Map 2 Delay + Upcoming Updates for Map 1

At the very start of 2026, so a bit over 6 months ago we announced Map 2, and shared that it would release in Summer 2026. If you haven’t seen the initial announcements, click here for the first news post and click here for the second news post.

When we mentioned that we aimed for a release in Summer 2026, we also said that delays were very much on the table. We’re now approaching the middle of summer, so where is Map 2? We are delaying the release of Map 2 to be at the end of the year, sometime between November and December.

The last part of this news post goes over 3 upcoming updates we're releasing in Map 1 over the next few months. Continue reading to find out more...

Why the delay?

Map 2 is very ambitious, there are so many different moving parts to it, and we need ample time to ensure that our team can get these parts right. It’s why we mentioned that delays were on the table in the initial Map 2 announcement, we want to ensure that we have the time we need to get it right. 

Delaying the release to the end of 2026, sometime within the last 2 weeks of November gives us much more time to work with than if we released in Summer 2026.

Map 2 Sneak Peeks

We’d love to share with you all some sneak peeks into things coming in Map 2!

Enjoy these screenshots of the new map. No comments on these though, just screenshots. :)


Mounts

With the introduction of the Roleplay Zone and then the Freebuild Zone beyond that, Map 2 is significantly larger than Map 1 and so putting a focus on map navigation is very important to us. This is why we’ll be introducing Mounts as a new feature you can utilise to navigate the map, and to also enable new roleplay opportunities.

You’ll be able to get your very own mount through roleplay, and you can continue to train it and improve its stats such as its movement speed, health, defense and such. For CRP, you’ll be able to engage in Mounted Combat that is outlined in the CRP guide, and we aim to provide simple PvP combat mechanics for mounts with a more in-depth system releasing later, after Map 2 launches. We want to bring the feature of mounts with basic combat mechanics first, and then expand on it after!

Fast Travel will continue to remain as another way to navigate the map (in fact, fast travel will also receive changes in Map 2, but we’re not ready to reveal that yet).

Handling Inactive Builds

Currently, in Map 1, the process we take to handling inactive builds is incredibly tedious and time consuming due to just how manual the whole process is. Our Admins have to make a backup of the area where the inactive build is (in case the player comes back), then manually unlock all chests, doors, and so on, remove the inactive build using WorldEdit, and then ensure a land scar isn’t left behind when it’s removed by using WorldEdit to fix the terrain that the build was once on. 

This incredibly manual process is why we haven’t been able to keep up with the amount of inactive builds there are, we even allowed other staff roles the ability to handle  inactive builds but it still wasn’t enough to keep up with it. 

For Map 2 we’ve developed a system which condenses that whole process into just a few simple commands that our Admins, Lead Mods, Lead Builders, Sr Mods and Sr Builders can use. We’ll be able to use a command to select chunks, and then run another command which will do the following all at once:

  • Instantly takes an automatic backup of the selected chunks
  • Automatically removes all locked containers, doors, trap doors and so on.
  • Resets all selected chunks to their original state from when the map first released.
  • Puts items that were inside containers, item frames and armour stands into a dedicated stash system that’s accessible to the person who originally put the item there.

It’ll take our team less than 5 minutes, give or take, to select the right chunks and run the command that’ll do everything outlined above. That’s an incredibly improvement over the 30 minutes to an hour that it takes to handle a single medium sized inactive build! With the drastic decrease in the time it takes to handle inactive builds, and the fact we’re starting with a fresh new map, we will be able to reasonably keep up with inactive builds and land scars in Map 2.

Furthermore, we are able to very easily load in the automatic backups that get taken when handling an inactive build using this system, should we need to bring the inactive build back in case the player comes back (or if we accidentally remove the wrong build, whoops)! 

Coming Soon to Map 1

Lets take a look on some of the things that are coming in the next few months to Map 1, such as the rebalance and update to PvE and Magic mechanics!

Might and Magic Update

Hallo, Dark here! I am one of the leads of our Content team! The Might and Magic Update rebalances, fixes and brings major changes to our PvE/PvP and Magic mechanics.

Development is coming along nicely for Might and Magic, and we can now proudly say that we have over 50 spells fully refined and polished, along with a customizable armor and weapon system. This includes advanced magic!

Of course, we’ve hinted at this before, but now at long last, development has progressed to a point where we can playtest. The first playtest is scheduled sometime this upcoming week for Mithril players and staff, and gradually we’ll be expanding these playtests to everyone who wants to join. This will include PvP, but potentially also some PvE!

