PVKII 0.5.2.0 Update Released
Increased Dodge-Roll cooldown (3s->4s)
Added new attack direction indicators that show attack/parry weight
Added a yellow-colored charge indicator for melee attacks that arent fully charged but are too heavy to perfect parry
Added attack indicators to Shield-Bashes and Counter-Attacks
Adjusted head hitboxes to be more model accurate; headshots are now less forgiving
Added cl_ranged_highlight_own to Game Settings; highlights your own projectile trails
Added cl_crosshair_notaimed to Game Settings; hides crosshairs when not aiming
Added falling sound (can be disabled with cl_fallsound)
Moved Charge Meter Style from HUD to Game tab in Game Settings
Added item_food_small, an orange that instantly gives 7 health and over-heal. This is not used in any official maps, but can be used by mappers
Jumping/Falling no longer increases spread
Getting shot by Flintlock, the Flatbow, or the Crossbow Pistol no longer staggers your movement
Normalized the block speed of heavy weapons to align with all other melee weapons
Friendly fire now shows damage dealt
Server Customization CVars
Added mp_noknockback, 0 by default. Disables knockback.
Added mp_noparrystun, 0 by default. 1 disables parry/block breaker stuns, 2 reduces.
Added mp_fixedspread, 1 by default. Disables random spread in favor of fixed patterns.
Added mp_ff_ok, 0 by default. Disables friendly fire penalties.
Combo System Changes
Combo damage bonus removed (attack speed bonus remains)
Increased Finisher damage; (10%->12%) at 2x, (15%->23%) at 3x, and (20%->35%) at 4x
Combo increasing both attack speed and damage was a bit much. Instead, we've shifted some of that extra damage to Combo Finishers to make them more desirable and impactful.
Shields
Reworked Shield-Bash follow-ups, now grants 50% charge, which can be charged further
Time to holster/draw shields halved (ConVar mp_default_shieldholstertime)
Shield bashing a blocking player now mini-stuns them, rather than rendering them inactionable for a full second
All shields now have 25% damage resistance against all ranged weapons
Previously, landing a Shield-Bash granted you a free fully-charged attack that, despite appearances, could be parried. While this was an oversight, we decided to lean into it instead. Now you gain an attack that is half charged, which gives you the quick but risky option to use it immediately, or the option to charge it completely to do more damage and avoid being parried. This new system has the added bonus of being compatible with the Combo System, and ultimately makes shield combat satisfyingly unpredictable. Additionally, we gave shields a ranged attack resistance so that they can remain valuable defensive tools against ranged attackers without making them oppressive in melee combat.
Class Changes:
Skirmisher:
Reduced max loaded Flintlocks (6->4)
Increased starting Flintlock reserve ammo (0->2)
Reduced aimed Flintlock spread (7.5->7.25)
Powderkeg can be prematurely detonated by allies if friendly fire is enabled
Captain:
Blunderbuss now has a fixed spread pattern with random rotation
Sharpshooter:
Fancy Dagger range reverted to 45; thrusts now have 48 range
Berserker:
HP buff from Special no longer decays
Passive Combo gain during Special is paused for half a second when Combo is lost
Slightly reduced Big Axe Counter-Attack speed
Axe & Sword range and charge speed reverted to original stats (slightly lower)
Huscarl:
Reanimated first-person Throwing Axes
Gestir:
Remodeled first-person arms
Bondi:
Increased fire rate of Special (0.33s ->0.25s)
Increased Special direct hit damage 15->40
Special explosion damage decreased to 40; minimum damage increased to 20
Special AOE Damage no longer applies to targets hit directly by the same arrow
Fixed damage display not working during Special
Heavy Knight:
Reduced Arming Sword range (60->55)
Archer:
Reduced max Longbow ammo (30->20)
Reduced starting Longbow ammo (20->15)
Reduced Longbow ammo gained from pickups (15->10)
Man at Arms:
Reanimated first-person Halberd
Changed the Mace back attack to use an upwards vertical hit-trace
Assassin:
Remodeled and retextured Caltrops for improved visibility
Added unique landing sound effects for Caltrops
te_sandstorm Updates:
Visual and detail improvements
Oasis has been visually and spatially updated
Small issues fixed
Minor Changes:
Added unique sound effect for Clashing (when fully charged melee weapons hit each other)
Added Techno combo finisher sound
Added Electric crit sound
Bug Fixes:
Fixed damage display of Explosives
Fixed heavy pain voice lines not playing when hit by high damage melee attacks
Fixed Options Menu not responding
Fixed Powderkeg respawn bugs
Fixed Atlatl being delayed after drawing
Fixed Dodge-Roll circle bar color
Fixed crosshair scale command
Fixed death hitsound pitch scaling
Fixed the inside of MaAs buckler being see through in third person
Known Issues:
Javelins embedded in players arent rendered
HKs ragdoll still has weird feet
Attack indicators are visible while a player has a Counter-Attack, but is not attacking
Sharpshooters Powderhorn trail is missing some particle effects
[ 2024-09-15 20:12:21 CET ] [ Original post ]
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
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
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB