Pirates, Vikings, and Knights II - Colonel

Notice: Applications for the Beta Testing team are now open until further notice. Your application will always be under consideration for when a spot opens up. However, this does not guarantee you will be selected to join the team because it is not a first come first serve process. This is to create an archive and waiting list.

The Pirates, Vikings and Knights II team is always on the lookout for trustworthy and dedicated Beta Testers. If you feel you meet the requirements below, follow the application instructions at the bottom of this post.

Test Times and Requirements
  • We currently host two tests per week.
  • Sundays at 13:30 EST / GMT -5 and Wednesdays at 13:30 EST / GMT -5
  • Attend at least 4 tests per month and try to attend one test a week, for at least one hour.
  • Beta Testers are also expected to spend time outside of the scheduled tests, checking for bugs and improvement possibilities.
  • Only apply If you can make at least one of these days and times on a regular basis.
  • We have clear rules to go over with you upon joining the team. We want to have an expected and consistent, minimum number of testers at each test. Not following the rules will result in us starting our 3 strike process. Don't take it personally, we have to respect our team and development.

  • Our final requirement: Sworn Secrecy. Any Beta Tester who leaks private beta content, and/or information to the public will be removed from the tester team. You may also find yourself banned from future PVKII releases and, in some cases, removal from this plane of existence. Only apply if you can keep information private and cherish your existence in this world.

If you've made it this far, you can make both our scheduled tests on a regular basis and can keep a secret. In that case, we're glad to take your application.

To apply, send an email to:
  • octosharkrecruitment[AT]gmail[DOT]com
  • Subject: "[FORUM NICKNAME] Beta Team Application"
Your email must be written by you so we may know your fluency with the English language. We do not accept translated application emails.

In the email, include the following:
  • Forum nickname
  • Age
  • Location
  • Steam Community Page
  • In-Game nickname
  • Ability to participate in the two test days on regular basis
  • Experience with pvk2
  • Any testing experience
  • The reason you want to be a tester

Thank you, we look forward to your application!

Join the discussion and community on our forums today!

Pirates, Vikings, and Knights II - Colonel

On January 1st of this year, PVKII turned 10 years old! The giveaway contest is over but you can still celebrate with us by posting in this thread. Congratulations to LittleBirdy, winner of the 10 Years of PVKII $50 Steambucks giveaway! More exciting things for celebrating 10 Years of PVKII are coming.

Our coders and artists have been hard at work getting dismemberment and gibbing in-game for you. Only texture work is left. We will work hard to get this feature in a near future patch.

Check out this video of us testing insta-gib feature (with one hit kill and team kill options on for fun)


View more of Lord B's first person Bondi animations here.


In order to have character voice commands that fit any future game mode we've asked our voice actors to do more commands like "get the objective" or creative approaches like "hand me that there thing-a-ma-bobber." Take a listen to PJIII and tFg's recordings below:

Sharpshooter (PJIII)

Captain (tFg)

Heavy Knight (tFg)

Felis "Server Rulesets"

Hurtcules "Source Pipeline"

Lord B "Bondi Animations"

Corvalho "Buccaneer Progress"

Applications for the Beta Testing team are now open until further notice. Application emails will create an archive and waiting list. Your application will always be under consideration for when a spot opens up. However, this does not guarantee you will be selected to join the team. If you think you have what it takes and have time to help us out, head on over and apply!

Follow us on Trello for the latest development buzz, and as always, follow us on Facebook Twitter Youtube and Mod DB for more updates. Also, follow the latest in the community at our official Steam Group!
Pirates, Vikings, and Knights II - Colonel

Well, there hasn’t been much PVKII news... until today. We have still been hard at work trying to bring you a game we have enjoyed developing. I know you’re probably expecting a ton of new media but I have none to offer. Over the course of the past month or two the team has been at work on something different. We’ve decided to go in a new direction with the mod and have been working mainly on working out the concepts.

For starters, we’ll be introducing a more advanced system of combat. Currently, the system is quite a bit flawed as many have pointed out on the forums among other places. The fact is it’s just too easy to block whore and slows combat down way too much. For starters there will be a new stamina bar in place which will cover blocking, swinging, running and jumping. The larger the weapon and more armor a player has, the quicker the stamina runs out and longer it takes to charge. The Berserker’s dual wield will be affected by this the most. We feel this will stop players from running around endlessly holding down block.

In addition to the stamina bar, players will also need to work on their reaction skills. There will be close to 8 different directions a player will be able to swing, depending on their movement direction and the way they swing the mouse. The blocker will also have 8 directions of block to correspond to these attack directions, which will need to be timed appropriately. It may be a tad difficult to pick up at first, but with time we expect all players will be capable of using it easily as second nature.

The last addition to the combat system we plan to implement is a parry/weapon lock mode. When players swing at the same time they will go into a weapon lock for 10 seconds. During this time each player will have a new graphic on their GUI which works kind of like DDR. The graphic will display (random) directional arrows and the players will follow them in succession for the 10 seconds. The player with the greater ability to match these directions will win the battle and knock the opponent down for a quick strike.

Aside from just the combat system changes, the game itself will be undergoing a large reworking. We decided that the simple FPS style gameplay is causing players to lose interest quickly, as we’ve seen many complaints about this. We realized the appeal an upgrade system like most RPGs have, and decided to implement something similar. There will be two ways to go about this depending on the server you’re on. Non-Official servers will host the original maps where the player will be awarded money for kills and map objectives. Every player will start out with one weapon and can buy other weapons as they earn money, and upgrades to make their weapons/armor stronger. Players will reset back to 0 at the end of each round.

