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

Update 1.0.14 is now live!

For this update we’ve been focusing on two issues: missing items and exploits. We’ve addressed a bunch of issues related to these, but probably not all. They remain a top priority for the next updates.

The bug reports you have sent in have been very, very helpful in tackling these issues. Thank you for your continued support!

Bug Fixes
- Fixes a few instances of empty chest for specific level stories.
- Items that have been taken don’t respawn (quickly) even after you traveled (no more farming goods or sparks).
- The magentol key doesn’t get discarded when you travel.
- Fixes an issue with duplicate container id’s in Raaf Temples.
- Addresses two causes for incorrect (white square) items to appear in containers.
- Changes to the Marang Ruin template to prevent empty chests in those locations.
- The unformed labyrinth uses the correct chests.
- Making extra sure two magic torches are generated for appearing flame chests.
- Fixing issue with clues to machines not spawning.

Other changes
- Gives special look to many specific books, notes and old journals.
- Praying for help can reveal hidden chests.
- Praying for help can give you lock picks, rope, and pickaxes under certain circumstances.

Patch 1.0.13 is now live

We’ve done a small, extra round of bug fixing.

What’s more, In combat practice you can now play around with creature templates. This is a small step towards more mod support we hope to implement over time. Check out our discord for more details about this cool new feature.

Bug Fixes
- Locked doors no longer appear randomly in villages.
- Fixes an issue that causes ‘rough road ridge’ hazard levels to fail to generate correctly.
- Fixes an issue that causes ‘underground passage’ hazard levels to fail to generate correctly.
- Indestructible armor cannot be destroyed by ‘ruin’ magic.
- Magentol tubes get discarded with other local key items.
- Mud creatures get labeled correctly.
- Creature labels cannot linger when you return to the menu.

New Features
- Added rudimentary support to play around with creature and actor templates in the combat practice.

Patch 1.0.12 is now live!

The past two weeks we have been making changes to the travel experience. The locations you encounter en-route are more streamlined, and they depend less on wildlife to create hazards.

We’ve also added labels that help identify creatures and other level features. And we didn’t forget about bugs: you’ll find that another dozen or so are gone.

Gameplay Changes
- Implements well ‘traveled routes’ mechanic: you will encounter fewer enemies and hazards on routes you recently traveled.
- Streamlines all encounter locations.
- Hazard locations are mostly more linear with a clearer challenge and (possibly) a clearer reward.
- Added and improved hazards: poison pods, mosquitoes, leaving spoors, shrooms, and then some.
- You can often try to intimidate wolves instead of fighting them.
- Adding labels to creatures and certain level features to help identify them and make clearer what you can do with them.
- New condition Fever.
- New condition Forest Foe.
- Random travelers and ruffians do not have as much treasure any more…
- Minor updates to the table that selects which creatures to spawn in what environment.
- The Sky Mask is now a legacy item.

Bug Fixes
- When a level fails to generate twice, the game will automatically place you back at the last successfully generated level.
- Hunted status works as advertised.
- Items that spawn as boons cannot be spawned inside colliders of level objects.
- Improves the positioning of Elementals.
- Chests can no longer be spawned in really small crevices.
- Improves performance of geysers on low performance settings.
- Adds an extra double check to see if quest items are correctly placed in chests the first time you enter a level.
- Fixes freeze when reloading levels with specific lighting conditions.
- Adding a proper chest to the Shades ruin to make sure all types of treasures fit in there.
- Fixes issue with magic attributes (rare resonance, bronze, etc.) disappearing from items on reload.
- Checking if the right encounter is spawned when you arrive at a settlement to make sure the hall is not empty.

Small Patch (1.0.10) now live

Bug Fixes:
- The presence of Roly Polies no longer freezes the game.
- Better placement of Serpent Gates in confined spaces.
- Quick update to the teleporter ruin template.
- The bathing giants reappear in swamp versions of the Bathhouse.
- Fixes issue that caused the Form Elemental to go missing.
- Pray for Help cannot teleport you to empty sky off the side of mountains.

Gameplay Changes:
- Armored Combat reduces the encumbrance of armor worn, and up to 1 shield.
- Weapon Grip reduces the encumbrance of maximum two weapons.
- Communicates encumbrance in the inventory a little clearer.

Patch 1.0.9 is now live!

We’ve fixed bugs, added polish here and there, but also made some gameplay changes.

Encumbrance replaces bulk in the inventory: you can place items in slots that would have been blocked, but if you do you’ll get the Encumbered status. In addition, some skills were adapted or added that allows you to reduce the encumbrance caused by certain types of items.

