Despite the Holiday season we managed to get in a fair number of bug fixes and a handful of gameplay improvements. Many of these are based on reports from the community and the lively debates we have about the game on our discord server.
If you like to contribute, please check it out. We are planning to test a few new features on a beta branch soon, and our discord is the best place to learn about all the latest!
Gameplay Changes - Items made by you get a special mark in their description. - Making crafting tests a little easier. - The Forge of Destiny now also works with casts. - You can find more patches of firewood in obscuri forests. - The Imperials camping in the Garden of Yendor no longer camp in the same room as the arcane rift that brought them there. - The Raaf Disc is discarded when you leave the Garden of Yendor. - Clans can send out patrols to prevent recently cleared site from being repopulated with monsters. - Additional notifications when main encounters are resolved.
Bug Fixes - Adds an extra map diagnostic that can repair flawed connections into the First Valley from the High Pass. - Quan actually drop Wurm Scales. - Fixes issue with crafting options not always appearing. - Fixing issue with lingering reputations. - Making the auto repair for the Dandelion Pit constraint more robust. - Waterskins indicate they work against heat as well as dry fortunes. - Reduces the chance cave entrances are not generated because other level features take priority (doesn’t cover all instances of this issue, please report again if this happens again). - Fixing generator issue that could cause levels to be populated incompletely (features and enemies would be missing). - Adds the correct table entries to spawn ‘old weapons’. - Taking extra measures to prevent traveling traders to pick destinations inside the First Valley, and preventing them from picking their current location as the next destination. - Fixing issues with names and images of some crafting recipes. - The Bawdy Song indicates the correct gains in the camping study menu. - Fixes generator issues that generated fake passages at the edge of cave levels. - If you cancel a test to forge an item, the forging materials are restored to your inventory. - You can navigate to the crafting recipes using a controller. - Fixing an issue that caused the game to stall after trying to reload a game in which the previous wayfarer had died. - Addressing some issues with incorrect spelling, grammar and missing texts.
Update 1.3: Blood, Sweat & Magic
This major update unlocks many new crafting options! Craft gear while camping, forge your own well-made items at forges, brew potions, and uncover the magic powers of the new Signet items.
To assist you in all this new crafting materials such as amber, rubies, and witchwood have been added. Learn all about them through the new recipes you can study while resting. Or do you prefer to sing a bawdy song instead? (You can!)
This is a substantive update that will seriously impact the game economy. Considering the size of the game and our limited resources to test all possibilities it will probably take some tweaks to let the new balance of things settle. We’ll need your feedback for that!
Speaking of which, based on the recent discussion on combat on our Discord server, we’ve made some changes in hopes of improving the combat experience. The targeting has become ‘stickier’, which should lead to less accidental turns leaving you open when it is not convenient. The target ring around an enemy now also changes color to indicate whether or not an enemy is in range and whether or not your weapon is in cooldown.
It’s been a hell of a sprint this week. Tomorrow I’ll monitor for any serious problems we might have missed. But I hope it will reach you all in time to enjoy it before the Holiday season!
New Features - Brew potions from raw ingredients. - Craft and modify your gear using basic materials. - Craft Signets to enhance well-made items on Forges. - Use forges to create your own weapons from raw materials.. - New crafting materials (including: iron ore, amber, rubies, leather, hides, sticks, cloth) - New places where you can find crafting materials (sticks, amber, witchwood, rubies, flow rock shards, solid skider slime). - Time passes for items in containers during and between runs. - New sections in the reference to keep track of found crafting recipes. These are automatically passed on to the next Wayfarer. - Adds warnings when the player is exploring too many nodes, or when they are traveling while being fatigued. - Time passes for items in containers, which might cause items to degrade. - The Vault in haven has two extra containers. - When your gear ends up in another location after you die, the Loremaster can tell you where it went. - Monster lairs now can have monster hoards. - New ‘study objects’: Epic Poem, Ballad, Bawdy Song.
