Beta 2.3: Difference between revisions

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==Changelog==
==Changelog==
'''Orange Box Engine'''
'''Orange Box Engine'''
*Many weapons now use new particle system for their effects
*Many weapons now use new particle system for their effects
*Added new map name prefixes, the prefix is removed and Map Name displayed with Game Type on loading screen and map list. (bt_ for booty, te_ for territory, hg_ for Holy Grail, obj_ for Objective Push, lts_ for Last Team Standing, dm_ for Team Death Match)
*Added new map name prefixes, the prefix is removed and Map Name displayed with Game Type on loading screen and map list. (bt_ for booty, te_ for territory, hg_ for Holy Grail, obj_ for Objective Push, lts_ for Last Team Standing, dm_ for Team Death Match)
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'''Combat'''
'''Combat'''
*Attacking at the same time with fully charged weapons will stun both players
*Attacking at the same time with fully charged weapons will stun both players
*Blocking direction is now chosen automatically according to the attack direction of the opponent closest to the blocker
*Blocking direction is now chosen automatically according to the attack direction of the opponent closest to the blocker
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'''Shields'''
'''Shields'''
        Shields now block 100% of damage
*Shields now block 100% of damage
        Breakable Shields added - armor pickups restore shield health
*Breakable Shields added - armor pickups restore shield health
        Shield bash can now be charged. A charged bash pushes the opponent farther and does more damage
*Shield bash can now be charged. A charged bash pushes the opponent farther and does more damage
        Fully charged shield bash is a block breaker (stuns blocking players)
*Fully charged shield bash is a block breaker (stuns blocking players)
        When you bash (full charge) someone carrying a chest they will drop it
*When you bash (full charge) someone carrying a chest they will drop it
        Players now move faster when blocking with shield
*Players now move faster when blocking with shield
        Shield's counter attack is faster now
*Shield's counter attack is faster now
        Increased movement speed while blocking, still slower than when not blocking
*Increased movement speed while blocking, still slower than when not blocking
        Added a delay on shield bash stun, so a player cannot be stunned constantly
*Added a delay on shield bash stun, so a player cannot be stunned constantly
        Attacking a player who blocks with the shield with a fully charged attack will damage the player a little
*Attacking a player who blocks with the shield with a fully charged attack will damage the player a little
 
'''Classes'''
*HK special now stuns enemies
*Captain can now cancel his parrot recall by using right click again
*Keg re-spawns back after sometime
*Made the skirmisher cutlass attack at a faster rate
*Added dynamic crosshair to flintlock
*Reduced crossbow reload time
*Reduced Huscarl's walking speed when throwing axes
*Crossbow now pushes players
*Many class speed and damage tweaks for balance.
*Archer special now pushes players away
*Crossbow does less damage when not in aim mode
*Captain Special does 90% damage to self now.
*Removed crossbow zoom
*Reduced flintlock accuracy
*Reduced blunderbuss ammo in pickups
*Blunderbuss now has a pushback effect depending on range from player
*Berserker's attacks cannot be stunned while berserking
*The archer special now requires only 1 arrow
*Increased Heavy Knight special meter
*Increased archer special meter
*Reduced starting ammo for Skirmisher, Captain and Huscarl
*Keg explosion now pushes enemies farther
*Keg explosion now pushes shield blockers
*Archer special cannot be blocked by teammates
*Cannot turn while reloading blunderbuss
*Crossbow does some damage to shield blockers
 
'''New Class - Gestir'''
*Langseax/Shield weapon
*Spear with spear charge special
*Throwing Javelins
 
'''Menus/VGUI'''
*New team and class selection menus
*New main menu and background when starting game
*Changed team flag/player colors to match scoreboard and text
*Added punch death with icon (Captain left-strafe attack without parrot) and added drown death icon.
*The client's player is now highlighted in the scoreboard
*Personal Score Breakdown now displayed on scoreboard
*Added a new GUI for the end of a Round that will display the top mvps for the winning team, or if it’s a draw, the top 3 from all teams.
*Added a re-spawn timer HUD element
*Added class descriptions to the class menu
*New color correction based effects are now being used for Berserker Special, Grail Vision, and a Pushing Daisies Effect.
*Flintlock and Blunderbuss now use new crosshairs
*The charge bar now flashes when full
*Added an icon for when berserker dies from his own special
*Added Random and Cancel buttons to class selection


Classes
'''Game Modes'''
*Added player re-spawn delay to Grail and re-spawn waves to Territory and Booty
*Added Priority Spawn option for spawning during round starts


