Have you seen it? Would you try it?
Of course! GamesCom this coming week so maybe we’ll hear some more news during that. People attending the show can play a demo of the game there and there’ll also be some streamers streaming live from THQN’s booth at the show.
Excited for TQ2!
First game footage is emerging and quite a lot of details are revealed. Looks great for the most part.
Some footage links:
The second streamer kept mentioning early access and release (?) around 00:19:00 - perhaps a German speaker could translate?
Around 19 minutes they talk about release this year and some 12 hour ‘special’ something. (My German is so so)
The game will go into early acces some time this coming winter and will have a 12 hour full campaign initially.
Ah! That makes sense
A couple of translations from German streamers during GamesCom.
Writingbull + Game Dev (Technical Art Director) stream information on Titan Quest 2:
Early Access starting in winter this year (didn’t clarify if it’ll be December but he said with the start of winter we’ll be able to play, otherwise December - March)
Full English and German language support, no information on other languages yet
The beach is the official starting area after the TQ 2 intro cinematic
Independent story from TQ 1, but it’s playing in the same universe
Base attack icon changes depending on equipped weapon type
Game speed slower than average ARPG-type game to complement challenging fights which require you to think before you act
Adjustable difficulty settings
It’s planned to give at least 6x the amount of skills to masteries on Early Access, compared to the demo version
Every skill has modifiers, which you can pick up to 5 from per skill
The horse will be with us through the whole story and continue talking to us
Respecing skill points possible, masteries are set in stone once you picked them
World is completely handcrafted
Story events throughout the world (in stream you can see an NPC telling you there’s a hidden chest in the area or straight up destroying passage to an area you came from) added to the game, more exploring = more interactions you can find
They are brainstorming on how to further improve the inventory for us, hinting at a reduced chance of overloading your inventory in the future
Target farming enemies will be a thing again (no further info on that)
12 hours campaign planned for Early Access (not completely clear if it’s the whole story or just part of it)
No info on how big the fully released game will be, dev says it depends on how the Early Access goes but also that the update will bring a lot of new content
Multiplayer is planned, not on Early Access though - only full release
Message to players from dev: The amount of additional content after the Early Access will partly depend on your feedback and wishes, so talk to us and we’ll do our best to listen
After the Early Access there will be additional masteries to increase replayability (no info on amount of masteries during Early Access)
GameStar + Game Devs stream information on Titan Quest 2:
Confirmation on Nemesis hunting the hero we play, that’s why we fled and are on our way to the Moirae (seen in the intro cinematic) to find out why
Keep an eye out for inconspicuous secrets (in the stream we can see the dev clicking on a regular looking statue or collecting Ichthian coins to place them at a shrine - both granted an item)
Implicit effects on all armor/weapon types (e.g. +% crit chance on daggers)
Item rarity colors aren’t final, could be changed depending on feedback during Early Access
You can remove your auto attack/dodge later on if you want to have 10 instead of 8 slots for active skills
Visual effects/impact for abilities will change with stacks through modifiers (Stomp with 0 vs 3 Overwhelm stacks as an example)
50% and 100% progress on Passive Abilities unlocks Feats (their version of modifiers, seems like they’re capped at 2 instead of 5)
Game might appear a bit more complex early on but you don’t have to go in-depth to be able to beat the game, they just wanted theorycrafters to have enough content (referring to masteries)
Titan Ichor is now used to fill your mastery bar (bound to story progress, no further info)
There will be no always-online or microtransactions
Dawn-Day-Dusk-Night cycle, which during Early Access will only be visuals, later on it will include gameplay features (e.g. spots having quest giver/enemy depending on time of day)
Upcoming updates on Steam dev blog in the near future
Potions have levels and affixes
Recharging potions through dealt damage (more options might be added after Early Access, depending on ideas players and devs come up with)
Controls for Early Access will be mouse + keyboard, later on controller support will be added (they did test WASD movement out of interest, no further info)
There will be pet masteries
For now they are focusing on classic masteries we know from TQ1, Early Access will have more than two and additional masteries will follow DURING Early Access period
Enemy density complaints are known, further adjustments might happen before Early Access and afterwards depending on feedback
They will look into modding support later on
Crafting is in an too early stage at this point to talk about it
Pre-made selection of heroes at start of Early Access, later on we’ll get actual character creation
3 weapon types within each weapon category, all with different stats and looks (examples were light, medium, heavy two-handed axes or curved/straight swords)
Non-unique weapons consist of at least 2 weapon parts which have multiple different variants (those change throughout your early to late game journey)
Visual effects on your weapons will appear depending on conversions to certain damage types or stats on your weapon, e.g. lightning damage
No seasons gameplay
You can teleport back to the spot you died at through waypoints, but enemies will be back to full strength
Hardcore Mode will most likely be a thing (according to dev)
The mount won’t be part of Early Access as of now
Transmog will be a feature
No loot filter at the start of Early Access
They’re planning to implement a search function in masteries
Artifacts will be back in some shape or form
Ritual system as a feature to increase enemy level in certain areas (some form of level scaling)
Dev hinted at a possible system to make low level uniques still usable later on
Would it be possible to mix masteries just like in TQ/GD? Did they show some skill trees for any mastery? Thank you for all the informations!
