[Request] New World Aeternum

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New World: Aeternum (Just New World before) is an MMORPG Developed by AGS, Amazon Game Studios and most of the NW Dev Team got laid off today in a gigantic layoff.

Is there any kind of progress into a private server development or is there any project that can be aided by other developers? I'm interested in trying to preserve it, while not dead yet the future is highly uncertain.

Edit: It's officially announced, the game servers will close around some point in 2026.

 
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Is it even Possible to do new world?..

I haven't found any project so my guess is that it is really hard to do, i have some ideas as to how it's architecture works, however with no insider information the first steps is to capture every packet the game sends and receive and start from there, the fact that i haven't found any project for it is really worrying to me but at least we have time to try and capture what we can.
 
I haven't found any project so my guess is that it is really hard to do, i have some ideas as to how it's architecture works, however with no insider information the first steps is to capture every packet the game sends and receive and start from there, the fact that i haven't found any project for it is really worrying to me but at least we have time to try and capture what we can.

There was another thread on here I read year or so back that had a github of a tool that could potentially be used to help but im unsure since I have not done any diving:

Would be interesting to see however since the recent announcement.
 
There was another thread on here I read year or so back that had a github of a tool that could potentially be used to help but im unsure since I have not done any diving:

Would be interesting to see however since the recent announcement.
I gave it a try, it unpacked around 150GB of files, i'll take a look at them after work to try and see if there is something useful there :D
 
So I very love that game, but do it alone impossible.

I analyze nw client, try to find how encrypted client server communication.
First try its hard.

Next point its create sniffer. And game have anticheat, need disable it too - that I can do easy.
But point with create sniffer hard to me for alone.

So if good devs invite me to project, we can do it. Alone - lost time.
 
Well they have officially announced the end date for new world in 2027 if we are gonna do packet capture and stuff it should be getting done now
 
Hey, is there anyone that could share the game files of the latest version? Seems they won't make new big patches...
 
Hey! I've been working on NW reverse engineering:
✓ Wireshark packet dumps (TLS encrypted)
✓ Game data unpacked (all CSVs, configs)
✓ ESP code with memory offsets and hooks
✓ DLL injector ready

Main blocker: Kernel-mode EAC blocks everything.

TSE98 - you said you can disable EAC easily.
Can we collaborate?
I can handle:
- C++ development
- Network protocol analysis
- Memory hooks

🎯 UPDATE: Major Progress on New World Server Emulator!
Status: EAC bypassed, game protocol decryption in progress!

✅ Completed:
  • EAC disabled - found working bypass method
  • OodleLZ_Decompress hooked - located function at RVA 0x79EF380
  • 15,843+ game packets captured - pure binary network data
  • Asset filtering working - excluded textures, audio, Lua, XML
  • Packet sizes identified: 512B (movement?), 1024B, 2048B, 4096B, 8192B

📊 Current Data:
Code:
Total logged: 316,861 lines (~14 MB)
Packet types: 10+ unique OpCodes identified
Size distribution: 512 (63x), 1024 (63x), 4096 (51x), 2048 (37x)
Compression ratio: ~3:1 average (Oodle Network)


🔧 In Progress:
  • Distinguishing SEND vs RECV packets (multi-threading issue)
  • Correlating packets with player actions (movement, rotation, skills)
  • Identifying entity updates and world state structures


🎯 Next Steps:
  1. Fix packet direction tracking (buffer address mapping)
  2. Decode OpCode 0x0100 (most frequent - 23 occurrences)
  3. Find position/rotation data in movement packets
  4. Build C++ packet parser/analyzer
 
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Knock-knock... :D
Code:
PS D:\NEW WORLD SERVER> python server_emulator.py
============================================================
New World Server Emulator
============================================================   
Loading Oodle DLL from: D:\NEW WORLD SERVER\oo2core_9_win64.dll
Oodle DLL loaded successfully
[+] Oodle DLL loaded successfully
[*] Loading game database...
[+] Game database ready

✅ Server listening on 0.0.0.0:12345
Waiting for packets from New World client...
(Make sure redirect hooks are enabled in the DLL)


🔗 New client connected: ('127.0.0.1', 56937)
[18:02:23.205] Received 16 bytes from ('127.0.0.1', 56937)       
  First 16 bytes: 47 41 4d 45 5f 54 45 53 54 5f 50 41 43 4b 45 54
  ❌ Decompression failed (may not be Oodle compressed)


🔗 New client connected: ('127.0.0.1', 50622)
[18:15:43.457] Received 1 bytes from ('127.0.0.1', 50622)
  First 16 bytes: 47
  ❌ Decompression failed (may not be Oodle compressed)   


🔗 New client connected: ('127.0.0.1', 50623)
[18:15:43.474] Received 1 bytes from ('127.0.0.1', 50623)
  First 16 bytes: 47
  ❌ Decompression failed (may not be Oodle compressed)

