Pirates, Vikings, and Knights II cover
Pirates, Vikings, and Knights II screenshot
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Genre: Indie

Pirates, Vikings, and Knights II

Happy Holidays & Christmas Frostbite Map Update



Happy Holidays everyone!

Autumn Recap


Here are a few things we have been working on during the Autumn months. We have been doing more polish on animations and hope to show those off soon thanks to Lord B and our coders Felis and Spirrwell!

From all of us on the PVKII Teams and Octoshark Studios, have a happy holidays, and we'll see you soon celebrating 10 years of PVKII with a $50 Steambucks giveaway contest.

Glacier Progress
Click here to view more Glacier progress images!






Cara Optimization & Changes




Sandstorm Model & Texture Changes


A Frostbite Christmas


Update


Mini Xmas Update Changelog

A Frostbite Christmas
tw_frostbite limited xmas edition available until next update. Server owners please update your servers.
- Large gifts to jump on and shoot from, and other models from mrkit4423
- Kick-able and destructible Christmas trees and other fun winter props from Progsys
- Movable sledges from The Giblets of Jesus

Nominate PVKII for Mod of the Year 2016!





Moddb is throwing its annual Mod of the Year competition for 2016!



Award season is in full swing! We're in the nomination round and need your votes! The top 100 move on to the next round of voting.

Head on over to our Moddb profile and vote for us, then find your other favorite mods and throw them a vote too!

Thank you everyone for your support and votes in these awards!

PVKII Team
Octoshark Studios



https://www.youtube.com/watch?v=W2p6vhRDa1A

Nominate PVKII For Steam Game Awards!



Ahoy ther' everyone,

To our surprise, that Steam Autumn Sale has now open voting for the first ever Steam Game Awards!

For the first time in human history, our Steam Community will decide the nominees for the prestigious Steam Awards. This November you will get to choose nominees for 8 different categories as well as have the opportunity to create your very own award category.


So what are ye' waitin' for!? Vote by going to our page store in steam or PLAY.PVKII.COM to nominate the greatest game ever!

View all of the award titles and descriptions here: http://store.steampowered.com/SteamAwardNominations/

You'll also earn a badge through Steam by completing the following tasks:


COMPLETE THESE TASKS
Nominate at least 1 game
Nominate a game in each category
Play a game you've nominated
Review (or update your review) for a game you've nominated


And on top of that, if we all vote for PVKII, we could be featured in a historical showcase.

So get in there and nominate PVKII, share the above link(s), with your gaming buddies, or even share it with future PVKII lubbers!

Vote for PVKII & may the best fans win!

PVKII Team
Octoshark Studios

PVKII Update Released

An update for PVKII has been released. Server owners, please update your servers.

Code:



Add-on Manager:

  • Fixed KeyValues error if add-on title has control characters
  • Improved load order controls
  • New method for "Last Modified" in info panel, gets date and time from OS
  • Fixed local add-ons not having "Last Modified" field in info panel
  • Fixed incorrect time in info panel "Last Modified" field for loose files add-ons
  • Increased info panel size
  • Disabled VPK in-game packing for now

Workshop Publisher:

  • Fixed map add-ons being given a wrong type on existing update

GUI:

  • Fixed Character Info and Credits panels not closing when pressing Enter
  • Fixed "random parrot name" button in Character Info being chosen by default on Enter press

Maps:



Fixed cubemaps on:

  • bt_island
  • te_sandstorm
  • dm_fort
  • tw_fort


Miscellaneous:



  • VBSP no longer creates default cubemaps (fixes the "black cubemaps bug")
  • Heavy Knight no longer has "goofy" eyeballs

PVKII Workshop Update & Changelog



Happy Halloween everyone!



Another Halloween, another PVKII update! Beta 3.5 release features include: Steam Workshop, character texture and shader updates, map updates, and bug fixes. Server owners, please update your servers.

