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 1.5.5 allows you to detect critters before you reach inside...

Patch 1.5.5
Gameplay Changes
- Casual Alchemy unlocks most crafting recipes and has been renamed Casual Crafting.
- Adds a tell for ‘hollow’ trees and rocks that spawn creatures when you reach inside.
- Critters appear from ‘hollow’ trees and rocks one by one.
- The Wayfarer automatically equips a light source when they enter a completely dark level, they are not sneaking, and have one available they can carry without unequipping everything else.
- If you are new to the game and start without playing the tutorial there is a message to make sure you really want to skip it.
- The Wild Cape is used before water skins to counter heat and dry.

Bug Fixes
- When you release a sprite from a ‘hollow’ rock or tree, the message indicates the type of sprite.
- NPC factions tag other NPCs as enemies when they are attacked by them.
- Adds a better fallback option when a specific book cannot be created.
- The generator is no longer allowed to use a timed lever for multiple gates that might be too far away.
- You cannot use stairs from the wrong side of a wall.
- When you are ‘cold hearted’, biting cold doesn’t cause damage.
- Storytellers cannot offer the same story twice.
- A gamepad can be used to leave notes on the map again.
- D-pad right is correctly bound to the use of the item in the quick potion slot.
- Prevents the ‘entered the first valley’ world event from freezing the game.
- Potential fix for unclaimable nodes because ‘node stories’ wouldn’t always be set correctly.
- Addresses a couple of minor text issues.

Patch 1.5.4 allows you to harvest magic dandelion seeds

This patch introduces a number of gameplay tweaks and expands the Wayfarer’s tool box by allowing you to harvest dandelion seeds. This is part of the ongoing process of making the experience more robust by maximizing the number of possible ways to navigate levels and increasing the number of tools you have to overcome intended and unintended obstacles.

Gameplay Changes
- Chain armor has less bulk.
- Crusader armor has a maximum of 3 sigils.
- The protection of sigil armor is reduced to 7.
- Cloth armor can have 5 sigils.
- Traders can stock firewood.
- Breaking a wrong clay skull in the tutorial only summons a single screaming skull.
- Making it easier and more clear that Crystal Spirits can be harvested from Flow Poles.
- Crystal Spirits now also have an effect on spikes and automatons.
- Crystal Spirits start with 5 charges.
- You can harvest dandelion seeds in the dandelion highlands.
- Dandelion seeds can be used to blink short distances.
- Minor improvement to the (non-Marang) keeps.
- Introducing more subtle cave entrances leading up and down (which appearance should be quite rare at this point).

Bug fixes
- Rumors on the map are shown correctly again.
- Notes can be added to map locations correctly again.
- Addresses a rare generation issue with the magic well level template.
- Addresses a few text issues.

Patch 1.5.3 shows how many blocks and parries you and your opponents have left

This patch fixes bugs, rebalances combat a little, introduces a new rumors system for some location, and adds an indicator how many blocks and parries you or your opponents have left.

Gameplay Changes
- Implements a new rumor system that allows you to ‘collect rumors’ in inns and similar places, but only serves these rumors at the start of specific sites. (Implemented for the cliff-top ruin, and the raaf temples).
- Adding an indicator that shows how many blocks/parries you and enemies have left.
- When you or an enemy become vulnerable, their available blocks and parries reset making it more difficult to keep somebody in a stun lock.
- Slightly reduces the effect of stunning damage on the time an enemy is vulnerable.

Modding Features
- You can mark level templates in such a way you can find them and always travel there.

Bug fixes
- Fixes a number spelling and grammar mistakes, and other textual issues.
- You cannot use pray-for-help to open the gate to the archive in the garden of Yendor.
- When you leave the spirit world in a different location the screen fades to black correctly while the new level is being generated.
- On the overview tab of character creation the correct hope traits are displayed.
- NPCs cannot initiate a dialog when the camera is showing an establishing shot.
- Going back and switching cultures halfway through character creation doesn’t break the UI.
- When you retire a wayfarer at an elemental all your gear ends up in Haven correctly.
- When required, correctly places the second figurine in the spiked ruin and the trapped ruin templates.
- When you open the inventory the preset icon outlines are colored correctly.
- The Serpent Gate keeper in Haven no longer claims the gate is functional when it clearly isn’t.

