Unexplored 2: The Wayfarer's Legacy cover
Unexplored 2: The Wayfarer's Legacy screenshot
PC PS4 XONE Series X Steam Gog Epic
Genre: Role-playing (RPG), Adventure, Indie

Unexplored 2: The Wayfarer's Legacy

Patch 1.4.3

We have managed to address most of the bugs reported to us on Discord and via email over the past two weeks.

At the same time, we are still working on improving NPC behavior. There has been progress on that front but it is still very much under the hood. Essentially, we have reduced the complexity of the underlying systems, which was a necessary step on our way to create better and more complex behavior.

Bug Fixes
- NPC groups with different creature types behave more consistently.
- When generating a new world after playing another, your reputation in Haven is set correctly.
- Potential fix for the issue that you cannot eat a shared meal in the inn.
- If it isn’t common knowledge already, you can correctly study the Spiced Tonic Recipe.
- Being encumbered no longer incurs a penalty on fortune tests while camping.
- Items, gear, and arrows taken from a stack should always be taken from the smallest stack first.
- The ‘find rare book’ challenge can be completed correctly.
- The Skye Halo and similar items that protect against ‘Lost’ work correctly.
- Prevents inner rooms cutting off level entrances.
- Bows offered in trade or found in chests display their description correctly.
- The Miserable status indicates it can be removed by eating a hot meal.
- When gloom causes you to lose hope it is not doubled.
- Fixing another instance where the Wayfarer got stuck crossing bridges across shallow water.
- Potential fix for waypoints placed on stairs interfering with the wayfarers ability to climb them.
- Prevents blocking assets from spawning too close to stairs.
- The recipe for Refreshing Liqueur is displayed correctly.
- Rummaging through old libraries can no longer yield an ‘item.loreBook’.
- Adjusted the wording for when you find a potion or a flask in an old library.

Patch 1.4.2 has fewer people out in settlements after nightfall

This week we have been laying the groundwork for creating better contextual NPC behaviors which in itself is a first step towards making encounters and adventures more dynamic, dramatic, and impactful.

For now, most of that effort remains under the hood, although you will notice that at night shops close and fewer people will roam the streets of Haven and other settlements.

Gameplay Changes
- Less people are on the streets of settlements during the night.
- Shops in settlements close down during the night.
- When you are allowed to recover health after completing a deed, you will always also recover from wounds, poison, and other conditions affecting your health.
- You may catch outlaws and imperials destroying vases because apparently they are feeling like it.

Bug Fixes
- When you have completed a task, folk in Haven, and similar quest givers, stop offering associated hints as useful information.

Patch 1.4.1

Bug Fixes
- Replaces an instance of “fortune.hunted” with the correct fortune: hunters.
- Rotating rock gates recall their state (open or closed) better when a level is reloaded.
- You can reach inside hollow trees and rocks again.
- Places a chest in variant ‘a’ of the root cavern, and marks it as the place to store lost treasure.
- Making extra sure the final machine quest is not placed inside the First Valley.
- Rubble can appear as the ‘purpose’ of an open side room in Edge or Spirit World levels.
- The traveling bowyer no longer has a bow levitating near their shop.

Major Update: Stab, Block, Thundercut (1.4.0)

Combat is now faster, more explosive, and no less strategic. The cooldowns on weapons have been replaced by a vulnerable state: a brief period during which you cannot parry or block, and during which all damage you, or your enemy, receive is critical.

These changes made many combat related skills obsolete. In effect, this limits the way your character can develop. However, in the near future we intend to remedy this lack of progression by allowing the Wayfarer to have a bigger impact on the map and on future Wayfarers.

Please check out our Discord server for more details on this update and future updates!

Gameplay Changes


- New status effects: vulnerable, smoldering, freezing, entangled.
- Weapons now deal critical damage when you hit a target when they are vulnerable.
- The lead-up to an attack is a little slower, with NPCs telegraphing their attacks a little longer.
- Many heavy attacks allow you to get past defenses rather than doing more damage.
- You no longer need to have a special skill to riposte with swords and quarterstaffs.
- Shields only block attacks when they are actively used.
- The sigil effects of weapons and shields have been updated and rebalanced.
- Back shields work better and are represented in character base rings.
- Falxes can be well made.
- Updates animations for the glaive and quarterstaff
- Makes the poisoned effect a little more dramatic.
- Redesign of item qualities that dealt with cooldown: balanced, defensive, rigid, unwieldy, clumsy, heat warped, and melted.
- Removes most combat related skills as they have become obsolete.
- Changes to backgrounds to reflect the removal of combat skills.
- Backgrounds start with fewer items.
- Raafi relics no longer grant extra skill choices during character creation.
- The Broken Wing adds a blinking spell item to all new Raafi characters.
- Bringing the Marang Omnibus to Haven adds the option to research crafting recipes to Haven’s library.
- Bringing the Alchemy Curriculum to Haven adds the option to research potion recipes to Haven’s library.
- Adds new scrolls: Carn’s Careless Combustion, Doorn’s Embrace, and Frostbite.
- Removes the scrolls that gave you a deed.
- Upgrades the location of the Prime Elemental Forge to a full-fledged adventure site.
- New items: Snap Root Seeds, Winter Spirit Idol and Carn’s Improved Vessel of Combustion, Glass Spheres.
- Adds crafting recipes for Storm Globes and Serpent Spheres.