    HK special now stuns enemies
'''Holy Grail'''
    Captain can now cancel his parrot recall by using right click again
*Holy Grail will now only reach a minimum alpha of 0.25 so that maps of any size the players can more easily find the grail location
    Keg re-spawns back after sometime
*Reduced health regen rate with grail
    Made the skirmisher cutlass attack at a faster rate
*Grail is now always transferred to the player who killed the carrier as long as the killer has line of sight to the carrier
    Added dynamic crosshair to flintlock
'''LTS'''
    Reduced crossbow reload time
*Added to LTS a random chance for a whole round with sudden death at the start. mp_randsuddendeath controls the chance from 0(none) to 1(always)
    Reduced Huscarl's walking speed when throwing axes
*Added ability to set Sudden Death time in info_pvk
    Crossbow now pushes players
*Added a Revenge objective type for Last Team Standing for killing the person who killed you in previous rounds.
    Many class speed and damage tweaks for balance.
'''Booty'''
    Archer special now pushes players away
*Chests are now locked for 30 seconds at the start of the round so all teams will have an equal chance of getting to the chests (time can be specified by the mapper)
    Crossbow does less damage when not in aim mode
*The timer stops counting down if there are enemies inside the chest zone
    Captain Special does 90% damage to self now.
*Capturing a chest now gives health and armor
    Removed crossbow zoom
*The timer of the team that is currently winning now flashes. If the winning team changes it is announced with a text message
    Reduced flintlock accuracy
*Added a special to the chests. When you have a full special you can grab a chest and use your special to gain a speed boost
    Reduced blunderbuss ammo in pickups
*Added a mechanic for capturing a chest you did not own to subtract 5 points from your timer while adding 5 points to enemy timer it was stolen from
    Blunderbuss now has a pushback effect depending on range from player
*Reduced booty re-spawn time
    Berserker's attacks cannot be stunned while berserking
*Reduced speed when carrying a chest
    The archer special now requires only 1 arrow
'''Territory'''
    Increased Heavy Knight special meter
*Now supports multiple territories which show up on HUD. The more you own the faster your counter reduces
    Increased archer special meter
*Territories on HUD can use custom icons specified by the mapper in the mod_textures_mapname.txt file under maps folder
    Reduced starting ammo for Skirmisher, Captain and Huscarl
*Territories are now captured and remain in the team's control even when players aren’t in the territory
    Keg explosion now pushes enemies farther
*Mapper can decide if owning all territories in the map leads to a win and can specify a countdown to win when all are owned
    Keg explosion now pushes shield blockers
*Enemy teams can work together to take control of a territory away from the other team, but only one team can capture at a time
    Archer special cannot be blocked by teammates
*Enemies in territory will cause counter to countdown slower
    Cannot turn while reloading blunderbuss
*Flag entity can now be linked to a func_territory to have the flag update when the territory state changes
    Crossbow does some damage to shield blockers
*Added outputs to func_territory


    New Class - Gestir:
'''Maps'''
        Langseax/Shield weapon
*New map: te_sandstorm
        Spear with spear charge special
*pvk_saints removed
        Throwing Javelins


Menus/VGUI
'''bt_forgotten'''
*New pickup layout
*Blocked team spawns, its not possible to enter the spawn once you have left it.
*Attacking in spawns doesn't work now
*Each team starts with one chest, while the other 3 chests are outside the spawns (in the middle of each route)
*It’s now not possible to fall down the wooden planks when using the Viking-Pirate path
*Made the Viking-Pirate route more user friendly
*Added two new paths to Pirate base from Viking side
*Added one new path to Pirate base from Knight side
*Added one new path to Viking base from Pirate side
*Added two new paths to Viking base from Knight side
*Added new path to Knight base from Viking side
*Added new path to Knight base from Pirate side
*Changed Viking base, added more cover and new locations. changed spawn location.
*Changed Knight base, added more cover and changed the spawn itself.
*Made entrances wider (in the whole map)
*Fixed places where it was possible to exploit the chests
*Fixed graphical flaws
*Added rope on the boxes next to the tree in the Knight base
*Added enemy team flags to bases to show which route leads to which enemy


    New team and class selection menus
'''bt_island'''
    New main menu and background when starting game
*New pickup layout
    Changed team flag/player colors to match scoreboard and text
*Added a new path to Viking base from Knight side.
    Added punch death with icon (Captain left-strafe attack without parrot) and added drown death icon.
*Altered the old path to Viking base, making it wider mostly.
    The client's player is now highlighted in the scoreboard
*Altered the Pirate escape route, it now ends at the hubb jubb café
    Personal Score Breakdown now displayed on scoreboard
*Made the doors and stairs between Pirate and Viking base wider.
    Added a new GUI for the end of a Round that will display the top mvps for the winning team, or if it’s a draw, the top 3 from all teams.
*Made the cave leading to Viking base from Pirate base wider.
    Added a re-spawn timer HUD element
*Added new path for Vikings escaping the Pirate base. They can now escape through the disco.
    Added class descriptions to the class menu
*Made the cave and tunnel leading to Knight chest zone wider (Pirate side)
    New color correction based effects are now being used for Berserker Special, Grail Vision, and a Pushing Daisies Effect.
*Made the cave leading to Knight chest zone wider (Viking side)
    Flintlock and Blunderbuss now use new crosshairs
*Added a new path from the docks next to Knight base to the basement (Viking side)
    The charge bar now flashes when full
*Added rope from the water near the bridge at Viking-Knight side
    Added an icon for when berserker dies from his own special
*Fixed graphical bugs
    Added Random and Cancel buttons to class selection
*It’s now possible to shoot through the gaps in the Knight-Pirate basement gate
*Fixed locations where a player could exploit the chest
*Reduced the starting tickets of Knights from 480 to 450