We’ve also brought back the ‘Pray for Help’ function from Unexplored 1. This function works similar to the Escape option: clear your hands and hold left mouse button/right trigger for Pray for Help, or hold right mouse button/left trigger for Escape.

Pray for Help allows you to overcome barriers and other problems but you risk retribution when you use it often. If you only use it to overcome blocking obstacles you feel are generation bugs, you should be fine.


Gameplay changes
- Replaces bulk with encumbrance: you can place items in slots lost due to encumbrance but when you do you get the Encumbered status.
- Changes ‘armored combat’ skill to reduce the encumbrance caused by armors and shields.
- Adds two skills to reduce the encumbrance caused by weapons and other gear respectively.
- Reduces the number of extra draws for Guile, Courtesy, Diplomacy, Intimidation, Spirit Lore, and Mystic Traditions.
- Reduces the damage bonus of the Marksman trait.
- Reduces the damage bonus of many Sigil enchantments.
- Nerfs Flowing enchantment: it now reduces cooldown after an attack by 25% and after a parry by 50%.

Quality of Life Improvements
- Sigil forges automatically recharge your magic items if you are close to them.
- Blocks the pick-up animation if you are carrying an active light source.
- Presets are restored when you pick-up your weapon from a forge.
- Hope bar displays current hope points, and not the current number of hope traits.

Bug fixes
- Smooths out the building process so you experience fewer frame drops when a level is built.
- Extra effort to trace and eliminate performance spikes during gameplay.
- Fast-Traveling to an area near the First Valley can no longer register you as being inside the First Valley.
- Snow covered ramps can not block your progress.
- Traders restock better.
- Picking up items from pedestals and forges doesn’t automatically clear your hands.
- Restores the quick slot item counters.
- The Tinkerer background unlocks properly.
- The skill tab in the character menu can be correctly navigated with a controller.
- If you defeat Valker in the Edge but do not become Awakened the game automatically recovers when you investigate the barrier.
- Making sure the secret tunnel into the First Valley is placed in the world, prevents bug that broke to book in Temple Onyxclaw that should lead you there.
- Potential fix of the game freezing during an establishing shot because the context menu wants to take control.

Patch 1.0.8 Is now live

A fresh patch with 25 new fixes is dropping today:
- Prevents door decorations from being placed in front of gates.
- Fixes failed generation for certain instances of the Underground Temple.
- Savior achievement is properly unlocked when you destroy the Staff with the 2nd Wayfarer or beyond.
- Prevents items on the ground from respawning if you change between levels in the area.
- You cannot use Serpent Spheres or summon portals in the First Valley.
- Solves another map connectivity issue, and automatically applies it retroactively on existing maps.
- Guarantees access to the lake’s surface in lakeside levels.
- Backstabbing damage is applied correctly, ignores parries, and even shields when you have the Backstab skill.
- A ring of flow walking doesn’t prevent you from walking through mud.
- Fixes generator issue with lakes in underground passages.
- Removes incorrect cave exits from certain underground passage variants.
- Clay figurines do not yield treasure every time you return to the area.
- All paths on the map are really bidirectional.
- Mushrooms do not appear as blocking bushes in dandelion highlands.
- Fixes issue with correctly placing and resolving rat infestation encounters.
- Making extra sure there is enough room to fit the Form Elemental.
- Making extra sure blocking hazards are not used on critical paths.
- Putting in extra measures to prevent and recover from map nodes incorrectly being identified as part of the First Valley.
- Putting in extra measures to prevent the wayfarer is invisible (or actually infinitely small) after teleporting to and from the Edge or Spirit World.
- Restoring missing hollow rock hiding places for items in quinta cracks.
- Inventory sort order is consistent and logical.
- Critical success when forming alliances have an effect and gain you a boon.
- Removes malformed bridges over chasms filled with deep water.
- Repairing and upgrading items in the field or in shops resets their damage clock.
- Elemental masks only ever accept 1 sigil (as they were designed, only applies to ‘newly minted’ ones).

Short term roadmap: Allies and Adversaries

We, the developers of Unexplored 2, are committed to further explore the depth and breadth of our multi-generational, fantasy simulation roguesomething. Long-term plans will be announced later, but here are the short-term plans.

New Demo for Unexplored 2 is now available

Unexplored 2 is a unique game in many ways. It's also a game that is a bit hard to explain. It's a node-based open-world, procedurally generated RPG, with perma-death, but also not...

To make it easier to decide whether or not you should buy the game: play the demo. It's a pretty unrestricted piece of the game. You can quest, adventure and explore three regions of the world that the game generates especially for you.

