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PVKII Play with Devs & Testers Nov 16 1:30 EST/GMT-5



PVKII GrogBot Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this NOV 16 at 1:30 EST / GMT-5. Refer to the Steam Event for most accurate time for your area.

We'll be playing on these servers and more:

MrAgent's 0.4.2.0 Official Server
smut's House of Pancakes

*Server listings are subject to change.

We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!



Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!

See you in game!

PVKII Team

Octoshark Studios

PVKII GrogBot Update

GROGBOT UPDATE

PVKII Beta 0.4.2.0 Update Changelog & Release Notes

Hello everyone!
After many years of development, many hands programming, and many hours of crafting nav meshes; we are happy to release PVKII GrogBots into the wild! Tremendous thank you to our coders over the years, developers and testers, and authorized creators who all contributed to our GrogBots.

What are GrogBots? Simply put, they’re computer controlled players like those found in other source engine games like CS:GO or TF2. Players can practice against them offline, and play against them online alongside other players. GrogBots are on by default, so bots will populate any server, even if no one is playing. GrogBots are kind and give their spots up for a real players when they join. Watch the game chat as they may wish to talk to you!

Easy to learn; difficult to master. PVKII has a deep and complex combat system. To help teach players, both old and new, we will be introducing a series of streamlined learning resources, starting with GrogBots. After GrogBots we will release an extensive Player Guide, and soon after that, Video Tutorials.

We’ve also made a significant change to the battlefield. The GrogBot Update removes auto parry, and with it, the distinction between auto and manual. The playing field has been made fair for all players. No one is at an advantage. There are no more guessing games. Attack and block using timing, wit, and skill. Rulesets have been adjusted to reflect this change.

Highlights:
  • Offline and Online Bots, aka GrogBots!
  • GrogBot Achievements
  • Removal of Auto Parry
  • Map Changes
  • New Mapping Entities
  • Various Code & Resource Updates


Screenshots:

Changelog

Please see below for a Changelog that details many of the changes in this release. Head over to our Bug/Support Forums, or Steam Discussion to report any issues.
GrogBots
Please note that only official PVKII maps have tailored nav_meshes, to create a basic nav mesh or for some helpful tips for creating a nav_mesh for your map, please see the following references.
https://developer.valvesoftware.com/wiki/Navigation_Meshes
https://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands

GrogBot Achievements
  • Absolute Sentience (Ooops, that is kind of embarrassing)
  • John Connor (50 bot kills)
  • Rise of the Machines (Kill 250 bots)
  • Judgement Day (Kill 1000 bots)


GrogBot Commands
  • bot_difficulty [0|1|2] - Sets the bot difficulty level, easy (0), medium (1), hard (2).
  • bot_quota [0 - MAX_PLAYERS] - Set's the number of players/bots to maintain in the server. Will leave 1 slot open on the server at all times.
  • bot_require_humans [0|1] - Controls whether the server should require a human to be present before joining the bots.
  • bot_chatter [0|1] - Controls whether the bots will run their mouth
  • bot_cycle [0|1] - Controls whether the bots will cycle in and out of the server.
  • bot_min_desired_play_time - The minimum amount of playtime a bot will spend in the server (in seconds) before leaving.
  • bot_max_desired_play_time - The maximum amount of playtime a bot will spend in the server (in seconds) before leaving.
  • bot_kick_all - Kick all bots from the server and set bot_quota to 0.
  • addbot - Add bot to random team with random class.
  • addbot [team number] - Add bot to team with random class.
  • addbot [team number 2-4] [class number (starting from 0)] - Add bot to team with specified class.


Debug Commands (listen server only)
  • bot_debug - Enable/disable bot debug hud.
  • bot_select - Selects the bot the player is aiming at for debugging.
  • bot_select_next - Select the next bot on the server.
  • bot_select_prev - Select the previous bot on the server.
  • bot_givespecial - Give full special meter to bot.
  • bot_blockhere - Order the bot to stand and block using a shield.
  • bot_holdposhere - Order the bot to hold position at the location of the crosshair's intersection with the ground
  • bot_moveto - "Moves a bot to the position the issuing player is looking at.
  • bot_goforchest - Schedules the bot to go after the chest the player is pointing to.
  • bot_dropitem - Drop the item the bot is holding.


Removal of Auto Parry
  • Auto Parry has been removed from the game. Now everyone uses the same parrying system, which was called Manual Parry when Auto Parry still existed.
  • Rulesets have been adjusted to reflect this change.


