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Thanks @Sic
not sure - might be an issue with the test build - with the stuff with live build atm, it'll likely be a bit before anyone can even look at itThanks @Sic
Is there a separate process for setting up RG for Test vs Live? I can't get autologin to work with Test.
You have to have used the EQ launcher to set EQ to login to test. Then use redfetch set to the test build. If that's what you did already then ehh don't know.Thanks @Sic
Is there a separate process for setting up RG for Test vs Live? I can't get autologin to work with Test.
I just missed the Redfetch dropdown to set to Test the first time around. Got it now. Thanks!You have to have used the EQ launcher to set EQ to login to test. Then use redfetch set to the test build. If that's what you did already then ehh don't know.
It is very likely in the future there will be none or spotty test builds.
Folks are still going to work on it - but unfortunately it is so time consuming it will be spotty at best
Welcome back, and the answer is in the very post above yours, by Sic:Sorry if this question has been asked before. Is MQ for test being actively worked on or is it dead for now? Just trying to determine if I should go back to live.
There *might* be test builds, but unfortunately it shouldn't be something to expect with regularity or timelinesSorry if this question has been asked before. Is MQ for test being actively worked on or is it dead for now? Just trying to determine if I should go back to live.
6/11/2026
Features
- Full ini redirection is now supported for all game settings (eqclient.ini) when launching from a profile. Launch from a single directory, without sharing the settings! Setting the custom ini to an ini that doesn't exist will copy the default ini to that location. (#42)
- You can now disable sound from within the profile as well, having some eqgame clients launch with sound and others launching without (#925)
- You can...
Thanks for the new build everyone that worked on it. The only bug I have found so far is the Me.Pet member is reporting NO PET even if one is up. I verified it is only on test and is reporting correctly on live.
yep, next build should correct that thanks to @ncellularpet classes are trying to cast pets over and over, using cwtn plugins
oh sorry i'm on test server
6/12/2026
Bug Fixes
- Fix an issue where clicking on the right side of dropdown boxes in the loader would not open the dropdown.
Other Changes
- Made modal dropdown boxes more clearly dropdown boxes in the loader
Looks like pets are being considered normal NPC's atm. You can add them to ignore list for now to get around the bug.sk using cwtn plugin keeps trying to pull pets, any kind(main, aa, etc)
Pet buffs are shown in the owner's pet window, but are only accessible by ${Me.Pet.Buff[]} after the pet is targeted
Steps to reproduce the behavior:
- Target your pet
- Cast any buff on your pet (Aegis for example)
- Untarget pet
- Use the pet window (not target window) to remove the pet's buff
- /echo ${Me.Pet.Buff[Aegis].ID} to see that MQ thinks the pet still has the buff active
thanks @ncellular is gonna take a look (dude is a test hero - without him there would be 0 test build this cycle)Looks like pets are being considered normal NPC's atm. You can add them to ignore list for now to get around the bug.
Automated release for test
