In this update15
Full notes
Full Titan Quest II update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Events
- Store
- UI and audio
Titan Quest II changes
Build 0.7.0-public.136009+win.2932
Heroes!
With this major update, we bring you two huge additions to the game: the Spirit Mastery and the Crafting System!
In addition, we have a lot of other adjustments, additions and fixes that you can find in this update.
Major Topics
Spirit Mastery
Masters of Spirit call on the forces of the Underworld to summon shades of the dead and cast otherworldly spells, drawing from their own life force to sustain their advance.
Spirit contains 10 new Actives and 26 new Passives.
Watch Spirit Mastery in action in the Showcase trailer:
We are also taking a first step towards a larger change when it comes to our Passives, starting with Spirit. The goal of the following changes is to create more interesting choices with Passives when making your builds:
We added more Passives than in previous Masteries. This way we are able to offer more choices between slightly different effects that can provide bonuses for similar builds.
We have changed our approach to Feats. In the past each Passive could only have 3 Feats. We removed that restriction. This should create fewer situations where your Feats were almost "pre-determined" by your specific build direction. Instead it offers more actual choices based on the specific area your build might want help in.
We hope that this will allow for more interesting and nuanced build crafting. For now this new approach is only present in Spirit, but we will try to add it gradually to the older Masteries as well, if you guys enjoy the approach.
One potential downside of this is that the addition of these new choices makes getting an overview for Passives a little more difficult than in the past. We are aware of this and will try to offer solutions here in the future.
We can't wait for your feedback on this new approach and Spirit in general.
Crafting
Crafting will allow you to perform different actions on items to adjust some of their rolls. You can:
Replace an affix with a random different one (following item-rules)
Reroll the values of an affix
Add affixes to items if the item has fewer than its possible maximum
Level up an entire item to your level
Crafting in ARPGs is an important part, but also much discussed for good reason.
If it becomes too easy to control, the chase for items itself moves into the background, which hurts the core gameplay of hunting for exciting loot.
If it is too hard to control outcomes, it becomes a very unsatisfying and grindy experience.
Crafting's role also changes during different phases of the game. How it is used during leveling and campaign play should be different compared to later stages of a character's progression.
For this reason we went with a straight forward system that hopefully manages to strike a good balance here. It should be easy to understand, but offer the right amount of control. The goal is to:
Early/Midgame: We want to encourage players to do some crafting during earlier stages of character development. You will be able to cheaply get some initial improvements instantly, but soon reach a point where it's best to wait for the next natural upgrade you find instead of spending further resources.
- LategameIn later stages of the game you have the ability to focus more efficiently on farming for resources and thus will be able to try to get the perfect rolls for your items, but still might want to look for a new base if you don't get the desired results after a while.
Both of these are achieved via the escalating costs for crafting and which materials are used at which stage of crafting an item.
We are looking forward to your feedback on this feature, the costs, ways to obtain materials and so on. We will continue to fine-tune this in the future.
Other Larger Changes
We have increased the base movement speed of the player. We have heard the complaints about the game feeling slower, especially early on. This change will hopefully improve this. We tried to make sure to strike a balance here, as we still want players to have a good feeling of progression when investing into Movement Speed via gear and builds.
We have taken a look at item rewards and decided to improve certain drop rates, mostly relating to Epic items and Relics.
Changes to Gameplay and Balance
Masteries
Noteworthy Points:
We have taken another look at the Doom mechanic and made a significant change to make it more viable. Doom's duration does not get reset anymore when adding a new stack, which makes it much easier and more comfortable to get its main damage to trigger.
With Spirit we have added the new Execution mechanic. This will be rolled out with further support throughout other Masteries in the future. For now we have added it only to Rogue's Trickshot.
With Lifesteal becoming more important with Spirit we have made an iteration to its balance. In its old form Lifesteal was almost irrelevant in Early Game but in later stages it was carried a lot by the damage amount itself, so didn't require much investment. We made changes so that Lifesteal is now stronger early but falls off more if not invested into in later stages. We have added strong investment options for Spirit and will add more to Warfare and Rogue in the future.
We have added the option to also reserve Life instead of Energy for many abilities. This will support a new "Low-Life" playstyle introduced with Spirit and also potentially free up some of your Energy for certain reservation-heavy builds.
