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    Titan Quest II

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    • Steam
      Early Access Feature Update Hero Monsters and Buff Shrines - Hotfix 1

      Build Version: 0.7.1-public.145090+win.3221 Heroes! We have a set of additional fixes for our latest updates. General Gameplay Fixed an issue where stuns the player used wouldn't work properly. Optimized gamepad interactions: Players can now interact with non-item interactables while in the combat state. Also polished the overall behavior here. Fixed player character not being locked while in an uncancellable dialogue if the dialogue was started via an interaction. Items Fixed an issue with certain items displaying broken visuals. Creatures and Bosses Fixed an issue where Hero Monsters would display in a visually broken way. World and Quests Fixed Nemesis corrupted dialogue lines sometimes displaying faulty tags instead of proper text. Fixed an issue where some chests in Northern Beaches couldn't be opened. Fixed an issue where Pile of Gold interactables in the Sea Cave were hard to interact with. Fixed an issue where Human Statues in the Buried City were hard to interact with. Removed a faulty jump from Pyrgos. Multiplayer Fixed an issue where, in the Prison of Retribution, Quest dialogue would display for the host instead of the client. Fixed an issue where clients were not able to join boss fights that are in progress through the fog wall. Stabilization Fixed a potential crash when entering the character selection screen.

    • Steam
      Titan Quest II - Early Access Feature Update Hero Monsters and Buff Shrines