Patch 1.5.2 adds a quick rest option on safe travel destinations

We’ve added a few quality of life improvements based on the feedback from our community: you sometimes get the option to do a quick rest after traveling. This can only be used to recover fatigue and reset travel skills, and the option is not available when there are enemies or other active threats at your destination.

In addition, we’ve sped up the interaction and camera transitions for common and frequent interactions. Hopefully this will make the game flow a little better.

We’ve also spent some time improving the cliff-top ruin generation template. We’ve added more pathways, and improved the way the game can communicate what needs to be done. If you want to see some of the new interactive spots in action, you should check out that location. It is part of an effort to reduce the burden placed on critical paths through the generated level, by allowing for more options and ultimately making the Wayfarer more reliant on generic tools and tricks. We’re not quite there yet for this template but it is a good step forward into that direction.

And of course, we’ve fixed bugs!

New Features
- After traveling you can get the option to do a quick rest to recover fatigue and reset travel skills.
- Automatically speeding up common and/or repetitive interactions.
- Interactive spots where you can look around or spy ahead.

Gameplay Changes
- When you have many sparks, new sparks drop less frequently more quickly.
- Improving the generation of spiked corridors connecting tiled and untitled rooms.
- Jaquaying the cliff-top ruin generation template a bit more.

Bug Fixes
- When you run out of skills to choose during character creation, you can continue with that character.
- When a character gains a free skill because of unlock legacies during character creation, they do not also get an extra skill pick.
- Potentially fixes a possible freeze when entering the inn in Haven.
- ‘Aerdbey’ plants that are intended as decorative edges cannot grow so big that they can block your passage.
- Lava added by the ‘charred’ modifier cannot flow up to the edge of a cliff and blocking paths in that way.
- Better resolution of the flame elemental world generation constraints.
- When a world starts with an active serpent gate in Haven the dialogue with the ‘serpent guard’ reflects that and still unlocks the serpent gate quest.
- Prevents the Empire from starting in regions that are too small to host all required content.
- Birnui spawns less often in crowded regions.
- Prevents staircase decoration assets to spawn rotated at an angle to the actual ramp surface.
- Fixes an instance of monster caves failing to generate.
- When traveling outside forests the verdant cloaked is correctly marked as not applicable for that region.
- Glaives cause ‘force back’ damage.

Composer discusses soundtrack of Unexplored 2

Whilst reacting to one the Unexplored 2 trailers, composer Matthijs Dierckx provides a lot of insights into the creation of the music for Unexplored 2.



Remember: Unexplored 2 just got a major update! You can read all about it here:
https://store.steampowered.com/news/app/1095040/view/3649656441895922592?l=english

Unexplored 2's soundtrack is available on Steam:
https://store.steampowered.com/app/1982030/Unexplored_2_The_Wayfarers_Legacy_Soundtrack/

Or to be streamed from Spotify:
Best of:
https://open.spotify.com/album/5ljn8WOYliENPCQ8mWMYBE?si=leCL02FATjOWe2uQ-cRDrw

Complete:
https://open.spotify.com/album/5ljn8WOYliENPCQ8mWMYBE?si=PwTnzvqCRrSi3Upy0ghCtA

And even on Youtube:
https://youtube.com/playlist?list=OLAK5uy_m5f0P8GUB08nr9AKY-q27l3R8ShnaGmeo

Patch 1.5.1 is now live, next patch scheduled for early September


This patch only contains a dozen or so bug fixes. After this patch we’re temporarily closing shop for the rest of Summer. Because of this we’ve postponed releasing new features as we didn’t want to risk introducing new issues during this break.

The next patch is scheduled for early September.

