π΄ Levla Content Patch 16
Biggest patch yet. Three major areas overhauled: Progression, Combat & Quests. Let's get into it.
β Welcome to Port Kelda
Welcome to the world of Levla. You've just arrived at Port Kelda, a small fishing port on a rocky coastline. The name means "port of the spring". Kelda used to be a busy trading hub. It's not anymore.
The docks are overrun with pests. Goblins have taken over the hillside. Ships stopped coming months ago. Most people left. The few who stayed are holding on, barely.
But here's the thing. Those goblins? They're carrying steel weapons. Goblins don't forge steel. Someone is arming them. Someone wants this port dead. And nobody knows why.
That's where you come in. Port Kelda has 6 areas to explore, 8 NPCs to meet, 7 quests to complete, and a mystery that goes deeper than anyone in town suspects. Clear the docks. Take back the hillside. Follow the trail. Save the port.
Or don't. Torvid doesn't expect much from you anyway.
π Quest Changes
Quests got the biggest overhaul in todays patch. All new quests have to be started by talking to their quest giver, and some quests depend on each other (quest chains). No more randomly picking things up from a list.
Quest rewards are also revamped. Quests can now unlock new zones, monsters, NPCs, merchants and even knowledge (explained later in these patch notes).
There is also a new adventure type: Quest Adventures. They function exactly like normal adventures but are tied to a quest. They cost stamina, take time and can reward items based on the quest!
βοΈ Weapon Types
A whopping 4 new weapon types have been added to the game, and with that also comes changes to weapons in general, how they function in combat, and how XP is distributed. Let's get into it.
π Combat XP Fix
First off, combat XP from killing monsters and dungeons has been fixed. It was not going through level scaling which caused XP to be rewarded flat, so now it should be much more significant. Enjoy!
XP is now based on three things:
- The monster you're killing's hitpoints (you get XP per damage you deal)
- The weapon you're using
- Your level in the receiving combat skill
β±οΈ Attack Speed
The attack speed stat has now actually been implemented and affects all weapons. Keep this in mind when choosing your weapon. This has been balanced with the new weapon types and stats that come with them.
π‘οΈ Weapon Types
Let's get into the different weapon types in Levla!
Daggers
Attack Speed: 3 (Fast) Crit Chance: 3% XP: Attack + Vitality
The starter weapon. Cheap, fast, gets the job done early on. Once you get your hands on a scimitar though, the dagger goes in the bank. Still, for early game, this is your best friend.
Scimitars β¨ NEW
Attack Speed: 3 (Fast) Crit Chance: 5% XP: Attack + Vitality
The grinder's weapon. Fastest kills per hour, highest crit chance, and the weapon you'll probably use the most. If your goal is maximum loot from an overnight session, this is the one. There's a reason every adventurer wants a rune scimitar.
Swords
Attack Speed: 4 (Medium) XP: Attack + Defence + Vitality
The balanced option. Trains a bit of everything. Higher damage per hit than daggers and scimitars but swings slower. If you don't want to think about weapon choices and just want to progress evenly across all combat skills, grab a sword.
Spears β¨ NEW
Attack Speed: 4 (Medium) XP: Defence + Vitality
The accuracy weapon. Spears have the highest attack bonus of any weapon type which means they almost never miss. The tradeoff is low damage per hit. Fighting something with high defence that's making your scimitar miss every other swing? Switch to a spear. Also the only weapon that primarily trains Defence.
Maces β¨ NEW
Attack Speed: 5 (Slow) Defence Bonus: Yes XP Bonus: +5% XP: 100% Vitality
The tank weapon. Slow, but you can take a beating while using one thanks to the built-in defence bonus. The only weapon that trains pure Vitality, and it comes with a 5% XP bonus to make up for the slower kill speed. Use this when you need HP levels or when you're fighting something that hits hard and you need to survive.
Battleaxes β¨ NEW
Attack Speed: 6 (Slowest) XP Bonus: +5% XP: Attack + Vitality
The big hitter. Slowest weapon in the game but the highest damage per swing by a long shot. A rune battleaxe has 64 strength bonus. For comparison a rune scimitar has 44. The 5% XP bonus helps compensate for fewer kills per hour. Use this when you want to level Attack fast and don't mind fewer drops.
π€ So which weapon should I use?
Depends on what you need right now.
Want maximum loot? Scimitar. Most kills per hour. Want to level Attack? Battleaxe. Biggest XP per kill. Want to level Defence? Spear. Only weapon that trains it. Want to level Vitality? Mace. 100% of XP goes to HP. Want to level everything? Sword. Balanced split. Just started? Dagger until you can afford a scimitar.
π² Drop Table Rebalancing
The drop table system has been completely rewritten from scratch. Every monster in Port Kelda now has two drop tables:
Main table: rolled once per kill. Coins (always guaranteed), food, ores, herbs, seeds. Stackable stuff you'll actually use.