      Build Version: 0.7.1-public.144378+win.3193 Heroes! Today we launch the first of two Minor Updates leading up to our 1.0 Release. Before we jump into the changes and additions for the update, we wanted to mention one thing: There seemed to be some confusion after our "Road to 1.0" post that we wanted to shed some light on. Some of you feared that work would stop after the 1.0. We just wanted to reassure you that this is not the case. We will keep developing and supporting the game after it launches into 1.0 and expand it with future updates. Now, let's hop right into the new stuff! Major Topics Added Ability Slots In a previous update we removed 2 ability slots and added the Sustained Ability UI. This has been a very controversial change and we have decided to roll it back based on your feedback. With this update we are adding in 2 ability slots again. Please note that this might prompt a reset of certain keybindings, so it is worth taking a look at your custom bindings again. You should see a popup when starting the game if that's the case for you. We are sorry for the inconvenience. Hero Monsters With this update we add a first set of Hero Monsters to the game. This feature has been requested for quite a while and is a beloved ARPG staple. In Titan Quest II, Hero Monsters are powerful creatures from various factions. They have a unique set of abilities and offer a bigger challenge than many others in their factions. Hero Monsters can randomly spawn throughout the world in areas where their factions exist. In addition to spicing up your gameplay with some uncertainty and a bigger challenge, they also offer great rewards on kill. Every Hero has a high chance to drop Relic fragments of the Chapter you encounter them in, so hunting them down will allow you to complete your Relics more efficiently. Buff Shrines Another ARPG staple finally finds its way into Titan Quest II. These shrines are now placed throughout the world. The effects they offer are randomized when you load the world, so, like the Hero Monsters, they add variety. These shrines will give you powerful temporary buffs like increased Experience, Defenses, Power or Speed. Changes to Gameplay and Balance Masteries Overall Skills with cooldown - Fixed a bug where some skills could get stuck on a visual permanent cooldown Forge Force Field: Changed modifier Projectile Glancing to Glancing Protection, which grants 6% All Glancing instead of 10% Projectile Glancing. Storm Storm Protection: Now grants All Glancing instead of Projectile Glancing. Items Changed the functionality of the Junk/Favorite System. We have completely removed the "Junk" rarity, as we got feedback that it mostly resulted in extra clicks. Players can now only mark items as "Locked", which prevents them from being salvaged, sold or dropped. The "Sell All" and "Salvage All" functions now affect everything that is not "Locked". This removes the step of manually having to mark things as Junk before being able to use them. Crafting Increasing an Item's level can no longer downgrade affix tiers. Increasing an Item's level can no longer lower values if the affix tier stays the same. Note: It is still possible for an affix to roll a lower value. This can happen if the tier gets upgraded but the previous roll was very high and the new roll in the higher tier is very low. We are looking into preventing this as well for the next update. UI and Other Added a "Sell All" function to vendors, which sells everything that is not marked as "Locked". Added 2 additional Ability Slots to the ability bar. Savegames without a proper character portrait now re-save the header after rendering a new portrait in the character selection screen. Bugfixes Masteries General Mastery Fixes "Reduced Damage Taken from Overload" reduced the damage from all sources while the player was affected by Overload. It now applies to Overload damage only. This affects Magma Shell, Overcharge, and Storm Adaptation. Fixed Summons sometimes not respawning after the player dies. Spirit Reap: Fixed Reap sometimes rotating in the wrong direction. Creatures and Bosses Fixed Lost Souls (shades and certain undead) having unintentionally high life steal. Quests and World Overall Fixed an issue where the "Ancient Embers" quest would not progress after spending embers. Chapter 1: Flooded Farmlands (including Intro) Proti Island: Fixed a broken house in Proti Village so it becomes transparent when walking inside. Secluded Grotto: Reworked hanging vine to prevent it from blocking the player camera. Fetid Wine Cellar: Fixed pathfinding issues. Moirai Dungeons: Fixed pillars blocking the camera in a few places. Realm of the Moirai: Fixed a few pillars that were not fading and were blocking the player camera. Realm of the Moirai: Fixed some rendering issues. Pyrgos Village: Fixed camera being obstructed when standing near the elevator. Passage of Atropo: Reworked pillars in the temple area to no longer block the passage. Southern Flooded Farmlands: Fixed camera view being blocked when looting a chest near the destroyed bridge. Chapter 2: Northern Beaches Eastern Wilderness in Northern Beaches: Caged Pirate Tower's stairs are now climbable. Burial Caves: Fixed a tree blocking the player camera. Burial Caves: Fixed cave walls blocking the camera when trying to exit the cave. Gates of Fate: Reworked walls to no longer block the camera at certain points. Coastal Foothills: Fixed cave walls blocking the camera when entering Burial Caves. Chapter 3 Tegea Sewers: Fixed camera getting obstructed by a wall in the treasure room. Doliana Quarry: Reworked the area just outside the Tomb of the Wanax, where players could get stuck after dodging. Tomb of the Wanax: Reworked stairs to avoid players getting stuck when running up them. Tomb of the Wanax: Removed duplicate lion statue Chapter 4: Wild Lands Blood Vow Vault: Removed invisible wall blocker. Crawling Caverns: Reworked entrance to avoid players getting stuck after entering. Labyrinth: Fixed several braziers that players weren't able to interact with. Lake Sapros: Fixed a tree obstructing the camera during the Where Poison Festers quest. Fetid Lair: Fixed broken stairs and improved navigation in a few spots. Gloomy Cave: Fixed an issue with an invisible wall blocking players. Ancestral Tombs: Reworked areas where the environment was blocking the camera view. Poisoned Fields: Fixed areas that were showing the incorrect location name. Poisoned Fields: Fixed multiple locations where players could be hidden behind walls and other obstacles. "Secrets in the Sand" - Vault of Hyperion - Fixed an issue where the boss arena was blocked after being killed "The Sickle of Kronos" - Miniboss "Temple Gardener" - Fixed a bug where characters would be below ground when using a Death Echo portal after dying Event "Forest Temple Pit" (Statue Waves) - Fixed a bug where dying during the event could prevent progress Multiplayer Fixed a bug that caused certain crafting options to not work properly on clients in multiplayer Other Fixed a bug with alternate gamepad control scheme where using a ladder could disable the ability to use potions. Fixed a bug where players could be stuck and camera moves to a broken position after death

    • Steam
      Exclusive Companion for Early Access players + upcoming price increase

      Χαῖρετε everyone! At this point we would like to thank every single immortal soul, who embarked on Titan Quest II Early Access. We are still thankful that you shared essential feedback and insights with us and the development team to maneuver us in the right direction within the ARPG-landscape. Since there will be no pre-order on the PC platform, and we do not want you to roam through the world all by yourself, everybody who bought the game during Early Access will be getting a PC-exclusive companion. More information on that will be released in due time. Furthermore, we want to inform you that we will perform a price adjustment of Titan Quest II. To reflect the currently available content on Early Access on Steam this will be changing from EUR/USD 34.99 to EUR/USD 39.99, effective November 6, 2026. This is the second price increase over the course of Titan Quest 2's Early Access period. The third and last price increase will be at launch of the 1.0 version on January 19, 2027 bringing it to its final price point of $49.99 / €49.99. Εὐτυχεῖτε and thank you!

