Titan Quest II

Titan Quest II

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Welcome to Early Access Multiplayer Preview
Hello everyone! Welcome to this early multiplayer test version.

Big Disclaimer
Multiplayer is in a very early state and things can and will be rough. This will not have the same quality as the main Early Access.
Please don't expect anything super-polished here or be disappointed if things go unsmooth.
You might lose some progress on characters, crashes and bugs might occur and performance might be worse.

Basic Information:
- In-game click Host Multiplayer to host a game. When the game has started you can invite friends via the platform-specific overlay. Or just join a friend with an open multiplayer game the same way. Currently you can only play with platform-friends! The Lobby Browser will be added in future updates.
- You will need to make new characters for this version. The main Early Access version characters are not compatible.
- You can play with up to 4 players in one session.
- Whenever the host leaves (or crashes) the game is being shut down for all clients as well.

How to Feedback:
- After you have played enough multiplayer to have an opinion, please fill out the multiplayer-survey. You can find it here: https://forms.gle/eM7YQceHgE2xbCrW6
- Major bugs should still be reported via the ingame Bug-Reporter. This way we have them in our database directly and additional information, which makes it much easier for us to fix them.
- Please also make use of the Multiplayer Subforum on Steam, where we will monitor discussions.

Known Issues:
- Savegame Sync: While you can complete sidequests together and get the rewards, Clients will not get this quest-progress taken over into new games or single-player. The Main-Quest is unaffected by this.
- Fog Walls in Boss Fights: Fog Walls don’t work as intended currently. They should only block people from joining the fight, if they already died in it. It is best to always enter a boss arena together before triggering the fight. Sometimes, to circumvent this and join a friend you can just teleport onto their character using the personal portal. But that won’t always work.
- Gather Points: The game should have Gather-Points at certain spots in the game (for example the bridge before Pyrgos etc.). This feature is currently missing, so it can create odd situations, but shouldn’t create any hard blockers.
- Cutscenes: Handling for any sort of cutscene will be unpolished and buggy. This can cause broken visuals and other weird experiences during cutscenes. It is also recommended that the host always skips cutscenes first, since otherwise bugs can occur.
- Embers of Night Quest: The Embers of Night implementation currently doesn’t work correctly in multiplayer. This means you might not be able to find all of them or correctly get the rewards tied to them.
- Host Performance: Performance for the host might suffer, especially if the party splits up.
- Mastery Implementation: We did not yet get to make a dedicated pass over the Masteries for multiplayer. This causes several issues:
- Auras don’t affect your allies in multiplayer.
- Certain abilities might not work correctly in multiplayer (for example Ring of Flames Amplify stacks don’t work correctly).
- Certain mechanics, like “Mark” might not work correctly in multiplayer (your allies might be able to consume your mark etc.).
- Fissure causes screen shake for the whole party.
- And probably many other small issues.
- Dialogue Implementation: The current implementation for Dialogues is not the final one. Overlapping dialogue or other unpolished situations that happen especially for clients are to be expected.
- Enemy Ability Visualization: The visualization for enemy abilities and attacks might be missing, especially for clients.
- Hardcore Client Death: If the host dies in Hardcore, all Clients might die as well. We suggest to not play Hardcore in this version at this stage.
- Tutorials: Tutorials might be displayed for everyone if any players triggers one.
- Movement Blockers not removed for clients: In some quests the state of the world might change and remove blockers in the environment. Sometimes this only happens for the host, not the clients. If this occurs, just use your personal portal to teleport onto the host.
- Pan's Cave Brazier: When destroying the Brazier in Pan's cave spamming many small projectiles, this can cause it to not be destroyable. In this case re-starting the game should fix it.
- A multitude of other small issues.

We will improve the multiplayer experience along with the main Early Access in the coming weeks and months. We still wanted to share this early version with you to gather feedback and new bugs and edge cases, so we can make the version better faster.
Thanks so much for the time you take for testing and giving feedback we really appreciate it.

We are looking forward to your feedback!