Game Modes
'''hg_desertruin'''
*Now uses holy grail game mode
*Removed some pathways and added new ones for balance
*New pickup and spawn layout
*Added objects to help block ranged attacks in open spaces


    Added player re-spawn delay to Grail and re-spawn waves to Territory and Booty
'''hg_fort'''
    Added Priority Spawn option for spawning during round starts
*New pickup and player spawn layout
    Holy Grail:
*Added priority spawns
        Holy Grail will now only reach a minimum alpha of 0.25 so that maps of any size the players can more easily find the grail location
*Blocked some areas off where the grail could be thrown but not reached by player
        Reduced health regen rate with grail
*Added new path up the outside rocks
        Grail is now always transferred to the player who killed the carrier as long as the killer has line of sight to the carrier
*Fixed graphical flaws
    LTS:
        Added to LTS a random chance for a whole round with sudden death at the start. mp_randsuddendeath controls the chance from 0(none) to 1(always)
        Added ability to set Sudden Death time in info_pvk
        Added a Revenge objective type for Last Team Standing for killing the person who killed you in previous rounds.
    Booty:
        Chests are now locked for 30 seconds at the start of the round so all teams will have an equal chance of getting to the chests (time can be specified by the mapper)
        The timer stops counting down if there are enemies inside the chest zone
        Capturing a chest now gives health and armor
        The timer of the team that is currently winning now flashes. If the winning team changes it is announced with a text message
        Added a special to the chests. When you have a full special you can grab a chest and use your special to gain a speed boost
        Added a mechanic for capturing a chest you did not own to subtract 5 points from your timer while adding 5 points to enemy timer it was stolen from
        Reduced booty re-spawn time
        Reduced speed when carrying a chest
    Territory:
        Now supports multiple territories which show up on HUD. The more you own the faster your counter reduces
        Territories on HUD can use custom icons specified by the mapper in the mod_textures_mapname.txt file under maps folder
        Territories are now captured and remain in the team's control even when players aren’t in the territory
        Mapper can decide if owning all territories in the map leads to a win and can specify a countdown to win when all are owned
        Enemy teams can work together to take control of a territory away from the other team, but only one team can capture at a time
        Enemies in territory will cause counter to countdown slower
        Flag entity can now be linked to a func_territory to have the flag update when the territory state changes
        Added outputs to func_territory


Maps
'''hg_frostbite'''
*New pickup layout
*Added priority spawns near the grail for each team.
*New player spawn layout.
*Added ladders to the frozen cave(from the grail room area)
*Changed the entrance to the snow cave next to the pillar room
*Made the path to the frozen cave wider (The one next to the yard)
*Added a new location in the pillar room with the broken floors
*Added snowflakes


