PVKII 0.5.0.0 Update Released
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!
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.
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.
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.
Special:
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.
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.
Special:
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.
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.
Special:
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.
Halberd:
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.
[ 2022-10-20 02:31:44 CET ] [ Original post ]
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
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]
Pirates, Vikings, and Knights II boasts a unique three-team symmetry and a myriad of colorful characters to promote exciting, strategic, and fun gameplay. It features several game modes, each requiring its own special brand of cunning to master. Do battle on a tropical island for control of bountiful treasure. Appease your gods by spilling the blood of your enemies deep within a Mayan temple. Conquer your foes by taking control of precious badlands territory. But most importantly, have FUN!
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!MINIMAL SETUP
- 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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