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  3. PVKII 0.5.2.0 Update Released

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