Bug Fixes:
- Enemy campsites can not spawn too close to blocking terrain so when you camp at those sites you are not placed out of bounds.
- Clans do not claim the same site multiple times.
- When you try to fix a scrying stone a repair only gets marked as failed when you actually have failed the test.
- The Envoy background unlocks correctly.
- ‘Rare bushes’ should not spawn on tiles that are supposed to stay traversable.
- Allied clans are no longer masquerading as mere friends in the menus and on the map info panels.
- Removes references to obsolete deed ‘findMagicTreasure’.
- Removes an incorrect ‘[next]’ tag from a Moobak rumor text.
- You can only obtain one Pink Varo or Gildhair map for a given location.
- Mining assets are placed at the correct distance from cave entrances.
- Unlocking a legacy doesn’t relock other legacies allowing them to take effect again.

Patch 1.5.0.2 Fixes travel freeze

Over the weekend the first bugs for the new update got reported on our discord, and this patch addresses them all. This includes the critical issue where the game would freeze after traveling when a clan tries to claim a site.

Bug Fixes:
- When clans claim sites, they don’t freeze the game.
- Fixes a generation error with staircases and ‘interior’ rooms.
- The parts of legends are properly added to the main legend entries in freshly minted worlds.
- You cannot gain deeds for catching meat or collecting furs while shopping or looting.
- Clanless dwellers prevent other clans from claiming a site.
- You can still ask a tradingpost trader to join a clan after you spent the night.
- Fixes two incorrect references to nonexistent texts (“generic.inscription.full” and “episode.birstomb”).

Update 1.5.0: Rekindled Reborn

This update introduces World Magic Levels: a new mechanism that touches almost every aspect of the Wayfarer’s Journey. There is an individual level for each magic element that represents how powerful that element is. The power of magic items is bound to these levels, as are the power of most magic creatures, among others. Magic will diminish as the Empire advances, so it is extra important to interact with machines and beings such as the Elementals in a bid to bolster them before they are completely depleted.

Another big change concerns deeds, backgrounds, and background specific legacies. The immediate rewards for getting deeds have been reduced and no longer require a camping action to collect. Instead, accumulating deeds will unlock background specific legacies. Some of these legacies will immediately restore world magic levels. Most legacies, however, will only activate if you retire that wayfarer. These legacies grant a bonus to the next wayfarer, sometimes to all subsequent wayfarers.

On top of all that there is a whole new legend for you to unravel: The Fire Tyrants Demise. This legend comes with its own new locations, items, rumors, and whatsmore.

World Magic Levels
- New mechanism: World Magic Levels
- The power of magic items, magic used by creatures, sources, and other level features waxes and wanes with the rising and falling magic levels.
- The hardships spawned on the map are influenced by the magic levels.
- As the Empire advances, magic in the world diminishes.
- Abusing the staff might diminish world magic
- Interacting with machines large and small can restore or further diminish magic levels.
- Waking the Elementals has a big positive impact on the magic levels.
- The boons for waking Elementals have been changed. Instead of a choice of boons, the rewards are always the same. Instead, you will get the opportunity to retire your character for an extra, global reward.
- Adds a difficulty option to start a world with lower magic levels.
- Adds a difficulty option to start a world with a random element depleted.

Backgrounds Overhaul
- The starting number of hope traits is reduced to 3.
- Every elemental power that is maximized increases the starting hope traits by 1 (up to a maximum of 4).
- Every elemental power that is depleted decreases the starting hope traits by 1 (down to a minimum of 2).
- Different backgrounds gain bonus skills for with high magic levels of certain types.
- Removes all challenges (but you can still get deeds, and you still see story objectives).
- Removes the distinction between minor, major, and epic deeds.
- Adds a bunch of new deeds you can score.
- New mechanism: accumulating deeds unlocks background specific legacies that can boost new wayfarers once or permanently.
- Brings back an old background: Vault Warden, including the new Marang Ward trait.
- New trait for the Gate Guard background: Stand Firm.
- The Farland Hunter starts with the Marksman trait.
- Reintroduces the Superior Parrying skill for certain backgrounds.
- New traits for the Silver Tree Hermit background: Forest Friendship, Forest Harvest.
- The soulhound is removed from the Silver Tree Hermit. (It will reappear in a different background soon enough)
- The silver seed enters the world in a new way.
- The fallen star actually needs to fall from the sky.

