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 1.6.1 Adds some extra shine to the latest patch!

Bug Fixes
- Edge barriers and rift shard cores can be destroyed when you are awakened and attack them.
- Scrying stones and vantage points cannot detect themselves.
- When you stumble upon a clue for a quest you don’t have yet, that quest automatically unlocks.
- Unlocked quests are correctly transferred to the next wayfarer.
- Fixes an issue with rumors being cleared accidentally between runs.
- If you travel past a site, the wayfarer remembers its name and features.
- The loremaster correctly reports about the previous wayfarer again.
- Removes obsolete hint spots.

Gameplay Changes
- Quests objectives that aren’t completed have more prominent indicators on the map.
- The shelves in the library Haven indicate the starting letters of the books they contain. (This might be further refined in the future).
- The legendary items you can find each have their own side quest.
- Researching anything other than recipes now costs 10 sparks.
- The element attuned conditions grant you the possibility of controlling sources of that type directly.
- Wearing an elemental mask makes you attuned to that element.

Major Update 1.6 brings significant gameplay changes

This update pushed some significant gameplay changes. The whole quest and rumor system has been overhauled. You can now collect rumors by talking to and trading with local folk. On the map you can spend these rumors to get leads for specific locations or learn about new locations by getting leads for a region.

What’s more, you can now leave the Staff in Haven. In fact, the Loremaster will probably like it best if you do, because if you lose the Staff on your journey, the world is lost.

Although previously generated world’s still function as normal, all these changes are best experienced with new worlds. The game tries to convert much of the old info you collected to the new rumor system, the conversion cannot be 1 on 1. You’ll probably find you miss some leads you had previously. But you’ll also likely find some new ones on your map.

Making this update proved to be an undertaking worthy of Moobak… The rumor and quest system had its tentacles spread wide like the roots of an inspirited thicket. It is still a little rough around the edges. But the feedback from the players testing it out was positive so we saw little reason to withhold the other players from enjoying the much improved game.

The next couple of weeks we’ll be picking up the other bug reports again, and make sure we’ll polish away the remaining roughness of these new systems.

The most important gameplay changes:
- Taking the Staff is optional: you can leave it in Haven. If you do bring the Staff, the world is lost if you die.
- Spellcraft skills now allow you to use magic from sources without using the staff.
- You can leave the First Valley after you’ve entered.
- Knowledge points have been removed: returning books gives you sparks, and researching a topic costs 5 sparks before the test.
- If you have little or no information about a destination it’s nature isn’t revealed until you go there.
- You can gain ‘rumors’ from talking to and trading with folk.
- Rumors can be used to gain leads on specific destinations.
- Rumors can be used to learn about new destinations in a region.

Update 1.6.0: New Tidings

This update pushed some significant gameplay changes. The whole quest and rumor system has been overhauled. You can now collect rumors by talking to and trading with local folk. On the map you can spend these rumors to get leads for specific locations or learn about new locations by getting leads for a region.

What’s more, you can now leave the Staff in Haven. In fact, the Loremaster will probably like it best if you do, because if you lose the Staff on your journey, the world is lost.

Although previously generated world’s still function as normal, all these changes are best experienced with new worlds. The game tries to convert much of the old info you collected to the new rumor system, the conversion cannot be 1 on 1. You’ll probably find you miss some leads you had previously. But you’ll also likely find some new ones on your map.

Making this update proved to be an undertaking worthy of Moobak… The rumor and quest system had its tentacles spread wide like the roots of an inspirited thicket. It is still a little rough around the edges. But the feedback from the players testing it out was positive so we saw little reason to withhold the other players from enjoying the much improved game.

The next couple of weeks we’ll be picking up the other bug reports again, and make sure we’ll polish away the remaining roughness of these new systems.

The most important gameplay changes:
- Taking the Staff is optional: you can leave it in Haven. If you do bring the Staff, the world is lost if you die.
- Spellcraft skills now allow you to use magic from sources without using the staff.
- You can leave the First Valley after you’ve entered.
- Knowledge points have been removed: returning books gives you sparks, and researching a topic costs 5 sparks before the test.
- If you have little or no information about a destination it’s nature isn’t revealed until you go there.
- You can gain ‘rumors’ from talking to and trading with folk.
- Rumors can be used to gain leads on specific destinations.
- Rumors can be used to learn about new destinations in a region.

Nominate us for the LABOR OF LOVE AWARD!

We are 18 months after release and Unexplored 2 is STILL receiving almost weekly patches! On top of that, we are hard at work on the next big gameplay update. And all of that whilst the game has not been the (commercial) success we were hoping for. Whilst we have lost our publisher.
If this is not a labor of love, we don't what is...
So, adventurers, let your heart speak and vote for us in the Labor of Love category!

