1. Pirates, Vikings, & Knights II
  2. News

Pirates, Vikings, & Knights II News

PVKII x GB Mapping Competition Update!



[h2]MORE TIME x MORE BOOTY![/h2]
PVKII x GameBanana Contest Update Feb 27 🏴‍☠️🍌🦜
Close Quarters Combat Mapping Competition Prize Pool increased and capped at $750!
1st $350, 2nd $250, and 3rd $150!
Thank you donors and supporters! Thank you entrants for joining the competition.
Map submission deadline extended to May 29th 12:01 EST. You can still enter the competition at any time! May the best maps win!

[h2]JUDGE PROFILES![/h2]
The maps will be graded by a selection of Main Event Judges and Community Judges. Main Event Judges are well known individuals from the PVKII Team past and present, and Source Modding Community.

Awesome, Lead Developer for Battle Grounds III

Catfood, Distinguished CS:GO Mapper of tulip and reef.

Felis, PVKII Dev, Senior Programmer, Production Manager and Developer for NMRIH 1 and 2

Gazoid, PVKII Dev, Mapper of bt_island and bt_pinegrove, Indie Dev

Hurtcules, PVKII Developer, Mapper of bt_glacier

jRocket, PVKII Dev, Character Artist, Indie Dev

Postal, Lead Developer for Jabroni Brawl

Roald, Former PVKII Dev, Mapper of Anubis in CSGO

Mystery Judge

Community Judges be you! To apply to be a community judge please click here. Maps be judged on Polish/Optimization, Gameplay, Originality, and Graphics/ Visuals!

EVENT PARTNER

We've partnered up with the one and only Gamebanana crew! Check out all the pvkii content on their website. We encourage contestants to use Gamebanana to share progress.

STRAIGHT'N UP SALLY!

Ye' mapping competition has just begun and ends on May 29th 2022 AD one stroke after midnight for ye' east coast swindlers! Visit the contest page for contest info, important dates, rules, tips and tutorials, and how to enter. Winners announced June 5th 2022 AD. What ye' be waiting for? Set sail and conquer!



CLICK HERE TO VISIT THE CONTEST PAGE HERE FOR INFO AND TO ENTER

Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB

Saturday Night Mayhem Feb 26/22



UPDATE: No Stream tonight, but we're still meetin' up to play for Saturday Night Mayhem TONIGHT! Feb 26 13:30 EST/ 18:30 GMT

Ladies and germs, fishes and chips! This weekend witness the return of the epic cataclysm of combat known as Saturday Night Mayhem!

Join us on the following servers and only the following servers:
  • House of Rum Custom & Stock Maps
  • [NYC] East Coast Swindlers - CUSTOM
  • EU] 24/7 Vanilla Rotation

    and introducing...
  • [F L A T - E A R T H] (EU)




We'll also have a special announcement regarding the Close Quarters Combat Mapping Competition. If you haven't checked that out, be sure to visit the contest page on our official site for more info.

Join us tomorrow Saturday February 26th 13:30 EST / 18:30 GMT for Saturday Night Mayhem!


Check out PVKII Online!
Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB

Close Quarters Combat Mapping Competition



AYE, ITS MAP MAKIN' TIME!

Ye' be time for an adventure! Sail alone or take your crew to conquer a smaller land cuz a victory be a victory. Besiege 'em in close quarters combat and give 'em no quarter like this land ain't big enough for thirty two of us! Treasures abound and more to come if more set sail to seek victory. Those that make the most fruitful worlds will earn the spoils. Alas, not every fine sailor, tree huggin' overgrown bearded oaf, or lubby-dubby-sissy-scrubby can win! But best ye' try!

In other words, make a small map with big fun! We've got template layouts and prefabs to make the seas not so rough. What ye choose to do with them, or not with them, be the adventure! May the best maps win!

[h2]BOOTY UP FOR GRABS[/h2]
PVKII x GameBanana Contest Update Feb 21 🏴‍☠️🍌🦜
Close Quarters Combat Mapping Competition Prize Pool Increase to $600!
1st $300
2nd $200
3rd $100

More booty added to the prize pool as more contestants enter!

[h2]JUDGES[/h2]
The maps will be graded by a selection of Main Event Judges and Community Judges. Main Event Judges are well known individuals from the PVKII Team past and present, and Source Modding Community. Check out the growing list here. Community Judges be you! To apply to be a community judge please click here. Maps be judged on Polish/Optimization, Gameplay, Originality, and Graphics/ Visuals!

EVENT PARTNER

We've partnered up with the one and only Gamebanana crew! Check out all the pvkii content on their website. We encourage contestants to use Gamebanana to share progress.

STRAIGHT'N UP SALLY!

Ye' mapping competition has just begun and ends on May 1st 2022 AD one stroke after midnight for ye' east coast swindlers! Visit the contest page for contest info, important dates, rules, tips and tutorials, and how to enter. Winners announced May 8th 2022 AD. What ye' be waiting for? Set sail and conquer!

CLICK HERE TO VISIT THE CONTEST PAGE HERE FOR INFO AND TO ENTER

Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter | Instagram | modDB

PVKII 0.4.3.2 Update Released

An update to PVKII has been released. The update will be applied automatically when you restart the game. Server owners, please update your servers.

[h2]End of MacOS support[/h2]
Due to lack of engine support, we will be unable to ship Mac builds going forward. You can read more about it here. Previous MacOS builds have been deprecated, and are unable to join updated servers.

[h2]Changelog[/h2]
  • Added Captain voice lines when parrot dies
  • Added a death knell hitsound that plays on a killing blow
  • Added entity “logic_ruleset”, that allows gameplay cvars to be set for the duration of the map
  • Added server-side “pvk2_support_helper” command (prints OS and CPU information)
  • Atlatl darts are now hidden when the Bondi is out of ammo
  • Fixed caltrops slowing Huscarl and Gestir during their specials
  • Fixed movement speed while blocking with a shield
  • GrogBot chatter is now only displayed in offline bot games
  • Hitsounds now scale in pitch depending on how much damage is done
  • Internet servers with bots are hidden from browser for now
  • Kicking no longer plays a hitsound
  • Offline bot games no longer appear in the server browser
  • Renamed “Casual” ruleset to “Classic”
  • Restricted the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE
  • Ruleset is no longer displayed in the loading dialog
  • Small improvements to Javelin and Throwing Axe animations
  • Support helper now recognizes Windows 11
  • Tweaked how long GrogBots chase enemies
  • Updated the friendly fire hitsound
  • Updated the headshot hitsound
  • te_cara rebuilt with correct cave lighting


[h2]Balance Changes[/h2]

General:
  • Clash stun reduced from 1 second to 0.5 seconds
  • Removed shield bash special multiplier
Artisan Pistol:
  • No longer has spread while aiming down sight

PVKII 0.4.3.1 Update Released!

An update to PVKII has been released. The update will be applied automatically when you restart the game. Server admins, please update your servers! The major changes include:

Balance Changes:


[h2]Assassin[/h2]
  • Changed HP & Armor from 100/80 to 90/90
  • Removed crouch move speed passive
  • Removed fall damage resistance passive
Stiletto:
  • Increased base damage from 38 to 46
  • Backstabs now deal a guaranteed flat 50-95 damage, scaling with charge
  • Adjusted attack animation speeds to reduce choppiness
  • Now classified as a small weapon with a medium parry
The original implementation of backstabs was too finicky to be reliably used, and often led to facestabs that did way too much damage. The Stiletto is now overall stronger so the Assassin is less reliant on backstabs in general, and the backstab mechanic has been redesigned to be more reliable and predictable.

Crossbow Pistol:
  • Increased gravity from 1 to 1.4
  • Increased velocity from 2300 to 2600
Bolts now travel faster along the same steep arc, allowing the Crossbow Pistol to be used a bit more reliably from longer distances or against faster enemies without increasing how far it can shoot.

