Invite button in Story is functional again Improved feedback for when abilities are disabled (via debuffs such as silence, etc.)įixed the crash occurring when you select the Dwarven skull in the Evermoors Music in Credits and Combat Barks working for Final Battleįiltered out non 16:9 and 16:10 resolutions Improvements have been made to cloth texture animation Increasing stabilize range a bit to reduce the likelihood that characters who are off nav mesh won't be in range of another character's stabilizeĪdded idle timeout message handling for main menu and in gameįixed pause menu disabling in multi-player games Mac and Linux default to Medium settingsĭwarf and Halfling crossbow animations improvementsĬan now have more than one page of downloaded modulesįixed patrolling animation issue, giving all characters valid custom action - idle, relaxed idle and combat idle animations Graphics quality settings are now dynamically determined so you no longer begin at highest settings by default based upon the Windows Experience D3D results. Should a character leave your party in the story, they will still be accessible in other non-story modes.Īdded the Design Council armor: Crystal Aegis to Story mode (will have to be found)Īdded the Design Council weapon: Vlaakith, the Slayer of Minds to Story mode (will have to be found)Īdded ability to edit your own modules that you downloaded, so people can share their non-editable modules and get them back after the wipe For example, once Jarhild joins you on your quest she will be available for use in player made modules/ Dungeon Crawls as a companion. Human City (L) with 17 interiors (including the tavern)Ĭompanions from the primary SCL story may now be added in other modes once they join your party. It was decided to make these locations unavailable during Head Start Five to prevent players from spoiling elements of the Sword Coast Legends campaign.Ī number of new locations should now be available for dungeon masters to use during module/campaign construction. Tomorrow at 12:01 am dungeon masters will gain access to 35 new interior locations as well as nine over-world tiles of various sizes. They did a great job with the audio in this game and it deserves to live long beyond its death on the marketplace.Here are a list of changes and additions to Sword Coast Legends since the end of Head Start Four. 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. 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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