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Titan Quest 2 chapter two makes drops more exciting in the Greek fantasy ARPG

Diablo 4 is now deep into its tenth season, and most of its ARPG contemporaries are similarly locked into the live-service format nowadays, whether it be Last Epoch, Path of Exile, or Torchlight Infinite. There are some outliers, however, and Titan Quest 2 stands among them. Much like the 2006 original, developer Grimlore Games is building something designed as a more traditional experience that you can enjoy once or keep coming back to with new builds, rather than rolling out regular resets. It's proven to be a success so far, and now the second chapter has just been launched.


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Titan Quest 2 system requirements

Titan Quest 2 roadmap plots out early access updates for the Greek fantasy ARPG

Titan Quest 2 is suddenly out as Diablo's beloved Greek mythology rival returns

Chapter 2: “The Northern Beaches” Available Now!

[p]Heroes,[/p][p]Today we launch our first major content update for Titan Quest II: “The Northern Beaches”, the second chapter in your journey to face Nemesis.[/p][p][/p][p]Here’s a small preview of what awaits you in this new adventure:[/p][p][/p][p][/p][h3]A Whole New Chapter to Explore[/h3][p]The Northern Beaches, where legends hunger for lost adventures and mortals dare not tread. A vast new area full of Fated and World Quests, nine dungeons, and hidden treasure awaits you.[/p][p]Follow the prophecy of the Fates, stand with Glaukos on his path to redemption, and trace Nemesis’ steps through these haunted coasts.[/p][p][/p][p][/p][h3]Great Foes Await[/h3][p]Three thrilling major boss encounters challenge you throughout this chapter. Perfect your builds, hone your skills, and equip the strongest gear you can find to take down these dangerous enemies.[/p][p][/p][p][/p][h3]A New Tier of Divine Power[/h3][p]This update unlocks the 4th Tier of each Mastery. Experiment with a total of seven new Actives and fourteen Passives. Engulf your opponents in a Volcanic Eruption, weather their attacks in Stone Form, or risk it all with Valor and a Sword of Damocles hanging above your head.[/p][p][/p][p][/p][h3]More Gear and Better Loot[/h3][p]Discover eleven completely new unique items with powerful effects. In addition, we’ve continued our rework of itemization. The first step is making Affix Tiers available for almost all affixes.[/p][p]This means that when you find a new upgrade, it isn’t just a small increase of a few percent—it’s a much more noticeable improvement. This should make the item chase more rewarding than in previous patches.[/p][p]Keep your eyes peeled for future updates to our itemization—we’re not done yet![/p][p][/p][p][/p][h3]New Creatures to Fight[/h3][p]The ichthians have bolstered their ranks with new horrors such as Ketos Spawn, shark-like Bruisers, and their devastating new Commanders. You’ll also encounter Living Statues, the Hippkampos Foal, and other strange beasts roaming the lands.[/p][p][/p][p][/p][h3]Final Words[/h3][p]We hope you enjoy this new update and look forward to hearing your feedback and thoughts. This Chapter concludes your fight against the Ichthian threat. In future updates, we’ll take you into brand-new biomes and introduce an entirely new faction to fight.[/p][p]And please remember: while we were able to deliver this update earlier than outlined on our roadmap, this won’t always be possible!

You can find the full changelog here[/p][p][/p][p]—The Titan Quest II Team[/p]

Titan Quest II EA Update About to Open the Gates to the Northern Beaches!

[p]It's almost time... THQ Nordic and Grimlore Games will release a major Early Access content update for Titan Quest II tomorrow, introducing the brand-new chapter: the Northern Beaches.[/p][p]The Northern Beaches chapter expands Titan Quest II’s world with more combat variety, environmental storytelling, and strategic depth, available tomorrow for all Early Access players!

Players will continue their campaign against the Ichthians as they push toward the King of Tides’ stronghold. The update delivers new locations, new enemies, three formidable bosses, fresh skills for every mastery, and plenty of secrets to uncover.

