A classic EverQuest project consisting of three parts:
The EverQuest Trilogy client consists of the original game and the first two expansions: The Ruins of Kunark and The Scars of Velious.
We are unable to legally distribute the Trilogy client but it can easily be found online.
While Lantern originally began life as an engine written from scratch in C++, our switch to Unity aligns with our focus on gameplay. Unity's expansive platform support and regular significant updates ensure project longevity and scalability, relieving us from the complexities of ongoing engine maintenance.
While Unreal could have absolutely been a viable engine on which to build Lantern, the team's extensive familiarity with Unity – some with over a decade of experience – guided our decision. Additionally, Unreal's recent shift to market engines directly to gamers has regrettably led to an abundance of misinformation about what exactly game engines actually do and the difference between them. Unity remains the optimal choice for our project.
The team consists of six individuals, most of whom have professional experience in the gaming industry:
The LanternEQ client is currently closed source but this will likely change in the future. The tools we use to extract and import EverQuest content into Unity are open source and available here:
While we're a team of game developers and enthusiasts and not lawyers, we firmly believe in the legitimacy of our project for several reasons:
Educational Focus : This project is first and foremost a research project with the goal of learning about how games used to be made. We aren’t just reimplementing software, we’re documenting file formats, system logic and making these findings available to all. Interested in what we’ve figured out? Check out our research here.
Original Code : We have not used any source code from the original EverQuest. All of the code for the LanternExtractor, LanternUnityTools, and LanternEQ client (with the exception of some open source libraries) has been written from scratch.
Non Commercial : This project is not a source of income and will never be. We will never accept donations of any kind and any expenses associated with this project are covered by our personal funds. Our motivation for working on it is solely for the purpose of learning and enjoyment.
Copyright Compliance : We do not distribute any copyrighted game assets. The architecture of Lantern has been purposefully designed to make sure players can both:
Legal Precedence : Drawing from the historical context of emulators, reverse engineering, game engine recreations, and fan projects, we find reassurance in the established legality of endeavors similar to ours.
The Lantern community is made up of extremely passionate and talented individuals who are still in love with the world of Norrath even twenty years later. The project has even caught the attention of some former EverQuest developers who are excited to see where Lantern is headed. The community as a whole is creative, engaged, respectful, and enthusiastic about encouraging and empowering others in their pursuits.
We value inclusivity and respect, and have a zero-tolerance policy toward drama or disruptive behavior. Being a non commercial project means that we have no reservations about enforcing our rules. Be good to one another and help us maintain a positive and encouraging environment for all.