Gameplay Changes - Targeting in combat has become more ‘sticky’, reducing the chance you lose your combat target at an inconvenient moment. - Enemy base rings turn orange when they come into range of your melee weapons. - Enemy base rings blink when your weapon is in cool down, and you cannot attack. - Adds an extra sprinkle of sparks to the world.
Bug Fixes - After a Wayfarer dies or is retired, the right gear is selected to be salvaged. - Quests and library books no longer get duplicated in curated and pregenerated worlds. - When restoring a game in an inn, the correct reputation is set.
Patch 1.2.12 out now
This week’s update includes a number of important gameplay changes. Most importantly when you die, any non-legacy gear might actually end up somewhere in the world. Also, returning to Haven to retire your character has become more advantageous. Not only will gear be placed in the vault automatically, your next character will also get the benefit of a new type of item to study while camping: the journal of previous wayfarers.
We also decided that most hazard locations you would encounter while traveling didn’t add much, except that they slowed you down. For that reason we have taken most of them out. The intended effect is that traveling should take less time.
New Features - Whether you are hiding is represented as a status effect. - When you die your non-legacy gear might end up somewhere else, sometimes it is even brought back to Haven. Then Loremaster will have some intel about it. - You can now retire your Wayfarer if they have lost enough hope by talking to the Loremaster. Retiring automatically passes on some of your gear, including a journal which your next Wayfarer may study while camping. - Camping UI is adjusted to accommodate for the new action to study objects to gain benefits. - After the first Wayfarer the people in Haven erect a monument to commemorate previous Wayfarers. (Not in all existing worlds, though.)
Gameplay Changes - The empire advances less quickly. - Abandoned sites are repopulated less quickly. - Hazards are now rare travel encounters. - Specific encounters on map nodes can project hardships and encounters on nearby travel routes. - When you are in savage form, most creatures regard you as an enemy.
Bug Fixes - Researching books in Haven’s library works properly again. - Friends and allies don’t blame you when they are attacked by other creatures. - Fixes a case where void elements prevented you from camping claiming ‘hostiles nearby’. - Removing incorrect flowers and shrubs from caves. - Stormrider Bully (Folk/Enemy encounter) is correctly generated. - Addresses a new generator issue that caused too many hazard locations to be required to regenerate and failing subsequently. - Refilling water at a magic well works correctly even when you were enchanted by it previously. - When you reload a game with a character who is in the savage form, the timer for that form is not reset to 5 days again. - Eliminates weird behavior when a traveling trader fails to plot a correct course to the next destination. - Fixing a few text issues.
Extra patch 1.2.11.1
This morning I found a bug report in my email that finally allowed me to get some grip on the camping issue that was reported a couple of time last week. It felt like Christmas came early, (or rather Sinterklaas came late ;) ). In any case that and a few other issues warrant another quick patch!
Bug Fixes - Allied status is properly awarded when you are allied to a clan. - When you camp a second time in a different level of the same map node, the camping menu appears correctly. - Prevent the generator from placing turrets in an area marked as a campsite in a few instances. - Near a Magic Hearth, campsites are no longer automatically hidden.
Other changes - Status effects are represented differently when dealing with Imperials.
Patch 1.2.11 is now live!
This week we have been working hard on a new reputation system to reflect your standing with the local folks. Standing is now represented through a number of status effects. The changes are implemented for towns, but also for encounters such as bandit camps.
There are also several bug fixes. The most important ones concern the reliability of the bow (which was misfiring quite often) and a potential fix for the numerous black screens people have been reporting. The latter issues remain somewhat elusive so we probably didn’t quite catch them all. Yet.
New Features - Lit torches in wall sconces actually produce light. - Redesign of the status / reputation system: the way local look at you is represented through status effects.
Bug Fixes - Potential fix for the game staying black after alt-tabbing or switching between nodes. (This bug remains hard to reproduce for us, so it is impossible to be certain if this fix works). - Potential fix for two characters overlapping during character creation (this bug also proved hard to reproduce). - When you ally with a clan without befriending them first the achievement for becoming friends still unlocks. - Fixes issue with proto material visual clues being repeated over and over at a vantage point. - Making ground material from ramps to be more consistent, preventing accidental blockades on narrow, mountainous paths. - Fixing a few issues that caused bows to misfire after switching weapons after drawing but not firing, or when waiting long before releasing an arrow. - Fixing issue with incorrectly linked stairs.
