Patch 20 - Story of Witsend

New region Witsend, the new Carpentry skill, The Great Caravan dungeon, Homestead 2.0, 8 Skilling Pets, a full weapon rework and a mountain of fixes. Our first content patch since launch 💚

Table of contents

Hello Levlans, I come with Patch notes!

I hope you’re all doing mighty fine and staying productive, I for sure have as you are about to witness in these patch notes.

Sorry for the delay leading up to this patch, I know you've all been eagerly waiting for the new content I've been hinting about in the discord, but most importantly fixes to all your bug reports. For future patches I've prepared a bit of a different structure dev-wise that splits up how I work on bugs vs big patches like this, so bug fixes don't have to wait until I finish a bunch of new things.

Anyway, this patch excites me a lot (as usual), because it's our first content patch since launch. It's packed with goodies for all of you and builds on the existing world of Levla in many ways. One of the reasons it took so long is because I've extended a lot of our existing systems with new features for me to work with, mostly when it comes to the new Homestead but also Quests and NPC Dialogues.

Let's get into it (You can skip the introduction section if you don't want to hear me yap no more, but it has some important information, this whole patch is about a ~20 minute read!)

PS: There will not be any updates until end of next week, as I will be taking a break starting tomorrow until Monday! You'll still find me in the discord though <3

📜 Introduction

LEVLA IS GROWING

Levla is growing super quick right now, we've only been up for a little bit over 5 weeks and we're already at over 1,000 daily Levlans and over 5,000 have explored the world of Levla, I think that's completely nuts, just a few weeks ago, we we're only about 30 people figuring out what this was going to be.

So thank you so much for your support and love thus far, I can't wait to see what Levla will into over the coming months <3

Heads up!

This patch introduces a lot of new features and depth to Levla. The goal, as always, is that there should be things to do and things to spend your stamina on. But this time we also focused on adding quality of life through actual game mechanics, rather than just slapping on another button.

As usual with new features: treat these as first versions. Things will get smoothed out over time, and everything new here is completely optional, you can interact with and progress in these mechanics at your own pace, or not at all.

iOS Launching This Week!

We are currently preparing for the upcoming iOS launch and are currently just waiting for apple to approve our current build, as soon as it’s approved, I will push the button and go live, this means that Levla will officially be fully launched sometime this week, and I’m so excited for that!

This however also means that anyone who has had the free membership flag during our playtest will now have it removed, so if your membership vanishes in a day or so, that’s why!

Thank you so much for being part of this playtest <3

Levla Roadmap & Patch Schedule

I've also got a roadmap planned for where the upcoming patches are headed. Thought I'd share it so you all have something to look forward to:

  • Patch 21: Social & Widgets (Social touches all parts, both productivity & game)
  • Patch 22: Productivity & QOL
  • Patch 23: Content (Progression, Magic, Cosmetics)
  • Patch 24: ??? (Let me know in Discord what you want to see!)

Moving forward however, I will not be announcing any dates until I am completely certain that it is getting close to being finished, and I will also try and limit myself to not create mega patches like this (even though I know the next one is one lol!).

F2P vs Members Content

Levla is growing fast and there are a lot of new faces joining every day, so I want to share how we think about monetization.

Levla is free to play. All the core productivity features, habits, todos, the works, are free and unlimited, including things most other apps charge for. That will never change. At its core, Levla should make you more productive, and you should never have to pay for that.

Behind the productivity side, though, is basically a full MMORPG, and building that world takes serious time. Levla is made by two people: me working on it full time, and Mod Back building all the art on evenings and weekends. Our dream is to make this our life's work, and for that to happen we need to charge for something. We believe that something is content.

Even if you never pay a cent, you can level your character forever and use Levla for the rest of your life. But if you choose to support us, you should be rewarded with a constant stream of new regions, quests, and ways to grow your character in the world we're building.

Which brings us to this patch: it's almost entirely F2P content, including a whole new region for free players. We wanted F2P to have plenty to explore for a long time, because the next content patch is focused on Members. We'll be honest, membership is lighter on content right now than we want it to be, and most of you who subscribe today are doing it to support development. That means the world to us, and we want the content to match that support. That starts in the next content patch!

That said, Members aren't empty-handed today either: this patch adds a few members-only quests unlocking new QOL magic, like a better version of alchemy and spells for bulk farming, and also increased limits on some of the new homestead features.