General Mastery Changes
Critical Hit Base Damage Multiplier: 2 -> 1.5
Super Critical Hit Base Damage Multiplier: 3 -> 2.5
- Enhanced Area Modifierincreased Area Size 50/100/150/200/250% -> 30/60/90/120/150%
Increased Vitality Damage starting lifesteal from 10% to 20%
Earth
Added new Main skill tag to Earthquake, Fissure, Flame Volley, Ignite, Roiling Magma and Volcanic Eruption
- Earth EnchantmentEnabled Health Reservation modifier
Forge
Added new Main skill tag to Armor Eruption and Minefield
- ForcefieldEnhanced Device Damage mod changed to Enhanced Summon Damage
- Tempered ArsenalEnabled Health Reservation modifier
Rogue
Added new Main skill tag to Bladespin, Grenade, Lethal Strike, Scattershot and Trick Shot
Lethal Strike: Lethal Strike can now Execute
- PreparationEnabled Health Reservation modifier
Storm
Added new Main skill tag to Call Lightning, Cyclone, Frostbite, Ice Nova, Ice Shards and Lightning Bolt
- Storm NimbusEnabled Health Reservation modifier
Warfare
Added new Main skill tag to Barrage, Heavy Attack, Rain of Arrows, Stomp and Sweeping Strike
- Battlefield AwarenessEnabled Health Reservation modifier
Items
We have made affixes to reduce cooldowns more available on Items as this was not supported well enough for cooldown skills to become more viable.
We have improved Rare Chest item rewards. Note that this does not mean that all chests now give correct feeling rewards, as in many cases we might still need to change the chest itself to the correct type in future updates. But it's a first step to improving chest loot.
Improved boss item rewards
Removed Hippocampos Scapula as a fixed rewards in the Hippocampos repeatable fight
Megalos: Now requires Cunning instead of Fitness
Doubled Relic drop chances from Elite, non-Boss creatures
Improved loot drops from non-boss elite enemies
Quests and World
Added a new teleporter in the southern part of the Wild Lands Desert Borderlands
UI
- Player Stat DisplayWe have added more detailed stat displays for Ailments, Armor and Resistances.
Moved hide helmet option into character specific setting category
Appearance codes to share your character creations are now much shorter
Jump hotkey is now fully player mappable
Other Changes
Improved movement targeting logic, which could sometimes prevent movement even when clicking on a valid target location
Multiplayer
Reservation is now also visualized in multiplayer for other players in the HUD
Map zoom factors are now saved per character
Bugfixes
Masteries
Fixed a bug where Shocked or Staggered flagged targets as Bleeding or Chilled instead
Warfare
- Doom Horn - Crushing SpiritFixed additional damage happening on some non-hit damage instances
Items
Fixed Relics and Charms using incorrect sounds
Fixed item stacks (e.g. Gold) not being combined on pickup if flags (new/junk/locked) do not match
- Relics - Herakles' MightFixed leftover Buff UI
- FellbladeFixed unlock for Burn - Rupture not working
- Crimson ViperFixed unlock for Bleed - Rupture not working
Creatures and Bosses
Fixed a longstanding error in the scaling formula for monster damage that resulted in our expected player resistances not being considered for non-physical monster damage. As a result of this fix non-physical monster damage scales faster between level 5 and 37 now as intended. At level 21, monsters deal 50% more non-physical damage, at level 37+ monsters deal 100% more non-physical damage than before.
Fixed skippable fight in Nemesis' Temple
Quests and World
- Eight Faces EventFixed reward for this quest to be more appropriate.
Fixed reappearing glow effects on the wolf statues at the Forgotten Temple
Fixed the interaction of a Moirai statue
Fixed an issue where it could be impossible to destroy a brazier in "The Wild God" quest.
Fixed the quest blocker when exiting Donele's dialogue in the Prison of Retribution
Fixed camera view being obstructed by rock formation in the Family Crypt
Fixed camera view being obstructed next to the altar in Widow's Cave
Multiplayer
Fixed character transformations sometimes not being visible to clients in multiplayer
Fixed an issue that could cause dialogue options to not be displayed to clients in multiplayer, preventing the dialogue from progressing.
Fixed an issue where an area from the "Secrets in the Sand" quest could be inaccessible to clients in multiplayer
Fixed possible crash on clients when a dialogue starts while one of the participants has not finished loading in
Players' death echoes will now be removed when they leave a multiplayer session
Other
Fixed items without requirements being displayed as unusable when placed into an inventory slot that previously held an item whose requirements were actually not fulfilled.
Interactions with destructibles will no longer trigger the combat state
Fixed a problem with the random number generator that could lead to the same outcome on damage events and repeated/periodic triggers of gameplay effects
Fixed an error in the Damage roll formula that caused a bigger random range in very few cases
Fixed an issue where switching between potions could lead to charges no longer regenerating
Fixed an issue that could cause big characters to become stuck when going around corners
Performance and Stability
Fixed memory leak related to Flame Volley Orbit modifier
Fixed memory leak related to ability buffering
Fixed a possible crash when returning to the Main Menu
Fixed an issue that could cause the game to freeze during dialogues
World rendering will now be suspended while in any fullscreen menu, to give your GPU some time to relax
Removed option to use unlimited frame rate in menus, as this can put extreme stress on the GPU while world rendering is disabled
Source
Changelog.gg summarizes and formats this update. How we read updates.