Caltrops:
  • Assassin now has 2 caltrop pouches, each with their own cooldown
  • Increased caltrop count from 7 to 10
  • Normalized and increased the size of caltrop spread pattern
  • Charging now properly affects throw range
  • Increased pouch velocity from 500 to 1500
  • Removed caltrop arming time
  • Decreased slow duration from 5 seconds to 0.5 seconds
  • Increased slow potency from 20% to 60%
  • Caltrops now despawn when the Assassin dies
  • Caltrops no longer make noise when deployed
  • Added a particle effect to the slow status
The annoying and nonthreatening slow has been replaced with a very brief interruption that trips up an enemy’s flow. This gives the Assassin room to engage, disengage, reload, or line up a headshot. Caltrops can now also be used as a skill shot. These changes aim to make the Caltrops a versatile and proper tertiary weapon, rather than an ineffective throwaway gimmick.

[h2]Heavy Knight[/h2]
Sword & Shield:
  • Decreased fire rate from 0.5 to 0.58
  • Increased base damage from 45 to 46
  • Increased sword reach from 50 to 60
  • Increased shield bash reach from 50 to 55
  • Increased shield durability from 300 to 350
These changes make the HK’s sword and shield more distinct while reinforcing his playstyle. The extra reach on his sword and shield bash increases his sphere of influence, partially counteracting HK’s slow move speed and inability to stick to mobile targets. His shield’s durability now properly reflects the fact that it’s made of metal and belongs to the game’s tankiest tank.

[h2]Man-At-Arms[/h2]
Halberd:
  • Increased base damage from 48 to 56
  • Decreased overhead damage mod from 1.2 to 1.0
  • Decreased thrust damage mod from 1.1 to 0.9
  • Decreased sideswipe damage mods from 1.03 to 0.87
  • New third-person animation for thrust attack
Previously, the Halberd’s damage came mostly from damage mods. These damage mods were absent in the Halberd’s counter attacks, which caused them to do less damage than normal. These changes add the missing damage into the counter attacks without changing the Halberd’s normal damage output.

Mace & Buckler:
  • Increased base damage from 45 to 46
  • Increased buckler bash damage from 10 to 15
  • Reduced buckler bash reach from 50 to 45
  • Increased buckler durability from 170 to 185
  • Increased swing speed slightly
  • Increased wind-up slightly
  • Adjusted counter attack animations and hit traces to synch up properly
As with HK’s sword & shield, these changes reinforce the MaA’s playstyle. He has to leverage his above average move speed to land shorter ranged but stronger bashes, and the slight buff in durability helps him resist an extra projectile attack.

[h2]Huscarl[/h2]
  • Can now use his special with a broken or holstered shield
Sword & Shield:
  • Increased base damage from 36 to 42
  • Decreased shield durability from 380 to 295
The Huscarl’s shield no longer needs to be ridiculously durable now that he can use his special even when the shield is broken. His sword is no longer outclassed by Archer’s butter knife and now functions as a truly useful sidearm.

[h2]Gestir[/h2]
Langseax & Shield:
  • Increased shield durability from 200 to 240

[h2]Bondi[/h2]
Flatbow:
  • Increased Bondi’s move speed while drawing from 180 to 195
Seax:
  • Increased overhead damage mod from 1.13 to 1.17

[h2]Skirmisher[/h2]
Cutlass:
  • Increased counter attack attack speed

[h2]Captain[/h2]
Blunderbuss:
  • Can now be reloaded while crouching

[h2]Sharpshooter[/h2]
Rifle:
  • Can now be reloaded while crouching

[h2]General[/h2]
Counter attacks:
  • Counter attack direction is now chosen rather than predetermined
  • Counter attacks can no longer be perfect parried
Shield Bash Combos:
  • Bash Combo direction is now chosen rather than always an overhead
  • Bash Combos can no longer be perfect parried
Miscellaneous changes:
  • New parry dagger model and texture for Assassin
  • Added more Assassin voice lines
  • Added bisection dismemberment
  • Added the ability to explode heads and snap necks with certain weapons
  • Shield weapon counter attack fixes
  • Removed screen shake when landing a shield bash
  • Added a new option in “Multiplayer Advanced” that toggles Shield Display style between Percentage or Raw Health
  • The longbow now displays fire effects in first person when holding a special
  • te_tortuga wall added in room underneath Bellamy’s Balcony
  • Fixed first person animations for the Sharpshooter
  • Animated MaA’s coat
Check out PVKII Online! Official Site | Official Forums | Official Discord Facebook | Youtube | Twitter |
Instagram |
Trello | modDB