Regarding UI & UX

Quick note on this too. While I'm really happy with how the world of Levla is expanding and becoming more interconnected through game mechanics, I'm still not satisfied with the UI & UX.

It's come a long way from where it started, but it's still far from the vision I have for it. There's no designer on the team, it's just me figuring out structure and layout as I go, so I hope you can bear with me through these early days.

And I want to be clear about the plan: as soon as Levla starts making a bit of money, a big chunk of it is going straight into proper design and UX work. It's a priority, not an afterthought.

That's all for now, let's get into today's patch!

(And sorry for the placeholder art this patch!)

🐾 Skilling Pets

Also in today’s patch, we are releasing our first batch of Skilling Pets, there is a whopping 8 skilling pets available for you to collect in todays patch, with many more to come.

Skilling pets can be found randomly when training non-combat skills, and each pet represents one skill.

Each skilling action equals one roll on the skills pet drop table, such as creating a potion or successfully chopping a log.

However, keep in mind that skilling pets are extremely rare, and that is intended, these pets are chase pets, and I will not release the drop rates just yet, just know that they are very very rare, and collecting them all will require you to be veeeeery productive IRL ;)

The following skills has received a pet in todays update, while more is coming in a future patch:

  • Artisan
  • Blacksmithing
  • Cooking
  • Mining
  • Woodcutting
  • Alchemy
  • Bartering
  • Fishing

Note: These are what we call tier-1 skilling pets and purely cosmetic, and while rare, they are totally achievable by everyone, in a future patch, we will add more tiers to all skilling pets that comes with passive effects.

🪚 New Skill: Carpentry

We're starting off strong: this patch adds a brand new skill for both Members and free players, Carpentry.

This patch introduces two new mechanics that involve building things, and they just didn't fit into the Crafting system, so Carpentry was born. Down the line, Carpentry will play a big role in your Homestead, but we're starting simple. As of today, you'll use Carpentry for:

  • NEW: Repairing & expanding Points of Interest in the world of Levla
  • NEW: Completing Carpentry related Citizens requests
  • NEW: Building and expanding stations in your Homestead

🗺️ New Region: Witsend

Twenty years ago the road past the Forgotten Pass stopped being a road, and the town at the end of it has been waiting ever since. Witsend is a market town that never quite accepted it was finished. The mayor still holds ceremonies. The guard still watches the pass. The wizard still perfects a spell for an economy that no longer exists.

Then you walk up the road, and you're the first person to do it in two decades.

Witsend is an F2P region built around rebuilding a town that has been holding its breath, and it's where the new Carpentry skill gets put to work. Everything here is free to play except one members quest, which sits off to the side and doesn't block the story. Expect a lot of repairing, a lot of talking to people who have been alone for a very long time, and one thread that starts as a favour and turns into something else entirely.

🏡 New Dungeon: The Great Caravan

Twenty years ago the Great Caravan came up the coast road with the year's trade and never arrived. Everyone agreed it was a shame. Nobody asked why the shame was so thorough.

It is still down there, thirty wagons deep in a ravine the pass hides completely. And it is not a graveyard. It is a worksite.

The Wreck unlocks through the Witsend story and requires Caravan Keys, which you can only get through bartering or from within the dungeon itself.

Recommended combat level 75. You can go in earlier and people will, but bring food. Food is what decides this one.

What to expect on the way down:

  • Malmite gear is the standard payout from the first boss, common enough to be worth the run on its own
  • Levlium weapons are the real chase, and the Wreck is where they come from now. Dagger, sword, scimitar, spear, mace and battleaxe, all between 1/300 and 1/400
  • The crew working the wreck have had twenty years to pocket things. Malmite turns up on them at mega-rare rates, and they sometimes carry a spare key, which pays for part of your next run
  • And at the very bottom, 1/200, something nobody in Witsend knows exists

🏡 Homestead 2.0

As mentioned above, this patch introduces a lot of new mechanics to Levla, most which will now live within your Homestead.

The Homestead is something that has evolved over time, and will continue to do so, see it as your "base" in the world of Levla, which grows as you explore the world of Levla.

So, let's start by getting into what has changed when it comes to your homestead!

Farming Changes

I’ve gone ahead and gave the farming screen a mighty update this patch, as I want long-term that farming is going to be a important part of Levla, it’s important that this feels nice to use.

Start off, I’ve gone ahead and made everything much more smoother and cleaner to use, and fixed all slowness that it had.