Thank you from the team: Joris, Rosa, Karel, Hendrik & Matthijs

https://store.steampowered.com/steamawards/nominations

Patch 1.5.10 allows you to disable controller support entirely if you want to

It was a bit of a slow week on our side. As these things happen, there simply were too many distractions. Still we managed to fix a fair number of bugs and add an option to disable controller support entirely. Next week we’ll pick up the pace of those fixes a notch or two once more!

New Features
- Option to disable controller support entirely.

Bug Fixes
- The flowshard sword you get from the flow elemental has no encumbrance.
- Ratskin boots can have positive, rare, and negative qualities.
- When you gain fatigue during climbing it is not applied twice.
- Caught another instance where ferocious and other status effects granted by equipment could incorrectly wear off.
- The shadowglade constraint failing to resolve automatically is no longer flagged as critical.
- When loading a save the ‘fire burning’ flag is ignored because the campsite is not saved either.
- The recharging effect is added to spears, axes, and quarterstaves that have 1 or more sky sigils.
- The feeding effect is added to spears that have 2 root sigils.
- The brittle rocks in gates at the ancient bathhouse are just as difficult to destroy as the regular brittle rocks.
- Frequently changing levels within a site doesn’t throw the water data out of sync causing invisible walls over water.
- The Mighty Gift achievement no longer requires the obsolete magentol mine map and instead unlocks when you inform a clan about the magentol mine.
- Replacing a missing bookshelf in temple Duskfeather in new worlds that is linked to unlocking an achievement.
- Random content options cannot choose curated world, experimental content, or latest content options.

Weekly Patch 1.5.10: bug fixes and additional controller options

It was a bit of a slow week on our side. As these things happen, there simply were too many distractions. Still we managed to fix a fair number of bugs and add an option to disable controller support entirely. Next week we’ll pick up the pace of those fixes a notch or two once more!

New Features
- Option to disable controller support entirely.

Bug Fixes
- The flowshard sword you get from the flow elemental has no encumbrance.
- Ratskin boots can have positive, rare, and negative qualities.
- When you gain fatigue during climbing it is not applied twice.
- Caught another instance where ferocious and other status effects granted by equipment could incorrectly wear off.
- The shadowglade constraint failing to resolve automatically is no longer flagged as critical.
- When loading a save the ‘fire burning’ flag is ignored because the campsite is not saved either.
- The recharging effect is added to spears, axes, and quarterstaves that have 1 or more sky sigils.
- The feeding effect is added to spears that have 2 root sigils.
- The brittle rocks in gates at the ancient bathhouse are just as difficult to destroy as the regular brittle rocks.
- Frequently changing levels within a site doesn’t throw the water data out of sync causing invisible walls over water.
- The Mighty Gift achievement no longer requires the obsolete magentol mine map and instead unlocks when you inform a clan about the magentol mine.
- Replacing a missing bookshelf in temple Duskfeather in new worlds that is linked to unlocking an achievement.
- Random content options cannot choose curated world, experimental content, or latest content options.

UPDATE 17 NOVEMBER:

As promised, today patch 1.5.11 will arrive on the beta branch on Steam and the QA branch on Epic. If you like to check out what we have been up to this is your chance!

The main course of this update overhauls the underlying systems for quests and rumors completely. I am not saying much about it as it all should be self-explanatory. However, it is still a work in progress. Most regular rumors have been adapted to the new system. Many of the main quest lines still need to be adapted. So far only the temples quest, and the serpent gates quest should follow the new regime.

There is also another big change that I will leave for you to discover on your own. That way we can see if those changes are also actually clear enough.

In any case, it is best to create a new world if you plan on trying out the beta.

I've added two dedicated channels here to report bugs and discuss the changes.

Patch 1.5.9 fixes no less than 30 bugs!

This includes all the bugs we could reproduce that were so diligently reported this week on our Discord server.

Behind the scenes we are also still working on improving the rumor and quest system, but that progress is somewhat slow. Those systems have hooked their claws in so many other mechanics, it is taking a little longer to get right than we originally anticipated.

New Features
- When the legacy chest is overflowing, the high vault warden will suggest you take out a number of items so the others can manifest.
- When Doorn is destroyed, its shell remains.
- Escape to entrance can be used to escape effects that trap the wayfarer inside a radius.
- Teleportation magic can be used to escape effects that trap the wayfarer inside a radius.

