Patch notes
Highlights of player-visible changes to MRPG Realms. Small internal fixes and development-only changes are left out.
October 2026
- The final siege: the citadel opens in a season's last 3 days. Hold it at the end to win the season; the winning realm's best knight who fought there is crowned Sovereign.
- Seasons and noble titles: 8-week seasons with a muster, the war and the final siege; results kept in /seasons. War merit makes you a Squire, Knight, Baron, Earl or Duke, shown over your head in your realm's colour.
- Territory rewards: held mines give ore, held keeps slow attackers, held outposts give sight. War merit for captures, defences and tearing down forward posts. Holding everything scores less, and a realm far behind captures faster.
- Forward posts: commanders can raise a field tent on their realm's plot in a frontier territory. It doubles your realm's capture speed there and becomes your respawn point, until the enemy tears it down or it is left unattended.
- Frontier territories: fifteen keeps, outposts and mines in the War World's frontier can be captured by outnumbering their holders; holding them scores for your realm. Banners show who holds what; /standings shows the season score.
- The War World: a round map with the three realms' homelands, a frontier and the final-siege citadel, the same shape for every realm. Sworn players arrive at their capital; the frontier only takes fortifications.
- Realms: swear to Dawnhold, Mistwood or Ashenreach with /realm. Realm-mates share vision and realm chat (/r) and cannot hurt each other; you can change realm once a week, and the smallest realm earns a little more experience.
- Character levels: earn experience by defeating mobs (your army's kills count for half), mining, chopping, crafting and building. Each level adds 4% health and 3% damage against mobs, up to level 30, and your level follows you to every world.
- A fallen commander is downed for 10 seconds before their army breaks: a priest beside them or a healer's heal can bring them back. Armies hold their ground for a while when their commander leaves, and routing troops strike back weakly when cornered.
- Fog of war (servers with armies on): other players' troops only show where your hero, units or buildings can see, the commander view darkens ground you cannot see, and orders cannot go into unexplored ground.
- A fallen commander (servers with armies on) waits to respawn at their command post, longer with a bigger army or repeated deaths, while their army routs home and cannot be commanded.
- Ranks (servers with armies on): upgrade your command tent to a keep, castle, fortress and citadel to lead up to 25, 50, 100 and 200 units. Better troops now need the rank to match: archers, pikemen and sellswords a keep, swordsmen and cavalry a castle, mages and priests a fortress.
- More troops (servers with armies on): a temple (after your barracks) trains priests who heal your wounded units, and a tavern (after your command tent) hires sellswords for relic fragments, ready in seconds.
- New troops (servers with armies on): build stables (after your blacksmith) to train fast cavalry, and a mages tower (after your forge) to train mages whose fire scorches every mob around the target.
- Gravity: dig out the ground under a building and it drops onto the ground below, or falls apart (with the demolish refund) if the drop is too far or into water. Digging under a tree fells it and gives you its wood. Grass and flowers go with the block under them. Placed blocks stay where they are.
World persistence and returning players
- Your guest can return to the last realm and resume near the saved position, including after a server restart when a recent position was saved.
- Rejoining with the same guest identity resumes the session instead of leaving a duplicate connection behind.
- New realms have continents, coasts, mountain ridges and river valleys; existing realms keep the terrain version they were created with.
Outposts and inventory
- Every class can gather wood, place basic outpost structures, and use settlement refuge; trees regrow after being chopped.
- Press E near a storehouse or workshop to use its panel. Press I to view your inventory and transfer carried items into nearby shared stock.
- Workshops craft stone and reinforced axes and pickaxes, as well as expedition wards. Stone, sand and clay can be gathered from the world.
- Press E at a tower or wall to inspect and upgrade it. Demolishing your building returns eligible construction materials and stored stock, subject to pack capacity.
Controls, combat and commander preview
- Structure placement has a movable ghost preview; press Enter to place or Esc to cancel. Confined and underground spaces use an eye-level placement view.
- Creative flight is server-authoritative, descending onto solid ground lands safely, and held movement keys release when the window loses focus. Combat damage and healing appear as floating numbers.
- On servers with followers enabled, summon followers with /summon and press M for the commander view to select and order them. Realm War seasons, the War World and the crown remain planned, not playable.
This is a curated player-facing summary, not a complete list of commits. See Controls, Structures, Resources, Settlement, and Realm War for current instructions.