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Very Vanilla MQ (Live Servers)

Vanilla Very Vanilla MQ (Live Servers) 3.1.52471.6

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Automated release for live
Automated release for live
Automated release for live
Automated release for live
Automated release for live
Automated release. Commit hashes:
vv: 7d6e5a81ef31a8546871d3a4edf66c925d477f0e
cwtn: be569d0ae292fabffdcfdf686a7c567d36445a41
eqlib: b38454722cecd7c00a81c20b9c8a3a256e92f57b
Posted by: Redbot
Automated release. Commit hashes:
vv: eade97773563fb92da491a408fd4866b78448346
cwtn: be569d0ae292fabffdcfdf686a7c567d36445a41
eqlib: 82b38e7d3cfadb68833dad87bb7ebb1000a95a1e
Posted by: Redbot
## 4/18/2026
### Bug fixes
- ROF2: Add fix for D3DXEffects::CEffect::FindValue crash when game client goes over 2GB of used memory
## 4/16/2026
### Bug fixes
- Fix issue where /mapfilter commands would not take effect until the map plugin was reloaded
## 4/11/2026
- PackageMan bug fixes
## 4/10/2026
### New Plugin Callbacks
Added two new callbacks for plugins - OnLoginFrontendEntered and OnLoginFrontendExited
both have been added to the mkplugin template and will be generated when mkplugin is
run.
## 3/22/2026
### Per-Character ImGui Configuration
ImGui configuration can now be saved on a per-character basis. This is now enabled
by default. The first time a per-character config is loaded, it will be copied from the
default config if it exists.
Per-character configuration can be toggled from the overlay settings (/mqsettings overlay)
or via command with /mqoverlay perchar. Changing this option requires a reload of the
overlay (/mqoverlay reload)
Per-character overlay configuration is saved like: Config/MacroQuest_Overlay/server_character.ini
### Bug fixes
- Fix issue where viewports were not parented to the main viewport. This was preventing them from
being brought forward when the game window was focused. (#971)
## 3/14/2026
- Fix Me.RangeReady
## 3/13/2026
Update for live patch
### Bug Fixes
- Fix crash in ItemDisplayWnd
## 3/11/2026
emu: Spell links within the item display window will now open a spell
display window when clicked.
## 3/5/2026
Add support for teek and tormax
## 3/1/2026
Updated to crashpad from the crashpad-backtrace fork we were previously using.
- For local builders you should remove crashpad-backtrace to prevent conflicts
- `vcpkg remove crashpad-backtrace:x64-windows-static` and/or `vcpkg remove crashpad-backtrace:x86-windows-static`
### Bug fixes
- live/test: Fix /removeaug (#974)
- emu: Fix CTargetWnd buff accessor (#975)
## 2/22/2026
### ImAnim Integration
ImAnim is now available to lua and plugins! [See PR For more info](https://github.com/macroquest/macroquest/pull/968).
- See the lua demo for examples of how to do things with ImAnim in lua: `/lua run examples/imanim_demo`
- Lua definitions have been updated with ImAnim support.
- Console menus have been re-arranged a little bit.
## 2/18/2026
Added network discovery for actors on the local network. In general, no configuration is
required, but the following config changes were added/moved:
- Moved the `NetworkPeerPort` main ini option into `[Network]` as `PeerPort` (with fallback)
- Added the following options in the `[Network]` section in the main ini:
- `PeerPort` (default 7781): the port to start the actor peer on
- `MulticastPeriod` (default 1000): milliseconds between multicast announces
- `MulticastPort` (default 37781): port the udp multicast sender sends to
- `MulticastAddress` (default 239.255.77.81): multicast address to use (http://en.wikipedia.org/wiki/Multicast_address)
- `MulticastListenAddress` (default 0.0.0.0): multicast address to listen on
## 2/11/2026 (live)
Update for live patch
## 2/7/2026
### ImGui 1.92.5 Update
ImGui has been updated to the latest release! This release includes a new font renderig
system that supports dynamic font scaling. This new system allows fonts to be rendered
at any font size.