Other changes - Removed the old barrow ghost encounter from the world generation.
Patch 1.2.10 is live!
Bug fixing, refactoring and redecorating have been our prime activities for this week. We’ve managed to address most bugs reported over the past two weeks. At the same time we cleaned up and improved the generator code so it becomes easier to add new and better decorative patterns to all levels. You should already notice its effects.
There have been some reports about freezes which we haven’t gotten to the bottom of, yet. If you are experiencing freezes, you can try to switch off the keep in memory option added recently. If that doesn’t help, please let us know on discord!
Bug Fixes - Fixes a generation issue that caused people and features to go missing from Haven. - Town guards no longer address you as ‘Hero’ when they know your name. - Plugs a possible exception when updating water tiles. - Plugs a possible exception when requesting the in-game date. - You can correctly pick up items from chests when doing so completes a task. - Scrying stones no longer go into a loop constantly detecting the same source of magic. - Untangles broken connections in the Deep Pit location. - Prevents items of type ‘None’ from being spawned. - Improves automatic map diagnostics to prevent destinations being marked as part of the First Valley incorrectly. - Fixes generator issue which caused accidental bypasses of gates. - Improves placement of exit markers near specific staircases leading up. - The task master in Haven can no longer refer to obsolete dialog options. - Addresses issue with dysfunctional and incorrectly placed ‘shroom gates’. - Prevents the hilltop ruin from generating two shrines in the same room. - The secret tunnel map connections work properly again. - Adds encounter options for en route locations that were supposed to generate only hardships, because apparently they can sometimes also generate an encounter… - Adding an additional way to recover if a ‘MachineLeadIn’ constraints fails.
Other Changes - Cleaned up and optimized level generation somewhat, shaving off ~10% of the generation times. - Improved the implementation of decorative patterns in the level generator. - Improves and expands ‘underground shrine’ template. - You can use bandages to recover hp when you are not wounded.
Unexplored 2 update live now: improved "loading" times, upgraded encounters
Patch 1.2.9 has arrived! It brings gameplay improvements as well as decreased generation and building times.
The rabbit hole we dove into this week concerns gameplay and decorative patterns for major sites. The Raaf Temples and the ‘haunted’ encounter spearheaded these developments and you’ll find they have improved considerably.
Unfortunately, the hole turned out to be quite deep, this left little time to fix bugs. There should be more room for that again next week. We also plan to improve more major sites and encounters and a similar vein. Over time this should improve the quality of the level generation and gameplay overall.
Finally, the two features introduced to reduce ‘loading’ times are no longer experimental. ‘Keep local files in memory’ is now switched on by default, while ‘generate in background’ is switched off.
New Features - New status effects: Uneasy and Foreboding. - Improvements to the Ancestral Spirit encounter. - Improvements to the Raaf Temple template. - Improves a number of existing decorative patterns. - Adds a number of decorative patterns. - Improves the way the level generator recognizes and handles ‘key points’. - The feature to keep local levels in memory is no longer experimental, and it is switched on by default. - The feature to generate levels in the background is no longer experimental, but it is switched off by default.
The rabbit hole we dove into this week concerns gameplay and decorative patterns for major sites. The Raaf Temples and the ‘haunted’ encounter spearheaded these developments and you’ll find they have improved considerably.
Unfortunately, the hole turned out to be quite deep, this left little time to fix bugs. There should be more room for that again next week. We also plan to improve more major sites and encounters and a similar vein. Over time this should improve the quality of the level generation and gameplay overall.
Finally, the two features introduced to reduce ‘loading’ times are no longer experimental. ‘Keep local files in memory’ is now switch on by default, while ‘generate in background’ is switched off.