    • Steam
      The Road To 1.0

      Heroes! In our last post we announced the Titan Quest II launch date as the 19th of January 2027. Now, we want to talk about what the 1.0 version will include and also give an overview of what’s planned until then. Final Chapter: Taygetos Mountains In the final chapter, it’s time to fulfil the prophecy and kill Nemesis before she completes her apocalyptic plans. You’ll need to hunt her down in the Taygetos Mountains, snowy peaks home to the Cyclopes: an ancient race of monsters that Nemesis has turned into her private army. They're divine craftsmen to rival Hephaistos himself, and are supported by Automatons, mechanical fighters that help them run their giant, volcanic forges. You’ll have to cut your way through them all, and a few nasty surprises, to reach Nemesis. This fifth and final chapter of the game will contain new bosses, environments, enemies and rewards, and will bring the conflict between the God-Marked and the Goddess of Retribution to its epic conclusion. Endgame We will also include our first Endgame activity for characters that have completed the campaign. While Titan Quest II will not turn into a season-based Endgame grinder, we still want to offer an incentive to keep going after the main story. Improving your character further and further to beat the steepest of challenges is important for a lot of you. For this we introduce a little bit of Kaos into the world. After completing a small quest you can activate so called “Kaos Curses” to increase difficulty in various ways. These Curses will buff stats of enemies, debuff your stats, add abilities to enemies, and more. You will be able to choose which Curses to activate to suit your build's strengths and weaknesses. The more Kaos Curses you activate, the more rewards you will be able to get. In addition, at certain thresholds you will unlock new Endgame-specific activities that offer special rewards. These rewards allow you to perform newly added Endgame crafting actions that will allow you to further upgrade your Relics and Charms and hunt for that perfectly rolled one. Languages We are also working on adding the final set of languages. For 1.0, Titan Quest II will have support for text translations in the following languages: Chinese (simplified), Czech, English, French, German, Polish, Korean, Portuguese (Brazil), Russian, Spanish, Ukrainian In addition we are adding voice-over for German. Itemization We are going to continue to improve our itemization on multiple levels. Our main goals here are to make it more exciting to find special items in the game and make the power progression feel more rewarding. Concretely, we are looking at the following changes: Increase Affix Limit: We will increase the amount of affixes on items by 2. Until now Rare and Infrequent items were limited to 4 affixes. Now they can roll up to 6! This should greatly increase the variety and hopefully make hunting for them and crafting onto bases more exciting. Epic Armors: This, obviously, is a big one. We will add Epic Armors to the game that can offer build-enhancing synergies and a lot of power! We have brought some small teasers for these below. Change to Epics: We also wanted to improve the experience of epics in general. The most important part for Epics is to have a strong, unchangeable core of lore and power. When you find them, you want to know what you get and that it will be useful for the builds that want them. What this can mean though, is that repeated finds of a specific Epic become much less exciting, which becomes a problem in long term play. For this reason we will add a tiny bit of variance to Epics. They will now drop with two randomly rolled affixes in addition to their fixed core. This means the majority of every Epic is fixed and predictable, whereas a small part is left to the gods. This allows for potential godly rolls on Epics that are very rare, keeping the excitement of dropping them alive without sacrificing their unique flavor and identity. Rare Affixes: We are adding a whole new set of “Rare Affixes”. These usually have 2 powerful effects instead of one and an item can have a maximum of 2 (one prefix and one suffix). While these will be rare, they can make dropping items a lot more exciting. You will also be able to see directly if an item has Rare Affixes when checking its loot plate on the floor. Making sure you never miss these rare drops. New Affixes: In addition we are adding a set of normal affixes to round out the pool, giving better support for mechanics like Lifesteal. We are also adding things like flat Spell Damage and other affixes we felt were missing. Rework Infrequents: Most of our Infrequents weren’t as exciting as they should be, as their implicits sometimes were too niche. We are reworking the existing Infrequents to make them stronger and will also be adding new Infrequent Items to the game so you can target-farm the perfect items for your build better. Endgame Crafting: As teased above we will also offer certain crafting options that can be accessed via our Endgame. What these are will be revealed at a later date. With all of these changes coming to items we want to address what this means for existing items and characters. We have debated a lot on how to best handle this. Ultimately we decided that we are not going to re-roll existing items with these changes. We don’t want to change what you have farmed for and potentially worsen your build in the process, even if there is a chance for an upgrade as well. For this reason we will mark existing items with a “Legacy” tag and anything that drops from that moment on will contain the new rules and additions. Epic Armor Examples To finish the item section let’s take a look at some of those Epic Armors we have been talking about! Epic Armors will exist in different types, some focussing on good stats to improve certain builds, while others open up unique interactions or trigger skill-like effects. They also contain a preview of the 2 randomly rolled affixes, which you can see at the bottom. Labyrinthine Armor can potentially be a staple for builds using the Overwhelm mechanic, allowing you to benefit twice after building it up once, while offering a solid set of defensive stats. Demonskin Walkers are a great set of Boots when going for Doom builds. They allow easier application of Doom via Movement Skills and also in