This is an attempt to stifle the ridiculous amount of questions being asked of the Content Team while trying to work on the database. If people cannot read this and other threads for info on what is or is not working, we'll be forced to Lock the server and work in private. Your choice.
If you choose to log into TessEQ2, this is what you can expect to find:
Character Appearances:
There are some issues with hair/accessories when creating your toon - we know this. SOGA is completely iffy as to whether or not it works currently. Your character appearance should not be the focus of this server, only your ability to break things (if you can). So please, no bug reports about appearance until you see the project status say we think character appearance is 100% supported.
Travel:
You should be able to zone into any game zone you wish, with the exception of the GM Guild Hall which is locked (testing zone restrictions). Use /zone list {partial name} to find the zone name or ID and then /zone {ID | Name} to get there. Clickable zone entrances should also be working. If you find a zone point that is incorrect (sends you to darkness, or the wrong coords), /bug it!
*New* EQ2Maps are working!
Items:
*New* Items are here! Well, a test load of Items anyway. To find an item or dress up your toon, use the /itemsearch {name} to find the item ID - then use /summonitem {id} to put the item in your humungous bag
Things about Items we know are broken:
- Effects are not showing (the text describing effects)
Some appearances are missing / incorrect - let us know specific item_id's you find that are wrong
Items that fit in multiple slots have equipping issues
Some bags may not open
Equip / Unequip right-click menus may not be right on all items
Item "Stacks" need work
Merchants:
*New* Buy, Sell and Buy Back should be working as they do on live, however with the implementation of the new Items lists, merchants are currently without wares.
Quests:
Quests are an eternal work-in-progress. Some of our quests work, and work well. But most will hit a point where they cannot continue without further server development, and LE is working on these things as quickly as possible. Another thing about Quests are the rewards, as they are tied to Items (see above), they are not correct and we know this. In fact, most of your Tester Quest rewards should be generic Totems or Vouchers, which eventually we may allow you to turn in for goodies. Remember, it's all in testing and not expected to be fully functional.
*New* Proper quest rewards will come as soon as the items list is fully validated. That's 90,000 items. What are you doing to help?
Combat:
Combat works mostly as you would expect. You piss off a mob, it will attack you and try and kill you to death. IMPORTANT: There are NO LOOT TABLES so no drops off mobs at this time. We're not testing loot tables, we're testing combat, aggro, evasion (running away like a bard), and death - both yours and the Mobs.
*New* Loot tables are coming as soon as the items list is fully validated. That's 90,000 items. What are you doing to help?
Spells, Arts and Abilities:
As of this weekend, all players have their level 1 "spells" in their knowledgebooks and likely on their hotbars. Test these out on mobs and each other (damage and healing respectively). They should work, however effects are likely off since I had to guess at most of them. If you know an effect is wrong, /bug it with what you think it should be.
During testing, casting of spells is not limited to just your class. In fact, you can cast any spell that is configured to work right now by using the /useability {spell_id} {tier} command in-game. First, a reference to our spell_id scheme. Spells are identified by class_id * 10,000 - so class_id 1 has the spell range 10,000 - 10,999. class_id 36 is 360,000 - 360,999. So when you want to use someone elses ability for testing, type this in-game:
/useability 360000 1
This will cast spell_id 360000, tier 1. There are no other tiers configured at this time but tier 1.
Class ID reference used in this emulator:
- COMMONER: 0
Commoner spells are those generic, belonging to no particular class. There are only a few spells in this range; spell_id: 1 - Sprint, 2 - Beta Damage - test damage spell, 3 - Beta Heal - test heal spell, 1000 - 1005 "Call of ____" gate spells, and 9000 - 9005 the 6 harvesting/collecting abilities
FIGHTER : 1
WARRIOR : 2
GUARDIAN : 3
BERSERKER : 4
BRAWLER : 5
MONK : 6
BRUISER : 7
CRUSADER : 8
SHADOWKNIGHT : 9
PALADIN : 10
PRIEST : 11
CLERIC : 12
TEMPLAR : 13
INQUISITOR : 14
DRUID : 15
WARDEN : 16
FURY : 17
SHAMAN : 18
MYSTIC : 19
DEFILER : 20
MAGE : 21
SORCEROR : 22
WIZARD : 23
WARLOCK : 24
ENCHANTER : 25
ILLUSIONIST : 26
COERCER : 27
SUMMONER : 28
CONJUROR : 29
NECROMANCER : 30
SCOUT : 31
ROGUE : 32
SWASHBUCKLER : 33
BRIGAND : 34
BARD : 35
TROUBADOR : 36
DIRGE : 37
PREDATOR : 38
RANGER : 39
ASSASSIN : 40
So to use any of the other classes spells, you take their class_id and multiply it by 10,000. Remember, only the first 2-3 spells per class are implemented, so most will not do a thing at this time.
Harvesting:
Brand new to the emulator as if this weekend, we're still working out some of the kinks - but you can harvest from nodes on the Queens Colony for testing purposes. Soon as we get passed some enhancement requests, we will populate all the other zone nodes. We also know that items harvested do not stack. No need to bug that, since again - it's ITEMS related, and see above - items are not working yet.
General:
No there are no mounts
No the player stats/options do not work
Items do not grant bonuses
No uber drops
No high XP rates
No raid zones
No guild commands
No brokers
... you get the idea. We are still very much at the beginning of things here, so your patience is appreciated - but more so, I want to thank those awesome players who break the hell out of Tess daily and do NOT give up! They come right back to do it again, thus giving the dev team invaluable information towards making the emulator more stable.
Thank you all, enjoy your stay on TessEQ2 - THE most populated EQ2Emulator in existence!