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Steam News15 September 20241y ago

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.

Full notes

Full Pirates Vikings & Knights II update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

12 fixes19 additions27 changes5 removals
  • Balance
  • Gameplay
  • UI and audio
  • Maps
  • Server
  • Fixes
changedWe’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.
changedGameplay Changes: General
changedIncreased Dodge-Roll cooldown (3s->4s)
addedAdded new attack direction indicators that show attack/parry weight
addedAdded a yellow-colored charge indicator for melee attacks that aren’t fully charged but are too heavy to perfect parry
addedAdded attack indicators to Shield-Bashes and Counter-Attacks
Dodge-Roll cooldown (3s4sDodge-Roll cooldown ( increased, nerf(10%12%( increased, buff(10%->12%) at 2x, (15%23%(10%->12%) at 2x, ( increased, buff(10%->12%) at 2x, (15%->23%) at 3x, and (20%35%(10%->12%) at 2x, (15%->23%) at 3x, and ( increased, buff

Pirates Vikings & Knights II changes

changedWe’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.
changedGameplay Changes: General
changedIncreased Dodge-Roll cooldown (3s->4s)
addedAdded new attack direction indicators that show attack/parry weight
addedAdded a yellow-colored charge indicator for melee attacks that aren’t fully charged but are too heavy to perfect parry

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

Source

Steam News / 15 September 2024

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