turn reduce their Cooldowns. Helm of Aristomenes is great for Spirit-Based Summoner Builds. It helps your Shade economy, while also boosting Summon Capacity. The free Energy Reservation makes it easier to support a large amount of Summons and Auras. Note that with the Tier Unlock changes (mentioned below) other Masteries will also get to use Shades when paired with Spirit, if you choose to pick the according Modifiers. Mastery and Player Systems We are also looking into improvements for the heart of our game: The Masteries. Overall we are looking at a lot of changes, but here are the high-level goals: Increase Mastery Synergy: We want to improve how your two Masteries synergize together. We want to give more incentive to hybridize between the choices. Clearer Mastery Identity: Our goal is to increase the identity of each Mastery. Your choices should matter more and offer unique opportunities for each Mastery. Better User-Friendliness: The Titan Quest II Mastery system can be a bit daunting at first. You have a lot of actives and passives and especially for newer users it can be difficult to find the right direction to go in. We want to improve this experience for newcomers and veterans alike. Increase Balance: We want to increase balance across the board. Underused abilities should become better and more powerful to use. And abilities that are far too strong need to be reined in a bit, so the rest can shine beside them. There will be a major balance pass for 1.0. So, how do we plan to achieve these goals? Mastery Tier Mechanics: Each Mastery will have 2 powerful global unlocks on Mastery Tier 2 and 3. Usually these will be tied to a specific mechanic that we think this Mastery should excel at. These will define the identities and also increase synergy between Masteries, as they will unlock access to unique modifiers related to this mechanic across BOTH Masteries. So for example you will unlock the “Frost Lightning” Mechanic on Tier 2 Storm (an adjusted version of the currently existing Lightning Strikes). This will then allow you to add Frost Lightning related Modifiers to both of your Masteries, not only the Storm abilities. With this we will also be adding a couple of new mechanics (for example a “Glory” mechanic for Warfare that unlocks buffs when killing enemies) that should more strongly define their identity. Passive Reworks: We are reworking the passive trees. We want your choices to feel more meaningful, so we are moving to a system with less passive points, but more powerful feeling choices. Especially feats should feel more meaningful when unlocked. This is why we will roll out the Feat-System we already tried for Spirit, where every Passive will have a much larger choice of Feats so you can always pick the one that’s right for your build. Search Functionality: We have added search functionality to the Mastery Screen. You can use free-text search or keyword search to find anything you need. This should greatly increase your ability to build-craft and find the perfect feats and modifiers for what you are looking for. Rebalancing and Reworks: We are taking a look at a lot of abilities' balance and modifiers. This will include energy cost adjustments (for example Exhaust will become optional via Modifiers), addition of cooldowns to certain abilities (which gives you a nice goal to reduce it via Cooldown Reduction on Items), adjusting power of abilities and sometimes adding or adjusting Modifiers. The goal here is to give abilities that were lacking a much needed shot in the arm. Other Reworks: We will also rework some of the existing systems to make them more applicable. Barrier will get a streamlining pass to work better as a “passive” defense layer that always helps you, even if you didn’t manually activate it. Glancing Hits will become more present and be featured more within Masteries and on Items. They will offer the 3rd main defensive layer besides Armor and Barrier. There will also be many other smaller changes like this. This is a lot to take on and we are pushing as hard as we can to make this happen. We will continue to work on these topics even after 1.0 and of course improve the game on the systemic side as needed based on your feedback. Creatures and World Our goal here is to increase creature variety and make it more exciting to travel through Titan Quest II’s beautiful world by adding slight elements of randomization via Hero Monsters and Buff Shrines. New Mini-Factions: We are adding Harpies and Satyrs as small factions. These will be spread throughout the existing world to increase creature variety and add more of that mythological feeling you all are craving. These factions will be a bit smaller in creature numbers initially, but be bolstered throughout future development post 1.0. Encounter-Pass: We will also make a pass over earlier Chapters to increase creature variety, density and overall encounter quality. Hero Monsters: We will be adding hero monsters that can randomly spawn throughout the world. They will have unique abilities, offer a larger challenge and greater rewards. These are an ARPG classic and we are happy to finally add them to Titan Quest II. Buff Shrines: Another ARPG staple. Buff Shrines can appear at certain spots in the world and will give you powerful temporary buffs. Like boosts to experience gained, your overall combat prowess, or defenses. Performance and Bugs One major area where we are spending a lot of time on improvements is the game’s performance. We hope to improve stability, framerates and smoothness significantly for the 1.0 launch. In addition we are also fixing bugs in large amounts, trying to make the game as stable and frictionless as possible! Road to 1.0 So with all of the major topics we want to touch on out of the way: how will these roll out? We are currently still planning with 2 minor updates. These will include some of the features mentioned above, but the exact scope is still to be determined depending on how far we progress until that update’s launch date. Some things are locked in already though, so we can share they will contain: Update 1: Buff Shrines and a first set of Hero Monsters. Update 2: Some of our Epic Armors, the Mastery Search functionality and PC Multiplayer Lobbies. We hope that you are as excited as we are about our road to 1.0 and the release of Titan Quest II on January the 19th. The Titan Quest II Team