Highlights of the Northern Beaches chapter include:[/p]
  • [p]Epic Showdown with the Ichthians: Battle through waves of Bruisers, commanders, and finally confront the mighty King of Tides, whose magic trident unleashes devastating cold-damage attacks.[/p]
  • [p]New skills across all masteries![/p]
  • [p]Unleash icy control with the Frostbite skill tree, layering Cold Snap, Frost Explosion, and Deep Freeze for devastating chain reactions.[/p]
  • [p]Re-engineered Stone Form now allows channelled skills while active, paired with Shockwave and Rock Explosion for tactical crowd-control.[/p]
  • [p]Harness Earth’s raw power with Volcanic Eruption and a boosted Earthquake, protected by Stone Form’s defensive bonuses.[/p]
  • [p]Go head-to-head with the new Warfare skill Valor, calling down the Sword of Damocles for massive damage buffs... at a price.[/p]
  • [p]Fresh Challenges & Exploration: Discover new puzzles, hidden corners, and the Rogue mastery’s latest tricks as you scour the storm-lashed shoreline.[/p]
[p][/p][p]Check out our deep dive video - here [/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Venture into the mythic coasts of the Northern Beaches in Chapter 2 of TQ2!

Venture into the mythic coasts of the Northern Beaches in Chapter 2 of Titan Quest II!
[p][/p][p]In Titan Quest II’s second chapter, venture forth into the Northern Beaches, mythic coasts where legends hunger for lost adventurers and mortals dare not tread. Beautiful blue waters hide deadly secrets, ruins from a dozen different kingdoms sink into white sands, and the safety of civilization is left far behind in the south.[/p][p][/p][p][/p][h3]Nemesis Hunts You…[/h3][p]In this chapter’s Fated Quests, fight to unravel the secrets of Nemesis’s dark plans before she hunts you down. The Fates may have given you a path to walk, but you need to take the steps yourself, and only a hero with grit and determination can hope to stand against Retribution. No mere mortal can defeat a god, so you must become more than mortal. [/p][p][/p][p]Discover a link between the dark goddess and the Ichthians, the malevolent fish-men who laid waste to the southern human lands. It’s time to strike back! Battle your way into the heart of their stronghold, face powerful new types of Ichthians, and face their ruthless king to deal with the fish-man threat once and for all. [/p][p][/p][p][/p][h3]A Saviour of the Stranded…[/h3][p]In the World Quests, aid a crew of shipwrecked travelers scattered across the beaches after a monstrous attack at sea. The waves hide many secrets, and without a hero to aid them, most of the crew will be lost forever amongst the bones of adventurers. Find ancient treasure, encounter monsters from Greek mythology, but be on the lookout for tricks and surprises.[/p][p][/p][h3]Ancient Legends Stir…[/h3][p]Along the way, encounter mythological creatures and foes, including an exciting new chapter boss: Skylla, the scourge of sailors, the feared sea monster that devoured six of Odysseus’ crew and menaced the Strait of Messina throughout the age of heroes.[/p][p][/p][p][/p][p]The next chapter of your odyssey awaits. Will you step up, defy the goddess of vengeance, and become the hero legend demands?
We will share more details about the content of this update very soon as well as information about its release.[/p][p][/p][p]The Titan Quest II Team[/p]