Screenshots, featuring add-ons:














Please see below for a Changelog that details many of the changes in this release. Head over to our Bugs/Support Forums to report any issues.

PVKII 3.5: The Workshop Update Changelog



Main Features



Steam Workshop:

  • Discover and share new content for PVKII! With Steam Workshop support, you can easily download add-ons for your game. Creators have already filled the Workshop with content, so browse away!

Add-on Manager (beta):

  • An entirely reworked custom content system. Simply put, Add-on Manager is a tool for managing both local and Workshop content. It also helps mod authors to prepare their add-ons for Workshop.

Workshop Publisher (beta):

  • The Publisher is an in-game tool which allows authors to upload their add-on to Workshop in few clicks. No need for external tools or command line.

Code Fixes and Updates



  • Added server tag for disable special
  • Added option for player color correction effects
  • Added multiplayer “color_correction_volume” entity
  • Added hurt delays for “trigger_hurt”
  • Added option for “trigger_hurt” to ignore health
  • Added CVAR for FF teammate damage message
  • Fixed mp_moveduringsuicide for dedicated servers
  • Fixed potential ragdoll related crash
  • Fixed FF team damage message cooldown affecting HUD “Team Damage!” message
  • Fixed certain server tags being broken
  • Increased Blood Pass Lifetime
  • Made cvar “debug_blood_pass_shader” not dev only


Map Updates



te_sandstorm:

  • Small visual changes including new desert date palms by LATTEH


bt_island:

  • Island updated with a fixed clipping brush


Character Class Updates



Captain:

  • BenRoach's Cutlass added!
  • Has an optimized world-model, big thanks to JuicyFruit for that.


Character Class Texture Changes


Material updates by El Negro detailed below:



Captain:

  • Small RTNL adjustments to make his coat look more dirty and dusty, but not way too much


Sharpshooter:

  • Improved the RTNL shading on Sharpshooter's clothing, should shine like it was real leather.
  • Replaced the "gold" seen on Sharpshooter with a more obvious colour, also gave its proper RTNL shading.


Huscarl:

  • Made the RTNL shading on his armour be less "prominent", it looked too bright. Changed how the helmet's RTNL works, it now shines like real steel instead of a semi-blob.


Gestir:

  • Fixed "blob of light" on Gestir's Helmet, should now shine like real steel.
  • Fixed the RTNL shading on the clothing, should now have visible but very subtle dust particles, similar to Captain's.


Heavy Knight:

  • Changed how RTNL acts on Heavy Knight so it's now more like real steel than "shiny steel"
  • Changed gold's colour so it looks similar to the Lord's.


Archer:

  • Changed cubemaps' intensity so it's now very, very subtle.
  • Normal map and RTNL on Scalemail has been changed, it should be VERY obvious now.


Man-At-Arms:

  • Improved yet again the RTNL shading, this makes his leather look more prominent and realistic.
  • MAA's gloves had no RTNL, that has been fixed.


Character Weapon Texture Changes



Captain:

  • RTNL and Texture itself improved to make sure Cutlass somehow fits the "lightness" of PVKII (blade is no longer dark, instead, bright gray)
  • Blunderbuss now has better RTNL shading on the wood.


Skirmisher:

  • Skirmisher's Cutlass' gold got a different colour, making it look like real dark gold while having its own shine to it.
  • Slightly improved the shading on the wood
  • Heavily improved the shading on the metal, will not look like a strange shiny blob around.
  • Skirmisher's Flintlock now has better metal and wood shading.
  • Keg has been revamped (textures not by me, credits to the original author).
  • Wood is now more prominent (less white) and has its own proper shine to it
  • Metal is no longer rusty as hell, only a very bit so and has better "dust"


Sharpshooter:

  • Dagger has been heavily improved, making it look very, very shiny. This is especially so on the Rubies and the gold itself.
  • Fancy Flintlock's shader has been revamped, it won't look like a blob of shine goes around it, instead, it looks like a fancy-but-used flintlock.
  • Rifle/Musket's RTNL has been revamped, it should have its wood and metal shine like real wood and metal, looking like it was somewhat used during its day. No longer an incredibly ugly blob around.