Map Changes
  • Lts_cathedral Sudden Death changed to minimize bots getting stuck on pillars, pillars are now destructible by melee attacks but cannot be destroyed by range weapons.
  • Te_sandstorm removed pillar from food cache territory to assist bots.


New Mapping Entities
  • Info_target_attack, This entity is used to indicate to bots that an entity or brush is attackable. Set the parent of the info_target_attack entity to the object you want the bot to see as a possible target.
  • func_nav_blocker, This entity will block/unblock any touching nav_mesh. Use entity block and unblock inputs to block/unblock.
  • Info_map_cvar, This entity, when placed in a map, allows the map to modify the following CVARS on the server but only for the duration of the map. After map change the server's original settings are restored.


CVARS:
"air_density",
"mp_blunderbuss_bulletdrop",
"mp_blunderbuss_bulletspeed",
"mp_disablespecial",
"mp_flintlock_bulletdrop",
"mp_flintlock_bulletspeed",
"mp_ff_autokick",
"mp_friendlyfire",
"friendlyfire",
"mp_ff_ok",
"mp_forcecamera",
"mp_infinite_ammo",
"mp_kick_berserk_dmgmulti",
"mp_kick_delay",
"mp_kick_dmg",
"mp_kick_movementstop",
"mp_kick_physics_maxmass",
"mp_kick_physics_push",
"mp_kick_player_push",
"mp_limitteams",
"mp_meleedamagemultiplier",
"mp_meleerangeboost",
"mp_meleerangescale",
"mp_meleesubsequenthitdmg",
"mp_overtime_dm",
"mp_trinketdeath_scoregrace",
"mp_trinketreset",
"mp_trinketrespawn",
"phys_impactforcescale",
"phys_pushscale",
"phys_speeds",
"phys_stressbodyweights",
"sk_armor",
"sk_blunderbuss_gibdistance",
"sk_blunderbuss_pushback",
"sk_blunderbuss_pushup",
"sk_blunderbuss_pushup_limit",
"sk_crow_health",
"sk_crow_melee_dmg",
"sk_healthkit",
"sv_accelerate",
"sv_airaccelerate",
"sv_backspeed",
"sv_bounce",
"sv_friction",
"sv_gravity",
"sv_maxspeed",
"sv_maxvelocity",
"sv_rollspeed",
"sv_stopspeed",
"sv_turbophysics",
"sv_wateraccelerate",
"sv_waterfriction"

Code Fixes and Updates
  • Added boot screen
  • Bot game dialog, w/ additional options
  • Added BOT tags for death notices, objective notices, and scoreboard
  • Increased both legs dismember chance
  • Fixed character info ESC crash
  • Speculative fix for rare round start crash
  • Various fixes to MapHack system


Mac OSX Fixes
  • Fixed a crash which could prevent mac users from joining the game.
  • Fixed a bug where Bondi’s special would cause the screen to turn red.
  • Fixed a crash caused by an experimental shader engine.


Particles
  • Updated Explosion particle effects
  • Fixed feathers being used on Berserker head dismemberment


Thank You
This update is a result of many years of hard work. We’ve listed Developers and Contributors below we feel have put in substantial efforts over the years into making this release possible. Akz, Felis, Fuz, Popemaster, SauceMan527, Saunachum, Smutpirate, Spirrwell and Nive.

Special thanks to PVKII player community for providing Bot name suggestions:
Baldymanz, BlackDragon, Blazeris The Cat, Blue Oyster Cultist, carltonhanks, Colonel, Conscious Creature, CornKing, Djak, donan, Fotgof, Foxboi, fuz, GhostZeBear, Homer, Intelligence, "I shall not, sir.", jgh238, JimmyElPelado, Joshy, Jovana, Kaizuriku, latrox, lokkdokk, Luigi, Mr. Mjau, Mr. Rumdum, Mr.Tonguesoff, MSTVD, MysticEyes, Nex, Plank, Popemaster, Ricci, SaunaChum, Sir Mel Gibsman, Squeakers, TheRedWii, usobuki, Vladimir, WarHistoryGeek, [H] Hark Scrumpy, [ϺɌ] Visuv.


PVKII GrogBot Update is here! Keep the bloody good times going by celebrating with us and helping squash some bugs! Come out and play with us this Saturday Nov 16 at 1:30 EST / GMT-5. Once the event is scheduled on steam, refer to the Steam Community Hub Event for most accurate time for your area.