It also has a completely new redesign to feel a tad bit more immersive, but also to make the planting flow easier to use.

And finally, many of you have requested for the ability to be able to Plant/Harvest/Compost all available patches, as this is nothing that I see is ”needed” to progress farming, I’ve introduced all those as 3 new magic spells available through a members quest (more about that further down!)

Goodbye Druzil, Hello Notice Board

Druzil decided to move out of your homestead to make room for the new Notice Board, which will now act as the one place for everything task-related for Levla.

The Notice board is where you’ll find small mini-quests that your character can take on in the world of Levla, for now, there will be two possible types of tasks:

  • Bounty Contracts
  • Citizen Requests

Let’s get into how these work and changes that has been made to bounty contracts in todays patch

Bounty Contracts

Previously, to get a bounty task, you had to go through the dialogue with Druzil, now these tasks lives on the notice board where you can choose and pick from a set of tasks.

Each bounty master will give you 2 tasks to choose from, but you may only have one bounty task active at a time, so after completing the new quest in today’s patch that unlocks the new bounty master, you can pick from 4 tasks in total.

You can now re-roll the full set of tasks using bounty points, which costs 100 for free users and 50 for members.

Also, on a final note, bounty masters now represents a tier instead of being able to choose one per bounty master.

Druzil Changes

Druzil will now act as the ”Easy” bounty task master and has had his pool changed to reflect that.

New Bounty Master: Beryl

With the release of the new region also comes a new bounty master that will give you medium tasks, which will give you a total of 15 bounty points per task instead of the 10 from Druzil.

To unlock the new bounty master, you're going to have to complete one of the new quests in Witsend and also help her repair her shop.

Citizens Requests

Also new to the notice board is citizens tasks, which is unlocked after completing the first quest in Witsend, this acts as "non-combat" daily tasks that the habitants of Levla needs help with, it could be anything from repairing something to preparing a big meal for a feast.

Completing these tasks gives XP to their respective skills as well as some coin rewards and on occasions a more rare reward.

There are different types of tasks you can complete:

  • Timed Activities (e.g: Help Stock the general store, help Torvid repair his boat)
  • Deliveries (e.g: Deliver 5 iron swords to Druzil, deliver coal to Grammar)

Citizens Requests also scaled with bartering, so the higher your bartering level, the better the rewards, you also passively get XP in bartering when you complete these tasks!

Note: This is version 1 of this system and will be expanded upon in the future, but this should give you some more options on what to do in the world of Levla beyond killing things! Note2: These might need rebalancing, please let me know how they feel and if you ever end up doing them, and if they are overpowered / underpaid!

F2P: The Sawmill

The sawmill unlocks in your homestead shortly after starting the first quest in Witsend, and can be used to turn logs into planks which is used in the carpentry skill and carpentry tasks such as repairing points of interests and citizens requests.

Turning logs into planks

Members: Dwarven Forge

Many of you have for a long time requested the ability to be able to turn trash equipment back into ingots, and today we introduce this mechanic through our very first master quest "Nothing Wasted".

Grumdar will introduce you to this new forge and his very special crucible you need to replace.

To have the Dwarves Forge running you need to fill it with coal!

⭐ New Quests

A lot of new quests have been added in today's update, and all of them unlock some real goodies.

Today brings four F2P quests and two members quests. The F2P quests are mostly story driven, while the members quests unlock QOL features (basically, not needed but very nice to have).

I feel like that was a fair split for today's patch, especially since Witsend is a F2P region that unlocked a brand new skill.

I'm keeping these vague on purpose, go find out for yourself. The four F2P quests are listed in the order you'll play them, and they all start with Welcome to Witsend.

New F2P Quest: Welcome to Witsend

Requirements

  • Level 15 Blacksmithing
  • Completion of Reclaiming the Hillside

Rewards

  • Unlocks the Carpentry skill
  • 500 Carpentry XP
  • 750 coins
  • A sawmill in your Homestead
  • Unlocks Citizens Requests

New F2P Quest: Mynt Condition

Requirements

  • Level 15 Intelligence
  • Level 5 Carpentry
  • Completion of Welcome to Witsend

Rewards

  • 750 Intelligence XP
  • 400 coins
  • Unlocks the Mynt and Grandmynt spells

New F2P Quest: The Quiet Shift

Requirements

  • Completion of Welcome to Witsend

Rewards

  • 800 Bounty Hunting XP
  • 500 coins
  • Unlocks a new location

New F2P Quest: Never Late.

