Scenario 13: Dwarven Doors

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ced_ne
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Location: France

Post by ced_ne » May 15th, 2007, 1:55 pm

(1) What difficulty levels and game versions have you played the scenario on?
medium 1.3.2

(2) How difficult did you find the scenario? (1-10)
4

(3) How clear did you find the scenario objectives?
very clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
very clear, quite interesting

(5) What were your major challenges in meeting the objectives of the scenario?
manage the cuttlefish :)

I was using 3 silver mage (I love Silver Mage) for annoying orcs in the base campement, then teleport them to my main troops, the center of the map is quite difficult (in fact, I have recalled very few unit : 1 lvl3 elvish healer, 1 lvl3 Archer, 1 lvl3 elvish champion, 1 lvl3 elvish avenger, 2 lvl1 archer to sacrifice, and 3 silver mage + auto recall of a lvl2 scout and a lvl1 outlaw that the scenario recall itself).
I only loose the 2 lvl1 archer, but Konrad and Delfador were nearly dead !

(6) How fun do you think the scenario is? (1-10)
6-7

(7) What, if any, are changes you would have made to the scenario to make it more fun?
hum... orcish may not recruit on turn 1 : they don't know we are here !
but after turn 1, they recruit more unit, and more wolf for chasing us.
it would be more interesting if the AI don't pay attention of unit back in south (in my case, the 3 silver mage), and focus on the center of the map
-- please don't blame me about my bad english spoken ! --

AI
Developer
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Joined: January 31st, 2008, 8:38 pm

Re: Scenario Review: Dwarven Doors

Post by AI » March 27th, 2008, 1:15 pm

1) Easy 1.4
2) 3
3) clear, but with the dialogue messed up, I was unable to tell which door to pick until after I'd killed the last orc.
4) The story was quite interesting, at least that's what I figured from reading the CFG, because ingame most of it was broken.
5) Keeping my units alive while killing the enemy, then getting konrad to the right door (there was no real indication you should send him to the door, though that had been the case in all earlier scenarios, I had him at the sovereign's castle)
6) 7
7) Give some bonus for killing the orcs
8) None
9) Clear enough, could be cleaned up a bit, but the story is easier to read here than in the game itself

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Buddy Jimm
Posts: 48
Joined: July 25th, 2006, 11:54 pm

Re: Scenario Review: Dwarven Doors

Post by Buddy Jimm » March 30th, 2008, 7:52 pm

(1) What difficulty levels have you played the scenario on?

Medium, 1.3.17

(2) How difficult did you find the scenario? (1-10)

2. The level is a cinch if you know what to do. I mean, you even start with a scout unit who volunteers to go look. Besides dropping important information, that also means he 1. leaves room to recruit another screen unit, and 2. gets movement the first turn, so he can get right to work.

(3) How clear did you find the scenario objectives?

Clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Good dialogue. But now that you mention it...

Code: Select all

    [event]
         name=die
         [filter_second]
             id=Haldiel
         [/filter_second]
         [message]
             speaker=second_unit
             message= _ "Back to the abyss, spawn of filth!"
         [/message]
     [/event]
I presume it's intended just for Haldiel to say something cool when he kills somebody, but the dialogue seems fit for killing the lake monster. It seemed like a filter bug while playing because I never kill anything before the monster appears. Maybe it could be used for killing the monster instead?

(5) What were your major challenges in meeting the objectives of the scenario?

It's not much of a challenge. Konrad's got six moves, and that's enough to outrun the orcs altogether.

In fact, the scout may have been able to skip over the monster trigger -- I don't remember for sure, but this can make a serious difference if the main doors are your objective.

(6) How fun do you think the scenario is? (1-10)

6. It's good content for how fast it goes, even though there's a minimal amount of fighting involved (in fact, if you're using the scouts to draw the enemy you're trying to avoid fighting as much as possible).

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Did Konrad have 5 moves in the olden days? I think the extra move point may be making a difference in the difficulty. If the map is meant to be harder to live through, it may help to stretch it a few hexes.
After death, the doctor.