For description of all the font scaling changes, see: https://github.com/ocornut/imgui/releases/v1.92.0
The short version is: ImGui::SetWindowFontScale is now deprecated. You should use the
PushFont function to change the font size now with the new font size parameter:
```c++
// - PushFont(font, 0.0f) // Change font and keep current size
// - PushFont(NULL, 20.0f) // Keep font and change current size
// - PushFont(font, 20.0f) // Change font and set size to 20.0f
// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
```
### C++20 Update
The MacroQuest project now compiles with c++20 mode enabled by default. This might introduce
compilation errors in some cases for non-conforming code. The fixes are pretty trivial in
majority of cases.
The project doesn't currently expose any c++20 code to plugins, so if you're stuck in a bind
you can set your project back to c++17 manually, but be warned that the project may begin
introducing c++20 code that will render that option unavailable. So get your code updated!
If you need help updating your plugins please drop by our discord server.
## Update 2/5/2026
Add Fangbreaker to list of supported live servers.
## Update 2/1/2026
### Features
- Add support for plugin-created lua modules. See #961 and docs at https://docs.macroquest.org/plugins/developing/lua-modules/
### Fixes
- ROF2 Emu: Fix Item.Evolving.ExpOn not returning correct value
- Fix EQ Font rendering in ImGui
- Fix crash when opening chat window settings before being in game
- Fix renderdoc integration crashing on startup
- Fix potential TradeskillDepotWnd crash if hash table is empty
- Allow EQ to capture keyboard input while ImGui is capturing mouse input
## Update 1/23/2026
Update for latest live patch
## Update 1/21/2026
Update for latest live patch
## Update 1/4/2026
### Fixes
- Fix lua drag & drop to properly support the following primitive types:
- boolean, number, string, ImVec4, and list of numbers. (#955)
- Fix ContainerManager structure causing crashes when accessing world container inventory
- Fix UI not being reloaded after shrouding. (#949)
- Fix /target clearing target buffs unnecessarily. (#937)
- Add missing damage type strings for Prismatic, Chromatic, Corruption and Physical. (#953)
### Features
- Add `Format` member to `time` datatype. This allows formatting time using strftime format strings.
i.e. mq.TLO.Time.Format("%Y/%m/%d %H:%M:%S") will return "2026/01/04 18:30:30".
For more info, see: https://en.cppreference.com/w/cpp/chrono/c/strftime.html
### Lua Improvements
- Drag and Drop improvements for lua:
- Add support for `_COL3F` and `_COL4F` payloads used by color widgets. These
will return a list of 3 or 4 numbers, which can be converted into an ImVec4
using `ImColor(data)`.
- LuaImGuiDragDropPayload can now access the payload's type and the raw data as a
string using `DataType` and `RawData`, respectively.
- Note: It continues to be true that a payload will only be valid during the
frame in which is is received, and should not be stored.
- Add `ImGuiItemFlags` enumeration, along with `PushItemFlags` and `PopItemFlags`.
- Add `ImColor` function to convert various parameters into an ImVec4 representing a color.
- Extended examples/imgui_demo to include some of the drag and drop examples with some
modifications to exercise more of the drag and drop code.
## Test Patch Update 12/21/2025
Update for latest test patch
## Update 12/3/2025
- Updated Zones.ini to include new zones from latest expansion patch.
## Live Patch Update 12/2/2025
Update for live patch
## Test Patch Update 11/24/2025
Update for latest test patch
## Update 11/17/2025
Updated for live hotfix.
## Update 11/14/2025
- loader: Fix SendSetForegroundWindow - should help resolve some issues with focus swapping
## Update 11/13/2025
Updated for live hotfix.
