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Pirates, Vikings, & Knights II News

PVKII 1.0 Open Beta

Something big comes this way...

Ahoy Mateys! Our greatest thanks for patiently waiting this long for Buccaneer! Open Beta will be available TODAY AND TOMORROW May 10th and 11th between 19:00-22:00 UTC only! Once this time frame has elapsed PVKII 1.0 will revert back to the current release. The next time you'll get to play is for the 1.0 Release!

Here's how to access PVKII 1.0 Open Beta! No code is required! Please note: If open-beta doesn't show up, you will have to restart Steam.


Changelog

Pirate Buccaneer
This Jamaican giant is the human equivalent of a cannonball. As the crew's jovial chef, he carries every tool he needs to cook up an ass whoopin’.
For his special, he may draw a torch and flame breath.

Assassin Rework Throw Smoke Pot with Caltrop alt fire to create a smoke screen
Enter the smoke screen to enter stealth
Crossbow Pistol buffed, remodeled, and reanimated
Replaced Special; reveals all players and allows you to execute low HP enemies

Skirmisher Cutlass Gameplay Redesign Now holds a pistol in his off-hand, you can shoot it while blocking

Bondi’s Flatbow Gameplay Redesign Now has a bundle of four arrows that can be fired in rapid succession
Reloads one arrow at a time; pick up missed arrows to reload faster
Special tweaked; explosive arrows can be fired at your leisure

Captain Role Update Increased move speed, lowered armor
Can now target highlighted enemies with the Parrot
Parrot can now be recalled by pressing ‘R’ with the cutlass equipped

Berserker Axe Sword Rework Swinging now charges a heavy attack that swings on mouse release.

Additional Changes
  • Added wall jumping.
  • Major combo system updates.
  • Various buffs and changes to specials.
  • New Voicelines.
  • Various bug fixes, major and minor.
  • Rebalance for certain weapons.
  • Updated class & weapon models, reanimations.
  • Added Native RTV / Nominate.
  • Added Facial Flexes and Lip Syncing.
  • Shield Reworks.
  • Various content yet to come…

See you in game! Enjoy the open beta for 1.0 while you can!

PVKII 0.5.2.2 Update Released

Released a minor patch

Bug Fixes: Mace now uses proper animation on back riposte
Weapons no longer play holster sound on death
Shields should no longer continually charging after releasing Mouse1


Miscellaneous:


Added additional crash logging, if you have crashes on startup then reach out to the dev team at https://discord.gg/pvkii

PVKII Spooktacular Saturday Night Mayhem!



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

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PVKII 0.5.2.1 Update Released

Released a minor patch

Class Changes: Skirmisher: Removed slowdown on reload
Reload can now be canceled with firing

Bug Fixes: Fixed broken map logic

PVKII 0.5.2.0 Update Released

We’re 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 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 aren’t 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 MaA’s buckler being see through in third person

Known Issues: Javelins embedded in players aren’t rendered
HK’s ragdoll still has weird feet
Attack indicators are visible while a player has a Counter-Attack, but is not attacking
Sharpshooter’s Powderhorn trail is missing some particle effects