We'll be playing on the following servers:

MrAgent's 0.4.2.0 Official Server
smut's House of Pancakes

*Server listings are subject to change.

We'd ask that you please adhere to all server rules for the game and on discord, and follow any rules enforced by server admins, developers, or testers throughout the event. Sounds easy, and we'll have fun!


Join the conversation on the official PVKII Discord! Interact with devs, testers, creators, and community!


Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.

See you in game!

PVKII Team
Octoshark Studios

PVKII Halloween Maps!



Come out and play the new tw_fort_dark and lts_gravedanger on Mr Agent's Official Server!

Download tw_fort_dark from the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=1900710827

Enjoy some halloween maps while we eagerly await the GrogBot Update release!

For a sneak peak on what the update includes, click the image below!



Have a Happy Halloween!

PVKII Team

[RELEASE] PVKII Update & Changelog (Beta 0.4.1.3)



PVKII Beta 0.4.1.3 Update Release Notes


Hello everyone!

Here’s a second helping of gore and balance updates for you all to chew on. We’ll be monitoring the balance changes and we’re prepared to consider additional changes and fixes depending on how they’re received. So, let us know what you think, and have fun blowing your enemies up into chunks! Server owners, please update your servers!

Gibs and Dismemberment

  • Added new explosive gibs for Berserker, Gestir, Bondi, Sharpshooter, Heavy Knight, and Man-at-arms
  • Added bloody textures for arm, head, and leg gibs
  • Added dismemberment sound


Balance Changes

Bondi

Seax:

Base Damage: 46 -> 45

Forward:

Multiplier: 1.0 -> 1.13

Wind-up: 0.38 -> 0.54

Recovery: 0.65 -> 0.51

Back:

Multiplier: 1.1 -> 0.9

Wind-up: 0.48 -> 0.26

Recovery: 0.88 -> 0.56

Left & Right:

Wind-up: 0.25 -> 0.26

Recovery: 0.55 -> 0.56

Overall, the seax is now a touch weaker but its power has been spread across all four attacks. Before, the left & right attacks were much more effective than the forward & back attacks. The forward attack now takes longer to wind-up to account for the animation, which could previously be skipped. To make up for the increased wind-up, the forward attack now deals more damage. The back attack is now as fast as the left & right attacks but deals 90% damage, which brings it in line with the majority of other melee weapons.

Flatbow:

Base Damage: 58 -> 53

In the previous update, the flatbow received tweaks to its damage and visual droop, as well as a buff to its fire rate. All three changes proved to be excessive, so the damage has been lowered to compensate. It has been otherwise unchanged.

Man-at-Arms

Halberd:

Base damage: 45 -> 48

Forward:

Multiplier: 1.25 -> 1.2

Wind-up: 0.46 -> 0.45

Recovery: 1.0 -> 0.9

Back:

Multiplier: 1.25 -> 1.1

Wind-up: 0.46 -> 0.45

Recovery: 1.0 -> 0.9

Left & Right:

Multiplier: 1.25 -> 1.08

Wind-up: 0.46 -> 0.35

Recovery: 1.0 -> 0.76

The Halberd is overall faster via shorter wind-up and recovery times, which should make it feel less sluggish and much more responsive. Previously, all four of the Halberd’s attacks were functionally identical. Similar to Gestir’s Spear, the left & right attacks are now faster than the forward & back attacks but deal less damage. The forward & back attacks share the same attack speed, but the back attack deals 90% of the forward attack’s damage.

Code Fixes and Updates
  • Fixed a bug regarding Skirmisher’s right arm dismemberment resulting in the complete vanishing of his corpse
  • Fixed an issue where Atlatl blind-fire was dealing 90% of its full damage instead of the correct 50%




Join the conversation on the official PVKII Discord! Interact with devs, testers and creators!



Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.

Enjoy the update!

PVKII Team
Octoshark Studios

[RELEASED]Gore and Glory General Update (Beta 0.4.1.2)



PVKII Beta 0.4.12 Update Release Notes

Hello everyone!

This is a general update that features gore updates, balance changes, and other general fixes/updates.