Requirements

  • Level 20 Blacksmithing
  • Completion of The Quiet Shift

Rewards

  • 2,500 Bounty Hunting XP
  • 600 Blacksmithing XP
  • 2,000 coins
  • Unlocks a new medium bounty master
  • Unlocks a new dungeon

New Members Quest: The Golden Allotment

Requirements

  • Levla Membership
  • Level 40 Intelligence
  • Level 35 Farming
  • Completion of Mynt Condition

Rewards

  • 1,250 Farming XP
  • Unlocks the Seedburst, Enrich and Uproot spells (plant all, compost all and harvest all)

New Members Quest: Nothing Wasted

Requirements

  • Levla Membership
  • Completion of The Crossed Cutlasses
  • Completion of Welcome to Witsend
  • Level 40 Blacksmithing
  • Level 40 Alchemy

Rewards

  • 2,500 Blacksmithing XP
  • 10× Mythril Ingots
  • Haldrek's Reclamation Crucible
  • Ability to build the Dwarven Forge in your Homestead

⚒️ New Crafting Recipes

In today’s patch we're also introducing a whole lot of new crafting recipes, primarily to cooking and blacksmithing.

Cooking now has a lot of new recipes to cook some mid-game consumables for your adventures, they are also mostly sourced from Farming and vegetable based, which means they can not be burned, I also threw in some new fishing recipes to accurately represent the gathering node changes.

Crafting Quality: Divine

A new crafting quality above Fabled has been added which is a mega-rare at 1 in 10,000.

Divine items applies 30% stat bonus and 60% increased durability over the base stats.

This new rarity also comes with a very special styling on the item icon and can be a true flex, in a future update, it is intended that Divine equipment will have special effects applied to them!

New Recipes: Cooking

  • Charred Sweetcorn
  • Spiced Potato Wedges
  • Tomato & Onion Salad
  • Chili-Roasted Squash
  • Smoky Eggplant Bowl
  • Chickpea Stew
  • Firepot Vegetable Curry
  • Stuffed Squash
  • Mackerel
  • Lake Bass
  • Pike

New Recipes: Equipment

  • Malmite Dagger
  • Malmite Axe
  • Malmite Pickaxe
  • Malmite Mace
  • Malmite Helm
  • Malmite Full Helm
  • Malmite Sword
  • Malmite Scimitar
  • Malmite Spear
  • Malmite Battleaxe
  • Malmite Shield
  • Malmite Kiteshield
  • Malmite Platelegs
  • Malmite Platebody

New Recipes: General & Quest

  • Malmite Ingot
  • Iron Nails
  • Rimeiron Ingot
  • Repaired Reclamation Crucible
  • Lockpicks

🎣 New/Changed Gathering Nodes

As I was planning out the new region of Levla, I took a look at how things are balanced and positioned around Levla currently, and wasn’t super happy with how it was structured, so with that, I’ve made some changes and moved thing around.

This most likely won’t affect you unless you use the world screen to navigate around using the world tab.

I’ve also added some general gathering nodes around the world to add some more depth.

  • MOVED: Salmon & Trout Spot has been moved to Witsend
  • MOVED: Bass Fishing spot moved to Witsend and renamed to ”Lake Bass"
  • NEW: Pike Fishing spot added to Witsend (New lvl 50 food, F2P)
  • NEW: Mackerel Fishing Spot added to Blackshore (Between Shrimp & Lobster, F2P)
  • NEW: Water Well added to The Docks
  • NEW: Chicken Pen added to The Hillside
  • NEW: Dairy Cow added to the Hillside
  • NEW: Rimeiron Seam to the Deep Veins (Quest Resource)

🎒 Other New Items

New Seeds & vegetables

  • NEW: Onion + Seeds
  • NEW: Chili + Seeds
  • NEW: Eggplant + Seeds
  • NEW: Chickpeas + Seeds
  • NEW: Squash + Seeds

New Tools

  • NEW: Hand Saw (Used for carpentry)
  • NEW: Hammer (Used for carpentry)

Other Items

  • NEW: Egg
  • NEW: Adventurer’s Satchel
  • NEW: Soul Ink
  • NEW: Ashes
  • NEW: Bucket of Milk

⚔️ Weapon Balance Rework

Every melee weapon has been re-tuned so your weapon *choice* finally matters, and so every metal upgrade is a real upgrade.

