Post news RSS PVKII 0.4.3.1 Update Released!

Featuring balance changes, bug fixes and refinements.

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An update to PVKII has been released. The update will be applied automatically when you restart the game. Server admins, please update your servers!

SCREENSHOTS & HIGHLIGHTS

oct2moddbpost2Archer longbow now displays fire effects in first person when holding a special

oct2moddbpost1New parry dagger model and texture for Assassin

oct2moddbpost4Added bisection dismemberment

CHANGELOG
Balance Changes

Assassin

  • Changed HP & Armor from 100/80 to 90/90
  • Removed crouch move speed passive
  • Removed fall damage resistance passive

Stiletto:

  • Increased base damage from 38 to 46
  • Backstabs now deal a guaranteed flat 50-95 damage, scaling with charge
  • Adjusted attack animation speeds to reduce choppiness
  • Now classified as a small weapon with a medium parry

The original implementation of backstabs was too finicky to be reliably used, and often led to facestabs that did way too much damage. The Stiletto is now overall stronger so the Assassin is less reliant on backstabs in general, and the backstab mechanic has been redesigned to be more reliable and predictable.

Crossbow Pistol:

  • Increased gravity from 1 to 1.4
  • Increased velocity from 2300 to 2600

Bolts now travel faster along the same steep arc, allowing the Crossbow Pistol to be used a bit more reliably from longer distances or against faster enemies without increasing how far it can shoot.

Caltrops:

  • Assassin now has 2 caltrop pouches, each with their own cooldown
  • Increased caltrop count from 7 to 10
  • Normalized and increased the size of caltrop spread pattern
  • Charging now properly affects throw range
  • Increased pouch velocity from 500 to 1500
  • Removed caltrop arming time
  • Decreased slow duration from 5 seconds to 0.5 seconds
  • Increased slow potency from 20% to 60%
  • Caltrops now despawn when the Assassin dies
  • Caltrops no longer make noise when deployed
  • Added a particle effect to the slow status

The annoying and nonthreatening slow has been replaced with a very brief interruption that trips up an enemy’s flow. This gives the Assassin room to engage, disengage, reload, or line up a headshot. Caltrops can now also be used as a skill shot. These changes aim to make the Caltrops a versatile and proper tertiary weapon, rather than an ineffective throwaway gimmick.

Heavy Knight

Sword & Shield:

  • Decreased fire rate from 0.5 to 0.58
  • Increased base damage from 45 to 46
  • Increased sword reach from 50 to 60
  • Increased shield bash reach from 50 to 55
  • Increased shield durability from 300 to 350

These changes make the HK’s sword and shield more distinct while reinforcing his playstyle. The extra reach on his sword and shield bash increases his sphere of influence, partially counteracting HK’s slow move speed and inability to stick to mobile targets. His shield’s durability now properly reflects the fact that it’s made of metal and belongs to the game’s tankiest tank.

Man-At-Arms

Halberd:

  • Increased base damage from 48 to 56
  • Decreased overhead damage mod from 1.2 to 1.0
  • Decreased thrust damage mod from 1.1 to 0.9
  • Decreased sideswipe damage mods from 1.03 to 0.87
  • New third-person animation for thrust attack

Previously, the Halberd’s damage came mostly from damage mods. These damage mods were absent in the Halberd’s counter attacks, which caused them to do less damage than normal. These changes add the missing damage into the counter attacks without changing the Halberd’s normal damage output.

Mace & Buckler:

  • Increased base damage from 45 to 46
  • Increased buckler bash damage from 10 to 15
  • Reduced buckler bash reach from 50 to 45
  • Increased buckler durability from 170 to 185
  • Increased swing speed slightly
  • Increased wind-up slightly
  • Adjusted counter attack animations and hit traces to synch up properly

As with HK’s sword & shield, these changes reinforce the MaA’s playstyle. He has to leverage his above average move speed to land shorter ranged but stronger bashes, and the slight buff in durability helps him resist an extra projectile attack.

Huscarl

  • Can now use his special with a broken or holstered shield

Sword & Shield:

  • Increased base damage from 36 to 42
  • Decreased shield durability from 380 to 295

The Huscarl’s shield no longer needs to be ridiculously durable now that he can use his special even when the shield is broken. His sword is no longer outclassed by Archer’s butter knife and now functions as a truly useful sidearm.

Gestir

Langseax & Shield:

  • Increased shield durability from 200 to 240

Bondi

Flatbow:

  • Increased Bondi’s move speed while drawing from 180 to 195

Seax:

  • Increased overhead damage mod from 1.13 to 1.17

Skirmisher

Cutlass:

  • Increased counter attack attack speed

Captain

Blunderbuss:

  • Can now be reloaded while crouching

Sharpshooter

Rifle:

  • Can now be reloaded while crouching

General Counter attacks:

  • Counter attack direction is now chosen rather than predetermined
  • Counter attacks can no longer be perfect parried

Shield Bash Combos:

  • Bash Combo direction is now chosen rather than always an overhead
  • Bash Combos can no longer be perfect parried

Miscellaneous changes:

  • New parry dagger model and texture for Assassin
  • Added more Assassin voice lines
  • Added bisection dismemberment
  • Added the ability to explode heads and snap necks with certain weapons
  • Shield weapon counter attack fixes
  • Removed screen shake when landing a shield bash
  • Added a new option in “Multiplayer Advanced” that toggles Shield Display style between Percentage or Raw Health
  • The longbow now displays fire effects in first person when holding a special
  • te_tortuga wall added in room underneath Bellamy’s Balcony
  • Fixed first person animations for the Sharpshooter
  • Animated MaA’s coat

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Comments
DevinShadowV
DevinShadowV

Hey guys it's been a while :D

Reply Good karma Bad karma+1 vote
Colonel-Sanders Author
Colonel-Sanders

Ahoy!

Reply Good karma+1 vote
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