I and Content Team hope y’all will enjoy our playtests. With Might and Magic we’re not only making mechanical combat on the server much more fair, but also letting you customize your character’s fighting style much more than before. Most changes of course will be reflected in CRP as well. 

… What’s that, you want some teasers? 

Brrr. Is it getting chilly in here...

...or is that just me?


A last little tidbit: these spells aren’t just to fight each other with! PvE content will be more prevalent in Map 2 than now, and even just for Eldorath, expect to have some more PvE content relatively soon. Dungeons are always fun…

Dark out!

ConflictRP & Factions Update

Since May, we’ve been working on a major update that includes changes and additions to Conflict roleplay, as well as bringing new features to our Factions & Nations system. This update is pretty much complete, and you should expect it to release in the coming weeks.

Let’s get into some of the finer details on exactly what these new changes/additions to ConflictRP and the Factions & Nations system is! We’ll start with the new features being added to Factions and Nations.

New Factions & Nation features:

  • Nation Bells - a placeable bell accessible to Nations, that your members can ring to alert those within the Nation claim of an incoming raid or war!
    • This new feature will be used in conjunction with the new ConflictRP changes!
  • Flavor Text Flags - a placeable flag, accessible to both Factions and Nations, which will send flavor roleplay text to anyone who goes within a specific radius of the flag. The flavor text and radius can be edited!
  • Player List Command - a new command which tells you how many players are in each Nation, as well as how many are in Primshire, the Resource World, Underworld and Eldorath. 
    • The player list will also show how many of the players in each Nation, and other areas of the server are currently OOC.
  • Nation Activity Command - a new command accessible to Nations which will tell you the most active hours of your Nation, each day, over 7-day periods at a time.
    • There’s more nuance to how we determine what the most “active” hours are each day, which we’ll explain in the full changelog when the update releases.

We’ve also created a way for us to automatically transfer Factions from the old system, to the new system. The new system came out a while ago now (so it isn’t really new), and we’ve been very slow at moving over Factions from the old system to the new one due to how manual it is. With the changes we’ve made, this process will be much faster! 

New ConflictRP Changes & Additions

  • Leading up to Conflict & Communication Rules - a proper explanation on Standard Death, its rules, and its intended function! More fleshed-out bird rules, and communication item rules.
  • Spying and Espionage - a set of base rules to create an open base-level of fairness when engaging in spying and espionage roleplay, with a few optional rules for those who are not comfortable with true honour rp! 
  • Overall Death Rule clarifications - 
  • Fair Conflict - ❗BIG CHANGE❗ The Call & Response system! This system is a playtest, and we expect it to need large changes. However, this system is intended to open up more opportunity for players to react to other players' actions. And hopefully create an environment that better supports RP consequences in player-run narratives!
  • Warplans - ❗BIG CHANGE❗ Another playtest system targeting large-scale player conflicts such as wars and raids! These guidelines are intended to support CRP battles and make them an equally viable option to PvP during large-scale conflicts!
  • Artifacts - new Artifact type: Disputed artifacts! Some rules for artifacts that are not soulbound and can be taken by others. And how to take them! Uh oh! 

New General Roleplay Changes & Additions

  • Roleplay Sportsmanship - definitions on what is considered Powergaming, Metagaming and Godmodding!
  • General Difficulty Classes - what is the DC of the door in my prison? What about my gate? What about this WALL?
  • Feat and Magic Rule Clarifications - some further clarifications on the expectations and responsibilities on Feat and Magic teachers as well as feat and magic holders!

Magic Tracker Update

Back when we released the Feats Tracker, we spoke about creating a version of it for magic, which would be called the Magic Tracker. Much like feats, you’d be able to view all the different types of magic, and track the ones you’ve learnt. Progress on the Magic Tracker has been going well, however, we are still a little ways out from releasing it.

As you may be aware, we’ve been working diligently to remove the reliance that some parts of roleplay and lore have on Discord tickets. Currently, Elemental Magic does still rely on tickets, as you need to open a magic ticket to schedule an attunement and ritual. The Magic Tracker will remove the reliance that Elemental Magic has on tickets, attunements will move to the Teacher Application system, so players who become accepted teachers will be able to attune others, and we’ve rethought the way rituals are started so that they do not need to be scheduled in a ticket.

The roleplay that you go through during an Elemental Magic attunement and ritual will still remain the same, we are not making any changes there, only to how you start attunements and rituals so that they don’t rely on tickets!

As mentioned, we are still a little ways out from releasing the Magic Tracker, so please do not expect a release date soon, however, know that it is progressing along nicely!


That's it for this news post, thank you!