    New map: te_sandstorm
'''hg_temple'''
    pvk_saints removed
*Increased the size of the map and all areas to allow for more room to move during combat
    bt_forgotten:
*Added several player-controlled traps
        New pickup layout
*Tweaked a few traps to allow player control
        Blocked team spawns, its not possible to enter the spawn once you have left it.
*Added new rooms and pathways
        Attacking in spawns doesn't work now
*Added detail to rooms and halls - also blocks ranged users so melee players can get to them without being killed as easily
        Each team starts with one chest, while the other 3 chests are outside the spawns (in the middle of each route)
*Changed lighting to add variety to different areas of the map
        It’s now not possible to fall down the wooden planks when using the Viking-Pirate path
*Added themes to hallways to make it easier to distinguish one from the next (construction, foliage, dirt)
        Made the Viking-Pirate route more user friendly
*New pickup and player spawn layout
        Added two new paths to Pirate base from Viking side
*Removed jail cell basement because it was easily camped
        Added one new path to Pirate base from Knight side
*Added three priority spawns per team near grail for beginning of round so each team will spawn 3 players near grail
        Added one new path to Viking base from Pirate side
        Added two new paths to Viking base from Knight side
        Added new path to Knight base from Viking side
        Added new path to Knight base from Pirate side
        Changed Viking base, added more cover and new locations. changed spawn location.
        Changed Knight base, added more cover and changed the spawn itself.
        Made entrances wider (in the whole map)
        Fixed places where it was possible to exploit the chests
        Fixed graphical flaws
        Added rope on the boxes next to the tree in the Knight base
        Added enemy team flags to bases to show which route leads to which enemy
    bt_island:
        New pickup layout
        Added a new path to Viking base from Knight side.
        Altered the old path to Viking base, making it wider mostly.
        Altered the Pirate escape route, it now ends at the hubb jubb café
        Made the doors and stairs between Pirate and Viking base wider.
        Made the cave leading to Viking base from Pirate base wider.
        Added new path for Vikings escaping the Pirate base. They can now escape through the disco.
        Made the cave and tunnel leading to Knight chest zone wider (Pirate side)
        Made the cave leading to Knight chest zone wider (Viking side)
        Added a new path from the docks next to Knight base to the basement (Viking side)
        Added rope from the water near the bridge at Viking-Knight side
        Fixed graphical bugs
        It’s now possible to shoot through the gaps in the Knight-Pirate basement gate
        Fixed locations where a player could exploit the chest
        Reduced the starting tickets of Knights from 480 to 450
    hg_desertruin:
        Now uses holy grail game mode
        Removed some pathways and added new ones for balance
        New pickup and spawn layout
        Added objects to help block ranged attacks in open spaces
    hg_fort:
        New pickup and player spawn layout
        Added priority spawns
        Blocked some areas off where the grail could be thrown but not reached by player
        Added new path up the outside rocks
        Fixed graphical flaws
    hg_frostbite:
        New pickup layout
        Added priority spawns near the grail for each team.
        New player spawn layout.
        Added ladders to the frozen cave(from the grail room area)
        Changed the entrance to the snow cave next to the pillar room
        Made the path to the frozen cave wider (The one next to the yard)
        Added a new location in the pillar room with the broken floors
        Added snowflakes
    hg_temple:
        Increased the size of the map and all areas to allow for more room to move during combat
        Added several player-controlled traps
        Tweaked a few traps to allow player control
        Added new rooms and pathways
        Added detail to rooms and halls - also blocks ranged users so melee players can get to them without being killed as easily
        Changed lighting to add variety to different areas of the map
        Added themes to hallways to make it easier to distinguish one from the next (construction, foliage, dirt)
        New pickup and player spawn layout
        Removed jail cell basement because it was easily camped
        Added three priority spawns per team near grail for beginning of round so each team will spawn 3 players near grail
    lts_arena:
        New pickup layout
        Teams now spawn in the arena
        New sudden death - removed crows and flaming rocks now fall from the sky, lava rises faster
        New skybox includes volcano and apocalyptic clouds during sudden death
    lts_cathedral:
        New pickup layout
        New sudden death effects


Bug Fixes
'''lts_arena'''
*New pickup layout
*Teams now spawn in the arena
*New sudden death - removed crows and flaming rocks now fall from the sky, lava rises faster
*New skybox includes volcano and apocalyptic clouds during sudden death
'''lts_cathedral'''
*New pickup layout
*New sudden death effects


    Clamped player's velocity when jumping to prevent bunny hopping
'''Bug Fixes'''
    Reduced the height of many death icons
*Clamped player's velocity when jumping to prevent bunny hopping
    Moved custom death icons for traps to map specific mod_textures files to reduce loading on Maps that don't use them
*Reduced the height of many death icons
    Fixed team balance and player shuffle counting as suicide
*Moved custom death icons for traps to map specific mod_textures files to reduce loading on Maps that don't use them
    Kegs can no longer be blown up by teammates
*Fixed team balance and player shuffle counting as suicide
    Fixed moveplayer and moveplayerid commands not working correctly with mp_limitteams 0
*Kegs can no longer be blown up by teammates
    When suiciding with a keg or captain special it shows the correct icon now
*Fixed moveplayer and moveplayerid commands not working correctly with mp_limitteams 0
    Crossbow reload will cancel if you enter water while reloading
*When suiciding with a keg or captain special it shows the correct icon now
    Kegs can't kill parrots anymore when dropped on them
*Crossbow reload will cancel if you enter water while reloading
    Several fixes to make client and server hitboxes match better
*Kegs can't kill parrots anymore when dropped on them
    Fixed weapon sometimes not being switched to the best one when spawning
*Several fixes to make client and server hitboxes match better
    Berserk no longer gives a suicide when you die from it
*Fixed weapon sometimes not being switched to the best one when spawning
    Parrot no longer dies from captain special
*Berserk no longer gives a suicide when you die from it
    Fixed captain special being blockable with shields
*Parrot no longer dies from captain special
    Chests now properly award player kills of parrots
*Fixed captain special being blockable with shields
    Chest and Keg toss damage now adds to special bar of thrower
*Chests now properly award player kills of parrots
    Significantly reduced the push back from stuns so it can't be used for jumping out of melee range anymore
*Chest and Keg toss damage now adds to special bar of thrower
    Fixed auto-assign always assigning the player to the first team with the fewest players when there are multiple teams with the same player count
*Significantly reduced the push back from stuns so it can't be used for jumping out of melee range anymore
    Fixed captain special always inflicting full damage to the captain regardless of the distance to the explosion
*Fixed auto-assign always assigning the player to the first team with the fewest players when there are multiple teams with the same player count
    Skirmisher lunge damage is now limited per target
*Fixed captain special always inflicting full damage to the captain regardless of the distance to the explosion
    Team balance now chooses the newest player on that team who hasn't been team balanced already before
*Skirmisher lunge damage is now limited per target
    Dead players in scoreboard show dead string in the special status area now, instead of the player's name
*Team balance now chooses the newest player on that team who hasn't been team balanced already before
    When you pick-up the holy grail it will not override any slow effects currently in effect on your person
*Dead players in scoreboard show dead string in the special status area now, instead of the player's name
    Fixed pistol underwater reload bug
*When you pick-up the holy grail it will not override any slow effects currently in effect on your person
    Blunderbuss reload is cancelled if you enter water
*Fixed pistol underwater reload bug
    Can no longer grab the booty while loading special
*Blunderbuss reload is cancelled if you enter water
    Fixed a problem when a player didn't receive grail graced kill while under the effect
*Can no longer grab the booty while loading special
    Fixed an issue when projectiles would show onscreen at the end of a round
*Fixed a problem when a player didn't receive grail graced kill while under the effect
    Fixed an issue when player name wasn't seen sometimes when spectating
*Fixed an issue when projectiles would show onscreen at the end of a round
*Fixed an issue when player name wasn't seen sometimes when spectating


