We are working hard on the next big release, which will feature an improvement of some of the game's core mechanics. If you want to preview (eh... pre-PLAY?) the new Unexplored 2, you can join the BETA branche
See: https://steamcommunity.com/sharedfiles/filedetails/?id=2195453967#:~:text=Right%20click%20on%20the%20game,select%20it%20and%20click%20OK.)
Update: changed the title and intro of this post to better reflect what we are going for
Join our beta discussions on Discord:
https://discord.com/invite/4Y4983keuf
Recent Gameplay Changes already available on the Beta Branche
This patch introduces character rosters. Instead of creating a character for each run, 3 random characters are made available when you generate a new world. While in Haven you can switch between these characters freely. However, when characters are wounded (updated effect) or weary (new status effect) they need some time to recover before they can leave Haven again.
Rosters
- Removes character creation.
- Adds 3 random characters to a roster when you create a new world.
- While in Haven you can change between these characters from the in-game menu.
- To recover from the wounded status, a wayfarer needs to spend time recovering in Haven (you should take another character).
- When you deplete a character’s hope, they gain Weary.
- To recover from the weary status, a wayfarer needs to spend time recovering in Haven.
- If there are no characters available a new rookie Disciple will join the roster.
Tasks
- In order to enter certain adventure sites the wayfarer needs to commit to a task.
- Upon completion of a task the wayfarer automatically returns to Haven.
- The wayfarer can commit to task by talking to the Task Master, when they do, the Task Master will give the wayfarer some provisions.
- Tasks have been implemented for the Raaf Key, and the Raaf Temple quests.
Character Progression
- Reduces the standard starting HP.
- Reduces the standard starting Hope.
- The immediate rewards for performing deeds are diminished. Instead, you can use each deed to improve a character. You need to find a trainer for that.
- Trainers are available in all settlements.
Other Changes
- Changes the way Dry and Sandstorm fortunes work.
- Introduces a new Thirsty status effect.
- Started to implement ‘windswept’ regions as a regional quest (still WIP).
List of smaller gameplay changes:
- You start each run inside the temple in Haven.
- You can only leave the temple once you have accepted a quest.
- After leaving the temple you cannot reenter.
- The loremaster offers main quests.
- The first lorekeeper offers side quests.
- After you have accepted a quest you can still change your current quest by accepting another.
- To switch between wayfarers you walk up to another wayfarer and interact with them.
- When you accept a quest you no longer gain provisions, instead they automatically appear in the vault section of the temple.
- Provisions are replenished between runs.
- The legacy chest has been removed from the vault. Legacy items appear in the regular chests should you die.
- You no longer gain skill points for performing a quest, instead at the end of a successful quest you can immediately pick a new skill.
- The old prologue has been disabled for now.
- Camping / not camping at minor settlements (farms, trading posts, etc.) has been made more consistent.
- If a site is locked you are still able to find a camping spot ‘nearby’.
- The last quest you looked at on your map is a quest you can accept at the Task Master when it is applicable.
- Retrieving the Staff of Surveyor is now a quest goal.
- Adjusting loot tables so that good weapons and armor drop less frequently.
- Legacy has become a very rare attribute only found on mission critical items.
- Legacy signets have become rarer and only bestows minor legacy.
- Traders no longer have rumors.
- The price for rumors has gone up.
- The gatekeepers in Haven no longer offer a rumor.
- Starting characters typically do not have well-made items.
- You can only camp at designated campsites.
- The quick rest option is removed.
- Reduces the size of many smaller locations so they generate and load much faster.
- Deeds have been replaced with skill points.
- You get 1 skill point when you complete a quest.
- Characters now have a number of specific skill slots.
- Updates the trainer dialogue to reflect these changes.
- Clan leaders offer quests.
- When on a quest for a clan leader, you get the option to return to that settlement instead of Haven when a quest is complete.
- More quests are available: diplomatic quests, and quests to deal with enemies.
- Quests can have negative consequences: clans might become angry if you complete a quest.
- You always have at least 3 characters on your roster.
- Replacement characters are drawn from a wider pool of characters if you are friendly with other clans.
- Minor improvements to cave templates where you frequently find ore.
- Most steps of the main quest are now presented as a quest you can (and sometimes need to) commit to.
- Many extra missions (to collect sigils or other treasures) are also presented as quests.
- Each quest description indicates a challenge level. This is a first rough draft of that system, it will take some time to increase its accuracy.
- Brings back many combat skills.
- Trainers offer a wider range of skills to train.
- Most deeds can only be collected on quest locations, this limits the number of deeds you can collect to 1 or 2 per quest in most cases.
- Save game features must now actively be added to a world as an easy difficulty option.
- You can abandon a quest from the pause menu.
- In most cases, after completing a quest the quest will only end when you leave the area.
- If you leave a quest location without completing a quest you will abandon it.
- Clan envoys offer quests as well (unless they are angry with Haven).
- Befriending clans will add new characters to the roster.
- Missions to claim keeps and discover possible mines are now integrated into the new quest system and need to be accepted before starting a journey.
- When you finish a quest, your accomplishments are listed on the ‘win/lose’ screen. (WIP)