Fast weapons were quietly out-damaging everything: a Bronze Dagger beat a Mythril Spear, and slow weapons like maces and battleaxes trailed the best pick by up to 50% no matter the metal. Weapon strength now counts for four times more in the damage formula, and all 43 weapons (plus strength-bearing jewelry, gloves and capes) have been renumbered for the new scale.

Every weapon hits harder than before, slow and heavy weapons most of all. Battleaxes gained the most, with max hits up to 180% higher. Within a tier the six weapon types now land within roughly 25 to 35% of each other, tighter than the 50 to 100% gaps before, and each has its own edge:

  • Scimitars are the best all-purpose damage, and still the top pick against lightly armored targets
  • Daggers stay the cheap, fast crit option
  • Spears are the accuracy kings, closing most of the gap against heavily armored enemies
  • Swords are the all-rounders, within a few percent of the top pick no matter what you fight
  • Maces trade around 20% damage for their defence bonus and Vitality training
  • Battleaxes land the biggest single hits in the game, and overtake everything against heavily-armored bosses

One heads up: some printed strength numbers went *down* while real damage went *up*. That's the new scale, not a nerf.

  • BALANCE: The Iron Dagger was the only dagger without crit chance, so it literally lost to the Bronze Dagger. Fixed
  • BALANCE: The Mythril Scimitar had less accuracy than the Black Scimitar. Fixed
  • BALANCE: Scratch's Dagger has been repositioned to sit between the malmite and levlium daggers
  • CHANGE: "Levlium dagger" is now "Levlium Dagger", because it was bothering me

📉 Combat XP Nerfs

Now that Levla is growing very fast, things that are overpowered becomes way more obvious, and one of those was the speed of leveling up combat stats.

So, to protect the longevity of the game, and to give a more sense of achievement, I’ve decided to slightly nerf combat XP gains this patch.

This most likely won’t be noticeable, it’s an idle game after all!

✨ Other General and QOL Changes

Simon’s Drop Table Changes

With today's combat XP changes and also the release of the new dungeon in Witsend, we also had to completely rebalance Simon's Drop Table.

Simon's drop table is now the main source for Levlium Armor.

The full Levlium armor set now drops from him, along with both Levlium tools:

  • Levlium Helm, 1/150
  • Levlium Full Helm, 1/200
  • Levlium Kiteshield, 1/200
  • Levlium Axe, 1/200
  • Levlium Pickaxe, 1/200
  • Levlium Platelegs, 1/250
  • Levlium Platebody, 1/300

Across the table that works out to roughly one Levlium piece every 29 kills, so a full set is a long project but no longer a lottery ticket.

  • CHANGE: The Levlium Dagger and Levlium Sword no longer drop from Simon. Levlium weapons are the Great Caravan's speciality now, so the two dungeons each own half the set instead of competing

New

  • NEW: Completing your task of the day now gives an Adventurer's Satchel with some early progression loot inside
  • NEW: The active adventure dock is now a compact, always-on summary instead of an oversized expandable card. Tap it for a details sheet with live progress, your haul so far, the combat XP split, the next queued adventure, History, and End early / Claim (the separate hunt loot sheet is gone)
  • NEW: The "Welcome back!" popup now unfolds subtasks so you can tick them off one by one right there. Checking the last one completes the whole to-do
  • NEW: Enchanted jewelry now has its own styled borders, so it's easy to tell apart from the plain stuff at a glance
  • NEW: Release every placeholder of a single item in one action. Clear 150 ghost helms without touching your other saved slots

Economy and Balance

  • ECONOMY: Repair costs have been cut in half
  • ECONOMY: The price of Ether has changed significantly
  • ECONOMY: The Orb of Identity and the Chronotome are now stocked at Fjonkan's Essence Emporium
  • BALANCE: Gathering wool at the Sheep Pen has been buffed
  • CHANGE: Anchovies are now free to play

Changes

  • CHANGE: Hunt forecasts now grade the whole run instead of just the first kill. A hunt you'd survive but rarely finish no longer wears a green "Favored" badge, and "Kill chance" is now honestly labeled "First kill"
  • CHANGE: The World header and section tabs now stay pinned while each section scrolls, matching the Marketplace

