v2.2.0

All features in this update are about our tournament module.

Yunite Client#

The Yunite client is now available to the general public! Yunite will suggest your users to download and install the client when they are asked to upload a replay file. Once they have downloaded and installed the client, they don't have to remember to upload their replay files anymore as that will be fully automated.

The Yunite Client is available at https://yunite.xyz/client alongside some explanations. Please feel free to link this page in your tournament announcements!

The use of the client is 100% optional. If players don't feel comfortable to install third party software, they can continue to drag and drop replay files. However, we highly recommend that every player installs it to make the data more reliable. Additionally, it will make the new interactive maps (see next topic) more complete if more players upload replays (or install the client).

New leaderboard#

We have redesigned our leaderboard to show much more data!

This new data includes

  • Placement vs. Elimination points for each team
  • Single match leaderboards, including
    • Individual results for the match
    • Killfeed
    • Interactive map with
      • death locations
      • landing spots
      • bus flight path
      • safe zones

The single match leaderboard is a brand feature that we're very excited about, and should give you a much better overview of how a single game went, who killed who and when, and shows you how the safezones and track of eliminations move across the map. Let us know your thoughts!

Leaderboard example

Manual score adjustment#

A frequently requested feature is the ability to manually adjust scores, for example to add bonus points in specific formats or to substract points as a punishment for rule violations. This feature has been added to Yunite and is available for all tournaments.

Please note that this feature should not be used to correct "wrong" scores. Replay files don't lie, and you should not trust potentially faked "proof" of your players.

Point adjustments come with the requirement of a reason that will be shared with the player and the public on the leaderboard to ensure full transparency on the reason for the score adjustment. Players will know who adjusted their score and why, and, as a consequence, can appeal this adjustment by asking the TO directly if they think this is an error.

You can adjust the score of a team on the website on the dashboard of your tournament. Just access the team list, search for the team you want to change, and click "Adjust score".

Adjustment example

Maximum eliminations ("Kill cap") option#

You can now configure Yunite to limit the amount of eliminations counted for each player when calculating your score. You'll find the new option in your tournament settings, right next to the place where you configure the amount of points per elimination.

Option to "reset" score on team changes#

It's now possible to configure Yunite to only count games for a team that have been played with the exact same players as their latest game. That way, if a team changes a teammate, they will have their points "reset" and only games with the new team configuration will count. This is optional and disabled by default.

If you have any questions about the new changes, feel free to join our support server!

GLHF!

v2.1.2

50 player zone wars support#

We have added support for 50 player zone wars. You can either host them through our creative system that comes with a super easy join process for users, or use the custom key distribution.

Watch these tutorials to learn how to host 50 player maps using the creative module of Yunite:

--> How to host: https://youtu.be/PCx-hab1TsI
--> How to join (share this with players): https://youtu.be/UBuk08TsBn4

As this comes with a few limitations, an alternative is to use our custom key distribution system for creative matches as well. You'll find the new game mode options in your custom games presets. However, using this, users would have to enter the island code themselves, while it's only a few clicks to join a match using the creative module, so we advise to use it whenever feasible.

Tournaments: External player support#

We have added a new switch called "Allow unverified players" to tournament settings that allows external players (players that are not verified on your server) to play together with at least one verified player in Duos, Trios, and Sqauds. That way, only team captains need to be verified on the server, and can just play with whomever they want. Of course, Yunite will still make sure that these players are not banned or blocked on your server.

We have seen a lot of red cards due to some teammates not being verified when playing tournaments. If you want to allow that some teammates are not on your server, just enable the new option. However, only the players in a team that are verified will be displayed on the leaderboard.

If you have any questions about the new changes, feel free to join our support server!

GLHF!

v2.1.1

Added#

  • Tournament Dashboard
    We have changed how the tournament management page looks like and moved most of the functionality that was formerly available through buttons on tournament panels into the tournament dashboard. Each of your tournaments has a new Dashboard button that forwards you to a page dedicated to this tournament. Formerly, it was used solely for displaying the match history; now, it contains the moved functionality, some statistics, the match history, and the all-new team management overview.
  • Team Management
    Users are able to manage their teams by pressing a reaction below the tournament Discord embed - that's what you already know. From now on, you, as admins, are able to perform the same actions on any team of your tournament to assist with teammate swapping issues. You can promote members to leader, remove members, or add a new member to a team. You can also disqualify teams that violated rules; these players will not be able to participate anymore, can not join other teams and won't appear in your leaderboard.

img

If you have any questions about the new changes, feel free to join our support server!

GLHF!

v2.1.0

Fortnite Tournaments#

Mayhem replacement for tournament scoring

After a few weeks of hard work, we're proud to present you our latest feature: Tournament scoring!

It's intended to replace Mayhem and provide a very easy way to score your tournaments. It's been tested on a few biggish servers throughout the last weeks, and the results are promising!

Yunite will accept replay submissions of your players and combine all the data into one single leaderboard. Example: img

There are a few differences to Mayhem:

  • Our system is connected with our key distribution system. You must dispatch the keys through the customs system for a match to be scored in your tournament (but most of you are already doing that anyways, aren't you? :P )
  • Yunite will score non-PC players on a best effort basis - that means, as long as a PC player uploads a replay file containing a console players score, they will receive their points. However, it's the same as with other systems: If you don't have a PC player at least spectating the Victory Royale, the match will only be partially scored.
  • Instead of deleting matches, you can ignore them. You can easily tell Yunite to ignore a specific match when calculating the leaderboard, and undo that decision with the same ease. In Mayhem, it was gone after deletion.
  • Our tournament system comes with a Developer API (see below)!
  • Scoring only takes a very short time after the replay files have been uploaded. You won't have to wait 10 minutes for your placement points to appear like in Mayhem.
  • For our very first version, we do not have a local client that players can install on their computer.