Before playing the demo, you could read these tips:

https://store.steampowered.com/news/app/1095040/view/3336616951943536051
Or watch one of these introductory videos that explain the basics of the game very well:





https://store.steampowered.com/app/1095040/Unexplored_2_The_Wayfarers_Legacy/

Patch 1.0.6 is live now: Ultra Widescreen & Unreachable Nodes

Update 1.0.6 only has a humble list of improvements, but solves two problems that were knottier than the others, so we focused on those for the past two days:


  • Fixes most ultra wide screen issues.
  • Better map diagnostics to prevent and repair isolated areas on the map.


Basically we rebuilt the map diagnostic tool from the ground up, but it should automatically restore maps that had destinations there were unreachable. If you still encounter destination you cannot reach please let us know!

Thank you for playing, and thank you for reporting issues.

++++++++++++++++++++++++++++++++++++++++++++

https://steamcommunity.com/games/1095040/announcements/detail/3336616951943536052

Document containing FAQ + patch notes + known issues
--copy-paste url, Steam doesn't allow Google Doc links--
https://docs.google.com/document/d/1zC3aB48pMWjKKRYLVy7K1FcwSwuLMaHi6qiZt2ibCcw/edit#heading=h.kwu6px3easu4

FOLLOW US ON TWITTER:
https://twitter.com/PlayUnexplored

JOIN OUR DISCORD (our natural habitat if you want to contact us):
https://discord.gg/PAbkxrxGwu

HOW TO REPORT A BUG
--copy-paste url, Steam doesn't allow Google Doc links--
https://docs.google.com/presentation/d/e/2PACX-1vSm5xFcrrZTwdnyGytx3PdxpRrMZYNpihjlID4FCkvFRNpV1iu-Oj9V1AFETjvhk8S6l7chrl1SVEOs/pub?start=false&loop=false

New patch is live now (1.0.5)

We've just updated the game to 1.0.5. It is live on Steam right now.

Bug fixes

  1. After you talk to them, most folk will let you join their camp.
  2. Fixes issue that causes the quest menu to freeze forcing you to quit.
  3. Generator has better measures to make sure ramps are not blocked by higher terrain.
  4. Fixing issues with halls and inns being empty.
  5. Fixes building freeze caused by incorrect/unknown creature templates.
  6. Picking Fortitude during character creation actually increases your starting HP by 6.
  7. Choosing ‘show on map’ from the ingame menu with a controller closes the menu properly before opening the map.
  8. Fixes two instances of rare freezes during the time lapse.
  9. Fixes generator issue for certain cases of a magic well site.
  10. Eating a shared meal and learning a new skill while camping cannot be interrupted by an encounter.
  11. Talking to NPCs doesn’t throw a challenge when a challenge is already revealed, completed, or failed.
  12. Picking up items with passive abilities from a forge doesn’t activate those abilities.
  13. Vampiric broodspawn don’t heal you past the wounded threshold when wounded, and don’t heal you inside the spirit world.
  14. Forging a ring, dagger, or sword on the Forge of Destiny produces the right item.
  15. You can no longer duplicate sigils by leaving items on forges.
  16. Prevents traveling merchant carts from blocking city entrances (despite this being an excellent sale’s technique).
  17. Small items no longer stack so you can trade them individually. (It might take some time for existing stacks to dissipate, if we can figure out a proper way of splitting stacks with all UI we might bring them back).
  18. Potential fix for the game failing to register when you have reached Haven (causing save games to be deleted on character death).
  19. Fixing at least one instance of the bug that allows previous encounters to block camping in inns and at farms.
  20. Secret paths through bushes behave better near ramps.
  21. Patches of bluca plants cannot block your passage.
  22. Identified qualities stay identified on reload.
  23. When time passes in a settlement, encounters cannot spawn.
  24. Folk do not react to Vandal’s quite as aggressively.
  25. Misplaced enemies cannot block you from leaving an area.
  26. Fixes issue with time not progressing in the tutorial.

Thank you for playing, and thank you for reporting issues.

++++++++++++++++++++++++++++++++++++++++++++

https://steamcommunity.com/games/1095040/announcements/detail/3336616951943536052

Document containing FAQ + patch notes + known issues
--copy-paste url, Steam doesn't allow Google Doc links--
https://docs.google.com/document/d/1zC3aB48pMWjKKRYLVy7K1FcwSwuLMaHi6qiZt2ibCcw/edit#heading=h.kwu6px3easu4

FOLLOW US ON TWITTER:
https://twitter.com/PlayUnexplored

JOIN OUR DISCORD (our natural habitat if you want to contact us):
https://discord.gg/PAbkxrxGwu


HOW TO REPORT A BUG