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Update notes via Steam Community
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
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