SumnerH
Posts: 15
Joined: January 9th, 2008, 6:01 am

Re: Scenario Review: Dwarven Doors

Post by SumnerH » April 7th, 2008, 7:31 pm

I'm filling these out having done Elves Beseiged-A Choice Must Be Made on "medium" difficulty, and I'm following the advice to rank 10=hardest scenario in the campaign (Seige of Elsenfar), 1 = easiest (Elves Besieged)

(1) What difficulty levels have you played the scenario on?
Medium, Wesnoth version 1.4
(2) How difficult did you find the scenario? (1-10) [1]
4/7 (average 5), depending on if you find the door on the first try or not.
(3) How clear did you find the scenario objectives?
A little unclear that the door could be stuck, could've been careless reading.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
I liked it a lot; flee from overwhelming odds!
(5) What were your major challenges in completing the scenario?
Keeping Kalenz alive, using a few scouts to distract the enemy. I found it simple enough to recruit paladin/knight/4 scouts on turn 1, run north with Konrad, keep Delfador/Kalenz/troops around while the scouts scatter and distract things. When you come to the middle of the maps, recruit 2 guys (I did archers) as you hustle past. You basically do the whole thing almost combat-free, except north of the lake you have a small skirmish usually. At that point Konrad/Delfador/Kalenz check the gates, the paladin/knight hang back to avoid being stuck in the mountains if it's bad, and help escort you east if needed (Konrad/Kalenz/Delfador can cross the mountains on foot to join up w/ them).

Using scouts to draw away troops is important, if you play smart they can stay alive until you make the escape.
(6) How fun do you think the scenario is? (1-10)
10, this is one of my top favorites.
(7) What, if any, are changes you would have made to the scenario to make it more fun?

zyx
Posts: 0
Joined: May 2nd, 2008, 9:29 pm

Re: Scenario Review: Dwarven Doors

Post by zyx » May 2nd, 2008, 10:43 pm

(1) Medium - 1.4.1
(2) 1
(3) Clear
(4) Clear and interesting
(5) No defeated units.
(6) 5
(7)

dELFador
Posts: 32
Joined: May 20th, 2009, 4:40 am

Re: Scenario Review: Dwarven Doors

Post by dELFador » May 24th, 2009, 1:24 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
medium. 1.7
(2) How difficult did you find the scenario? (1-10)
3.
(3) How clear did you find the scenario objectives?
move Konrad to the northern mines. clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
I found it amusing how my bandit just came along and told me about his uncle.
(5) What were your major challenges in meeting the objectives of the scenario?
none.
(6) How fun do you think the scenario is? (1-10)
8.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
none.

my strategy was to have a my elf shyde surrounded by 6 elite (level 3+ and also 6/6 move) with a couple elf fighters and archers to block off enemies from the side. my elf outrider went ahead to help out my paladin (Haldiel). and the cuttlefish helped me by attacking the orcish sovereign's units.

BigCheese
Posts: 27
Joined: August 20th, 2009, 7:05 pm

Re: Scenario Review: Dwarven Doors

Post by BigCheese » August 28th, 2009, 2:03 pm

(1) What difficulty levels and game versions have you played the scenario on?
medium, 1.7.2

(2) How difficult did you find the scenario? (1-10)
7, because of the turn limit; check (7)

(3) How clear did you find the scenario objectives?
clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
good, nice touch to have delfador explain some historical happenings

(5) What were your major challenges in meeting the objectives of the scenario?
getting conrad in time to the second/true finishing hex while not losing many lvl2/lvl3 units

(6) How fun do you think the scenario is? (1-10)
8; I liked the "look" of the map, the constant recruiting AI and most of all the lake monster (who kept poisoning the trolls). Also there was some dialogue while the scenario was running, not only at the start and the beginning

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Perhaps give a hint to check the main dwarfen door by scouts; Konrad is slow and if you don't hurry to the door you might been out of time to reach the backdoor. That is, because you don't know about the minig entrance in the first place and don't count the extra turns/moves in while planing your moves.
Attachments
HttT-The_Dwarven_Doors_replay.gz
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Cornuthaum
Posts: 13
Joined: February 16th, 2010, 9:34 am

Re: Scenario Review: Dwarven Doors

Post by Cornuthaum » February 17th, 2010, 1:16 am

(1) What difficulty levels and game versions have you played the scenario on?
Medium, 1.6.5

(2) How difficult did you find the scenario? (1-10)
6, stringent turn limit means sending Konrad ahead, leading to possible horrible death by cuttlefish.

(3) How clear did you find the scenario objectives?
Clear, but I was confused momentarily why there were two mine entrances.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Konrad: "O noes, slavery!"
Kalenz & Delfador: "Don't be an hero." (look up "an hero" if you don't get it)
Konrad (fortunately): "Okay. Shall return later to be a hero."

