FAQ

A classic EverQuest project consisting of three parts:

  • LanternEQ : Reimplementation of the EverQuest Trilogy client and server in Unity. In simple terms, we are recreating the entire game from scratch allowing complete control.
  • LanternExtractor : A tool that can extract EverQuest files into formats that can be used with modern game engines and projects.
  • LanternUnityTools : A toolset in Unity that allows loading of EverQuest assets and the foundation upon which the LanternEQ client is built.

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.

Instructions and single player builds can be found here . Keep in mind, as the project is still in active development, there are still a number of core features missing.

EverQuest server emulators emerged shortly after the game's launch in 1999, offering players an alternative to official servers. While these emulators have allowed for some level of customization, they have always been limited by official closed source clients. LanternEQ is by far the most complete client reimplementation to date.

Reimplementing a game offers complete freedom. It allows us to address bugs, introduce new content, graphic enhancements, and implement quality-of-life improvements. This level of control empowers us to shape the game according to our vision pushing the game's potential beyond its original boundaries.

While recreating classic EverQuest as accurately as possible is our priority, we plan on updating the experience to be more accessible and fun. Alongside quality-of-life enhancements, we plan to introduce professional quality custom content. This includes new zones, races, and classes, designed to seamlessly integrate with the established lore. These additions aim to expand the world, offering fresh adventures while respecting the game's foundation.

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:

  • Wiz - Project lead, engineering
  • Chucktropolis - World building, 3D modeling
  • modestlaw - Texturing and art
  • kicnlag - Engineering, reverse engineering legend, website development
  • Landon - Community management
  • ojrac - Engineering

We are focused only on the original game and the first two expansions. It’s possible that we will add additional expansions in the future.

Each release includes binaries for Windows, macOS and Linux.

While we haven’t worked out all the networking details, we will support both single player and dedicated servers. More details will be shared in the future.

It’s impossible to give an accurate timeline due to the unpredictability of real-life commitments. To gauge our progress, you're welcome to review our past release history, which offers insights into our velocity. Rest assured, our team's capabilities are not the hurdle — time remains the sole factor influencing our trajectory.

While LanternEQ aims for comprehensive client recreation, achieving 100% accuracy is not our primary goal and is likely not possible. As a result, minor disparities may present challenges for seamless compatibility with existing server emulators like EQEmu. Nevertheless, we're open to exploring collaboration with EQEmu developers in the future to establish potential support for LanternEQ if there's mutual interest.

While our project operates independently, we greatly appreciate the support extended by Harakiri, the developer of EQClassic. His generosity in providing a local test server for reverse engineering has significantly expedited our progress.

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:

  • Run the game without any EverQuest assets.
  • Build their own assets using their legally obtained copy of the Trilogy client.
Believe us, this approach is not the easiest, but it is the right thing to do and we are committed to respecting the rights of copyright holders.

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.

While you’re welcome to get in touch with the team and see if there’s a good fit, all current members of the team started as engaged community members who were actively participating in discussions and sharing their creations. Their involvement and eventual inclusion in the team were organic, stemming from their contributions rather than formal requests to join.

We will never accept donations.

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.

Absolutely. We have a "check-it-out" channel in the Discord where users share what they are working on. It doesn't have to be EQ related as long as it follows the Discord rules.
© 2024 Project Lantern. EverQuest is a registered trademark of Daybreak Game Company LLC.