Berserker:

  • Big Axe has been heavily improved, it now has a more "stonish iron" look to the metal and the wood is shaded
  • Sword & Small Axe improved, having proper shadings on leather/wood and a better shine on their metals.


Huscarl:

  • Two-Handed Axe has been revamped.
  • Made the "gold" on two-handed axe be more prominent than the rest of the axe.
  • The "black" metal now has a better true shine while still looking relatively dark to the rest of the axe.
  • Added proper and better gold shine.
  • Wood now has its own shading
  • Sword has a better RTNL shading now.
  • Revamped the shield. Now has its own proper RTNL shading, making it so it has visible dust, dirt and "blood leftover" particles, as it should actually.
  • Throwing Axe has been improved, having a better shine to the metal and its own shading on the wood.


Gestir:

  • Spear has been revamped yet again, should have a better shade on the metal and proper shading on the wood.
  • Langseax should look a lot more like a rock-iron weapon.
  • Javelin revamped. Better normal maps, easily seen on the head. RTNL shading improved, should no longer be a shiny blob. Added proper wood shading.


Archer:

  • Archer's Shortsword has a new better RTNL. Metal now shines like real used steel. Shine on gold has been HEAVILY improved. Added proper wood shading, it didn't have before. Small change to the Normal Map to make those two metal circles on the handle look less pounded and less flatter.
  • Archer's Crossbow has a new RTNL, giving it better metal shine and proper wood shading.
  • Archer's Bow has a new RTNL, giving it a better shine to the metal and even leather.


Man-At-Arms:

  • Halberd has been revamped. Should no longer have a slightly blobby shine to the halberd's metal, instead, it's real steel. Added proper wood shading
  • Mace & Shield have been revamped as well. Shield now looks like a complete iron-steel shine. Mace has better metal shading. Mace's leather now has its own proper shading. Mace's wood now has its own proper shading. Mace now has some "dark gold" to it, seen especially see on the leather and the top, the circle of the spike.
  • Crossbow has been improved a little, should have the gold be very shiny, metal shine only slightly worse than gold and have proper wood shading.


Other Material Changes:

  • Improved Crosshairs, as seen on El Negro’s dev journal, have been added to 3.5
  • Better water splashes (these actually do still need more work)
  • Made some weapons be compatible to first-person textures, in this case they are named "w_[theiroriginalfirstpersonname]" and eases the modders' (specifically potential texturers) work A LOT. In a more technical manner, I changed their UVs to match those in first-person.
  • All bloodpass textures have been changed, making them look less shiny and more "brutal". Also changed the normal map and position of some blood.


Misc Additions/Fixes



  • Added option for advanced model shaders in advanced graphics options


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

Run for your life!

PVKII Team
Octoshark Studios

PVKII Update Released

An update for PVKII has been released. Servers must be updated to work with the current version!

EDIT:
During the first hours, certain server owners received a Steam library error which resulted in a forced LAN mode. This has now been fixed, if you were affected please try updating your servers again.

New Features:



  • Added cvar mp_disablespecial, enable/disable specials on the server
  • Added cvar mp_attackdirindicator, enable/disable the use of HUD attack
    dir indicator


Bug Fixes:



  • Fixed team changes affecting existing death notices
  • Fixed issues with achievement "The Promised Land"
  • Fixed group ID cvars not working with certain higher values
  • Pickup particles now disappear when mp_disablepickups is set to 1


HUD/UI:



  • Increased the size of advanced options menu
  • Modified the default font for menu GUI
  • Added frame for local player LTS avatar
  • Added loading image for avatar while Steam is fetching it
  • Removed old spray import button


Miscellaneous:



  • Updated Steamworks API, in preparation for upcoming updates
  • Added reason for team killing auto kicks
  • Kicks no longer make you bleed
  • Development CVARs on Windows are now hidden like they should be

Summer Recap & 3.4 Gameplay Video Featuring You!