- Fix achievements not reading properly
- Fix Item.CashLoot not returning the proper value
- Fix FindItemWnd additional columns overlapping existing columns
## Live Patch Update 11/12/2025
- Includes all changes from previous test patches.
Additional fixes:
- Fix crash when inspecting cash loot bag.
## Test Patch Update 11/6/2025
- Added new EquipmentItem TLO that provides access to the new equipment keyring. Usage is
the same as other keyrings.
- Locked Items are added to the client, but access through MQ is not available yet.
- Added CashLoot member to Item type
## Previous Updates
Posted by: Redbot
## 3/22/2026
### Per-Character ImGui Configuration
ImGui configuration can now be saved on a per-character basis. This is now enabled
by default. The first time a per-character config is loaded, it will be copied from the
default config if it exists.
Per-character configuration can be toggled from the overlay settings (/mqsettings overlay)
or via command with /mqoverlay perchar. Changing this option requires a reload of the
overlay (/mqoverlay reload)
Per-character overlay configuration is saved like: Config/MacroQuest_Overlay/server_character.ini
### Bug fixes
- Fix issue where viewports were not parented to the main viewport. This was preventing them from
being brought forward when the game window was focused. (#971)
## 3/14/2026
- Fix Me.RangeReady
## 3/13/2026
Update for live patch
### Bug Fixes
- Fix crash in ItemDisplayWnd
## 3/11/2026
emu: Spell links within the item display window will now open a spell
display window when clicked.
## 3/5/2026
Add support for teek and tormax
## 3/1/2026
Updated to crashpad from the crashpad-backtrace fork we were previously using.
- For local builders you should remove crashpad-backtrace to prevent conflicts
- `vcpkg remove crashpad-backtrace:x64-windows-static` and/or `vcpkg remove crashpad-backtrace:x86-windows-static`
### Bug fixes
- live/test: Fix /removeaug (#974)
- emu: Fix CTargetWnd buff accessor (#975)
## 2/22/2026
### ImAnim Integration
ImAnim is now available to lua and plugins! [See PR For more info](https://github.com/macroquest/macroquest/pull/968).
- See the lua demo for examples of how to do things with ImAnim in lua: `/lua run examples/imanim_demo`
- Lua definitions have been updated with ImAnim support.
- Console menus have been re-arranged a little bit.
## 2/18/2026
Added network discovery for actors on the local network. In general, no configuration is
required, but the following config changes were added/moved:
- Moved the `NetworkPeerPort` main ini option into `[Network]` as `PeerPort` (with fallback)
- Added the following options in the `[Network]` section in the main ini:
- `PeerPort` (default 7781): the port to start the actor peer on
- `MulticastPeriod` (default 1000): milliseconds between multicast announces
- `MulticastPort` (default 37781): port the udp multicast sender sends to
- `MulticastAddress` (default 239.255.77.81): multicast address to use (http://en.wikipedia.org/wiki/Multicast_address)
- `MulticastListenAddress` (default 0.0.0.0): multicast address to listen on
## 2/11/2026 (live)
Update for live patch
## 2/7/2026
### ImGui 1.92.5 Update
ImGui has been updated to the latest release! This release includes a new font renderig
system that supports dynamic font scaling. This new system allows fonts to be rendered
at any font size.
For description of all the font scaling changes, see: https://github.com/ocornut/imgui/releases/v1.92.0
The short version is: ImGui::SetWindowFontScale is now deprecated. You should use the
PushFont function to change the font size now with the new font size parameter:
```c++
// - PushFont(font, 0.0f) // Change font and keep current size
// - PushFont(NULL, 20.0f) // Keep font and change current size
// - PushFont(font, 20.0f) // Change font and set size to 20.0f
// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
```
### C++20 Update
The MacroQuest project now compiles with c++20 mode enabled by default. This might introduce
compilation errors in some cases for non-conforming code. The fixes are pretty trivial in
majority of cases.