Bug Fixes
- When restoring a save game invisible campfires are doused so they cannot cause wildfires.
- Fixes a case where forges are placed through a wall.
- The starting loot in Haven cannot contain recipes for rare potions.
- When you wash your clothes, the now cleaned items get their name reset.
- Roadhouses and trading posts that are clanless but not petty can be convinced to join clans correctly.
- The proprietors of roadhouses and trading posts are identified more clearly.
- Prevents spirit world locations being generated with parts that cannot be reached.
- Prevents the unwanted appearance of dungeon rooms preventing exit gates from spawning in the spirit world.
- Adds a constraint to check the presence of the Shadow Glade and adds it to existing worlds if need be. (The shadow glade itself needs to be improved, though. It is somewhat outdated content, ATM.)
- Creatures spawned from ‘hollow trees’ and ‘hollow rocks’ are not considered to be part of a faction.
- Makes wide gaps you need to blink across just a little less wide.
- Fixes a few conditions where possession of charred ebony did not take priority.
- Restores the broken interaction with an specific empty roadhouse.
- Stairs and ramps cannot sink too deep into the mud, making them untraversable.
- Mud fishers in a pool shoot mud missiles, not lightning.
- Makes sure underground tunnel hazard levels that are supposed to connect overground are actually connected overground…
- Hardships cannot be accidentally skipped while traveling if the framerate drops.
- Hidden lost hardships are also correctly countered by travel gear and skills.
- Status effects from equipment doesn’t wear off when camping after reloading the game while wearing those items.
- Attacking while invisible from equipment breaks the spell and reveals you.
- Refugees should leave the correct tracks.
- Imperial influence cannot enter the First Valley when the Veil is still active.
- Spawn points can no longer interfere with the direction of stair assets.
- Destroying all pillars of a rift shard correctly ends the encounter.
- Effects that trap the wayfarer inside a radius will only start when the source is actually in the same ‘room’ as the wayfarer.
- Widens the secret paths through bushes so you should always be able to get through.
- Fixes an instance where an interior room could block off passage through a corridor.
- Teleportation incantations reset after you use them so they can be used multiple times.
- Improves the text when investigating flame seal gates.
- Fixes a case where a hidden button could not open a gate where it should have.

Patch 1.5.8 restores the Unformed Labyrinth to its former glory!

Yes it broke, from the looks of it probably a few months back. So if you are relatively new to the game and think you have seen the Labyrinth in all its splendor, you might want to visit it again!

All Bug Fixes in this patch:
- Repairs a case where large features (such as blood furnaces in Birnui) were placed in rooms that are too small.
- Fixes an issue where interaction with a feature from right next to it was inhibited by incorrect room IDs.
- Knowing how to deal with a specific connection bug is no longer part of the secret of the secret tunnel.
- Prey should spawn correctly at the ‘special’ roadhouse.
- If Bir’s tomb doesn’t have the Frozen Flame, it does have a correctly spawning healing potion.
- Invisibility and other conditions do not linger when you remove an item that causes them. Although if they are already lingering, they might require to equip and unequip the specific items first.
- Charges of magic items are not accidentally fully filled upon reloading.
- The free redraws for wearing regal equipment shows up correctly before a fortune test.
- Restoring the Unformed Labyrinth to its true glory.
- Making the ground around cave entrances leading down less awkward to navigate.
- Travel gear no longer suggests it protects against cold when you are soaking wet.
- The Sun Egg protects against cold even if you are wet.
- The heartroot spirit indicates what it protects against in the travel gear panel.
- Investigating a flag pole in sites tainted by the Empire does not result in a null-reference.
- Skills and gear that provide protection against Lost work as intended once more.
- Fixes a couple of text issues.

Patch 1.5.7 fixes 50 bugs!

This week’s patch fixes no less than 50 bugs. On top of that there also are some additional gameplay changes to help balance and clarify the game.

Gameplay Changes
- White Wulfs cannot use their breath attacks when they are too close to you.
- Damage from breath attack types can only be applied 2 per second to an individual creature.
- ‘Glowing rocks’ that open rotating rock doors can only light up in the color they actually react to.
- When you are interacting with a feature, prompts to interact with other features are disabled.
- Item names are displayed in the action feedforward when interacting with containers and forges.
- When interacting with the Helico, Wind Walker is added as a skill instead of a hope trait.
- Magic effects of elemental masks always work, regardless of the world magic levels.
- The spell craft skills no longer add extra charges to related items. Instead they prevent the gaining of presence. This is a temporary situation; in the near future it will change into something else.
- Adds the perma-death difficulty modifier to disable the option to save and restore altogether.

