stay tuned for more progress videos and live streams showing off maps, classes, features, and more! Now bust open that canvas and get creatin' PVKII Team & Octoshark Studios
Join Devs & Testers Tomorrow 1:30 EST / 6:30 GMT
Play with us on: Official Server 1 Vanilla Rotation Hosted By Mr. Agent SBP Servers (Slammin' Butt Pirates!) AM CODERS The House of Dr. O Kill us with your PVKII skills and celebrate the new year! You're welcome to join us on Teamspeak at: 168.235.64.198 We'd ask that you please to adhere all server rules for the game and in teamspeak, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun! Celebrate with us the final days of the Holidays! See you there, Octoshark Studios
Moddb is throwing its annual Mod of the Year competition for 2015!
We're in the nomination round and need your votes! The top 100 move on to the next round of voting.
Head on over to our Moddb profile and vote for us, then find your other favorite mods and throw them a vote too!
http://www.moddb.com/mods/pirates-vikings-and-knights-ii
EDIT: Thank you to all of those who voted. Best of luck to all of the finalists!
Join Devs & Testers Today 1:30 EST / 6:30 GMT
Happy (American) Thanksgiving, and a big thank you to all of those who have played PVKII! Play with us on: Official Server 1 Vanilla Rotation Hosted By Mr. Agent SBP Servers (Slammin' Butt Pirates!) AMCoders Server The House of Dr. O Kill us with your PVKII skills, celebrate our latest update, or help us as we track down and squash bugs! You're welcome to join us on Teamspeak at: 168.235.64.198 We'd ask that you please to adhere all server rules for the game and in teamspeak, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun! See you there, Octoshark Studios
PVKII SFM Trailer - No Time To Waste
Best Commercial For Another Game (Special Mention)
Ferhod, the winner of the Best Overall 2014 Saxxy Award, is back and has brought all of us one hell of a surprise! View our new SFM (Source Film Maker) trailer titled: 'No Time to Waste' created by Ferhod, below: http://www.youtube.com/watch?feature=player_embedded&v=W2p6vhRDa1A I you haven't already, subscribe to Ferhod's Youtube channel! You may know Ferhod from his previous works like Animation vs Animator, and Heavy Goes to the Store! Watch his 2014 Best Overall Award Winning Short below: http://www.youtube.com/watch?feature=player_embedded&v=kcDwMwAjTqg On behalf of Octoshark Studios, and PVKII Dev and Tester teams, we are forever grateful for Ferhod's contribution and hard work. Be sure to share the video with your friends, and let us know what you think in the forum thread
UPDATE 1 Join us in congratulating Ferhod! The SFM team have announced the 2015 Saxxy Nominees and gave special mention of his trailer! [quote=SFM Team] As usual, there are some specific entries that weren't nominated, but we felt were worthy of special mention, and here they are: Audience Choice Award Mechanical Mishap Best 2D/3D Mashup A Spark Of Life Best Commercial For Another Game No Time To Waste [/quote] Congratulations to all of the special mentions, nominees, winners, and the best overall winner! Octoshark Studios & PVKII Team
Join Devs & Testers Today 1:30 EST / 6:30 GMT
Let's celebrate the release of PVKII Beta 3.3! Play with us on: Official Server 1 Vanilla Rotation Hosted By Mr. Agent SBP Servers (Slammin' Butt Pirates!) More servers will be listed here. Kill us with your PVKII skills, celebrate our latest update, or help us as we track down and squash bugs! You're welcome to join us on Teamspeak at: 168.235.64.198 We'd ask that you please to adhere all server rules for the game and in teamspeak, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun! See you there, Octoshark Studios
Happy Halloween everyone!
PVKII Beta 3.3 is now available for download on Steam! Download Now! The spooktacular freaktures of this update are: updated menu and HUD, many many code fixes, and the much anticipated release of the bt_forgotten overhaul by Assigir The Nord, winner of the very first PVKII-Gamebanana contest. Follow us on Trello to become more involved with development! Please see below for a Changelog that details many of the changes in this release. Head over to our Bug/Support Forums to report any issues. Head on over to the PVKII Beta 3.3 news thread to share your comments!