Titan Quest II - Early Access Minor Update 1

[p]Titan Quest II - Early Access Minor Update 1 - 0.1.2-public.99841+win.1784[/p][p][/p][p]Hello everyone![/p][p]Welcome to our first Minor Update for Titan Quest II.[/p][p]In the past hotfixes we already addressed some of the more pressing issues like potential crashes.[/p][p]With this update we also make minor changes to systems, quality of life topics and of course balancing.[/p][p][/p][h3]Balancing High Level Notes[/h3][p]Our goal for balancing in this update is to address some build options that trivialize the game to a degree we hadn't intended.[/p][p]In general our approach to weakening things is to never "overnerf". Abilities should still be fun and do what they promise. We just want to bring them in line more with what is intended.[/p][p]With any changes we make, we will monitor how they impact gameplay and then re-evaluate them for future updates.[/p][p]It's important to mention that we don't plan to focus on only nerfing things in the future. On the contrary. We are looking at skills and playstyles that underperform and will buff those with future updates as well.[/p][p][/p][p]The major topics we wanted to address in regards to balancing in this patch are:[/p][p]- Ice Shards: You all knew this one was coming. As many of you are aware this ability over-performed "slightly". Our main goal is to ensure the ability can't "do it all" without much drawback anymore.[/p][p]In addition we changed the "Chaos" modifier so that it can be more useful on its own.[/p][p]- Overload: We found that the drawbacks of high amounts of overload were too easy to mitigate completely. Maintaining very high Overload should now require more build and gear investment.[/p][p]- Bleed Ailment Fix: We fixed a bug that caused the bleed ailment to potentially cause Rupture on application. In combination with the amount of Rupture damage not being correctly reduced on bosses (also fixed) this caused some builds to wreck bosses HP bars.[/p][p]- Smaller Changes targeting "One-Shot" Builds: We made several smaller changes to abilities that are aimed at making it less easy to (almost) oneshot bosses.[/p][p][/p][p]You can find the further detailed balancing changes below.[/p][p][/p][h3]Itemization High Level Notes[/h3][p]A lot of feedback mentioned itemization as being not exciting enough. We will make more changes here in the future, but with this update we already wanted to start with some first steps.[/p][p][/p][h3]Affix Tiers[/h3][p]Some item affixes scaled based on their item level. This meant that there was a very gradual increase in power for them, which resulted in very unexciting moments of swapping an item out due to a 1-2% increase.[/p][p]We want to change these affixes to use "Tiers", like some others already do.[/p][p]This means that while your items might stay "optimal" for some more levels, the increase in power for when you do find one in the next Tier will be more noticeable and thus more exciting.[/p][p]In order to enhance the effects of this change we have also increased the amount of Tiers these affixes have to create a smooth but motivating item progression.[/p][p]Due to time constraints we have only implemented these changes for 2 important affixes: Health increases and Flat Damage increases. [/p][p]We will roll this change out for all other Affixes with future updates.[/p][p][/p][h3]Unique Weapon Damage[/h3][p]We noticed that some unique weapons were lacking in damage when compared to magic or rare weapons.[/p][p]To bring them in line with damage expectations we added Flat Damage affixes to these unique weapons.[/p][p][/p][h3]New Gamepad Control Preset[/h3][p]We have added a new preset for gamepad controls. The two modes now present have the following goals:[/p][p]Default: The current mode. Goal here is to have as many abilities as possible accessible on-good-to-reach buttons without having to press multiple buttons. The disadvantage here is that especially when using more abilities in your skill rotation you have to perform some awkward inputs.