It will be the same for the masteries, 2 make up your class. Didn’t really see a lot about the skills; the demo uses Warrior/Storm and the skills you could use were Leap Slam, Stomp, Ice Nova and Ice Spikes. Plus there’s also a default attack (RMB ugh) and Dodge (ugh again).
Here are links to various streams:
About 17 minutes in
About 16 minutes in
About 2 hours in
the gamescom streams were rather reassuring for me. i was a bit worried after that earlier trailer that it’d be all fancy graphics and lacking in other departments. focus seems to be on world-building and enabling many builds so now i’m really looking forward to it.
I don’t pay attention to how games are developed but I assume it’s still gonna be years till this is polished / has decent amount of content to warrant switching over to it from some finished arpg?
@medea_fleecestealer Thank you so much for the dev talk details! I came here with a link to the GameStar video and a humble request for somebody to translate it - tis was the most pleasant surprise!
All of this sounds very reassuring to me, the early access and listening to the feedback shows they do care to deliver. Also, SpellForce 3 ended up with quite a few modes to play added post-launch, which makes me believe TQ2 will get the similar MOAR treatment.
Albandi over on the TQ discord did the translations for the German ones. He’s a star!
Im excited for this game, cant wait to get my hands on it. I hope the controller support for the game feels nice to play. Seems like the older I get the more I enjoy using controllers more for these games
Aside from the mouse buttons, I only count 8 skills slots on the hotbar, as oppose to 10 for TQ1. And the interface has the red/blue globe. Leaning a little too much on Diablo 3 and consoles for my taste.
Best wishes for the devs and hopefully, THQ Nordic wont rush the game in a buggy state like they did with Spellforce 3.
Follow up info from GamesCom:
Info: Early Access will be starting in winter this year.
Follow-up: Early Access will happen, that is correct. The final date will be confirmed soon.
Info: There will be full English and German language support, no information on other languages yet. Follow-up: In general, we will support many languages, but for Early Access start we might even start with only English.
Info: The beach is the official starting area after the TQ 2 intro cinematic.
Follow-up: No, the game has an entire introductory chapter/act before that area, with a playtime of 30-40 minutes.
Info: the story will be independent from TQ 1, but it’s set in the same universe.
Follow-up: The story is set in Greek mythology, but it is a whole new plotline using established characters and concepts of Greek mythology.
Info: The base attack icon changes depending on equipped weapon type.
Follow-up: Yes, that is correct.
Info: The game speed will be slower than that of the average ARPG-type game to complement challenging fights which require you to think before you act.
Follow-up: The time to kill is slower than the genre standard, but there is plenty of player input, and many enemy actions to react to.
Info: The game will have adjustable difficulty settings.
Follow-up: We have an in-game ritual system that will allow you to manipulate the level of enemies (and thus the loot they drop). This will give you a greater challenge and also more reward via higher level item drops. You can also revisit prior areas and get valuable loot exclusive to those areas, so long as you opt in to increase the difficulty, or to raise the minimum level to your own.
Info: It’s planned to give at least 6x the amount of skills to masteries on Early Access, compared to the demo version.
Follow-up: That is correct. A lot more active and passive skills as well as modifiers are coming to the EA.
Info: Every skill has modifiers, of which you can pick up to 5 per skill.
Follow-up: That’s correct. The modifiers also have a capacity cost. You gain capacity by investing skill points into the skills. Thus, you can’t immediately activate 5 modifiers, but the maximum is indeed 5.
Info: The horse will be with us through the whole story and continue talking to us.
Follow-up: That is correct as far as the Early Access goes. We aren’t looking to give story spoilers beyond that point.
Info: Respecing skill points is possible, but masteries are set in stone once you picked them.
Follow-up: Yes, that is correct.
Info: The world is completely handcrafted
Follow-up: That is correct for the main campaign. However, we might introduce endgame content that is using different concepts.
Info: Story events throughout the world have been added to the game. The more you explore, the more interactions you can find.
Follow-up: Yes, that is correct.
Info: The developers are brainstorming on how to further improve the inventory for players, hinting at a reduced chance of overloading your inventory in the future.
Follow-up: That is correct. We will be introducing a loot filter and a stash system during the Early Access.
Info: Target farming enemies will be possible again.
Follow-up: Crafting will be added during the Early Access, and target farming will be mostly relevant when it comes to collecting materials.
Info: A 12 hours campaign is planned for Early Access.
Follow-up: The Early Access content takes between 10-15 hours in one playthrough.
Info: There is no info on how big the fully released game will be. It will depend on how the Early Access goes. The update will bring a lot of new content.
Follow-up: The content we are targeting for full release is at least around 50 hours.
Info: Multiplayer is planned, not on Early Access though - only for the full release.
Follow-up: The game will feature multiplayer, but not on initial Early Access release.
Info: The amount of additional content after the Early Access will partly depend on player feedback and wishes, so talk to the developers and they’ll do their best to listen.
Follow-up: In the past, Grimlore’s general approach has been to work on meaningful addon chunks if desired by the players, and that continues to be our plan.
Info: After the Early Access there will be additional masteries to increase replayability.
Follow-up: Additional masteries depend entirely on feedback and demand.