PVKII October 2015 Update Changelog
Code Fixes and Updates
Combat System Changes
Added tracers to simulated bullets Added view punch on kick block Adjusted speed falloff curve to roll Reduced roll duration from 1.0 to 0.9 seconds Kicks while berserking have lower cooldown and more damage Kicks while berserking can now penetrate block Kicks now care about object mass Cancel counterattack when activating a special Improved kick cooldown bar Fixed cancel anim playing when switching to javelin or throwaxe Fixed being able to shield bash and kick at the same time Fixed being able to shield bash while rolling Fixed kick and roll animation when crossbow is empty
Character Class Changes
MAA can now special with all his weapons MAA now uses "CharacterShader" instead of "VertexLitGeneric" MAA now drops his hat on death Fixed MAA not yelling his round start cheer Enable movement at 120 units per second when reloading SS rifle or blunderbuss Added knockback on SS rifle hit Allowed reloading SS pistol while rolling Made smoke effects more transparent so bullet tracers are easier to see Increase blunderbuss bullets from 8 to 15 Reduced blunderbuss bullet damage so the total damage matches what it was before the bullet count was increased Reduced player push force Spear and Two-Sword damage achievements now count special hits Fixed parrot kill giving special for active special users Added HK special voice line Fixed Skirmisher having incorrect voice line on keg kill Fixed javelin headshot giving wrong "killed with" string Apply immediate speed reduction when Archer starts charging his bow Disallow kicking while holding archer special Allow camera movement while reloading Archer crossbow Allow camera movement while reloading MAA crossbow Fixed ugly animation transition from normal idle to empty idle after shooting crossbow or SS rifle Fixed wobbly north-east run Added IK rule to keep sharpshooter's powder horn in his hand Fixed missing aim layer when standing still Fixed floating powder horn in first person view when using SS special
HUD/UI
Added new HUD styles Added new full screen Character Info menu Added drop down menu into scoreboard, right now includes muting and view steam profile Added gold glow effect to chests that can be picked up and teammate chest carriers glow through walls Added hints to the Character Info menu Added scrollbar mouseover colors Added "Round starts in x" timer when waiting for players Added team trinket particles on the HUD Added a new voice status element Added a transparent background to hints Added indicator that shows whether an attack can be PP'd or not Added friendly/enemy indicator to target ID Added options for chat text color Added more class-specific stats to UI Added Credits button to main menu Added percentage and length stat formatting types Parrot name can now be changed from Character Info Changed font in spectator view Show default loading dialog when the client is downloading files Removed black bars in spectator mode Tweaked HUD marker fonts Added credits dialog Headshot! and Crit! messages now use damage display HUD element Added headshot and crit messages into console death notices Fixed server-triggered menu sometimes showing the voice menu Replaced buttons with player class icons in Statistics Adjusted distance markers text position "Thanks" voice command now appears in chat Made main menu buttons translatable (images replaced with text) New scrollbars in chat panel and engine tools Show the menu background image behind the statistics panel Changed 'boarding to' text when loading a custom map Fixed kick icon on parrot fire deaths Resized model in class select
Achievements/Stats
You're Not So Special - Kill someone (else than Berserker or MAA) while they are doing their special 999th Way To Die - Kill an enemy using a portcullis Cross Country - Steal a chest from each team in one life Lord Of The Grove - Capture all chests in Pinegrove before the other teams capture any (12+ Players) Tree Hugger - Capture the a neutral chest first before anyone else in Pinegrove Seven Years In The Making - Win 7 rounds in Pinegrove Fixed Monsieur Limbhurt achievement having incorrect goal This is Sparta/Madness achievements changed, you need to kick your enemy to fall death now Disabled unused MAA achievements Various new achievements and updated art
Misc Additions/Fixes
Updated to latest SDK2013 code. The engine exploit has been fixed, sprays and custom files have been re-enabled Added option for changing Steam overlay notification position Added splash when player hits the water Added friendly fire damage reduction Added teamkiller auto-kicker Added message when teammate hurts a friend Added server tag for friendly fire Added +roll and +kick commands Added excited expression for active special users Added a taskbar icon Added some missing entities to pvkii.fgd (trigger_jump, trigger_stun etc.) Added spawnflags for npc_vulture (pooping and take damage) Increased the limit of ambient_fmod sounds playable to 255 Fixed ragdoll projectiles not dying Fixed water/sky flickering Fixed the end round camera having incorrect angles Fixed autobalance not working on disabled team maps Fixed player title only showing if local player has achieved the title too Fixed non-local players not having footstep sounds Fixed drowning sounds not playing Fixed fart death being shown as crit Fixed npc_maker ambient_fmod sounds now mute on Alt+Tab Disabled development cvars in retail build Removed chest throw delay after 'not enough room' message Added “player_special_hit” event Damage events no longer ignore armor Fixed "player_kick" event returning incorrect damage value Fixed weapon field in “player_ranged_impact” Event “player_kick” is now fired on miss Fixed autobalance moving player on round end Fart cloud damage value can now be tweaked on weapon script Added sequenced music speed inputs to ambient_fmod
Updated Maps
bt_forgotten
(Mapper: Assigir The Nord) Assigir The Nord gives bt_forgotten a much needed visual overhaul with all new textures, details, and secrets! The winner of the very first PVKII-Gamebanana Contest is proud to present the community his proud upgrade to a PVKII classic.
lts_gravedanger
(Mapper: Miggog) Optimization improvements Improved texture alignments
tw_tortuga
(Mapper: Ubermann) Optimization improvements Misc. minor changes
Contributions
Castle assets from Yanzl Updated weapon and character textures from el Negro Updated class icons for HUD from Agsma and Pache
Have a very happy halloween from all of us at Octoshark Studios and PVKII teams!
UPDATE: The exploit has been fixed in the 3.3 update, sprays and custom files have been enabled again. We have pushed a security update due to a recent SDK2013 engine exploit. As a safety measure, the sprays have been disabled and custom file downloads are turned off by default. These features will be enabled again when Valve releases a fix to the engine, we apologize for any inconvenience.
Hello everyone, It has come to our attention that a new exploit for Source SDK Base 2013 (the engine PVKII is running on) has been discovered. (more info) We heard that the exploit seems to use a glitch with sprays/custom sounds. The vulnerability allows the attacker to run malicious files on your computer. Use this workaround to make sure you are safe from the exploit:
- Open console
- cl_allowdownload 0
- cl_allowupload 0
- cl_customsounds 0
- Disable sprays (cl_playerspraydisable 1)
- Disable downloading of custom files (cl_downloadfilter none)
Bonjour everyone! You may remember that we recently released the Man-at-Arms, a Frenchman with an appetite for taunting. Thanks to YouTuber Squeezie, the second French Revolution is underway! Check out the video! After releasing the above video to his 4 million subscribers, our servers started filling up fast. If you ever considered hosting a PVKII server, now's a great time - it will fill up within minutes! In other news, we've been churning away at new content. Follow us on our Forums, Facebook and Twitter for more updates.
Explosion gibs are coming!
Desertruin and Forgotten are receiving beautiful makeovers
The Viking Bondi and Knight Lord models are sexier than ever!
Are you as excited as we are? Let us know what you think in the comments below, and follow us on our Forums, Facebook and Twitter for more!
Pirates, Vikings, and Knights II
Octoshark Studios
Octoshark Studios
2010-02-12
Action Indie F2P
Game News Posts 100
🎹🖱️Keyboard + Mouse
Very Positive
(5849 reviews)
http://www.octosharkstudios.com/pvkii
https://store.steampowered.com/app/17570 
The Game includes VR Support
pvkii linux [105.99 M]
Features & Accolades
- Three teams with 9 unique player classes
- Fun, skill-based combat
- Swords, axes, guns, and explosives
- Unique voice acting for every character
- A variety of gorgeous levels
- Whimsical and challenging achievements
- Command-able attack parrots
- 100% FREE!
Pirates
- Skirmisher: A light-footed scallywag who can blow enemies away with his gunpowder-packed keg.
- Captain: Brandishes a peg-leg, hook, and an attack parrot, which will seek out enemies and peck them to death!
- Sharpshooter: A Spanish sweet-talker who snipes his enemies from a safe distance, or cuts them to pieces with his butter knife.
Vikings
- Berserker: A shirtless and battle-crazed warrior capable of mowing enemies down with his dual-wielded weapons and giant axe.
- Huscarl: Throwing axes, a two-handed battle axe, and sword/shield combo allow this warrior to take on the toughest enemies.
- Gestir: A well-seasoned master of the spear and javelins who has no problem skewering his enemies either up close or from a distance.
Knights
- Heavy Knights: Wearing a full suit of armor, this battle tank can cut his foes in half with his great sword.
- Archer: There is no match for a skilled archer with a quiver full of arrows. He sometimes reigns fire down upon his enemies.
- Man-at-Arms: A Frenchman with a sense of humor. He brandishes a halberd, mace & buckler, and his fart special will leave enemies dazed and confused.
Game Modes
Booty
Booty is a unique version of Capture the Flag. Players fight each other for treasure chests filled with gold and jewels. Bring chests back to your base and hold onto them to win the game.Territory
Territory is a king of the hill style game mode, where teams fight for territories throughout the map. Hold onto the territories for as long as you can to win the game.Trinket Wars
Trinket Wars is the caffeinated version of Team Deathmatch. Teams must gain control of their trinkets, and then use the power of their trinket to destroy their enemies.Last Team Standing
Last Team Standing is exactly what the name suggests - all three teams square off, fighting to the death. The last team alive wins the round.Objective Push
This game mode can range from a simple break-in and destroy your opponents' bases, to a more advanced sequence of map-specific objectives. The only limit is the mapper's imagination!Team Deathmatch
Team Deathmatch is a fight for dominance. Teams square off against one another to see who can rack up the most kills. Like the other game modes, you should stick together to achieve victory!- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: nVidia GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Network: Broadband Internet connection
- Storage: 10 GB available space
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