For players on official servers, there will be a range of new maps. These maps will be very large scale and will take place across several servers running different maps to account for the different parts of the world. For example, a map like Island will actually comprise of up to 5 maps on 5 different servers. Players will progress through each map as they get stronger and more capable of taking on the dangers that await them. There will be no experience, on money to buy weapons and upgrades. As a bonus, players will be able to skip all the hard work if they choose to and can buy the upgrades online using real money, but this is only an option, not a necessity.

The last change we decided to implement is to add even more variety and spice to the game. We’ve seen countless requests for a fourth team and have decided that with our new plans for a larger world and upgrade system, we can accommodate a fourth team. We don’t want to decide what the team will be without input from the community, so we’ll be arranging a list of possibilities and will set up a poll in the forums sometime in the next few days.

As you all can imagine, development has gotten quite a bit more serious at this point. More time is going to be needed for us to fill in all these plans. Because the game will be so much different from here on out, we won’t be able to update the current one and most likely won’t be releasing an early version of the new game. Chances are it will only cause anger and upset players when another version comes out and we need to reset players’ data. I hope you all look forward to these new plans for the mod as much as we do, we’re all very excited about this.

*Happy 10 Years of PVKII!
Community Announcements - Colonel


It's here, it's finally here!
PVKII has hit the web, picking up the shards from it's HL1 predecessor, twisting and turning them to create leaner, meaner and prettier non-historically accurate action than ever before.
Pitting nimble Pirates, powerful Knights and mighty Vikings against each other on the HL2 engine, PVKII features an innovative melee combat system, nearly 100% custom content and a complete lack of ninjas, designed to be all that its predecessor was, and more!

Happy New Year, and Happy 10th Birthday to Pirates, Vikings, & Knights II.

The sequel to one of the greatest Half-life mods of all time.

A decade ago PVKII 1.0 was released. No matter which way you slice it; PVKII is alive and kicking, and it's all thanks to our amazing fans and passionate devs, testers, creators, and contributors, and EVERYONE from years past. From the battle-torn bottom of our hearts, thank you everyone.

As we've said throughout the years, stay with us, development for PVKII, the mod that doesn't quit, will continue. Take a fun look back from where we came with this youtube playlist:


The party has only begun, stay tuned for some celebratory particles in our next update, coming very early 2017.

Finally, what would a celebration be without a gift! Register your account, or log in and post in the forum thread a favorite, memorable, and timeless tale from the 10 years PVKII has been around. One lucky winner will be selected on January 15th, 2017. Contest closes on Jan 15th 12 12:01 PM EST GMT-5.
Prize is $50 in Steambucks awarded to your steam account!

  • 500 word maximum. 100 word minimum.
  • Giveaway contest is open to PVKII Beta Testers, Authorized Creators, Contributors, and all members of the PVKII Community. PVKII Developers are contest judges and will vote for the winner.
  • Tell us when you started playing.
  • Memory must be from your playing days in the PVKII community. Can be from the first day you installed PVKII until today!
  • Story must not be offensive, disrespectful or rude. No trolling. Any of that kind will be break the rules of the contest.
  • You must post your entry in our website forums, any contest entries here on steam, or anywhere else will not count!
  • Only 1 entry per person. No duplicate or phony PVKII forum or Steam accounts.
  • Any video or photos to add to the story would be a plus! If the video or photo is not yours, please provide credit to the author.
  • Must elicit some positive emotion in the judges (i.e. made us laugh, made us cry, etc.)
  • Reminder you must be a member of the forum to post in the thread. You must respond to a personal message sent through the forums that states you have won, with in 10 business days. If you do not respond accepting your prize we will select another user.

So time to light your pipe, sit in your rocking chair next to the fire, and tell us your favorite PVKII memory in detail.

Happy Birthday PVKII!

Octoshark Studios


Developer voting for the 10 Years of PVKII $50 Steambucks Giveaway Contest is now closed.

And the winner is, with 40% of Developer votes....


It was a close race between LittleBirdy, Brandell, and Dobbi124.

LittleBirdy won us over with his touching tales of a PVKII tournament at the Computer Lab at his school, gathering friends to play in India and in US, and his poetic and expressive appreciation. Congrats LittleBirdy!

Thank you all for your participation in the contest, thank you for your boundless appreciation that goes beyond 500 words, and thank you for your passion for PVKII through out the years.

Community Announcements - Colonel

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

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

Community Announcements - Colonel

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!

Octoshark Studios

Community Announcements - Colonel

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:

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!

Octoshark Studios
Nov 17, 2016
Community Announcements - Colonel
An update for PVKII has been released. Server owners, please update your servers.


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
  • 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

Fixed cubemaps on:
  • bt_island
  • te_sandstorm
  • dm_fort
  • tw_fort

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

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

  • Small visual changes including new desert date palms by LATTEH

  • Island updated with a fixed clipping brush

Character Class Updates

  • 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:

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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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'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"

  • 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.

  • 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.

  • 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.

  • 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'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.

  • 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!

Octoshark Studios
Sep 25, 2016
Community Announcements - Felis
An update for PVKII has been released. Servers must be updated to work with the current version!

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

  • 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

  • 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

Search news
May   Apr   Mar   Feb   Jan  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003