Summer Recap News & 3.4 Gameplay Video Featuring You!

Happy Autumnal Equinox everyone! We hope you had an amazing summer full of games, parties, and PVKII!

It has been a while since our last news update, so we'd like to do more recap post for our fans to stay up to speed on things. So without further ado!

We all know what you all really want, and as you all may be aware of, we've been working behind the scenes on our next two classes: Viking Bondi and Pirate Buccaneer. Bondi development is well underway and more progress will be shown on the other character models in the future. These amazing models are being worked on by Corvalho, and are being brought to life by jRocket, Felis, Spirrwell, theForgotten, and of course constantly tested by Koko and his beta testing team.

More Bondi and character class progress is showcased down below, but first an awesome, chaotic gameplay video featuring you, the pvkii community, from a previous play with devs & testers event. Recorded by PVKII devs and testers, this video was put together by Agsma - Source Filmmaker scenes and all!

3.4 Gameplay Video Featuring You!
http://www.youtube.com/watch?v=kswhl4wAtSc

PVKLive Sept 18/16!

On Sunday September 18th we did another PVKLive Beta Test Stream. Thank you to everyone who tuned in, and those that spread the word! Missed the PVKLive stream? Watch it now on YouTube! You'll see many changes and additions including: bondi progress, balance testing, map updates, code changes, game mode enhancements, character dismemberment testing, and more! This is the best extensive video recap of content thus far!
https://www.youtube.com/watch?v=2lF7WmLgGhQ

Character Class Updates!

Corvalho's Bondi model and jRocket's shared animations are done and are being tested! Your favorite tag team programmers, Felis and Spirrwell, have been making great progress on his special and how he fits in with his viking brothers. Check him out in the PVKLive video above! Corvalho has finished sculpting the pirate-tank-teddy-bear Jamaican buccaneer, and has moved to the optimizing phase. In between his busy schedule, Corvalho last year sculpted out a Pirate 'Ealer, and has recently created official concept art for Viking Sied-Kona/Shaman, and Knight Female Assassin. Take a gander at his work below, and more extensively on GameBanana or his website portfolio. Showin' PVKII some mad love, and we have overflowing respect and appreciation for this man. Respeito Corvalho!










Map Updates!

Glacier, Temple, and Desertruin have received several updates over the summer courtesy of Hurtcules, Schatzmeister, and Latteh, respectively. Temple will be released in the next update! View more WIP screenshots for Glacier Temple and Desertruin





UI/ HUD Updates!

Newly promoted, and now e-famous, 2D/UI Artist Popemaster helps us revamp PVKII UI! And if that wasn't enough, ]MrModez shows us his awesome technical skills to update the main menu.








Other Updates!

- A hotfix was sent out fixing several bugs!
- Server ruleset code is underway for play styles like casual and competitive. View Spirrwell's latest dev journal here.
- Calling all Photoshoppers Achievements are being implemented! View winners here!
- Spirrwell has been working on an experimental Capture The Flag gamemode.
- Character dismemberment for all 9 in game classes has been completed minus torso dismemberment. Alas, limbs, limbs everywhere. We hope to see this in game soon. Thank you Juicyfruit for all your hard work!



Upcoming Updates!

- Steam Dev Days 2016 will be taking place October 12th-13th in Seattle. A handful of PVKII Devs will attend the event! Keep an eye on Facebook and Twitter for some updates!
- Our best damn dev Felis is working away on Workshop Beta implementation for PVKII. We'll see that in game sooner than you think! Check out our Workshop dev progress during PVKLive!

More updates are coming...

When the leaves and snow begin to fall, you'll see more updates from us trying to stay warm inside our little shacks B)
As always keep an eye on our Facebook, Twitter, and Trello for the latest PVKII Dev news!