UI and UX

  • UI/UX: Greatly improved readability on the quests screen and quest sheet
  • UI/UX: Greatly improved readability on the world map screen
  • UX: Lots of UI and UX improvements to the farming screen and flow
  • UX: Dialogue options are now much more distinct from each other (start, quest and so on)
  • UX: Celebration reward popups are more fluid and hype, with much better transitions between states
  • UX: The item details sheet now shows tool efficiency, so you can actually see how much of a difference a better tool makes
  • UI: Redesigned the adventure progress section on the Home screen
  • UI: Proper name formatting on the character screen for item showcases

🐛 Bug Fixes & Other Changes

Battle Habit Streaks Actually Work Now

This one needs a proper explanation, because it's been broken since December.

Battle habits have always promised that missing a check-in by midnight counts as a slip. That has never once happened. The nightly job that was supposed to judge missed days could never actually run, so battle streaks could only ever go up: miss an entire week and your streak just froze at its old number until your next check-in.

That's fixed. Shortly after your day ends, respecting your timezone and your custom day rollover hour, an unanswered battle habit now records one repairable slip and resets the streak. Checking in late still repairs it, exactly like the repair flow has always promised.

What happens the first night after this goes live:

  • At most one slip per habit, only for your most recent missed day. There is no backlog dump
  • If you checked in, skipped or snoozed yesterday, nothing happens to you at all
  • If you did miss yesterday, the slip is repairable, and a late check-in restores your streak in full
  • Long-frozen streaks were already dead numbers. They'd have reset to 1 on your next check-in anyway, so nothing you actually still had is being taken away
  • FIX: Editing a habit no longer quietly forgives missed days. Any edit, even just renaming it, was resetting the habit's streak bookkeeping and re-arming its deadline from today. Only real changes to schedule, type or requirements do that now

The Great Button Sweep

A lot of you have hit some version of "the button isn't on screen and the list won't scroll". It turned out to be one single root cause wearing a lot of different faces: bottom sheets could grow past the screen and quietly push their confirm button below the bottom edge.

The sheet system itself now shrinks content to fit and turns it scrollable the moment it outgrows the screen, which protects every sheet in the game on both platforms. Android showed it worst thanks to the navigation bar and display size scaling.

  • FIX: Enchanting is possible again. The enchanted item preview refused to scroll and the Enchant button was pushed clean off the bottom, so the whole flow was a dead end
  • FIX: Selling to a Trading Post buy offer works again when you own several quality variants. With 4 or more qualities in your bank, "Sell to Offer" was pushed off screen. The listing, purchase, buy offer and price edit sheets had the same bug and are fixed too
  • FIX (Android): The fight setup sheet's Start button no longer hides behind the navigation bar when opened from a quest objective, or on phones with enlarged display size. The Est. Combat XP chips also no longer overflow on narrow screens (that mysterious floating heart was the Vitality chip escaping)
  • FIX: All 149 sheets in the game got swept for the same disease in flows nobody had reported yet: login and username sheets with the keyboard up, quest adventure, citizen task, construction and repair start sheets, drop tables opened from gathering nodes, pet info, the cosmetics catalogs and background picker, long habit template lists, the group icon grid, and the emoji picker on small screens

Android 8 and 9 Character Fix

If you're on Android 8 or 9 and your character has been rendering as empty space, this is for you.

Those Android versions can't draw our animation renderer on hardware-accelerated canvases, so the character view has to stay on software rendering. The renderer sets that up when it's built, but it could get silently undone afterwards. It now re-asserts itself and self-heals mid-draw if a hardware canvas ever slips through. These devices also no longer attempt 60fps interaction boosts, since every frame is drawn on the CPU there anyway.

If that isn't enough, there's a remote fallback ready to flip: Android 8 and 9 devices get a still image of your character instead of the live animated one. It keeps your skins, equipment and colors and retakes itself when your gear changes, and you'd get a one-time popup explaining that character animations need Android 10 or newer.