The Flame Tyrant’s Demise
- New Legend to unravel: The Flame Tyrant’s Demise
- New settlement: Birnui
- Bir’s cradle is hidden somewhere in the world.
- Bir’s tomb is hidden somewhere in the world.
- New item: charred ebony.
- New item: the Frozen Flame.
- New background: the Pyromancer.

Other Changes
- Adds an option to override the gamepad button images used in the UI. This feature is still pretty experimental, and when changing these settings you are advised to restart the game.
- Removes the world event that reduces hope by 6.
- Adds a new experimental level template that has no entrance key.

Bug Fixes
- Fix for rare cases of worlds that broke after in patch 1.4.14
- Addresses a rare generator issue that caused intended paths to be interrupted by blocking terrain.
- Clanfolk guarding certain sites will not accuse the Wayfarer of trespassing incorrectly.
- Clans don’t try to recover the Wayfarer’s belongings after they died, as they don’t have a way of returning those items yet.

This update will have a big impact on the balance. Especially as a run or a world progresses. The dwindling magic levels put extra pressure on the wayfarer to complete the quest: after all, if the Empire advances unchecked, most magic will be gone from the world before you know it!

Balance changes like this are very hard to predict at design time. Of course we tested this a lot ourselves already, but that’s never a substitute for releasing it into a live game. We are very keen to hear your experience with these new systems, and we fully expect to tweak the balance over time to make sure the emerging game dynamic is what we intended it to be.

Patch 1.4.14 Adds a new scroll!

Our main efforts are still very much behind the scenes as we are getting closer to a major update. However, we still managed to fix some bugs, and because only a few were reported this week, we even had time to implement some of the excellent suggestions coming out of the community regarding item qualities.

On top of that, we added a new scroll to your adventuring arsenal. This new scroll reflects a change in level design philosophy we are contemplating. One that leans less on pre-baked solutions, and more on you using your wits and resources to crack a level. If you want to chime in that discussion, please check out our discord server!

Patch 1.4.14
Gameplay Changes
- New scroll: Celestial Pathways.
- Traders stock more useful tools and gear that allow you to overcome obstacles.
- When applicable, extra bulky gear has +2 uses.
- The legendary and infamous qualities are reserved for named weapons only.
- Instead of well-mades, the vault in Haven initially contains useful gear and utility magic.
- Items crafted from magentol randomly drop less often.
- F4 allows you to toggle the HUD. (This is the entire HUD, the game might not be entirely playable without it. Use at your own peril…)

Bug Fixes
- On the map storm riders have the right meeple, which allows them to plunder sites correctly.
- You can no longer grab two sigils out of a sigil holder in Haven.
- Regular skeleton garrisons have treasure in their hoard (newly placed encounters only).
- Fixes issue with clan’s not being able to claim sites.
- Creatures you summon correctly attack enemies.
- NPC AI is no longer distracted by creatures that are already dead.
- The random content option during world generation cannot select curated worlds.

Patch 1.4.13 is modest as we preparing a bigger update behind the scenes

It’s mostly bug fixes this week as behind the scenes we are working towards a larger update that is hopefully ready to roll out in a couple of weeks.

Gameplay Changes
- The first time you encounter rotating rock gates, an extra hint is spawned.
- When you return to Haven, temporary negative reputations are removed.

Bug Fixes
- Forces are only revealed on the map when you know something about their presence or when you are at the same location.
- The Raafgard shield cannot appear in the legacy vault multiple times.
- Makes torches or firewood available in levels that require glowing crystals to be turned red.
- Catches a rare generation instance where staircases are missing.
- Removes the pitch-black directive from the cave shrine template.
- Fixes a rare null reference while camping.
- Haven displays its strength correctly in the map info panel.
- Straightens out the grid near ramps and stairs so that no accidental ‘pit traps’ emerge.