    It's currently in the development pipeline and will be released soon after!

    For now, players have to upload their replay files manually, but that's a very easy process (just drag&drop, either onto the website at https://yunite.xyz/replays, as response to a DM Yunite sends after they left the game, or into a pre-configured channel on your server).

    Watch this video to find out how it works:

Visit our Dashboard to set up your first tournament! The UI for it is very intuitive, but you can read our documentation here: Tournament Docs

Additionally, we increased the Custom Game Player Limit to 2,000 players so you can run big ladders with system.

Do you have questions? Join our Support Server! Our team is happy to help.

GLHF!

Developers & API#

The new feature comes with some new API endpoints. You need tournament results, even of individual matches, in an external system? We got you covered!

Check our documentation on the Tournament API.

v2.0.0

Welcome to the next big leap into Yunite's evolution!#

We've worked hard over the last few months to bring you this massive update!

Developers: Please read the hint for developers below.

Updated#

  • Increased Custom Games player limit. For Premium users, the max. player number per custom game queue has been increased to 520 players (previously: 149). That allows you to fill up to five lobbies with a single key distribution process.
  • New Dashboard.
    The dashboard has been rewritten from scratch. It aims to be more user and mobile friendly and is generally cleaner and more polished than the old dashboard. Additionally, it includes some more new neat features like some server statistics. This also includes dashboard logs that tracks every action and change on your dashboard if an unwanted change happens and you need to figure out who it was.
  • Live Host feedback.
    The custom game process now features an advanced process feedback system while hosting. While the old version just showed a few numbers, the new version will show you the state each player is in. For example: how many players are in a certain step, who got rejected and why, and so on - all in real-time, on your dashboard while hosting. Amazing!
  • Custom and Creative Game Presets.
    Custom Games and Creative Matchmaking are now controlled using Match presets. That means that administrators of each server have to predefine one or more presets that include all the match settings that have previously been configured directly on the host page itself. Hosts can only use these presets and can not change settings anymore. This prevents abuse, and the accidental misconfiguration of the custom games feature by hosts that are not desired by server administrators. Moreover, these presets allow a much more detailed configuration of the whole hosting process; in particular, you can configure one channel per message type.
  • Custom Games Ban Detection.
    The updated version of custom key distribution can scan for banned players in each party and reject that party if a banned player has been found. Therefore, if you have this setting turned on, banned users can't join your matches by queueing with other players anymore. If you want, you can even require all players in each party to be verified (instead of only the party leader).
  • Custom Games auto-retry.
    If a user times out in the middle of a key insertion process, Yunite will give them a second chance and restart the process. In a few first tests, this appears to significantly increase the success rate of custom game key insertions.
  • Enhanced creative session building.
    The creative match builder has been equipped with the same stunning live feedback system of the custom games key distribution system. Moreover, it has been changed so that each user only has to add one bot and stay its friend all day - no need to re-add it for every single box-fight!
  • Custom Command Groups.
    Many servers are using Yunite's command system and have come up with lots of commands! The new version allows you to group your custom commands into groups of related commands for a better overview and allows you to change permissions of all commands in a group with a single setting.
  • Custom Command Replacements. For a long time, {user} was the only available replacement you could use in messages sent by Yunite through the commands system. We added a long list of new replacements that enable users to mention roles, channel, or users in these messages easily or show data related to the invoking user, the channel, or the server. You can find a list in our documentation on the Commands page.
  • New command action type: Apply Permission Overrides. The custom commands module has a new action type called "Apply permission overrides". It allows you to configure a set of permission overrides that can be applied to a channel once you invoke the command. This is useful to build customized commands to lock channels, combat raids, or any other purpose where you need to switch between a few sets of permission overrides for a channel from time to time. Unlike other bots that offer channel locking, we do not have any opinions on how to lock a channel; you can configure it however you want.
  • Verification flow.
    The verification flow changed slightly; users don't have to enter their Epic Games username anymore, which has been a source of errors and frustration in the past. All users need to add the in-game bot, and the system will figure out the account details.
  • Registration constraint join types.
    You can now configure Yunite to join your registration role constraints to be joined with either AND or OR - on both a constraint type level and a global role level. This allows for more complex constraint structures without creating more roles.
  • Rank system multipliers. You can configure roles in the rank/level system that should receive more XP per messages than regular users by adding a factor between one and five. You can use this for VIPs, as a reward for server boosters, or any other type of reward system.
  • Scheduled Permission Notifications.
    Scheduled Permissions now support a message to be sent into the affected channels to notify users about the channel being closed, for example. This is optional.
  • And maybe one of the other things we forgot to mention ...

Removed#

  • Snipes.

Developers & API#

The new version introduces a completely reworked API. We changed the authentication model from guild based API keys to application keys that need to be authorized on guilds, similar to how bots are added to Discord itself. Additionally, our API endpoints changed significantly.

The legacy endpoints will continue to work for existing systems until 2021-03-01. After that, you must have switched to the new endpoints.

Go ahead and read our new API documentation right now!