[/p][p]Alternate:The newly added mode. This uses a "modifier" button that allows us to bind buttons twice. So you can get more mileage out of your good-to-reach buttons, but need to perform a more complicated input to get that.[/p][p]We have also added an "experimental" way for the potion-use in this new scheme to free up more buttons. It might take some getting used to, but we believe it has great potential.[/p][p]We are looking forward to feedback from gamepad users regarding this![/p][p][/p][h3]General Combat[/h3][p]- Dialogues and other interactions are now only canceled on damage taken on not when 'in combat' (as this can trigger through aura effects etc. as well)[/p][p]- Interactions with destructibles will no longer trigger the 'in combat' state [/p][p]- Fixed outline calculation for box shaped destructibles. Approaches should now work properly when attacking them.[/p][p]- Fixed previous target for 'Keep Target For Repeated Casts' not resetting correctly when ability execution would fail (e.g. because you're out of mana)[/p][p]- Portal is now usable directly when combat ends, not after a delay of a few seconds[/p][p][/p][h3]Masteries[/h3][p]- Fixed issue where Ability Modifiers did not unslot automatically when the Modifier they required was itself unslotted by a requirement[/p][p]- Fixed all characters having access to some Tier 4 mechanics (Chill causing Freeze, Bleed causing Rupture)[/p][p]- Rupture: Increased Damage 10% MaxHP -> 30% and fixed higher tier enemies not taking reduced damage from Rupture[/p][p]- Earth - Flame Volley - Orbit: Fixed Orbit firing every 1.5s instead of every 1s[/p][p]- Earth - Ring of Flame - Weakening Heat: Fixed Resistance reduction being applied faster than intended[/p][p]- Earth - Roiling Magma - Overload: Now refunds Energy over 1s instead of instantly[/p][p]- Rogue - Vanish - Flash Powder: Equipping the modifier no longer causes the cooldown to be longer than expected[/p][p]- Storm - Cyclone - Personal Storm: Fixed VFX stutter[/p][p]- Storm - Ice Shards - Homing: Homing projectiles now start homing after traveling 1m[/p][p][/p][h3]Bossfights[/h3][p]- Aristomenes: Fixed reduced loot[/p][p]- Hippocampos: Fixed Wave Jump not being used while target is in melee[/p][p]- Dysepilogos: Fixed Summon Skeletons ability not being used during Ritual of Ares fights[/p][p][/p][h3]General Item Changes[/h3][p]- Flat bonuses to Health, Damage and Health regeneration now scale with Tiers instead of Item Level[/p][p]- Vendors now offer a return window for items. Bought an item by mistake? You can return it for the full price*! (* Offer only valid until leaving the shop. Does not apply to mystery items.)[/p][p]- Slightly increased allowed pickup range for items in order to prevent NPCs or other minor obstacles from making them unreachable[/p][p]- Fixed a bug that could cause item icons to look different during drag & drop[/p][p]- Fixed a bug that could cause item icons to be mismatched, which happened particularly often for quest items[/p][p]- Fixed navmesh being able to be generated on top of trapdoors, which potentially allowed items to be dropped on top of them and subsequently become unreachable once the trapdoor was opened[/p][p]- Bandit Monster Infrequent: Reduced added base crit implicit value[/p][p]- Reduced Maximum ailment stack bonuses on uniques[/p][p][/p][h3]Changes to Specific Uniques[/h3][p]Katharsis:[/p][p]- Added Affix "+x Lightning Damage"[/p][p] Moonclaw:[/p][p] - Energy gain is now +30 instead of +5%. Effect now has a 3 second cooldown.