It's HERE
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PVKII Is a Halflife 2 Modification based on 3 teams from times past locked in a never-ending battle for wealth, dominance and power.
Pirates, Vikings & Knights II pits each team against one another in a variety of different scenarios enabling a varied, strategic, and fun gameplay. Each team has its overall strengths and weaknesses, as well as each member within those teams contributing special abilities for the success or failure of each goal.
Cooperation will lead you to victory and glory!
They will battle in territories familiar to them such as Medieval Castles, European Villages, Winter Landscapes, Grassy Plains, Sea Vessels, Catacombs, Sea Ports and more!
Immerse yourself in the PVKII world!
Whats new in Beta 2
- Three new classes to choose from (Pirate Captain, Viking Huscarl and Knight Archer)
- Improved combat system: directional blocking, more realistic hit detection
- Two new maps (pvk_arena and pvk_forgotten)
- pvk_island: balance and other changes
- pvk_fort: layout changes (Now Booty Tag)
- pvk_desertruin: Larger territory
- Updated playerguide (playerguide.html in pvkii folder)
- Various other changes and balances
Posts
Sounds catchier too.
If you find any bugs you'd like to report, We'd appreciate it if you could post them in the Bugs forum of pvkii.com!
Ninjas don't exist, Pirates wiped them out. ;-)
My Steam ID is Nimble Cat.
Don't smite new people too bad though :P
I used to think the Vikings were slightly dull compared to the others, but the axe throwing and shield bashing are really really nice to use.
PvK is win, though. Need to download it and start playing.
In fact I'm excelling at getting people to "About to be pushing up the daisies"-level health, only for the opposition- or worse, my own teammates- to finish them off and get credit.
Basically I don't understand how they can expend so much goddamn effort on a mod only to omit, say, an assist scoring function or a decent quick switch button. In other words Team Fortress 2 has completely ruined the game for me, and so unlike the initial release I just can't appreciate it for what it is. Which is a pity, because if I could give up TF2 for a month I'm sure I'd quickly grow into it.
I've played PVK since the HL1 version, so I did have a bit of an advantage over the new players. Still got my ass kicked plenty of times, especially by those damn huscarls who just run away and throw axes at you. Also, don't worry too much about kills Edcrab, only one map actually relies on kills to win. You can be a big help to the team by fulfilling the objective of the map.
Parrot was pretty awesome too
Kills? You're this upset that a meaningless number isn't added beside your name?
...Really?
If the score system was meaningless, there wouldn't even be a scoreboard. There is one, so it'd be nice if it worked properly. Fistful of Frags and Battlegrounds have perfectly serviceable damage/assist-based scoring systems.
You're acting like I've added it to my "never play this mod again" list: I simply find it hard to adapt after TF2 (seriously, it's the quick switch button going straight to the secondary I feel the absence of most) and so I'm not enjoying it as much as I should be.
The Huscarl is nice, but the 1h/shield is so severely lacking in damage, and charges the special extremely slowly. Thankfully it only takes a few axe tosses to get your bar full. Speaking of axe tosses, throwing axe kills are extremely satisfying.
Oh, and Goomba pretty much just dancesmashed me when he was a pirate...and not even the fast pirate.
Unless you go by awesome then it goes parrot followed by hook, I don't care if they're technically the same weapon.
It's simple Edcrab about the scoring system, the concentration for 2.0 was three new class models, their animations, sounds, and weapons. Aswell as a couple maps and the overhauled combat system. Also It's a beta and growing with each release.
TF2 is a retail game, PVK II we all work on our spare time. It'll get better and community suggestions are taken into consideration and heard. Have to pace ourselves and set milestones or you'll see even longer releases. Though now our goal is to do smaller updates, instead of one big huge one after a year of work. That really kills the fanbase to drag it out that long.
Thanks all for playing the mod, hope it brings you lots of fun. 8-)
It's really good to read comments on it, good and bad.
Just throwing this out here: we got any really kindly regs who'd consider hosting a PA PVKII server? Right now it seems that all the best servers are German (but hey, they seem to have a pretty good record for keeping douchebags out, considering my experiences last night).
Parrots block you. And it sucks.
But it is wonderful for just charging down a corridor and sending everyone flying, leaving you free to axe them up.
Gumpy - I'm just talking about normal Shield bash with the Knight and Huscarl shield, you can bash and if you hit them you can attack with the 1H sword for a few seconds after quickly then it puts the shield back up. Not the wonderfully chaotic special of the Huscarl.
Thanks Edcrab :P
As far as suggestions, nothing much really. The parrot thing again, maybe adding some sort of tracker ala TF2 for the Booty. I imagine an old world compass would fit the theme nicely. Assists (also ala TF2) would be nice.
I'll post in this thread later if I think of anything else important, but all in all I say good fucking work guys. It's a really well done second release and I look forward into sucking some of my buddies into it.
What's that about?
also I was mentioning this in a pvk2 server earlier, but I'd love to see wizard wars done in source.
Basically I think its so fights dont end up being one guy running in circles around the other.
And fiz... I think youre crazy. Are you playing on a decent comp? Its pretty awesome for me.
Protip: When you want to absorb the impact of something, moving toward it is probably not what you want to do. ;-)
Not yet, we need to spread this around a bit more. Just played on an awesome "Bomberman" server though. The admin gives Skirmishers no clip on the arena map. I think you can figure out in rest ;-)
Either way, it's a pretty awesome game.
Genius.
Wait, I actually haven't played this yet, I assumed from what you said that blocking direction is controlled by what direction you move in. Is it controlled by mouse movement? If so, then yes, inversion makes no sense.