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping my units alive - I split them up into army group west, east and north respectively, each with a healer and mages/ranged to deal with trolls etc. Still took quite a beating, despite the helpful forests and fortification.

(6) How fun do you think the scenario is? (1-10)
7 - Fun! Not too hard, not too easy, and not just a "kill them all" objective.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None. It's really a-ok as it is.

MeesterDaan
Posts: 17
Joined: August 11th, 2008, 5:53 pm

Re: Scenario Review: Dwarven Doors

Post by MeesterDaan » March 8th, 2010, 11:53 pm

(1) What difficulty levels and game versions have you played the scenario on?


Hard on 1.4.4


(2) How difficult did you find the scenario? (1-10)


5. Doable if you have a decent range of units and some money


(3) How clear did you find the scenario objectives?


8. Clear (even in Japanese) but having to go from the doors to the mine entrance is disputable; on hard there are only 15 turns, and you lose on such a detail.


(4) How clear and interesting did you find the dialog and storyline of the scenario?


8. I like all of them (since I use this to practice Japanese, my favourite language)


(5) What were your major challenges in meeting the objectives of the scenario?


Time.


(6) How fun do you think the scenario is? (1-10)


6. But the quality is good.


(7) What, if any, are changes you would have made to the scenario to make it more fun?


IF one has to go from the doors to the mine entrance, add extra turns.

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Sam-Lloyd
Posts: 12
Joined: June 7th, 2010, 5:32 pm

Re: Scenario Review: Dwarven Doors

Post by Sam-Lloyd » June 10th, 2010, 12:13 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Challenging 1.8.1

(2) How difficult did you find the scenario? (1-10)
3

(3) How clear did you find the scenario objectives?
Mildly clear, made me reload once

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Quite interesting about the history

(5) What were your major challenges in meeting the objectives of the scenario?
Almost none, just run and run, poor the thieves...

(6) How fun do you think the scenario is? (1-10)
5

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I don't find any real usefulness of the outlaws here
Attachments
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BubbleScreen
Posts: 43
Joined: January 24th, 2010, 6:19 pm

Re: Scenario Review: Dwarven Doors

Post by BubbleScreen » July 15th, 2010, 2:28 am

(1) What difficulty levels and game versions have you played the scenario on?
Medium, 1.6

(2) How difficult did you find the scenario?
Well. I think running with Konrad would have been easy in any case, but I decided to fight a serious two-front field battle, which was hard but not overwhelmingly so. How about 7?

(3) How clear did you find the scenario objectives?
Clear, once you discover one of the mine entrances doesn't work.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Solid.

(5) What were your major challenges in meeting the objectives of the scenario?
Fighting simultaneously (and winning) on two/three fronts while preserving units.

(6) How fun do you think the scenario is?
7 - lots of novel ideas

(7) What, if any, are changes you would have made to the scenario to make it more fun?
A hint to check both doors.

roman_sharp
Posts: 22
Joined: July 11th, 2010, 8:01 am

Re: Scenario Review: Dwarven Doors

Post by roman_sharp » July 16th, 2010, 1:16 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Normal, 1.8.3

(2) How difficult did you find the scenario? (1-10)

6, challenging

(3) How clear did you find the scenario objectives?

Clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Good.

(5) What were your major challenges in meeting the objectives of the scenario?

Come to "don't put up a fight, don't stay at keep, just run";
manage defense {two of my units almost got killed, but were lucky enough to survive}.

(6) How fun do you think the scenario is? (1-10)

7

(7) What, if any, are changes you would have made to the scenario to make it more fun?

None. It's pretty good, I think.

bobby
Posts: 13
Joined: August 13th, 2009, 5:53 am

Re: Scenario Review: Dwarven Doors

Post by bobby » September 1st, 2010, 11:48 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Normal, 1.8.0

(2) How difficult did you find the scenario? (1-10)

5, Konrad runs, everyone else either run with Konrad, or hide/retreat to corner villages if can't catch up.
Level 2 units one xp away from leveling were always not attacked (AI can't kill in with a single unit), so handy to shield Delfador and Konrad.

(3) How clear did you find the scenario objectives?

Wasn't sure which one it was, thought objective will change to the tunnel not labelled.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Nice bit of history, and funny greetings between Uncle Somf and my footpad when they are side by side.

(5) What were your major challenges in meeting the objectives of the scenario?

Keeping Delfador and new loyal bandit alive. Ranger can hide in forest. Champion became one man killing machine sitting in village near basecamp.

(6) How fun do you think the scenario is? (1-10)

7

(7) What, if any, are changes you would have made to the scenario to make it more fun?

A little hint on where to find Uncle Somf (loyal bandit). More variety of monsters and enemies.

This scenario can actually be won without recruiting/recalling. All my recalls didn't make it past the second keep.

shadowblack
Posts: 368
Joined: April 15th, 2010, 3:03 pm

Re: Scenario 13: Dwarven Doors

Post by shadowblack » February 24th, 2011, 6:27 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.9.4, Normal

(2) How difficult did you find the scenario? (1-10)
5, but only because of the large number of level 1s I used

(3) How clear did you find the scenario objectives?
Make it clear that killing all enemies is NOT enough

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Fine.

(5) What were your major challenges in meeting the objectives of the scenario?
Avoiding losses, since I had a lot of level 1s

(6) How fun do you think the scenario is? (1-10)
7 because I tried to kill the orcs; probably would’ve been less fun if I had just ran for the doors

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Allow us to win by killing all enemies – I mean, once the orcs are dead nothing stops Konrad from getting to the doors, plus killing the enemies is harder than simply running. So why prolong the scenario if the player has already succeeded at the harder task? Seems pointless to me…

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Just my desire to not lose any units.

Thoughts:
I decided to use my favorite tactic: "kill-em-all and earn some experience while you’re doing it". My loyal Paladin did a great job holding off Purple’s forces and happily slaughtered a few archers before being forced to retreat due to a combination of heavy wounds and bad time of day. This allowed me to engage and destroy Green without any interference. The cuttle fish in the lake did me a favor by targeting Purple’s archers instead of me, so the only real problem I had was dealing with Blue’s forces without any losses while using mostly level 1s. That proved a fun little tactical challenge, but not too hard.

The fact that even after killing all enemies I STILL had to bring Konrad to the entrance surprised me a little bit – I had assumed that it would not be necessary, and the dialog when the final orc died reinforced that impression. True, it was just one move since Konrad was already within range, but still…
Attachments
HttT-The_Dwarven_Doors_replay.gz
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You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...

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Faello
Posts: 441
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Re: Scenario 13: Dwarven Doors

Post by Faello » June 10th, 2011, 10:09 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Challenging (Champion), 1.9.6, no saves/reloads, 685 starting gold

(2) How difficult did you find the scenario? (1-10)

3. <to kill all of the orcish leaders in the area and reach the mine doors on time>

It's a cool "reach the signpost" type of the scenario, except here it's the mine doors that we've to reach with Konrad. Thanks to well played previous scenario, I had tons of gold in this one, so I decided to use some of it to clear out the whole area from orcish presence, which wasn't really that difficult even with a high fixed income AI leaders have, since Urug-Tan (Orcish Warlord, [W] keep) has 115gp, Shuuga-Mool (Orcish Sovereign, far [N] keep) only 70gp and Knafa-Telfar (Orcish Crossbowman, [E] keep) can recruit initially for 140gp, thus their combined power were still below my 20gp-for-high level-recall-force. Finished this scenario in turn 13/15.

2 losses, 55 kills

[HINT]It's good to scout the main mine doors before Konrad will try to open them to check which path he should choose.

[SPOILER no.1]Here comes another bonus from playing 05b:Isles of the Damned. At the beginning of the scenario, one of the footpads informs player that there's a friendly unit hiding in this area <18,24 village>. It's Uncle Somf <lvl2, loyal, inteligent, bandit>. Thus, it's actually a 3rd loyal unit that player can obtain only if he decided to play the 05b:Isles of the Damned scenario.

[SPOILER no.2]Once player's units will reach the lake, Cuttle fish will try to ambush them. It can be indirectly used to fight some weaker orcish units.

(3) How clear did you find the scenario objectives?

Crystal clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Quite interesting.

(5) What were your major challenges in meeting the objectives of the scenario?

Reaching the mine doors on time.

(6) How fun do you think the scenario is? (1-10)

8.

Another free loyal unit, plenty of opponents but also plenty of gold to deal with them, I really liked it.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

No changes required, it's good as it is.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

No.

Replay attached:
Attachments
HttT-The_Dwarven_Doors_replay.gz
The Dwarven Doors replay, Challenging (Champion) difficulty level, 1.9.6, no saves/reloads
(58.6 KiB) Downloaded 172 times
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.

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