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 1.7.14 fixes a handful of bugs

Bug fixes
- Quest encounters no longer end when a quest is complete so all the relevant information stays available after a reload. Instead they are properly marked as completed.
- You are able to commit to possible quests more consistently.
- Levers and pressure plates no longer interfere with the smart camera.
- Fixes a rare issue with clan leader dialogues not starting correctly.
- When you set the gamepad button display to a specific type of controller, the setting is not applied when playing with mouse and keyboard.
- If a campsite has become too dangerous, you can still douse your fire.
- When you switch between wayfarers healing brews are also passed to the new wayfarer.
- Duplicate rumors are filtered out automatically.
- Fixes a couple of typoes.

Patch 1.7.13 increases the importance of ‘Charts to Enlightenment’!

Patch 1.7.13
‘Charts to Enlightenment’ are now crucial if you want to destroy Rift Shards. These charts should be more commonly encountered if you confront imperial forces.

Gameplay Changes
- Forcing your way through an arcane rift does normally take you to a rift shard again.
- In the ‘normal world’ Rift Shards are less aggressive in nature.
- You need a ‘Chart to Enlightenment’ to be able to destroy a rift shard.
- ‘Charts to Enlightenment’ appear more regularly in imperial loot and have a chance to drop when you defeat certain imperial enemies.

Bug Fixes
- Prevents the accidental appearance of a second rift when you go through an arcane rift.
- Possible fix for the gate to the room with the staff being open in new worlds.
- Prevents traveling traders to set up shop right next to a bridge in rare cases.
- Quests to forge friendships and alliances register as being completed more consistently.

Patch 1.7.12 connects arcane rifts to the Empire instead of rift shards

This week’s patch includes more improvements to the way the Serpent Gates function, addresses bugs, and changes the way arcane rifts function. If you force your way through a rift you no longer end up at a rift shard. Instead you end up somewhere in the Empire, where you might still hunt for rift shards…

Gameplay Changes
- The Serpent Path locations are less hazardous (as those hazards are now somewhat besides the point).
- For balance reasons sparks no longer appear on Serpent Paths.
- Removes more herbs from appearing in Imperial Lands.
- Forcing your way through an arcane rift takes you to the Empire rather than to a rift shard location (you will have to look for the rift shard yourself).

Bug Fixes
- Worlds in which Serpent Gates are missing correctly generate locations with Serpent Gates that are still present.
- Serpent Path locations leading ‘north’ are connected correctly to their target destination.
- When you travel to the ‘sky boat’ you are placed inside the boat and not outside.
- ‘Sky tulips’ can find the shifting eye once again, preventing them from shutting down unwantedly.
- Improves internal check to compare version of game and save games in order to prevent incorrect messages.
- Potential fix for arcane quests not completing when you close the rift.

Patch 1.7.11 allows you to tunnel trough the Spirit World!

Now that the presence of the Empire impedes travel, extra ways of getting past this barrier created the need to change the way the Serpent Gates and related magic works. Now they can be used as a somewhat inaccurate method to quickly travel to a destination a couple of map nodes away.

Go talk to the Serpent Guard in Haven if you want to learn more about it. Or check out the list of gameplay changes below!

Gameplay Changes
- The Serpent Gates lead to a linear Spirit World location connecting the gate to one other location.
- Serpent Gates now have a dial that can be used to control the direction of the path behind the gate.
- When a dial is set correctly it will light up to indicate the path connects to another, functional Serpent Gate.
- Serpent Spheres also create paths through the Spirit World and can be used to travel to other locations.
- The direction of the path created by a Serpent Sphere is controlled by the direction you throw the sphere in.
- Serpent Spheres have been added to the list of items that automatically appear in the Vault over time.
- A Staff of Serpent’s Call also adheres to the new Serpent Gate mechanics.
- Expands the Serpent Guard dialog in Haven to reflect the new Serpent Gate mechanics.

Bug Fixes
- Fixes an instance of the Bath House where the giants were missing.
- Improves a few generation rules to move trees into places where they don’t block the view of the level as much.
- ‘Level story’ challenge texts popup more consistently.
- Changed the fleder nest encounter so that the fleders actually can be defeated.

Patch 1.7.10 includes more 'imperial' changes.

This week we continued improving the appearance and mechanics of the Empire. But we also got back in the habit of fixing bugs alongside adding content. A dozen or so bugs have been addressed in this patch as a result!

This patch is early because we are moving the patch day to Wednesdays. For the time being, Wednesdays simply fit better with our shifting schedules.

**Gameplay Changes**
- More level features change their appearance when they are inside the Empire.
- When you return to Haven the imperial awareness drops to 1 (or 3 when you carry the staff).
- The guarded fortune increases imperial awareness instead of threat.
- Interaction text should indicate more clearly using color and text when you are about to steal items that belong to someone.
- Elder Nomads (and other characters with the Elder Offerings trait) can see what the benefits are for offering carvings in the respective item descriptions.