Miscellaneous
'''Miscellaneous'''
*Disabled walking
*Added a prop_dynamic_video that can play a BIK for the model texture
*Added lag compensation for NPCs (parrots)
*Added client side options for disabling head bob and melee view effects
*Blunderbuss and Flintlock now fire ranged impact events as well
*Added an event when a player throws a grenade type weapon (used with powder keg)
*Added a few mod events for melee swings, ranged projectile impacts, ranged impales, and projectile bounces
*New particles and sound when you have full special
*Added Universal ammo and armor
*Added trigger_nosuicide entity mappers can use to disable suicide in a specific area
*Added a berserker proxy to show players that a berserker is in his special
*Added prop_vehicle code to the fgd
*Blood Effects now show up on weapons after hitting an enemy
*Added an option to multiplayer advanced options for automatically taking a scoreboard screenshot at the end of a map
*Added a third-person glow effect for melee weapons to indicate when fully charged
*Chest drops gold coins when carried
*Fall Death Trigger can be set to not cause suicides
*Added a Waiting for players period prior to the start of the first round, to give people time to load the map.
*New ammo pickup model
*New Berserker Skin
*Reduced the blood effect when getting hit
*Increased health and armor pickup healing percentages
*Increased crouch walk speed
*Decreased backwards movement speed
*Parrots now have white Target IDs to tell them apart from players easier
*Modified Food Pickups to regenerate the health over a time period of 10 seconds rather than instantly. They also will stack so eating many foods will heal you faster
*Mute now blocks text as well
*Reduced the frequency of the jump sound while jumping
*Removed mp_friendlyfire


    Disabled walking
    Added a prop_dynamic_video that can play a BIK for the model texture
    Added lag compensation for NPCs (parrots)
    Added client side options for disabling head bob and melee view effects
    Blunderbuss and Flintlock now fire ranged impact events as well
    Added an event when a player throws a grenade type weapon (used with powder keg)
    Added a few mod events for melee swings, ranged projectile impacts, ranged impales, and projectile bounces
    New particles and sound when you have full special
    Added Universal ammo and armor
    Added trigger_nosuicide entity mappers can use to disable suicide in a specific area
    Added a berserker proxy to show players that a berserker is in his special
    Added prop_vehicle code to the fgd
    Blood Effects now show up on weapons after hitting an enemy
    Added an option to multiplayer advanced options for automatically taking a scoreboard screenshot at the end of a map
    Added a third-person glow effect for melee weapons to indicate when fully charged
    Chest drops gold coins when carried
    Fall Death Trigger can be set to not cause suicides
    Added a Waiting for players period prior to the start of the first round, to give people time to load the map.
    New ammo pickup model
    New Berserker Skin
    Reduced the blood effect when getting hit
    Increased health and armor pickup healing percentages
    Increased crouch walk speed
    Decreased backwards movement speed
    Parrots now have white Target IDs to tell them apart from players easier
    Modified Food Pickups to regenerate the health over a time period of 10 seconds rather than instantly. They also will stack so eating many foods will heal you faster
    Mute now blocks text as well
    Reduced the frequency of the jump sound while jumping
    Removed mp_friendlyfire
==External Links==
==External Links==



Revision as of 10:33, 7 November 2015

This article is a stub. Also known as The Orange Box Update, Beta 2.3 brought new life to the mod, introducing a wealthy amount of content, including a new character, a new map, a new game mode, and for the first time ever, Steam support.

History

The migration to the latest version of the Source Engine was announced by the time Beta 2.0 was released, in early 2008, however the programming team could not get the upgrade done by the time Beta 2.1 and 2.2 were released. Shortly after the release of Beta 2.2, the dev team announced that Steam support was greenlighted by Valve Software and thus they received the Steamworks technology, providing automatic updates and achievements.[1]

In february of 2009 the dev team announced the brand new features introduced in Beta 2.3 thanks to The Orange Box Engine's updates: soft colisions, facial expressions, custom particle systems, among other things.[2][3] Following that announcement it was revealed new information about the updates on several existing maps, such as Island, Temple, Frostbite and Forgotten.