Bug Fixes
- The secrets of the Flame Elemental unlock when you explore the dungeon below Birnui.
- When a wall eye teleports a creature to a specific target location it will not teleport the wayfarer instead.
- Bir’s Tomb contains the correct items.
- Item hiding crevices floating in mid-air are replaced by crevices in the floor.
- The boss of a minor spider lair properly ambushes you so the encounter can be defeated.
- Dried Kramas & Tjilpit don’t get your hopes up falsely.
- Fixes a case where the generator created ‘tall walls’ right next to a dungeon entrance.
- Solves two instances of levels with scrying devices where sigil holders were missing.
- Negative effects from climbing fortune tests are correctly applied.
- Sparks gained after a successful climbing test are delayed so the spawn ate the place where you end up.
- The regional effect ‘eternal night’ counteracts the effects of ‘relentless sun’ and ‘extreme heat’.
- Increases the bounding box of a specific egg growing on a stalk so that it can be hit even by shorter characters.
- The fortunate effect on equipment works as advertised.
- You can correctly use spider silk to craft bows.
- The interaction prompt for features does not activate when the camera is in an establishing shot.
- The bushes overgrowing ruins in barren regions should no longer be able to block paths unintentionally.
- Fixes an instance where travel gear would not properly reset after a journey.
- Clans cannot get stuck in a plundering action, when they are not supposed to be plundering in the first place.
- When you equip a mask, your head is covered correctly. Even when you are a grus.
- When you die, your thrown items are recovered so they end up as part of your legacy and can be salvaged by other factions.
- Improves the feedback when offering a tribute has no effect due to low magic levels.
- Denizens of a level don’t get duplicated when you fast travel in and out of that level in a single session.
- The presence of traveling merchants no longer has a butterfly effect on the way settlements are generated.
- Potential fix: traveling merchants should no longer offer to take you a place that is not a roadhouse, settlement, or trading post.
- When successfully stared down, wulfs flee.
- Regions should no longer have the same characteristic twice.
- Fixes an issue that could cause digger spiders, white wulfs, and a few other encounters not to close after defeating the boss.
- Folk really don’t want to trade for items that bear ‘Imperial Markings’ or emit ‘Foul Magic’.
- If you are caught smashing pottery you are marked a vandal instead of an enemy.
- Fixes an instance of incorrect stairs generated near a level entrance leading down to the level below.
- Charges on magic items remain consistent when they are placed in containers or forges.
- Trade items for NPC traders of minor factions are generated correctly.
- After spending time to craft in an inn, talking to the other patrons doesn’t also advance time.
- When you try to boost a scrying device that already has 2 levels, you get a more difficult test that does allow you to boost it once more with a simple success.
- Fixes a potentially troublesome null reference when checking to remove conditions.
- If you are asked to join a camp, you can camp even if the Earth Shaker would make it too dangerous otherwise…
- Fixes another instance where status effects bestowed by items were incorrectly removed upon reloading a save game.
- When you hover a location on the map the same name is displayed as when you select that location.
- The Double Dragon cannot spawn as a random camping encounter.
- Prevents a specific case that caused thickets to grow in the spirit world.
- Local stories are activated even if you arrive in a level through a Serpent Gate.
- The Bird’s eye relic unlocks the courtesy trait as advertised.
- With a controller you can correctly equip items from the discard section.
- Fixes a case where the bathing giants went AWOL.
- Newly generated items cannot be well-made and crude at the same time.
- Crude armor actually has its protection value lowered by 1.
- If you play through the prologue, the imperials build a camp in the garden after you leave the first time.
- You can use the Staff to smash the smaller pots.
- Travel effects such as encumbrance are applied more consistently after arriving at a destination.
- Fixes a couple of minor text issues.

Patch 1.5.6 nerfs rats a little.

We’re getting closer to a bigger update, so this patch fixes mostly bugs… Behind the scenes, other changes have been made but will be released in one big swoop. Hopefully in a couple of weeks.

Gameplay Changes
- Reduces the damage caused by most rats.
- When you make a bug report, the report is always saved but you get to choose whether or not to open an explorer window to its location.
- When you retire all of your small items are automatically passed on to the next wayfarer. Any large items that don’t fit in the vault are also added to your inventory, any large items that don’t are placed in a bag on the ground at your starting position.

Bug Fixes
- Solves a generator issue with the monster cave template.
- Story states cannot linger affecting the behavior of traders in the next town you visit.
- Joining an existing camp supersedes the camping restrictions in settlements.
- Hope traits from a previous character cannot linger in the UI.
- Internal rooms add an extra doorway for doors that are closed with a timer.
- The buffs bestowed on you by items worn when you reload a game, don’t wear off when time passes.
- The pick-up prompt for thrown weapons appears consistently even if you throw before and after switching levels in a node.
- Fixes a case where guide stones failed to work their magic.
- Traders should not offer makeshift dandelion seeds. Although this does not affect existing stocks.
- Sigil forges can be placed in small rooms that also contain a statue.
- Addresses a few missing texts.
- Addresses a couple of typos.