![]() Sword Coast is slated for release on Steam and other digital distribution platforms sometime in 2015. "You can certainly expect to visit iconic locations along the Sword Coast," said Tudge, "and you may even run into a few familiar faces along the way." The studios also plan post-launch DLC modules to expand the universe. The developers also hinted that players acquainted with The Forgotten Realms setting would find plenty of recognizable material. Sword Coast Legends' mechanics are inspired by the 5th Edition D&D rules set, and series staples like Magic Missile, Mordenkeinen’s Sword, and Fireball make appearances. You will definitely feel the influence in the tactical party-based combat, pause and play and character progression, but it’s the rich story and memorable characters where the influence is strongest.“ The studio is still pretty mum on the substance of this story, or on just how the narrative, single player, and multiplayer experiences interweave. “With Sword Coast Legends we are also continuing the legacy of the Baldur’s Gate series so you will see strong influences from not only those games, but from Dragon Age: Origins as well. “When I directed Dragon Age: Origins the mission was to create the ‘spiritual successor to Baldur’s Gate’ and I think players really felt like Origins achieved that,” said Tudge. Sword Coast Legends also allows players the option to play in a more traditional single-player-controlled party structure, leading a group of adventurers composed of allies recruited within the game The developers hope Sword Coast Legends will invoke the spirit of previous classical fantasy RPGs. Players may cooperate with up to three other friends to create a custom four-person party. In addition to the real-time interaction interface, Sword Coast Legends will also include campaign mode tools allowing Dungeon Masters to create larger customized scenarios. “DMs are able to adjust encounters, place, promote, manage and even control monsters, set traps, reward and punish party members – all in real time.“ No scripting will be required to utilize DM Mode. They did a great job with the audio in this game and it deserves to live long beyond its death on the marketplace.18 Images “Dungeon Master Mode is going to allow players to quickly jump in and play as a real-time DM in a way that has never really been fully realized in a video game,” said Dan Tudge, President of n-Space. As a result, some of these sounds will seem odd on their own (like the super quiet ambient airflow of a cave) but when layered properly should give your areas a modern feel from an audio design standpoint.Ĭredit for all of these sounds goes to nSpace and specifically Tony (the audio director for SCL). It should be noted that SCL has a fairly sophisticated event driven audio setup. I am in the process of putting the soundsets in NWN usable format (see the recently released monster sets for example) so be on the lookout. I selectively left out the voice overs, soundsets for monsters/NPCs/PCs, and sounds that would be difficult to use generally (UI sounds for example). If you download only one thing from here, download this. This is a list of DLC and expansions released for the game. Some of these are vast improvements over their NWN counterparts and could give you a huge variety for your areas' soundscapes. It contains 658 environment and ambient sounds as well as a couple miscellaneous things. sclambenv.7z is the shining star of this offering.What it does not include (though I have it if you'd like it) are the gajillion variations of footsteps and movement sounds (armor clanking and what not). This includes weapon impacts, whooshing sounds, dropped equipment, etc. sclequipment.7z contains all of the game's weapon sounds (186 files).Some but not all monster ability sounds were included-some were far too tied into that monster's growling/grunting to be a stand alone sound. This ranges from Fighter's Action Surge to Witch Bolt. ![]() sclabilities.7z contains all ability and spell sounds (323 files).Since NWN doesn't have that level of audio sophistication, you might consider splicing those tracks together in various combinations for your module. ![]() Of note is that SCL did its battle music dynamically based on how much danger the party was in, and therefore consists typically of a short intro track ~7-10 seconds, a looping mid track, and a short end track based on results. This includes the area music and battle music as well as versions of the soundtrack of various lengths for game application. ![]() sclmusic.7z contains all music from the game (92 files).This package is 100% for builders-players won't find anything here for client side override. WAV and sorted (they pop out as random numbered files) for your pleasure. Here are 1200 sounds that have been ported from Sword Coast Legends to.
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