On April 12th it was revealed for the first time the Gestir.[4] Gameplay video was released much later, in November. [5]

The new menus were revealed in September 2009, showing a new menu screen and a new character select screen, as well some of the achievements to come with the update.[6]

The planned december release was delayed due to many members of the PVK Team having a very busy schedule, and because of that the update wasn't polished in time for it's debut on Steam, which ended up being released on February 12th 2010.[7] Shortly after it's released, several bug fixes related to server crashes and frame stuttering were released outside Steam, and later with a patch.[8][9]

Gameplay

Classes

The Gestir

Maps

HUD/UI/Misc.

Media

Videos

Reception

Changelog

Orange Box Engine

  • Many weapons now use new particle system for their effects
  • Added new map name prefixes, the prefix is removed and Map Name displayed with Game Type on loading screen and map list. (bt_ for booty, te_ for territory, hg_ for Holy Grail, obj_ for Objective Push, lts_ for Last Team Standing, dm_ for Team Death Match)
  • Added thumbnails for maps for map list browser
  • Added Win system to use Medals now, Gold for winner and Silver for second placed team.
  • Added an Achievement notification panel for showing when you achieved and periodically with progress for longer count ones
  • Added over 100 achievements
  • Added a hints system to the loading screen
  • Added Support for Steam Community Groups for Server Admins and Server Community. sv_admin_groupid, sv_community_groupid, and sv_community_grouptag are the convars used to setup a server with this feature. Admin group takes precedence over all other special status, community group is lowest on totem pole.
  • Added cases carrying a chest and holding the grail for being in excited face state
  • Added other facial expressions
  • Added a particle effect when a player is stunned
  • New Objective Score System
  • Added kill assists
  • Added Steam Avatars to Scoreboard
  • Added soft player collisions
  • Added new OB water effect which makes the view look like you are underwater with a refractive overlay

Combat

  • Attacking at the same time with fully charged weapons will stun both players
  • Blocking direction is now chosen automatically according to the attack direction of the opponent closest to the blocker
  • When pressing the block key the player will now block to a random direction if there are no enemies nearby
  • Perfect Parry/Shield Bash now gives a speed boost for 1 second (to make it easier to hit players with a counter-attack)
  • Mouse2 can now be used to cancel a charged range attack
  • Added a speed bonus for melee attacks. The player's velocity now affects the amount of damage dealt.
  • When an attack is readied, Mouse2 now cancels the attack instead of going directly to block mode
  • Charged attacks are slightly faster than normal ones
  • Charge meter now slowly drops down for projectile weapons
  • Projectiles now deal less damage from point blank range
  • When attacking a blocker with a fully charged attack the blocker may be stunned and some damage will be delivered to him
  • Blocking with a large weapon is now slower
  • Increased charged attack bonus
  • Reduced perfect parry effect
  • All hit groups now do the same amount of damage (head, legs, arms..)
  • Damage received from getting hit by throwing chest/throwing keg increased
  • Blocking an enemy attack to the wrong direction may stun you
  • Player speed when blocking with melee weapons now depends on the class speed
  • Increased opportunity to counter-attack after a perfect parry

Shields

  • Shields now block 100% of damage
  • Breakable Shields added - armor pickups restore shield health
  • Shield bash can now be charged. A charged bash pushes the opponent farther and does more damage
  • Fully charged shield bash is a block breaker (stuns blocking players)
  • When you bash (full charge) someone carrying a chest they will drop it
  • Players now move faster when blocking with shield
  • Shield's counter attack is faster now
  • Increased movement speed while blocking, still slower than when not blocking
  • Added a delay on shield bash stun, so a player cannot be stunned constantly
  • Attacking a player who blocks with the shield with a fully charged attack will damage the player a little

Classes

  • HK special now stuns enemies
  • Captain can now cancel his parrot recall by using right click again
  • Keg re-spawns back after sometime
  • Made the skirmisher cutlass attack at a faster rate
  • Added dynamic crosshair to flintlock
  • Reduced crossbow reload time
  • Reduced Huscarl's walking speed when throwing axes
  • Crossbow now pushes players
  • Many class speed and damage tweaks for balance.
  • Archer special now pushes players away
  • Crossbow does less damage when not in aim mode
  • Captain Special does 90% damage to self now.
  • Removed crossbow zoom
  • Reduced flintlock accuracy
  • Reduced blunderbuss ammo in pickups
  • Blunderbuss now has a pushback effect depending on range from player
  • Berserker's attacks cannot be stunned while berserking
  • The archer special now requires only 1 arrow
  • Increased Heavy Knight special meter
  • Increased archer special meter
  • Reduced starting ammo for Skirmisher, Captain and Huscarl
  • Keg explosion now pushes enemies farther
  • Keg explosion now pushes shield blockers
  • Archer special cannot be blocked by teammates
  • Cannot turn while reloading blunderbuss
  • Crossbow does some damage to shield blockers

New Class - Gestir

  • Langseax/Shield weapon
  • Spear with spear charge special
  • Throwing Javelins