The project doesn't currently expose any c++20 code to plugins, so if you're stuck in a bind
you can set your project back to c++17 manually, but be warned that the project may begin
introducing c++20 code that will render that option unavailable. So get your code updated!
If you need help updating your plugins please drop by our discord server.
## Update 2/5/2026
Add Fangbreaker to list of supported live servers.
## Update 2/1/2026
### Features
- Add support for plugin-created lua modules. See #961 and docs at https://docs.macroquest.org/plugins/developing/lua-modules/
### Fixes
- ROF2 Emu: Fix Item.Evolving.ExpOn not returning correct value
- Fix EQ Font rendering in ImGui
- Fix crash when opening chat window settings before being in game
- Fix renderdoc integration crashing on startup
- Fix potential TradeskillDepotWnd crash if hash table is empty
- Allow EQ to capture keyboard input while ImGui is capturing mouse input
## Update 1/23/2026
Update for latest live patch
## Update 1/21/2026
Update for latest live patch
## Update 1/4/2026
### Fixes
- Fix lua drag & drop to properly support the following primitive types:
- boolean, number, string, ImVec4, and list of numbers. (#955)
- Fix ContainerManager structure causing crashes when accessing world container inventory
- Fix UI not being reloaded after shrouding. (#949)
- Fix /target clearing target buffs unnecessarily. (#937)
- Add missing damage type strings for Prismatic, Chromatic, Corruption and Physical. (#953)
### Features
- Add `Format` member to `time` datatype. This allows formatting time using strftime format strings.
i.e. mq.TLO.Time.Format("%Y/%m/%d %H:%M:%S") will return "2026/01/04 18:30:30".
For more info, see: https://en.cppreference.com/w/cpp/chrono/c/strftime.html
### Lua Improvements
- Drag and Drop improvements for lua:
- Add support for `_COL3F` and `_COL4F` payloads used by color widgets. These
will return a list of 3 or 4 numbers, which can be converted into an ImVec4
using `ImColor(data)`.
- LuaImGuiDragDropPayload can now access the payload's type and the raw data as a
string using `DataType` and `RawData`, respectively.
- Note: It continues to be true that a payload will only be valid during the
frame in which is is received, and should not be stored.
- Add `ImGuiItemFlags` enumeration, along with `PushItemFlags` and `PopItemFlags`.
- Add `ImColor` function to convert various parameters into an ImVec4 representing a color.
- Extended examples/imgui_demo to include some of the drag and drop examples with some
modifications to exercise more of the drag and drop code.
## Test Patch Update 12/21/2025
Update for latest test patch
## Update 12/3/2025
- Updated Zones.ini to include new zones from latest expansion patch.
## Live Patch Update 12/2/2025
Update for live patch
## Test Patch Update 11/24/2025
Update for latest test patch
## Update 11/17/2025
Updated for live hotfix.
## Update 11/14/2025
- loader: Fix SendSetForegroundWindow - should help resolve some issues with focus swapping
## Update 11/13/2025
Updated for live hotfix.
- Fix achievements not reading properly
- Fix Item.CashLoot not returning the proper value
- Fix FindItemWnd additional columns overlapping existing columns
## Live Patch Update 11/12/2025
- Includes all changes from previous test patches.
Additional fixes:
- Fix crash when inspecting cash loot bag.
## Test Patch Update 11/6/2025
- Added new EquipmentItem TLO that provides access to the new equipment keyring. Usage is
the same as other keyrings.
- Locked Items are added to the client, but access through MQ is not available yet.
- Added CashLoot member to Item type
## Previous Updates
Posted by: Redbot
Automated release. Commit hashes:
vv: 43b51d56e71138ed881f8ea53ef07522d390fdee
cwtn: 265355a65022e8f0ce765d783a1a3da1e6cd51ea
eqlib: bb98e50732564d14c816f873c79db7cc099ae93c
Posted by: Redbot
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