### 🎯 What's Working**Infrastructure (100% Complete):**
- ✅ EAC bypass operational
- ✅ Network hooks redirecting traffic (127.0.0.1:12345)
- ✅ UDP server receiving real client packets
- ✅ Oodle decompression ready
- ✅ Full game database parsed (220 tables, 45k+ items, 1365 NPCs)
- ✅ Player spawn system prototyped



🚧 Next Steps​

Immediate (This Week):

  1. Implement basic DTLS server response
  2. Complete handshake to establish "secure" connection
  3. Receive first post-handshake game protocol packets
  4. Verify Oodle decompression on game packets
Short Term (2-3 Weeks):

  1. Reverse engineer core game protocol OpCodes
  2. Implement player authentication/spawn
  3. Basic world state synchronization
  4. Movement packet handling
Long Term (1-2 Months):

  1. Full entity replication system
  2. Combat mechanics
  3. Item/inventory system
  4. Multi-client support
 
swow73 great work, are you interested in collaborating?
 
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Knock-knock... :D
Code:
PS D:\NEW WORLD SERVER> python server_emulator.py
============================================================
New World Server Emulator
============================================================  
Loading Oodle DLL from: D:\NEW WORLD SERVER\oo2core_9_win64.dll
Oodle DLL loaded successfully
[+] Oodle DLL loaded successfully
[*] Loading game database...
[+] Game database ready

✅ Server listening on 0.0.0.0:12345
Waiting for packets from New World client...
(Make sure redirect hooks are enabled in the DLL)


🔗 New client connected: ('127.0.0.1', 56937)
[18:02:23.205] Received 16 bytes from ('127.0.0.1', 56937)      
  First 16 bytes: 47 41 4d 45 5f 54 45 53 54 5f 50 41 43 4b 45 54
  ❌ Decompression failed (may not be Oodle compressed)


🔗 New client connected: ('127.0.0.1', 50622)
[18:15:43.457] Received 1 bytes from ('127.0.0.1', 50622)
  First 16 bytes: 47
  ❌ Decompression failed (may not be Oodle compressed)  


🔗 New client connected: ('127.0.0.1', 50623)
[18:15:43.474] Received 1 bytes from ('127.0.0.1', 50623)
  First 16 bytes: 47
  ❌ Decompression failed (may not be Oodle compressed)

### 🎯 What's Working**Infrastructure (100% Complete):**
- ✅ EAC bypass operational
- ✅ Network hooks redirecting traffic (127.0.0.1:12345)
- ✅ UDP server receiving real client packets
- ✅ Oodle decompression ready
- ✅ Full game database parsed (220 tables, 45k+ items, 1365 NPCs)
- ✅ Player spawn system prototyped



🚧 Next Steps​

Immediate (This Week):

  1. Implement basic DTLS server response
  2. Complete handshake to establish "secure" connection
  3. Receive first post-handshake game protocol packets
  4. Verify Oodle decompression on game packets
Short Term (2-3 Weeks):

  1. Reverse engineer core game protocol OpCodes
  2. Implement player authentication/spawn
  3. Basic world state synchronization
  4. Movement packet handling
Long Term (1-2 Months):

  1. Full entity replication system
  2. Combat mechanics
  3. Item/inventory system
  4. Multi-client support
incredible work ! ive sent you a DM aswell, i would like to join the project and contribute !
 
What's up! 🔥

Hit a wall with DTLS handshake today - client won't accept
replayed packets without Amazon's private key (saw it coming,
but had to try everything).

✅ What's cooking:
- Traffic redirect to localhost ✓
- DTLS packet parsing ✓
- Wireshark capture cracked ✓
- Oodle compression working ✓

⚡ Next up:
Client-side DTLS bypass (dev mode) + MITM proxy through
real Amazon to sniff the game protocol.

Got 2-3 solid approaches ready to test tomorrow.
Looking at ~70-80% chance of breakthrough.

Updates incoming when I catch those first game packets! 🚀
 
What's up! 🔥

Hit a wall with DTLS handshake today - client won't accept
replayed packets without Amazon's private key (saw it coming,
but had to try everything).

✅ What's cooking:
- Traffic redirect to localhost ✓
- DTLS packet parsing ✓
- Wireshark capture cracked ✓
- Oodle compression working ✓

⚡ Next up:
Client-side DTLS bypass (dev mode) + MITM proxy through
real Amazon to sniff the game protocol.

Got 2-3 solid approaches ready to test tomorrow.
Looking at ~70-80% chance of breakthrough.

Updates incoming when I catch those first game packets! 🚀
nicee good job!
 
What's up! 🔥

Hit a wall with DTLS handshake today - client won't accept
replayed packets without Amazon's private key (saw it coming,
but had to try everything).

✅ What's cooking:
- Traffic redirect to localhost ✓
- DTLS packet parsing ✓
- Wireshark capture cracked ✓
- Oodle compression working ✓

⚡ Next up:
Client-side DTLS bypass (dev mode) + MITM proxy through
real Amazon to sniff the game protocol.

Got 2-3 solid approaches ready to test tomorrow.
Looking at ~70-80% chance of breakthrough.

Updates incoming when I catch those first game packets! 🚀
If you need some help from cpp, h, lib etc files dm me
 
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