GodotUO

Classic Ultima Online on Godot 4 .NET


Project maintained by DatMoshu Hosted on GitHub Pages — Theme by mattgraham

Servers and Accounts

Before you log in, GUO’s pre-game screen has a Servers tab. It replaces ClassicUO’s single address field and single remembered account with a server list and saved accounts for each server.

The Servers tab

Group What it holds
Your servers Servers you added by address.
Favourites Any server you starred, from any group.
Recent The servers you played last.
Community The catalogue built into the client: shards whose admins asked to be listed and that allow third-party clients.

Get a shard listed

Shard admins can ask for a place in the Community group by opening a pull request that adds one entry to servers/catalogue.json:

Saved accounts and passwords

GUO keeps the accounts you save for each server in servers.json, in the client’s user folder. The passwords themselves go to the operating system’s own keystore, and the file records only which store holds each one.

Platform Where the password is kept
Windows DPAPI, tied to your Windows user. servers.json holds only ciphertext that no other user or machine can decrypt.
Android The Android Keystore.
Linux, Steam Deck The Secret Service keyring (libsecret).
No keystore available GUO doesn’t keep the password; you type it each time.

Upstream ClassicUO keeps one password in settings.json, hidden behind a simple XOR mask. GUO’s classic login screen still has upstream’s Save account box, and a password typed there is still stored the upstream way. Save it on the Servers tab instead to keep it in the keystore.

Dev logins (development builds only)

A debug build can mark accounts on the local dev shard (see Dev Shard) as dev accounts. Tick “Dev account” when you add the account on the dev shard’s page (the box reads “Dev account (one-click login)”).