Important Highlights:

  • Bondi flatbow damage increased to 58 from 55
  • Flatbow charge time reduced, and arrow drop reduced.
  • Flatbow special now has an additional arrow
  • Flatbow special damage per arrow reduced to 65 from 75
  • Flatbow special now does stacking combo damage per consecutive arrow
  • Bondi seax total damage upped to 46 from 45
  • Bondi seax forward swing damage multiplier reduced to 1.0 from 1.2
  • Bondi seax back swing damage multiplier reduced to 1.1 from 1.3
  • Bondi seax left swing damage multiplier reduced to 1.0 from 1.2
  • Bondi seax right swing damage multiplier reduced to 1.0 from 1.2
  • Fixed unintentional Gestir javelin headshot nerf from 4.0
  • Heavy Knight two handed sword swings faster with PVKII 2.2 era values
  • New and updated gib/blood particles, as well as new underwater variants
  • Generic gibs added (heart/liver/brain/etc)
  • Can now dismember two legs at once based on random chance for specific two handed weapons
  • Auto-balance now prioritizes players that have been on that team for the least amount of time instead of by connection time
  • Increased the duration of auto-balance resistance to 10 minutes from 5
  • Added Steam rich presence


Operating System Support:

  • Windows XP/Vista no longer supported as Steam no longer supports these operating systems.
  • This is one of, if not the last version of PVKII to support MacOS due to it going 64-bit only.


Critical Fixes:

  • Fixed client being able to execute commands with MapHacks
  • Crash and crash exploit fixes
  • Changed weapon_chest physics spawn flag into a key value. This should fix maps like bt_pumpkinraid with the player being unable to touch the chest


General Fixes:

  • Really fixed Bondi t-pose bug
  • Man-at-Arms’ taunting achievement now properly accounts for all enemy classes
  • Fixed some VGUI frame transparency issues
  • Fixed some issues with trigger_jump not launching players properly
  • Fixed Bondi dismemberment clipping\floaty gib bits and textures inside the model
  • Fixed disabled team not working on listen servers
  • Fixed City Merchant achievement being given to spectators if Knights win
  • Fixed add-on manager dialog not requesting focus properly
  • Fixed incorrect scheme colors in add-on manager dialog
  • Fixed missing loading icon in add-on manager dialog
  • Fixed “Bad pstudiohdr in GetSequenceLinearMotion()!” spew
  • env_projectedtexture should now work properly
  • Next and previous weapon selection will no longer try to select longbow, flatbow, and blunderbuss when they’re out of ammo
  • Fixed whacky score count issue on booty if there are 0 chests in the map


For Level Creators/Mappers:

  • Hammer can now preview .mp3, .ogg, and various other sound formats. Useful for ambient_fmod
  • Ham health pickup has been brought back for mappers (item_food_med)
  • trigger_jump can now be made to respond to players only
  • Added “OnKeyTaken” output for item_key
  • Added “OnPlayerDeath” output to trigger_hurt
  • New trigger_chest entity that responds only to chests with unique outputs for touching while carrying or not carrying a chest
  • Two new entities info_chest_remover and info_chest_spawner that can be used to add/remove chests and update the chest count properly
  • Added OnPlayerThrow output for weapon_chest entity
  • New info_team_scoring_indicator entity that can be used to specify where a scoring indicator should be (for chest zones)
  • New info_map_cvar entity that can be used to set ConVars that will be properly reset when the map changes


Everything Else:

  • Can’t attack gibs or kick them by default, now behind option cl_gibs_attackable for performance reasons
  • Added support for Discord game invites
  • Rich presence now shows “Joining a server…” while players are connecting
  • Removed big heads server option
  • Players will now have a key icon above their head when carrying keys instead of glowing
  • Keys will now glow
  • Chests will now save their entity names when they’re picked up and will be restored when they’re dropped
  • Significant improvements to ambient_fmod performance and loading, this should fix issues that could cause an infinite lag loop
  • New startup option “-nofmod” to start the game without FMOD (used for main menu music, buttons, and other sound related things)
  • mat_fullbright will now be reset to 0 on level shutdown. So if you transition from a map with no lighting to a map with lighting it works properly.
  • PVKII-specific shaders have been updated to support flashlights (an effect that’s used by certain entities like env_projectedtexture)




Join the conversation on the official https://discord.gg/pvkii PVKII Discord! Interact with devs, testers and creators!



Follow us on Trello for the latest development buzz, and as always, follow us on Facebook and Twitter for more updates.

Enjoy the update!

PVKII Team
Octoshark Studios