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Modifications / Re: Are there any mods that filter out Ragnarok and Atlantis content?
« on: Today at 07:48:39 »
Not that I know of.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1
Modifications / Re: Are there any mods that filter out Ragnarok and Atlantis content?« on: Today at 07:48:39 »
Not that I know of.
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Technical Support / Re: Cannot Connect to Server« on: 15 September 2024, 18:20:54 »
Try using Radmin/Hamachi/whichever else program to connect and then select LAN option in game.
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Technical Support / Re: Cannot Connect to Server« on: 14 September 2024, 13:39:46 »
Try resetting your router, see if that does anything.
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Technical Support / Re: Cannot Connect to Server« on: 13 September 2024, 10:00:27 »
Welcome to the forum.
Make sure that The host has less or the same expansions The host created a game with the "Level Range" set to 85 The host created a game with a difficulty available for your character The host and the clients have the same game speed The host created a game without passwords The host created a game with the "Max. Players" large enough ? You don't have any mods from Steam You don't have any mods manually installed All players have verified their files Your latency to the host is good No player has OneDrive active with C:\Users\You\Documents included Your antivirus allows TQ.exe to use internet Windows' firewall allows TQ.exe to use internet The port range is open in your router/modem If all of the above are checked 1.. Your character doesn't have any items from expansions at least one player doesn't have 2. Your character doesn't have any mastery from expansions at least one player doesn't have 5
Challenges (all versions of the game) / Re: The Xmax Hardcore Challenge« on: 12 September 2024, 08:00:03 »
Hm, don't recall seeing that bit of thread. I just made a note of placings in the one on the old forum before it shut down so I could move them over if needed which is what I did. Maybe it was a slightly different challenge.
Updated the leaderboard. 6
Challenges (all versions of the game) / Re: The Xmax Hardcore Challenge« on: 11 September 2024, 07:56:08 »
Welcome to the challenge Persona and well done so far. Added to the leaderboard.
For screenshots it's best if you use something like Imgur or similar for them. https://titanquestfans.net/index.php?topic=465.0 7
THQ Nordic / Re: Titan Quest II A Dive As Deep As Hades: Latest Titan Quest II Video & info« on: 10 September 2024, 11:30:15 »
Follow up info:
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. 8
Installation and Tools / Re: TQVault - AE, Ragnarok, Atlantis & Embers support« on: 09 September 2024, 07:55:56 »
Make sure you have the latest version of the tool, you can download it here.
https://github.com/EtienneLamoureux/TQVaultAE Also can maybe ask there if you continue to have problems with it. 9
Installation and Tools / Re: TQVault - AE, Ragnarok, Atlantis & Embers support« on: 07 September 2024, 07:37:25 »Yes. If you're referring to the box that needs to be checked for TQVault to access modded games, yes. Yes, I am. 10
Installation and Tools / Re: TQVault - AE, Ragnarok, Atlantis & Embers support« on: 06 September 2024, 17:16:38 »
Did you configure the Vault for the mod in the Configuration settings?
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THQ Nordic / Titan Quest II A Dive As Deep As Hades: Latest Titan Quest II Video & info« on: 05 September 2024, 15:19:50 »
Munich, Germany / Vienna, Austria - September 5th, 2024: The essence of every ARPG lies in its core mechanics, and for dedicated fans, understanding how these elements work and interconnect is essential. Titan Quest II is pulling back the curtain on these fundamentals. Join Balint Marczin, Lead Systems Designer, and Florian Jonas, Technical Art Director at Grimlore Games, for a 40-minute playthrough of the recent Gamescom demo. Get an in-depth look at the core systems of Titan Quest II.
Discover more about the story, the setting, and the combat mechanics. Learn how the loot system is designed, how attributes enable personalized builds, and what the masteries are all about. Check out the gameplay video here: (Please note: This gameplay footage is from a limited demo and does not represent the final quality of the game or showcase all features to their full extent.) 12
Challenges (all versions of the game) / Re: The Xmax Hardcore Challenge« on: 31 August 2024, 10:00:45 »
I think it varies. I just downloaded the one Argonil has done, but the x10 option on that only spawns x1 bosses so I'm thinking I need to go back to the old Xmax again. There are so many versions now I guess we need to decide which ones are okay for the challenge. Argonil's one actually has proper HC as a couple of options, but those only use either x3 or x5 mobs, not the x10. Others have Loot Plus with them - well one of Argonil's does too iirc - so does that rule those ones out of the challenge since more monsters to kill means more loot anyway?
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THQ Nordic / Re: THQN Showcase and Gamescom, Cologne« on: 24 August 2024, 13:46:13 »
Here are links to various streams:
About 17 minutes in https://www.twitch.tv/videos/2230098414 About 16 minutes in https://www.twitch.tv/videos/2230102962 https://www.twitch.tv/videos/2230856781 About 2 hours in https://www.twitch.tv/videos/2231681273 14
THQ Nordic / Re: THQN Showcase and Gamescom, Cologne« on: 24 August 2024, 10:56:20 »
Another translation from the German:
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 15
THQ Nordic / Re: Titan Quest II - What We Know So Far« on: 24 August 2024, 10:56:00 »
Another translation from the German:
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 |