Bug Fixes


- Using the mouse to interact with the HUD can no longer cause the weapon buttons to become unresponsive.
- Fixes a rare issue that could stall the game during world creation.
- Discarded key items are correctly replaced in hollow trees after you leave an area.
- Restores a broken connection in some Marang Keep levels.
- Prevents the game from stalling when you are camping in levels that have fewer actors than watchers.
- Potential fix for the bug that inhibits the wayfarer’s movement while crossing a bridge over shallow water.
- Correctly places the second figurine in specific instances of the trapped ruin template.
- Key items retrieved from chests are correctly placed back on a reload.
- NPCs are more clear about when they won’t talk to you because you have your weapons out.
- Dried herbs are priced correctly.

Patch 1.3.17

We found time to address a fair number of bugs as we are getting closer and closer to releasing the combat updates to the main branch of the game.

Bug fixes
- Fixes an issue that prevents you from talking to innkeepers and other characters after reloading.
- Adds missing text when you investigate rubble.
- Adds better automatic recover if the game camera goes wonky after a regenerate.
- Removes a check that forced levels to be regenerated unnecessarily.
- Traveling traders no longer offer to take you to places that don’t really exist on the map.
- Making extra sure there is enough room to place the Earth Shaker.
- Adds ‘escapes’ to rooms locked with a minor puzzle.
- Gates remember that they have been forced as long as you stay in the area.
- Prevent snap root trees from blocking entrances to bridges.
- Restores Vuur’s fortune test.
- Adds a missing Mercy flame to certain Mercy Tombs.
- Fixes a generator instance that created accidental ledges you could teleport to.

Patch 1.3.15

Patch 1.3.15
Only a handful of bug fixes this week as our main effort is still on improving the combat on the beta branch.

Bug fixes:
- The gameplay warning for using signets on items pops up and goes away correctly.
- Tower locations at the edge of a lake generate correct bridges.
- Fixes issue with the mountain top temple level not generating correctly.
- Fixes broken level connection in some Marang keep location.
- Fixes issue with walls missing near chasms
- Teleporters that are designed to activate automatically after being used actually do so.
- The curated world data has been adjusted: it no longer contains too many Raaf temples.

Patch 1.3.13

This week’s patch fixes most of the bugs reported over the past two weeks.

At the same time we also keep working on a better combat system. We’ll update the beta branch on Steam with this progress as a separate patch a little later today. Check out our discord for more details and discussion about that. We always appreciate your feedback, especially if you are keen to test out the new combat design.

Bug fixes
- One directional flash pads in the Edge are generated on the correct side of the gap.
- Making sure the Forge of Destiny is not accidentally replaced with a regular sigil forge.
- Fixes a generation issue with the interior levels of Marang keeps.
- Fixes issue with missing statues in Raaf temples.
- Addressing an issue that caused the Wayfarer Intuition to trigger too often.
- Resolving an issue that allowed you to duplicate figurines.
- World difficulty settings and content options are properly sorted automatically.
- Making sure the death animation for NPCs plays correctly.
- Eliminates two possible causes for Haven to be generated in an invisible location.

Other changes
- Adds a message that informs the player when a world is generated with too many Raaf temples.

Drastic changes to combat

This patch tests out some drastic changes to the base combat: all cooldowns have been replaced by an exposed state. You will be exposed when you are hit too often or when dealt specific damage. When you are exposed, you cannot block or parry and will receive critical damage instead of normal damage.

The good news is that this also goes for enemies.

Power attacks are also removed, with the exception of throwing weapons which are still thrown by holding down the button for a short while. The idea is that these changes make combat easier to read, safer, and easier to manage, especially when facing only one enemy. Basically you need to score a hit, or force an opponent to block or parry 3 times in order to ‘expose’ them, at which point you can probably defeat them quite easily. However, facing multiple enemies is still challenging as you will need to avoid being exposed yourself. For the end game we plan to lean on larger groups a little bit more.

This is still a work in progress; many magic weapon effects and combat skills need to be reconsidered. In addition, the tutorial doesn’t work with the new changes. But we are eager to learn from the community what you think about these changes. For that reason the patch will only be rolled out to the beta branch on Steam. We hope that some of you like to try out these changes. The combat practice would be an obvious place to start.

Please let us know what you think on our Discord channel!
https://discord.gg/4Y4983keuf


To get you in the mood: here's some of apt music from the game (also available on Spotify or on Steam with a hefty 75% off currently):
https://www.youtube.com/watch?v=osPiRt0ayz4&list=OLAK5uy_m5f0P8GUB08nr9AKY-q27l3R8ShnaGmeo&index=8

Patch 1.3.11 Adds extra camera angles and 'Wayfarer's Intuition'

Patch 1.3.11
This week’s patch is a mixed bag of new features and AI improvements. In the options menu you can choose to change the camera settings you can toggle through in-game. The added ‘Wayfarer Instinct’ helps you locate key items when you are in cautious mode, and holding the Staff allows you to detect the magic radiating of hidden ‘wall eye’ sensors.

New Features
- In the options menu you can choose between different camera settings to use in the game.
- Wayfarer Intuition: if you go into cautious mode you might instinctively detect the presence of nearby ‘key’ items.
- Holding the staff allows you to detect magic.
- Adds ‘wall eye’ sensors, these might be hidden and need to be detected with magic.
- Improves the ‘follow leader’ behavior.
- Improves the way the generator can spawn and utilize side rooms.

Bug Fixes
- When enemies decide to flee, they no longer freeze in place.
- AI struggles less with taking tight corners.

Patch 1.3.10 is tiny

This week’s patch is tiny: it only contains two bug fixes, which actually addresses all bugs reported since the last patch.

Behind the scenes we are still working on a new final level including brand new AI stuff that isn’t quite ship shape just yet.

Bug Fixes
- Fixes generator issue with the subterranean level of Marang Keeps.
- Reducing likelihood that level features such as bookshelves can block gates.