    • Steam
      A Special Delivery from Hermes: Titan Quest II Launches January 2027 on PC

      The Moirai have woven a long thread – after roughly a year and a half of hard Early Access labour, that thread is finally nearing its final knot. Hermes, herald of the gods, has descended to the mortal realm to announce the decision of the Pantheon: the Olympians are pleased with the efforts of hundreds of thousands of mortal adventurers, who already faced their Nemesis. In their eternal, divine greatness, they are granting us: a release date! Hermes is pleased to announce that Titan Quest II will leave Early Access and launch into full release on January 19th, 2027. The Titan Quest II Odyssey has been long and full of epic adventures, right from ancient Greek mythology. Guided by feedback from a vast number of heroes during Early Access, Titan Quest II has been expanded through numerous updates that added new lands to conquer, new powers to wield, and new treasures to loot along the way. The developers at Grimlore Games have forged an ARPG like no other, with its unique mastery system that offers the players an immense amount of freedom while creating their own unique heroes. Version 1.0 pulls every strand together into the complete tapestry the Moirai had planned all along – plus a fair bit more. Meet your fate on January 19th, 2027, when Titan Quest II launches in full on PC and the SRP will be $49.99. Check out the release date announcement trailer: Make sure to hold your course and add Titan Quest II to your wishlist – or join the brave phalanx of Early Access heroes today! Steam Early Access: Titan Quest II is being developed by Grimlore Games and published by THQ Nordic. For further details on Titan Quest II, please refer to our latest updates Learn more on the official website Follow Titan Quest II on X (formerly known as : Follow Titan Quest II on Facebook: