Sword Coast Legends

Sword Coast Legends

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Some modding info on multiplayer functionality
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Showing 1-8 of 8 comments
Interesting. Reddit deleted it as spam.
Last edited by veritasinpersonam; May 20 @ 4:32am
Sildur May 20 @ 12:04pm 
wait it did?
Sildur May 20 @ 12:11pm 
Posting it here then:
Heya, so I've been trying to restore the multiplayer functionality for the past week or so. Spent way to much time on this. I had to remake the whole thing over and over again because of issues..
Currently I didn't get much further than enabling an actual lobby. The main issue is that so much of the code to boot the game in online mode is obfuscated.
Now to some information that might be useful for others, because honestly I never really did anything with c# and unity.
Whenever you try to go into online mode the game connects to: world.gameaccounts.swordcoast.com
Failing to get a proper response sets the game in offline mode. The full string is: private const string ࢩ = "wss:/world.gameaccounts.swordcoast.com/scl/websocket/game_auth";
Also obfuscated and located in assembly-csharp.dll -> ngCloudServices
Setting your host file to redirect world.gameaccounts.swordcoast.com to your local ip works but obviously we are missing the server.
So once again we are failing to connect, setting the game to offline mode and locking all network functionality. GameConfig.json in the game folder mentions LAN Lidgrin which is actually a typo by the devs. The name of this library is Lidgren, see:
https://github.com/lidgren/lidgren-network-gen3
I'm not sure if the config file really does anything since the webserver failure locks the game in offline mode. But the libaries are included in the game.
Simply modifying the flags to trick the game into being connected causes a whole bunch of different issues and the game wont load the main menu anymore.
As for debugging, output_log.txt in the data folder is actually quite useful to see where the code falls apart.
For decompiling, editing and compiling your modified code use dnspy: https://github.com/VNGhostMans/dnSpyEx
If someone is picking this up and needs more information about the games code structure and such let me know. It might be possible to create a working webserver from the games source code or perhaps using a fake / mock server setup, see:
https://mock-server.com/#what-is-mockserver
https://dev.to/sabbir9920/fake-local-server-a-mock-server-39co
would love to play this game online again
same
You can blame Wizards of the Coast, for demanding such flaws in the game design, it is simple, they do not want competition from to good computer games taking over their business with Ad&D and D&D.
You can blame Wizards of the Coast, for demanding such flaws in the game design, it is simple, they do not want competition from to good computer games taking over their business with AD&D and D&D board game and RPG books. So in all aspects, it will be some of a long time dealing before you will get real good online games with AD&D and D&D, with full world aspects and reality, if, and only if they ever will allow it...
Last edited by TЭГMiNoЮgiC; Jun 21 @ 4:56pm
Originally posted by Luksus-Annunaki:
You can blame Wizards of the Coast...

What a nut job you are. You honestly think WotC was working behind the scenes and forcing this game to be bad?
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