**Bug Fixes**
- Fixing issues with the presentation and resolution of the Dandelion Map quest.
- Reduces the hitbox of the map table in Haven to prevent unwanted interaction with the automatic camera.
- When retiring a character you also transfer equipped items to the new wayfarer.
- Fixes an issue with status effects such as ‘webbed’ that were sometimes more persistent than intended.
- Fixes a couple of issues that prevented older saves from loading correctly.
- Sneaking through deep snow doesn’t boost your speed.
- Adjust the flying behavior of bats (and similar creatures) so you can hit them more reliably.
- When sleeping in a comfortable location the hope restored message doesn’t appear when your hope was already fully restored.
- Offering Eclipse carvings can actually reduce imperial awareness.
- Magic users can correctly use their spell focus items even if the world was freshly generated.
- Removes the superfluous ‘learned location’ message when you just generated a new world.

Patch 1.7.9 Gives a more appropriate look to the ruins inside the Empire

Once more the patch is fairly modest. We have been focusing on improving the look and feel of the lands inside the Empire. And that is fairly deep rabbit hole.

We will continue to allocate as much resources as we can to keep the development of Unexplored 2 on pace towards a 2.0 release. But it should be no surprise that becomes increasingly hard; at one point we must also look at future projects.

For now you can still expect weekly updates, but they simply might not be as substantial as they once were.

Gameplay Changes
- Drastically improves the appearance of ruins and keeps transformed by the Empire.
- The levels at the edge of the Empire are more volatile and dangerous.

With Patch 1.7.8 one longer simply walks into the Empire

The patch is modest, but it is an important first step in an effort to give more definition to the threat the Empire poses, which will be our focus for the next couple of weeks.

New features
- Changes the way in which the Empire spreads its influence over the land.
- The imperials protect their borders more closely. You’ll frequently find the paths into their territory blocked.

The appearance of paths into the Empire are fairly random for now. We plan to make their appearance more predictable, and provide you with tools to forge a path when you really have to.

Beta Patch 1.7.7.1 introduces new quality of life feature

This beta patch introduces a new, optional quality-of-life feature: when the wayfarer is obscured by high terrain, the camera can be made to automatically go to a higher angle to make sure you can see what you are doing. There are three settings for this behavior: on, off, and only toggle when the wayfarer is standing still.

New features
- When a new world is generated with issues you are offered to abandon the world directly from the pop-up.
- When a save needs to be reloaded an extra time after a patch, you are offered the option directly from the pop-up.
- Adds an optional setting to automatically move the camera up when the Wayfarer is obscured by terrain. It defaults to ‘On, while standing still’.

Patch 1.7.7 Fixes a handful of bugs as we're getting back into the groove

We're still spinning up after our Summer break. We're kicking off this new batch our weekly patches with a handful of bug fixes.

Bug Fixes
- Potentially prevents a rare crash when interacting with scrolls.
- You can learn about the same location from reading books and maps in bookshelves only once.
- Scrying stones are placed as ‘big spots’ preventing them from accidentally blocking access to rooms.
- Sigil holders for machines don’t accidentally discard sigils on save-restore and/or switching between levels.
- The gates in Haven’s temple have the correct message when you inspect them after the prologue.
- Removes the mechanics that prevented you from claiming a site that isn’t “quite safe”.
- The journey onward / gain lead UI on the map for controllers behaves more consistently and no longer allows you to gain leads without spending rumors or knowledge points.

Patch 1.7.6 fixes a bunch of bugs before we break for Summer

This week’s patch is a humble one: it fixes a bunch of bugs, adds a new encounter and changes the way ‘folk’ and ‘enemy’ fortunes work. Most efforts were aimed at cleaning up the way ‘random’ encounters are selected while you travel from node to node. The effects of this are fairly subtle, but you might encounter a few things now that were previously lost in the shuffle.

The next full patch is planned for the end of August as we take a few weeks off to enjoy Summer. Although there might still be a patch to fix anything critical that gets reported to our discord channel over the next couple of days.

Gameplay Changes
- Adds new encounter: Corrupting Influence
- Folk encounters spawn regardless of ‘folk’ fortunes on the road.
- Enemy fortunes on the map are exclusively used to give you an opportunity to use stealth to avoid the encounter.

Bug Fixes
- Fixes issue that caused many ford locations not to spawn a campsite.
- Clans cannot claim a site you just claimed for another clan.
- Fixes a couple of text issues.
- Potential fix for not recovering health from shared (and other meals) which occasionally still happened.
- If you only have study object that require a musical instrument, but not the instrument, the camping menu doesn’t suggest you can study anything.
- Puts the Frozen Flame back in the Flame Court when it is supposed to be there.
- Prevents the generation of patches of lava floating in the air.