Adventures and Combat

  • FIX: Adventure cards no longer flip to "Done" with a Claim button before the run is actually over, and a claim the server isn't ready for now waits and retries instead of failing with "not ready yet"
  • FIX: The hunt card's kill counter now tracks the kills you asked for ("1/42") instead of the simulation's final count. Dying at kill 1 of 42 no longer rewrites history as "1/1"
  • FIX: Closed a rare race where a freshly started hunt or dungeon could be marked complete, and even auto-claimed by the queue, seconds after starting
  • FIX: Quest adventures, citizens requests, location repairs and construction no longer stall your queue. When one finishes with adventures queued behind it, it's collected automatically and the next one starts right away. The completion story plays back next time you open the app, and your quest log, map and citizens board pick up the progress (citizens request rewards still wait at the NPC turn-in as before)
  • FIX: Auto-equip and the adventure queue now talk to each other. When a queued adventure starts and your loadout rules swap your gear, your character, bank and loadouts update right away instead of showing the old outfit (robes and fists in a boss fight) for the whole session. Queued starts also stopped swallowing the "Auto-equip partially applied" warning, so a broken weapon or missing saved item now tells you about itself
  • FIX: Your character now holds the right tool on the adventure screen. No more chopping with a steel axe you don't own or mining with a mythril pick when your malmite is equipped
  • FIX: Pets no longer tag along into combat when a queued fight starts. They head home the moment the fight begins, no app restart needed
  • FIX: Adventure animations no longer freeze until an app restart if the fight details fail to load right as an adventure starts. The app now keeps retrying in the background
  • FIX: Starting a gathering trip no longer eats your food. Stews and other healing snacks stay in the bag, only real potions are drunk at the start
  • FIX: The bag can no longer deposit the wrong item when your bank view is briefly out of date, so a stray Super potion can't sneak into your locked supplies and get drunk on every fight
  • FIX: Battle reports for auto-collected queued adventures now show the potions drunk at the start (they were always drunk, just missing from the report), and the active buffs bar updates the moment a queued adventure chain-starts
  • FIX: Normal potions can no longer wake up an old expired Super buff. Drinking a normal Attack or Defence Potion now applies exactly that potion instead of resurrecting a long dead Super's stats with a fresh timer. Weaker potions also no longer touch a stronger buff that's still running, so no more cutting a 4 hour flask down to 2 hours by drinking a normal
  • FIX: Potion buff timers no longer show inflated time after reopening the app. A 2 hour potion drunk by a queued adventure could show "3h remaining" an hour in, because the countdown was measured against a clock frozen when you left the app. Display only, the real buff always ran its correct length
  • FIX: The adventure complete celebration no longer opens as an invisible gray screen when a queued adventure finishes in the background. It could dim the screen without ever showing its card and silently eat every tap, including the back button
  • FIX: When a claim also progresses a quest, the "objective available" popup no longer opens trapped underneath the celebration. The celebration plays first, then the quest popup takes the stage
  • FIX: The +N badge on the active buffs rail is now tappable, expanding every hidden effect and turning into a collapse control
  • FIX (iOS): Active buff timers no longer get clipped beneath an expanded adventure card or its "Up next" queue strip
  • FIX (Android): The stamina bar no longer stays visually full after you spend stamina, including when an adventure is started or queued from a full bar

Bank, Items and Crafting

  • FIX: Items from mystery boxes and other rewards no longer briefly vanish from the bank when the app refreshes at exactly the wrong moment. Your bank always keeps the newest state, no restart needed
  • FIX: Potions returned from your adventure bag no longer disappear from the bank if the app refreshes at the same moment
  • FIX: Claiming quest rewards can no longer swallow inventory changes that happened at the same time, like opening a box while the claim was still sending
  • FIX: Dropping or opening an item after rearranging your bank could make an unrelated item temporarily invisible to skill checks, like your best axe not counting for woodcutting, until the next sync
  • FIX: "Repair All" no longer demands more gold than the repairs actually shown. Bank placeholder slots were being counted as repairable gear, inflating the total, and it could even charge you for them
  • FIX: Turning bank placeholders off now takes effect immediately. A stale server cache could keep creating ghost slots after the toggle
  • FIX: Recipes that use a tool, like the chisel for Wooden Bowls, no longer cap at 99 per craft. You can now craft as many as your materials allow
  • FIX: The crafting celebration now shows what you actually crafted instead of your whole bank stack. Making 32 potions with 81 already banked said "x113", and cooking 120 lobsters with 115 banked said "235". Burnt output now shows as its own line with its true amount
  • FIX: Boar Meat now shows its burn chance in the cooking list, and its craft button icon is fixed
  • FIX: The Defence Flask was using the wrong Harmony's Rest tier requirement