[/p][p]Trygon's Tail:[/p][p]- Removed Affix "+x Poison Damage"[/p][p]- Removed Affix "+x Pierce Damage"[/p][p]- Added Affix "+x Cold Damage"[/p][p]Soul Carver:[/p][p]- Removed Affix "+x% Increased Attack Speed"[/p][p]- Added Affix "x% increased Vitality Damage"[/p][p]Silence:[/p][p]- Removed Affix "+x Energy Regeneration per second"[/p][p]- Added Affix "+x Weapon Lightning Damage"[/p][p]Kaenas' Sword:[/p][p]- Removed Affix "+3% Weapon Base Critical Hit Chance"[/p][p]- Added Affix "+x Strike Damage"[/p][p]Sagaris Karkinos:[/p][p]- Added Affix "x Cold Damage"[/p][p]Shadowsting:[/p][p]- Added Affix "x Vitality Damage"[/p][p]- Added Affix "+ Damage vs Undead"[/p][p]Raging Bull:[/p][p]- Added Affix "x Strike Damage"[/p][p]Megalos:[/p][p]- Added Affix "x Lightning Damage"[/p][p]Harpe:[/p][p]- Added Affix "x Fire Damage"[/p][p]Rimescythe:[/p][p]- Added Affix "+x Cold Damage"[/p][p]Fotia:[/p][p]- Removed Affix "x% increased Ailment Power"[/p][p]- Added Affix "x Fire Damage"[/p][p]Thyrsus:[/p][p]- Added Affix "x% increased Cast Speed" [/p][p][/p][h3]Gamepad[/h3][p]- Changed energy potion gamepad input to RB to mirror the health potion mapping on LB[/p][p]- Added setting to choose gamepad icons (automatic, XBox, PlayStation)[/p][p][/p][h3]UI[/h3][p]- Added fallback fonts for Cyrillic, CJK, Devanagari, Arabic, Greek and Coptic so you can now enter your player and Caravan inventory name with non-Latin characters[/p][p]- Fixed not being able to quickly check map while running when using 'LMB context sensitive' input preset[/p][p]- Enemy health bars: Health in the UI now drains with a more dynamic animation and a flash on impact. Rapid consecutive hits stack the trailing effect before interpolating down[/p][p]- Added hide UI input (F10 by default)[/p][p][/p][h3]Visuals[/h3][p]- Added more randomized idle animations for NPCs[/p][p][/p][h3]Performance[/h3][p]- Updated FSR to version 3.1.4[/p][p]- Added support for AMD Anti-Lag 2[/p][p]- Savegames will now be written asynchronously, to reduce hitches during saving[/p][p]- Fixed several VFX which were never properly removed after playing, slowly degrading performance in extended play sessions[/p][p][/p][h3]Miscellaneous[/h3][p]- Moirai Codex: Fixed chapter completion not triggering for the Flooded Farmlands chapter. Existing characters will update the codex once you load into them.[/p][p]- Fixed an issue that could cause the inventory character preview to grow uncontrollably at high resolutions, eventually causing the game to crash.[/p][p]- Fixed an issue that could cause items to be dropped in an unreachable position if they dropped while the player is not on the navmesh (e.g. during a jump or on a ladder)[/p][p][/p][h3]Ability Balancing[/h3][p]- Core: Increased the rate at which raw skill damage and monster health scale to reduce the impact of weapon bonus damage and to offset the new increase in bonus damage on affixes (~25% more raw skill damage and monster health at level 20)[/p][p]- Core - Dodge - Celerity: Adjusted Cooldown increase +0.5/1/1.5s -> +1s at all ranks[/p][p]- Core - Dodge - Celerity: Reduced All Speed increase 15/30/45% -> 15/25/35%[/p][p]- Core - Dodge - Dash Attack: Reduced Critical Hit Chance increase 50/100/150% -> 20/40/60%[/p][p]- Core - Dodge - Dash Attack: Reduced Damage increase 20/40/60% -> 15/30/45%[/p][p]- Core - Overload: Increased Self-Damage 1% MaxHP -> 1.5%[/p][p]- Core - Overload: Now recovers 5 Energy per cleansed Overload over 1s[/p][p]- Earth - Flame Volley - Enhanced Amplify: Removed additional required Energy spending per Amplify +1/2/3/4/5 -> +0[/p][p]- Earth - Flame Volley - Orbit: Adjusted Amplify loss interval 1/1.5/2/2.5/3s -> 1/3s[/p][p]- Earth - Flame Volley - Orbit: Increased Capacity Cost per rank 1 -> 2[/p][p]- Earth - Flame Volley - Orbit: Reduced maximum rank 5 -> 2[/p][p]- Earth - Ignite - Resistance Reduction: Reduced Resistance reduction -5/10/15/20/25% -> -4/8/12/16/20%[/p][p]- Earth - Ignite - Resistance Reduction: Removed Duration increase +0.5/1/1.5/2/2.5s -> +0s[/p][p]- Earth - Ring of Flame - Blazing Heat: Increased maximum Rank 3 -> 5[/p][p]- Earth - Ring of Flame - Blazing Heat: Reduced Energy Reservation increase +10/20/30 -> +5/10/15/20/25[/p][p]- Earth - Ring of Flame - Blazing Heat: Reduced distance-based Damage increase 60/90/120% -> 25/50/75/100/125%[/p][p]- Earth - Ring of Flame - Enhanced Amplify: Reduced Energy Reservation increase with Permanency +10/20/30/40/50 -> +5/10/15/20/25[/p][p]- Earth - Ring of Flame - Enhanced Amplify: Removed additional required Energy spending per Amplify +1/2/3/4/5 -> +0[/p][p]- Earth - Ring of Flame - Overload: Reduced Damage increase per Overload 2/4/6% -> 1/2/3%[/p][p]- Earth - Ring of Flame - Weakening Heat: Reduced Resistance reduction -4/6/8% up to -12/18/24% -> -2/4/6% up to -6/12/18%[/p][p]- Earth - Ring of Flame: Reduced Damage increase per Amplify 20% -> 15%[/p][p]- Earth - Ring of Flame: Reduced base Damage per second 4 -> 3.5[/p][p]- Rogue - Preparation - Weapon Coating: Reduced Poison Weapon bonus damage by 60%[/p][p]- Rogue - Vanish - Deadly Strike: Reduced Damage increase 20/40/60/80/100% -> 20/30/40/50/60%[/p][p]- Rogue - Vanish - Lifesteal: Fixed bonus Vitality Weapon Damage using the wrong formula and scaling faster than intended[/p][p]- Rogue - Vanish - Lifesteal: Reduced Vitality Weapon bonus damage by 75%[/p][p]- Storm - Ice Shards - Chaos: Increased Capacity Cost per rank 1 -> 2[/p][p]- Storm - Ice Shards - Chaos: Increased Energy Cost increase +1/2/3 -> +20[/p][p]- Storm - Ice Shards - Chaos: Now grants 100% more Projectiles instead of +4/8/12 additional Projectiles[/p][p]- Storm - Ice Shards - Chaos: Projectiles now spiral outwards instead of flying straight to make hitting enemies easier without homing[/p][p]- Storm - Ice Shards - Chaos: Reduced maximum rank 3 -> 1[/p][p]- Storm - Ice Shards - Homing: Adjusted Homing Strength +80/100/120 -> +100[/p][p]- Storm - Ice Shards - Homing: Adjusted Projectile Speed reduction 20/30/40% -> 30%[/p][p]- Storm - Ice Shards - Homing: Increased Capacity Cost 1 -> 3 per rank[/p][p]- Storm - Ice Shards - Homing: Ranks 3 -> 1[/p][p]- Storm - Ice Shards - Homing: Removed Projectile Range increase 0/10/20% -> 0%[/p][p]- Storm - Ice Shards - Infused Shard: Reduced bonus Cold Damage from Energy Reservation by 50%[/p][p]- Storm - Ice Shards - Orbit: Adjusted Energy Cost increase +10/15/20 -> +20[/p][p]- Storm - Ice Shards - Orbit: Adjusted Projectile Range increase 0/50/100% -> 100%[/p][p]- Storm - Ice Shards - Orbit: Capacity Cost per rank 1 -> 2[/p][p]- Storm - Ice Shards - Orbit: Maximum ranks 3 -> 1[/p][p]- Storm - Ice Shards - Projectile Penetration: Increased Capacity Cost per rank 1 -> 2[/p][p]- Storm - Ice Shards - Projectile Penetration: Instead of 20% less Damage per penetrated target it now deals 50% less Damage after the first one[/p][p]- Storm - Ice Shards - Projectile Penetration: Removed Energy Cost increase +1/2/3 -> +0[/p][p]- Storm - Ice Shards - Projectile Penetration: Removed Projectile Speed increase 20/40/60% -> 0%[/p][p]- Storm - Ice Shards: Reduced base Damage 5-8 -> 5-7[/p][p]- Storm - Overcharge Passive - Duration Feat: Reduced Overload Damage Reduction 40% -> 15%[/p][p]- Storm - Overcharge Passive - Duration Feat: Reduced Overload Duration increase 100% -> 50%[/p][p]- Storm - Overcharge Passive - Energy Feat: Instead of instantly recovering 3 Energy on cleanse recover 5 Energy over 1s[/p][p]- Warfare - Leap - Cooldown Charge: Reduced Cooldown increase +3/6s -> +1s at all ranks[/p][p]- Warfare - Leap - Seismic Leap: Increased Launch Damage 4/6/8 -> 10/12/14[/p][p]- Warfare - Leap - Slam Attack: Increased Weapon Damage 160% -> 210%[/p][p]- Warfare - Leap: Increased Base Damage 15 -> 20[/p][p][/p][h3]Item Balancing[/h3][p]- Items - Bandit Monster Infrequent: Reduced added base crit implicit value[/p][p]- Items - Moonclaw: Energy gain is now +30 instead of +5%. Effect now has a 3 second cooldown[/p][p]- Items - Affixes: Flat bonuses to Health, Damage and Health regeneration now scale with Tiers instead of Item Level[/p][p]- Items: Reduced maximum ailment stack bonuses on unique items[/p]