Join the conversation below, and we'll see you in game!

PVKII Team
Octoshark Studios



*Please note all content is subject to change!

PVKLive Stream Beta Test Sept 18 1:30 EST / 5:30 GMT




Sunday September 18, 2016 1:30 EST / 5:30 GMT



#PVKLive Yet Again!

Join us, your PVKII Dev Team and Testers, this Sunday September 18, 2016 1:30 EST / 5:30 GMT for a twitch live stream beta test event featuring special guest developers LATTEH, Hurtcules, and Schaztmeister. Hosted by our testing team lead Kokoronokawari, come see latest developments including: new map updates, code changes, and exciting things in the works regarding a certain future class. Stop by for all kinds of surprises! Let all of your friends know you're watching using the hashtag #PVKLive

Click on one of the images below to view the stream the day of. Join the conversation on our forums and let us know if you want to come in the comments below!

See you Sunday!
PVKII Team
Octoshark Studios

Stream Links:


PVKII 3.4 Minor Hotfix Update

An update has been released for PVKII. This is a very minor hotfix update.


  • sv_airaccelerate and sv_accelerate are now accessible again. These are primarily used for surf maps. This will allow surf maps to function properly again.
  • ambient_fmod sounds now use a linear square rolloff model. Simply put, this means that maps that use the ambient_fmod entity to replace ambient_generic should sound much more alike. This allows mappers to switch from using ambient_generics with a lot less tweaking.
  • Fixed crash caused by spawning items (such as parrots) that can kill you. A bug had made it so if you were to spawn parrots with console commands, and they were to kill you, you would crash. This is now fixed.
  • Shield will now block explosive projectile damage properly. A bug had been created that caused shields to block explosive projectile damage completely. (Sharpshooter special and Captain special) They are now blocked properly and only reduce damage, not completely block it.

[Wave 3] Achievment Artists Assemble!



Wave 2 is over! We are blown away at the quality of work for our community during wave 2, especially the die hard achievement artists MS32 and Popemaster!

Here are your winners!

WAVE 3


The following achievements will be available for Wave 3 (aka Wave 2.5 *wink*)

Maps
1. bt_townsquare - Tug The War - Raise the cage on Townsquare for your team and have your team capture all of the chests at the start of the round - The Big Cheese
2. bt_townsquare - City Merchant - Win a round on Townsquare while your team has control of all chests – the Merchant
3. tw_desertruin - YeeHaa! - Win 10 rounds in tw_desertruin – Title: The Sandman
4. te_tortuga - Captain's Quarters! - Win a game on te_tortuga in under 6 minutes – Title: The Evil Taxi
5. te_tortuga - Keeper's Finders - Capture and hold at least one territory for an entire round on te_tortuga. – Title: The Settler
6. tw_tortuga - Feeding Fishies - Win a round in Tortuga by getting the last kill with the shark or piranhas - The Master Baiter

Classes
7. Sharpshooter - War Has Changed - Dominate enemy archer – Title: The Master
8. Beserker - Go Beserk! - Destroy 3 shields in one life. Title: The Wrecking Ball
9. Gestir (Beroxardas' suggestion) - Fifty Shades of Gestir - As Gestir kill a single enemy by using all of your weapons on him - Title: The Fetishist
10. Heavy Knight - Pinned Down - Block 10,000 ranged damage with the shield – Title: The Wicker Man
11. Heavy Knight - Coup De Grâce - Kill 4 enemies affected by a single Man-at-Arms special - The Opportunist
12. Archer - War, War Never Changes – Dominate an enemy Sharpshooter – Title: The Vault Dweller

Check out some awesome submissions below and submit your own over at our forums







So hurry! Deadline is July 31st at Midnight EST! We want to get these achievements in game and show off amazing art from our community!

PVKII Team
Octoshark Studios