Trading Post and Marketplace

  • FIX: Trading Post orders no longer vanish once you have more than 50. My Orders only ever loaded your 50 newest (sell listings and buy offers share one list), so older listings looked gone entirely: not on the Trading Post, not in your bank, no coins paid, nothing in history. They were safe in escrow the whole time, the tab just never loaded past its first page. My Orders now loads the rest as you scroll, so every active order is visible and cancellable again
  • FIX: Listing jewelry on the Trading Post no longer sells the copy sitting in your loadout. Loadout items now show as their own row marked "In Loadout" instead of stacking with your spares, and the spare is always the default pick when selling or filling buy offers. You can still list a loadout copy, but only by choosing that row on purpose
  • FIX (Android): Swiping between Marketplace tabs after scrolling no longer leaves a huge empty gap above the Trading Post

Guilds

  • FIX: Guild shops no longer randomly lock you out. The guild tabards, and the tier 5 shops that sell them, could show "Requirements not met", fail with "Purchase Failed", or block the whole shop even though you'd earned the rank, then work again after backing in and out. Tier checks now always compute live from your reputation, exactly like the guild screen does
  • FIX: A failed shop purchase no longer shows the "Added to Bank" toast. The success toast was firing before the server answered, so a rejected purchase flashed "Added to Bank" right before "Purchase Failed". No money or items ever moved, the toast was just lying
  • FIX: The Guild Passives card no longer merges different skills' bonuses into one. The Gauntlet's Blacksmithing XP +5% and Combat XP +2% displayed as a single "+7% Blacksmithing XP" and the count read 3 active instead of 4. Each skill now gets its own row with its real skill icon, and Blacksmithing finally shows its hammer instead of a weight
  • FIX: Rally hearts on fully rallied guild contributions no longer pretend to accept more cheers. Capped rows now show as capped instead of endlessly toasting "Rally sent" while doing nothing (no duplicate Rep was ever given)

Habits, To-dos and Reflections

  • FIX: Completing a habit no longer pauses your music, and the play button on your earbuds now resumes your media instead of replaying the completion ding
  • FIX: Habits and to-dos set to "ask me each time" now ask for your effort level when completed from the Habits and Todos tabs. Previously only the Home tab and the habit's own page asked
  • FIX: "Ask me each time" now actually saves on to-dos. The setting was silently lost when creating or editing a to-do, so they never asked anywhere. If you set it on a to-do before this fix, edit the to-do and flip it on once more
  • FIX: To-dos with subtasks no longer squat on your Home screen forever. Unscheduled ones now stay in the backlog like every other to-do, only appearing when a subtask is actually due or scheduled
  • FIX: Scheduling a to-do with subtasks from the edit sheet now sticks. The date carries to the subtasks too, so the whole task moves to its day, and "send to backlog" clears their dates the same way
  • FIX: Opening a subtask no longer shows an "Est. Rewards" pill. Subtasks don't grant anything themselves (the parent to-do pays out when its last subtask completes), so the XP, stamina and coins it promised were never real
  • FIX: Long reflections no longer grow past the screen. The content now scrolls inside the card, so the delete and edit buttons are always reachable and the full text is finally readable
  • FIX (iOS): Tapping a finished timer on the lock screen now completes the habit even when iOS had quietly closed the app in the background. Running timers survive app death and finish properly on reopen, and a timer stuck at 0:00 now shows a Finish button instead of stranding you

Quests and World

  • FIX: Aldric's and Bjarne's quest could be turned in before you had the required items
  • FIX: The World tab's "regions discovered" count no longer includes the members-only region you can't actually enter
  • FIX: The homestead's farming summary no longer counts crops sitting in membership-locked patches. No more "5 of 4 patches planted" or harvests you can't claim after switching to free
  • FIX: Tapping a creature in an item's Sources list now opens the current creature screen with the new fight setup, instead of the old adventure start flow with its dead-end "Already on Adventure" button. Back returns you to the Sources list too

Character and Visuals

  • FIX: Character color options no longer show up blank when your saved look references a style that was changed or removed in an update. This affected both hero creation and the customization screen
  • FIX (Android): Reward amounts in the completion celebration no longer show as "x…". The full quantity now displays on Android 15 and 16
  • FIX (Android): Letters with tails like "g" and "y" no longer get clipped on the "Start creating" button in the intro

More articles

Patch 22.1 - Halloween & SocialPatch 21.2: The Wiki is here!Patch 21 - Visual OverhaulView all articles