A fan-based EverQuest Emulator Project

I am excited to announce that @ 1AM CST, the server will be going down to install the DZ / Expedition system that has been under heavy development by @hg (ProjectEQ community member) for over half a year and has gone through extensive testing on the ProjectEQ Sandbox Test server. The server should be down for 30 minutes maximum

EDIT: We are now live!

The DZ / Expedition system was introduced originally during Gates of Discord and then back ported into earlier content such as Plane of Time. More info here and here

ProjectEQ testing thread here

Expedition(s) Implemented
  • Barindu Sewer Expeditions x4
  • Vxed
  • Tipt
  • Ikkinz Group Trials 1-3
  • MPG Group Trials x6
  • MPG Raid Trials x6
  • Dranik Catacombs x3
  • Dranik Sewers x3
  • Dranikscar Hollows x3
  • LDON (everfrost x1 mirb) (rewritten)
  • LDON (ecommons x2 rujd, rujg)
  • LDON (butcher x1 mmcc)
  • LDON (South Ro x2 guke, gukg)
  • Rogue 1.5 Epic (oasis -- hateplaneb)
  • Rogue 2.0 Epic (natimbi -- mirb)
  • Paladin 2.0 Epic (natimbi -- dranikhollowsc)
  • Paladin 2.0 Epic (felwithe -- mmcc)
  • Paladin 1.5 Epic (nedaria -- dranikcatacombsa)
Expeditions still to be Implemented

Various members of the community have started on implementations of the below, once the dust has settled on the update the team will look at getting the following back ported to use the system
  • Plane of Time
  • GoD Raids (ikkinz 1-4, uqua, qvic, etc)
If any bugs are found, issues needing to be addressed, please use the testing thread above or create a new thread in bugs

Quest Changes
Server Changes link

The ProjectEQ Team
FYI: PEQ database dumps have been moved!

You can now find them at which will contain archives for the past 30 days and 1 archive for each month from now on. This will be generated at 3AM CDT every day

The latest dump can always be found here

The EQEmu server installer; and any other utility that depended on this for bringing in the base database will need to be updated to conform to the new dump format as seen below

File Structure

Magelo forum signatures that still had in the URL were mass-replaced with so that they continue to show up properly
As noted in previous threads; ProjectEQ has undergone a server migration, a hardware upgrade as well as an entire tech stack upgrade. ProjectEQ now entirely runs on containerized technology

This will help us in preparation for some future plans to be announced within the next few months

  • No more server reboots, we will be keeping the server online as long as need (or until we need to reset or reload content)
  • Zone times should be much faster
  • Server response times overall should definitely be noticeably snappier
  • Web tools are hooked back up

If you have not had a chance to update your Loginserver host and you primarily use ProjectEQ's Loginserver to login, make sure you update your eqhost.txt file to point to

If anyone notices anything broken out of the ordinary please feel free to respond in thread


The ProjectEQ Team
Because I do not have the ability to adjust the domain, I've switched us over to which is ironically the domain we used quite some time ago

You may need to log back in to get your password managers to pick up on the site properly

To avoid future issues, please update your PEQ loginserver eqhost.txt to

Thanks everyone

Akk and the PEQ Team
Greetings PEQ!

Today we've pushed some Network code improvements that have been tested on a few other servers before landing onto PEQ today. If you notice any issues out of the norm please respond in thread.
Greetings PEQ!

With our 800-900 population count as of recent I've bumped up some server resources with a little bit more memory allocated to PEQ. We've also bumped up the amount of dynamic zones (100) so we should run into that a little less frequently as well.

NPC Movement Overhaul

Recently, we landed massive changes to pathing logic with NPC's that took a while to iron out but it has been an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related functionality needed to be addressed and that involves NPC movement logic. We've been needing to address NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made fixing actual movement related issues a nightmare. There are many other technical things that we can go into about it but the important part is that it is much improved! Special thanks to KLS for putting in a lot of work to make this happen
  • NPC's should now smoothly path between source and destination, rather than "skipping" all over the place between path points and sending sometimes several position updates, there should only be one update until NPC changes heading or speed
  • NPC pathing during flee and fear should be far improved
  • NPC pathing inside of water should be far improved
  • NPC transitions between water and land should now be seamless
  • NPC transitions over verticals (hills) should be smoother as well
  • NPC "Stuck" logic during path finding should be improved
As usual, if you find any issues regarding this update, please post them in this thread and we will address them


The PEQ Team
Uleat's work to add top inventory level slots 9 and 10 went in last night for PEQ only.

This is the code that was rolled out on the PEQ test server for the past few weeks.

If you notice any abnormalities, feel free to report them inline in this thread.

Download updated MQ+E3 to use these slots with macro