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PVKII Changelog v0.5.1.0
Dodge Roll now has a 3 second cooldown by default (mp_dodge_delay)
Added commands to disable roll & kick (mp_disable_dodge, mp_disable_kick)
Damage falloff system for ranged weapons scrapped, reverted to modified spread system
Most ranged weapons now have dynamic crosshairs
Combo System updates, added Combo Finishers and more
Shields have been given a new suite of impact sounds and effects
Advanced Options Changes:
Renamed Options to Settings, moved Advanced Options to the Main Menu
Added new tabs to Advanced Options (HUD, Hitsounds, Experimental)
Added ability to disable HUD elements individually
Hitsounds can be added simply by putting them in their respective directory in sound/hitsound
Experimental features can be disabled in their new tab, but feedback is appreciated
Added Experimental muzzle flash setting for guns
More Advanced Options features are planned for the future
Advanced Options is currently the only menu with a revamped size
Gameplay Changes:
General
Added reload swapping, weapons holstered during reload will remain so if they appear loaded
Melee weapons can no longer be holstered mid-swing
Halved stun time for when your shield is broken (0.5s->0.25s)
Shields now remain holstered through repeated deaths (cl_shield_remembers_holster)
Readded vertical momentum melee damage modifier, applies to all 4 attack directions
The Special button now automatically swaps to and uses the appropriate weapon
Combo System Changes:
Added sound effects and updated text to the combo system
Max damage and attack speed modifier lowered (30%->20%)
Combo no longer goes above 4x, further attacks only refresh the 4x combo
Perform a Combo Finisher by using a fully charged attack with at least 2x combo
Combo Finishers deal 10% extra damage at 2x combo, 15% at 3x, and 20% at 4x
Combo no longer enhances perfect parry speed, only damage
+1 combo is gained by ignoring/canceling a perfect parry (hold block to cancel)
Hitting a player parrying in the wrong direction now refreshes combo instead of granting it
Combo now decays at a fixed speed instead of accelerating over time
Shield-bashing no longer grants combo
Spread Changes:
Damage falloff system for pistols removed, re-added spread
Aiming down sights now gradually decreases spread
Reduced aiming speeds of Archer Crossbow, MaA Crossbow, and Long Rifle (0.22s->0.44s)
Removed hip fire damage penalty for crossbows
Jumping/Falling increases spread by 5
New Crosshair Functions:
All Guns and Crossbows have new crosshairs
Crosshairs remain visible when not aiming down sights
Crosshair size scales with spread
New red dot when aiming. Off, On-when-Aiming, Always on (cl_rangedreticle 0-2)
New methods for firing aimed weapons. Toggle, Hold, Fire-on-Release (cl_aiming_mode 0-2)
Class Balance:
Skirmisher
Cutlass combo decays sooner (2.0s->1.5s)
Pistol spread re-added (12.5 Hipfire->7.5 Aimed)
Removed Pistol quick swap
Captain
Special reverted (projectile flies slower and has less gravity again)
Removed Blunderbuss quick swap
Sharpshooter
Pistol spread re-added (10 Hipfire->0 Aimed)
Rifle spread added (15 Hipfire->0 Aimed)
Rifle knockback lowered from 300 to 250
Dagger combo decays sooner (2.0s->1.5s)
Special explodes on impact again, but with less damage and radius if it hits the environment
Special no longer decays on charge
Berserker
Big Axe swing speed increased very slightly
Big Axe combo decays sooner (2.5s->2.0s)
Special no longer has flat damage and attack speed buffs, instead gradually gives max combo
Special has unique combo gain sound effects (can be disabled with cl_berserker_combosound 0)
Berserker can now be perfect parried while using special, but cannot be stunned
Huscarl
Shield HP reduced (295->245)
Shield sword damage reduced (42->38)
Gestir
Shield HP reduced (240->210)
Special damage per hit increased (15->20)
Bondi
Special fire rate lowered (0.24s->0.33s between shots)
Atlatl charge rate slowed on left-click but no longer reduces movespeed
Removed quick swap for all weapons
Heavy Knight
Shield HP reduced (350->285)
Shield sword damage reduced (46->42)
Archer
Special controls input refined
Special ammo cost reduced to 1
Special now has knockback (300hu)
Movespeed during special increased (120->180)
Added zoom to crossbow
Man-At-Arms
Shield HP reduced (185->180)
Halberd combo decays sooner (2.5->2.0)
Special activation made more responsive and no longer restricts crouching
Mace & Buckler shield-bash max damage lowered to default (30->20)
Crossbow hip fire spread lowered (20->15)
Added zoom to crossbow
Assassin
Stiletto combo decays sooner (2.0->1.5)
Added Minimum backstab damage (60)
Added Maximum backstab damage (90)
Crossbow Pistol hip fire spread increased (4->7.5)
Crossbow Pistol bolt velocity reduced (2600->2100)
Crossbow Pistol bolt gravity reduced (1.4->1.15)
Smoke Bomb is now manually thrown, throwing it briefly slows the player (120hu)
Smoke Bomb velocity increased (100->450)
Special attack damage reduced (105->95) but can now backstab for 125 damage
Special attack now sets user to 1x combo on hit
Special attack can no longer be blocked
Special attack knockback halved (150->75)
Miscellaneous Changes:
New voice lines for Berserker
New voice lines for Sharpshooter
Added Crit kill icons
Can now disable zoom for some or all ranged weapons (cl_aiming_zoom)
Command to disable first person hand models (r_drawhands)
Spawn entity flag for mappers, SpawnType. 0 is any, 1 is player only, 2 is bot only
Huscarl and Berserker arm models updated.
Added maxplayers_extended 2, which increases max players to 65. Caution: Highly Unstable
Bug Fixes:
Restored slowdown for Sharpshooter and Man-At-Arms specials
Fixed shield-bash charge starting too late
Fixed shield-bash range being too long
Fixed stutter on perfect parries if holding down the attack button
Fixed Caltrop holster glitch
Fixed Atlatl right-click dealing less damage
Old hud style disabled due to outdated code
Many crash fixes
[ 2023-12-16 02:15:17 CET ] [ Original post ]
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:
[ 2023-12-16 02:15:17 CET ] [ Original post ]
Pirates, Vikings, and Knights II
Octoshark Studios
Developer
Octoshark Studios
Publisher
2010-02-12
Release
Game News Posts:
100
🎹🖱️Keyboard + Mouse
Very Positive
(5869 reviews)
The Game includes VR Support
Public Linux Depots:
- 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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