Tertiary table: independent rare rolls. Equipment, gems, keys, special items. Each item rolls its own chance separately, so you could get multiple rare drops on the same kill (or none, which is more likely).
The goal is to lower the influx of junk items that bloat your inventory. Instead of getting 15 iron daggers from a session, you'll get stacks of useful resources and maybe one exciting equipment drop that actually matters. When a piece of gear drops now, it should feel like an event.
Please let me know what you think about this!
π‘ A note from me
Some context on why this patch exists. In the previous version, I hit a wall developing new regions. Everything felt flat, linear, and there were no vibes. So I scrapped the old region system and rebuilt content around a living world where everything is tied to locations and NPCs.
This is the first region and a demo of the direction I am envisioning for Levla. Right now I've slapped it on top of our current app, so everything still works the same way. You can still press Gather Resources, talk to the bounty master from the adventure screen, shops still live in the inventory screen.
The plan is to eventually migrate all of this to a new UI that feels like navigating a world. Right now there are a lot of menus and clicks between actions, I am fully aware of this and it will get better.
NOTE: All the progression systems that existed before this patch still exist. It's just how and when content gets introduced that has changed.
β Quality of Life Improvements
I've collected a lot of feedback on certain aspects of Levla that feel tedious, and this patch comes with improvements to a few of those areas. More work to be done, but just know I am aware of the issues and working on it!
Crafting Qualities & Selling Items
The different crafting qualities are now shown much clearer in both the inventory and selling UI with new colors and badges to indicate quality. This should help with separating good qualities from bad qualities.
The Shop UI also shows this and sorts qualities from best to worst now.
Click Intensive Farming
Another complaint has been that farming is quite click intensive. Harvest all, plant all and compost all has been requested by a few users, and while this is planned to be implemented through game mechanics in the future, this patch tackles it from another angle.
By completing one of the new quests, you get taught how to plant multiple seeds in the same patch. Before, you could plant 1 potato seed which grew for 1 hour, then you'd have to come back, harvest, compost, plant again. With this new learned knowledge, you can plant up to 10 crop seeds in the same patch (does not work for tree seeds).
This essentially extends the time between each farming loop, which should make it feel less tedious.
Inventory Management
There has been a lot of feedback about inventory management getting chaotic, especially as you get more items. The new sorting mechanics helped a bit but there is still more work to be done.
This patch brings no direct changes to this, however I believe the main culprit is the fact that we are all spamming dungeons and monsters that constantly drop junk items, especially dungeons where you can kill up to 50 monsters and each gives you random unstackable garbage.
I believe this fixes itself heading into launch, as dungeons now require keys to enter and will only have max 5 NPCs within the dungeon itself.
π Other Changes
New Stuff
- NEW: Pressing "Not Enough Hitpoints" now opens a menu to eat food directly from the dungeon/monster screen
- NEW: The fight monster sheet now defaults to your bounty task amount and shows current progress + amount remaining
- NEW: You can now set which week of the month a habit or todo should occur on when setting weekday + month
- NEW: Creating a listing now displays the vendor sell price too
- NEW: Added a "What is this?" button to the guilds list which explains how guilds work and how to connect a habit to a guild
- NEW: Added lore to all new NPCs, old NPCs are being deprecated soon
Changes
- CHANGE: Rebalanced all weapons (stats, speed, XP distribution, values)
- CHANGE: Rebalanced all item sell values
- CHANGE: Removed the update screen background
- CHANGE: Task type is now called guild affiliation
- CHANGE: The guild affiliation picker now clearly indicates which guild it contributes to
- UI: Redesigned the reflections screen
- UI: Polish everywhere I could find issues
- UI/UX: In-app notifications got a visual overhaul
- Now positioned at the bottom above tab navigation
- Only one toast at a time, no more stacking
- Tap to dismiss instantly
- Should be much more visible than before
Fixes
- FIX: Polished the Skills Details screen, mostly UI quirks
- FIX: Issue where item icons would go invisible when entering sort mode
- FIX: Fixed the gray square at the bottom of profiles and settings screens
- FIX: Fixed rune axe and pickaxe icons
- FIX: Pressing the "missing key" warning on dungeons now opens the item details sheet
- FIX: Enchanting jewelry no longer wipes crafting quality
- FIX: Item details sheet actions no longer render below the screen
- FIX: Monster slaying button now also says "Not Enough Hitpoints" when missing HP
- FIX: Bug where recurring todos/habits would not pass the start date, causing week selection to break
- FIX: Crash on Android when searching and purchasing items
- FIX: Item details sheet not showing quality
- FIX: Level up sheet button rendering under tab navigation on Android
- FIX: Completing focus sessions from notifications on Android
- CRITICAL FIX: Critical bug with created todos in offline mode