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This patch fixes roughly thirty bugs. Some minor, some fairly major. Among the major bugs fixed is one that caused many smaller quests not to resolve correctly. We haven’t had a chance to check all the instances in which this applies, but we hope that this should be largely something of the past now. Many thanks to all the players (special shout out to Crystal Clod!) that have been so diligent in making reports to our discord server.

Bug fixes:
- Outside the training area you cannot investigate beams of light.
- Dealing with a world machine or spirit tree only triggers a quest end when it was the active quest or when you didn’t have an active quest.
- Plants and mushrooms are no longer allowed to ‘repurpose’ an area in a settlement.
- You are not brandished as a thief for taking items from a monster hoard.
- Quests to achieve a diplomatic status with a clan are actively suppressed when that status is already reached.
- Correctly resolves ‘[AT HERE]’ in the HUD prompt for local quests.
- Adds lines for traveling healers when they cannot help you.
- Teleporters (hidden or otherwise) cannot accidentally be placed in too tight spaces.
- Fixes no less then 6 occurrences of texts that read ‘the the’ (where one the would have been enough).
- Exploring spirit realms closes the associated quests more consistently.
- Fixes an instance in which the secondary entrance into small caves was broken.
- Reduces the chance of wall decorations floating around after they are generated in the wrong place.
- Summoned creatures never gain the ability to talk (and thereby the power to make demands).
- If you complete the machine part quest, but fail to return to Haven, a little raven brings the missing part to Haven so that the world isn’t lost.
- Key items are never hidden in containers that are marked to disappear when a site is looted.
- Repairing and boosting scrying stone completes the associated quests more consistently.
- Dark stone rings no longer stack.
- Prevents a case where you could interact with objects through walls.
- When an inscription reveals a location, the location really appears on your map.
- Potential fix for soft locks while traveling on the map.
- You are only prompted with a local quest to uncover iron and similar resources when a clan sent you there for that purpose. (Might not work for existing worlds)
- Imperial loot should spawn correctly.
- Restores key features of the Unformed Labyrinth that went missing in some cases.
- When you cannot claim a keep because nobody asked you to, the flag pole in the keep makes this clear.
- Possible fix for blurred screen soft lock when inspecting other wayfarers.
- The exit of a serpent path should not go into a lake or to the top of dandelion highland sites.
- Picking up lost heirlooms completes the quests to find them.
- Fixes a case where the passage onto the lake with the flow elemental failed to generate.
- Heavy armor with 2 or 3 root sigils provide more than just root protection.
Unexplored 2: The Wayfarer's Legacy Content Depot 1095041
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