Menus/VGUI

  • New team and class selection menus
  • New main menu and background when starting game
  • Changed team flag/player colors to match scoreboard and text
  • Added punch death with icon (Captain left-strafe attack without parrot) and added drown death icon.
  • The client's player is now highlighted in the scoreboard
  • Personal Score Breakdown now displayed on scoreboard
  • Added a new GUI for the end of a Round that will display the top mvps for the winning team, or if it’s a draw, the top 3 from all teams.
  • Added a re-spawn timer HUD element
  • Added class descriptions to the class menu
  • New color correction based effects are now being used for Berserker Special, Grail Vision, and a Pushing Daisies Effect.
  • Flintlock and Blunderbuss now use new crosshairs
  • The charge bar now flashes when full
  • Added an icon for when berserker dies from his own special
  • Added Random and Cancel buttons to class selection

Game Modes

  • Added player re-spawn delay to Grail and re-spawn waves to Territory and Booty
  • Added Priority Spawn option for spawning during round starts

Holy Grail

  • Holy Grail will now only reach a minimum alpha of 0.25 so that maps of any size the players can more easily find the grail location
  • Reduced health regen rate with grail
  • Grail is now always transferred to the player who killed the carrier as long as the killer has line of sight to the carrier

LTS

  • Added to LTS a random chance for a whole round with sudden death at the start. mp_randsuddendeath controls the chance from 0(none) to 1(always)
  • Added ability to set Sudden Death time in info_pvk
  • Added a Revenge objective type for Last Team Standing for killing the person who killed you in previous rounds.

Booty

  • Chests are now locked for 30 seconds at the start of the round so all teams will have an equal chance of getting to the chests (time can be specified by the mapper)
  • The timer stops counting down if there are enemies inside the chest zone
  • Capturing a chest now gives health and armor
  • The timer of the team that is currently winning now flashes. If the winning team changes it is announced with a text message
  • Added a special to the chests. When you have a full special you can grab a chest and use your special to gain a speed boost
  • Added a mechanic for capturing a chest you did not own to subtract 5 points from your timer while adding 5 points to enemy timer it was stolen from
  • Reduced booty re-spawn time
  • Reduced speed when carrying a chest

Territory

  • Now supports multiple territories which show up on HUD. The more you own the faster your counter reduces
  • Territories on HUD can use custom icons specified by the mapper in the mod_textures_mapname.txt file under maps folder
  • Territories are now captured and remain in the team's control even when players aren’t in the territory
  • Mapper can decide if owning all territories in the map leads to a win and can specify a countdown to win when all are owned
  • Enemy teams can work together to take control of a territory away from the other team, but only one team can capture at a time
  • Enemies in territory will cause counter to countdown slower
  • Flag entity can now be linked to a func_territory to have the flag update when the territory state changes
  • Added outputs to func_territory

Maps

  • New map: te_sandstorm
  • pvk_saints removed

bt_forgotten

  • New pickup layout
  • Blocked team spawns, its not possible to enter the spawn once you have left it.
  • Attacking in spawns doesn't work now
  • Each team starts with one chest, while the other 3 chests are outside the spawns (in the middle of each route)
  • It’s now not possible to fall down the wooden planks when using the Viking-Pirate path
  • Made the Viking-Pirate route more user friendly
  • Added two new paths to Pirate base from Viking side
  • Added one new path to Pirate base from Knight side
  • Added one new path to Viking base from Pirate side
  • Added two new paths to Viking base from Knight side
  • Added new path to Knight base from Viking side
  • Added new path to Knight base from Pirate side
  • Changed Viking base, added more cover and new locations. changed spawn location.
  • Changed Knight base, added more cover and changed the spawn itself.
  • Made entrances wider (in the whole map)
  • Fixed places where it was possible to exploit the chests
  • Fixed graphical flaws
  • Added rope on the boxes next to the tree in the Knight base
  • Added enemy team flags to bases to show which route leads to which enemy

bt_island

  • New pickup layout
  • Added a new path to Viking base from Knight side.
  • Altered the old path to Viking base, making it wider mostly.
  • Altered the Pirate escape route, it now ends at the hubb jubb café
  • Made the doors and stairs between Pirate and Viking base wider.
  • Made the cave leading to Viking base from Pirate base wider.
  • Added new path for Vikings escaping the Pirate base. They can now escape through the disco.
  • Made the cave and tunnel leading to Knight chest zone wider (Pirate side)
  • Made the cave leading to Knight chest zone wider (Viking side)
  • Added a new path from the docks next to Knight base to the basement (Viking side)
  • Added rope from the water near the bridge at Viking-Knight side
  • Fixed graphical bugs
  • It’s now possible to shoot through the gaps in the Knight-Pirate basement gate
  • Fixed locations where a player could exploit the chest
  • Reduced the starting tickets of Knights from 480 to 450

hg_desertruin

  • Now uses holy grail game mode
  • Removed some pathways and added new ones for balance
  • New pickup and spawn layout
  • Added objects to help block ranged attacks in open spaces