New Features - New status effects: Uneasy and Foreboding. - Improvements to the Ancestral Spirit encounter. - Improvements to the Raaf Temple template. - Improves a number of existing decorative patterns. - Adds a number of decorative patterns. - Improves the way the level generator recognizes and handles ‘key points’. - The feature to keep local levels in memory is no longer experimental, and it is switched on by default. - The feature to generate levels in the background is no longer experimental, but it is switched off by default.
Gameplay changes - Fixing issue with magic effects not always spawning correctly. - Fixing minor generation issues with spider web and spider eggs.
Complete your Unexplored collection!
Collected for the first time: two award winning games that took procedural content generation to the next level! One slow & deliberate, the other fast paced, both unique and infinitely repayable.
The ROGUELITE that feels like a ROGUELIKE. Praised for its fantastically generated dungeons, real-time combat and surprising amount of content and depth. One of the BEST GAMES OF THE YEAR according to PC Gamer and VICE Waypoint.
Easy to Play, Easy to Die
Fantastic Generated Dungeons (using brand new tech)
Real Emergent Gameplay with many Tactical Options
Intense, Real-time, Dual Wielding Melee Combat
Stealth Mechanics (dungeon crawling like a real rogue…)
Over 50 dangerous bosses
Challenging, generated puzzles
Adaptive, original soundtrack
Unexplored 2: The Wayfarers Legacy
Unexplored 2 is an award winning, slow & deliberate, open-world RPG in procedurally generated worlds, with a table-top 'feel' & a cool twist on permadeath.
Key features
Radical content generation: Ludomotion's radical approach to content generation creates many layers of unique content, every time a new world is generated.
Generative storytelling: Though every Wayfarer's ultimate goal may be similar, every hero will have their own world, story, and encounters.
Systemic depth: The game features many systems and you will discover something new every time you play, even after hundreds of hours of gameplay.
Legacy system: Actions of your past heroes impact the fortunes of those that follow in their footsteps. Use your legacy wisely to give your successive adventurers greater hopes of completing their quest.
Permadeath in a persistent world: When your hero dies, they stay dead. But you can choose to return to the same world with a new Wayfarer. Or, if you prefer, begin a new adventure in a completely unexplored world.
Unique presentation: The worlds in Unexplored 2 are presented in a unique and beautiful art style, beyond what is conventionally expected from a generative game. A stylish lighting system sets the mood and adapts to the time of day and local weather conditions.
Orchestral adaptive soundtrack: Your adventure is accompanied by an orchestral, original soundtrack which reacts to the action and decisions you make as a player.
Weekly patch is out early (Patch 1.2.7)
This week’s patch is mostly bug fixes but also contains two new experimental features that can reduce generation and loading times significantly. These are the option to keep all levels of a single area in memory, and the option to generate levels in the background while you are playing.
You can find them both in the options menu. Please keep in mind that depending on your machine they may have an impact on performance.
New Features - Experimental option in the option menu: keep all levels in a single area in memory to reduce loading times. - Experimental option in the option menu: generate levels in the background.
Gameplay Changes - Small groups of rats are no longer considered groups of enemies. They are now always ‘nuisances’. - Changes how myst works.
Bug Fixes - Improves generator rules for two intersecting stairs. - Waterskins are no longer refilled near lava, mud, or other undrinkable fluids. - Heat Immunity correctly protects against vertical geysers. - Enemies do not come to investigate your camp when you made a truce. - Reducing the distance at which you use an existing camp, making it more difficult to misuse camping as a teleporting action, and also making it less likely nearby hostels are not detected. - Enemies cannot deal damage with a melee attack if they have just been killed. - Improving the description and feedback for Kramas & Tjilpit. - Foods that are marked fresh are more clearly marked in the inventory. - Fixes generator issue that caused buildings like inns to go missing on rare occasions. - Fixes generator issue that caused climbing exits from a level to be missing. - When two sets of stairs or ramps connect you can climb them to the top. - Control icons in HUD no longer revert to texts. - Equipping rings and other jewelry fixed. - Optimizes the way NPCs select random rumors, removing spikes when walking around a village.