hg_fort

  • New pickup and player spawn layout
  • Added priority spawns
  • Blocked some areas off where the grail could be thrown but not reached by player
  • Added new path up the outside rocks
  • Fixed graphical flaws

hg_frostbite

  • New pickup layout
  • Added priority spawns near the grail for each team.
  • New player spawn layout.
  • Added ladders to the frozen cave(from the grail room area)
  • Changed the entrance to the snow cave next to the pillar room
  • Made the path to the frozen cave wider (The one next to the yard)
  • Added a new location in the pillar room with the broken floors
  • Added snowflakes

hg_temple

  • Increased the size of the map and all areas to allow for more room to move during combat
  • Added several player-controlled traps
  • Tweaked a few traps to allow player control
  • Added new rooms and pathways
  • Added detail to rooms and halls - also blocks ranged users so melee players can get to them without being killed as easily
  • Changed lighting to add variety to different areas of the map
  • Added themes to hallways to make it easier to distinguish one from the next (construction, foliage, dirt)
  • New pickup and player spawn layout
  • Removed jail cell basement because it was easily camped
  • Added three priority spawns per team near grail for beginning of round so each team will spawn 3 players near grail

lts_arena

  • New pickup layout
  • Teams now spawn in the arena
  • New sudden death - removed crows and flaming rocks now fall from the sky, lava rises faster
  • New skybox includes volcano and apocalyptic clouds during sudden death

lts_cathedral

  • New pickup layout
  • New sudden death effects

Bug Fixes

  • Clamped player's velocity when jumping to prevent bunny hopping
  • Reduced the height of many death icons
  • Moved custom death icons for traps to map specific mod_textures files to reduce loading on Maps that don't use them
  • Fixed team balance and player shuffle counting as suicide
  • Kegs can no longer be blown up by teammates
  • Fixed moveplayer and moveplayerid commands not working correctly with mp_limitteams 0
  • When suiciding with a keg or captain special it shows the correct icon now
  • Crossbow reload will cancel if you enter water while reloading
  • Kegs can't kill parrots anymore when dropped on them
  • Several fixes to make client and server hitboxes match better
  • Fixed weapon sometimes not being switched to the best one when spawning
  • Berserk no longer gives a suicide when you die from it
  • Parrot no longer dies from captain special
  • Fixed captain special being blockable with shields
  • Chests now properly award player kills of parrots
  • Chest and Keg toss damage now adds to special bar of thrower
  • Significantly reduced the push back from stuns so it can't be used for jumping out of melee range anymore
  • Fixed auto-assign always assigning the player to the first team with the fewest players when there are multiple teams with the same player count
  • Fixed captain special always inflicting full damage to the captain regardless of the distance to the explosion
  • Skirmisher lunge damage is now limited per target
  • Team balance now chooses the newest player on that team who hasn't been team balanced already before
  • Dead players in scoreboard show dead string in the special status area now, instead of the player's name
  • When you pick-up the holy grail it will not override any slow effects currently in effect on your person
  • Fixed pistol underwater reload bug
  • Blunderbuss reload is cancelled if you enter water
  • Can no longer grab the booty while loading special
  • Fixed a problem when a player didn't receive grail graced kill while under the effect
  • Fixed an issue when projectiles would show onscreen at the end of a round
  • Fixed an issue when player name wasn't seen sometimes when spectating

Miscellaneous

  • Disabled walking
  • Added a prop_dynamic_video that can play a BIK for the model texture
  • Added lag compensation for NPCs (parrots)
  • Added client side options for disabling head bob and melee view effects
  • Blunderbuss and Flintlock now fire ranged impact events as well
  • Added an event when a player throws a grenade type weapon (used with powder keg)
  • Added a few mod events for melee swings, ranged projectile impacts, ranged impales, and projectile bounces
  • New particles and sound when you have full special
  • Added Universal ammo and armor
  • Added trigger_nosuicide entity mappers can use to disable suicide in a specific area
  • Added a berserker proxy to show players that a berserker is in his special
  • Added prop_vehicle code to the fgd
  • Blood Effects now show up on weapons after hitting an enemy
  • Added an option to multiplayer advanced options for automatically taking a scoreboard screenshot at the end of a map
  • Added a third-person glow effect for melee weapons to indicate when fully charged
  • Chest drops gold coins when carried
  • Fall Death Trigger can be set to not cause suicides
  • Added a Waiting for players period prior to the start of the first round, to give people time to load the map.
  • New ammo pickup model
  • New Berserker Skin
  • Reduced the blood effect when getting hit
  • Increased health and armor pickup healing percentages
  • Increased crouch walk speed
  • Decreased backwards movement speed
  • Parrots now have white Target IDs to tell them apart from players easier
  • Modified Food Pickups to regenerate the health over a time period of 10 seconds rather than instantly. They also will stack so eating many foods will heal you faster
  • Mute now blocks text as well
  • Reduced the frequency of the jump sound while jumping
  • Removed mp_friendlyfire

External Links