South Guard 3. A Desperate Errand

Feedback for the mainline campaign The South Guard.

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rujikin
Posts: 5
Joined: June 29th, 2009, 9:41 pm

Re: South Guard 3. A Desparate Errand

Post by rujikin » June 29th, 2009, 9:50 pm

(1) Normal, 1.7.1
(2) 10 Didn't have a single turn to spare to get to the elves
(3) clear
(4) Pretty good, thought I was doomed since i sent my commander unprotected up north.
(5) Time and ungodly lucky AI.
(6) 7
(7) 3 More turns :/

DrPepper8
Posts: 11
Joined: August 31st, 2009, 10:16 am

Re: South Guard 3. A Desparate Errand

Post by DrPepper8 » September 6th, 2009, 7:28 pm

1. Normal, 1.6.4
2. 4
3. Clear
4. It was OK
5. Leaving Deoran sitting around at the starting position for too long before realising that it was going to be quite tight with the turn limit
6. 4. The enemy weren't a threat at all.
7. Make the enemy tougher, or have something else going on to keep the last few turns interesting once the enemy are defeated (which happened very early on). I had about 6 turns of just moving Deoran while the rest of my army did nothing.

oberon
Posts: 25
Joined: February 27th, 2010, 10:59 am

Re: South Guard 3. A Desparate Errand

Post by oberon » March 5th, 2010, 6:22 pm

1. Normal , 1.6.5
2. Easy, 2 at most
3. Clear
4. OK
5. None really,
6. 4 there was fun on working out the best way to win\7 More powerful enemy (more gold?) with camp closer to path to elves.

DoctorX
Posts: 2
Joined: November 16th, 2010, 8:12 pm

Re: South Guard 3. A Desparate Errand

Post by DoctorX » November 16th, 2010, 9:53 pm

(1) Hardest setting; 1.92 (development)
(2) 3
(3) Crystal clear
(4) Clear, but not very interesting.
(5) No challenge at all.
(6) 4, the battle was few and over too quickly, dialog doesn't give any back-stories / develop personalities which is a shame.
(7) Seems a bit too easy on hardest difficulty, main problem I think is a bandit leader that doesn't aggressively recruit / have no money, is located right along the fastest road you can take, and put him quite close to the starting position; so changing any of these aspect can provide more challenge to go through the fasts road, and then that makes going straight north across the river into tough terrain a viable strategy.

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Faello
Posts: 441
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Location: Holy Office

Re: South Guard 3. A Desparate Errand

Post by Faello » July 5th, 2011, 11:47 am

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

Soldier - top difficulty level, 1.9.7, no saves/reloads, 260 starting gold

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

3.<for destroying bandits and reaching the elvish city>

It's a nice XP-milking scenario. It can be won just by reaching the elven city (which is very easy even at this difficulty level) so it's better to actually destroy Urza Fastik <lvl2, rogue> 70gp worth of forces polluting this area to lvl up some of the loyal peasants that joined player in the previous scenario. After 2 turns cavalry detachment joins the main South Guard forces and Deoran can recruit probably one of the best anti-outlaw lvl1 units, which makes already easy job much easier.

Finished in turn 13/20.

2 losses, 11 kills

(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?

It's very good, another scenario that I highly rate for it's storyline and dialogs.

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

Feeding my lvl0's with XP.

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

8.

Another good introductory scenario - here we can train assault through the river and how to use resistances to defeat enemy in his powerphase.

(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
TSG-A_Desperate_Errand_replay.gz
A Desperate Errand replay, Soldier difficulty level, 1.9.7, no saves/reloads
(22.04 KiB) Downloaded 217 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.

podbelski
Posts: 151
Joined: June 7th, 2011, 8:35 pm

Re: South Guard 3. A Desparate Errand

Post by podbelski » July 9th, 2011, 12:15 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.9.6, top difficulty, 227gp, no reloads

finished in turn 17/20, 0 losses 11 kills

(2) How difficult did you find the scenario? (1-10)
1 to reach elven city, 2 to beat the bandits, 3 if you are going to beat the bandits not putting any of your units at a risk of death

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
good as is
Attachments
TSG-A_Desperate_Errand_replay.gz
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Kinak
Posts: 3
Joined: September 5th, 2011, 2:42 pm

Re: South Guard 3. A Desparate Errand

Post by Kinak » September 5th, 2011, 4:12 pm

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

1.9.6 the second one (soldier?)

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

2. The enemies were more time consuming than dangerous, although they did swarm a bunch of archers.

0 losses, 9 kills

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

Very clear and well-marked.

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

The De... Deora... bit was fun. Generally did the trick and advanced the plot.

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

No real challenges.

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

3. Was just sort of time consuming.

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

The level 0 bats do a good job of slowing progress towards the goal, but a bad job of making killing them worthwhile. A mix with more variety, including some level 1 units, seems like it would allow for a few level ups during the slog to the goal.

Edit: Looking over the replay and WML, it recruited 7 Vampire Bats and 1 Poacher. At least three of the bats were sent to grab villages.

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Pewskeepski
Posts: 353
Joined: November 17th, 2010, 6:24 pm
Location: The Dungeon

Re: South Guard 3. A Desparate Errand

Post by Pewskeepski » October 10th, 2011, 7:31 pm

(1) What difficulty levels and game versions have you played the scenario on?
Version 1.9.9, Normal difficulty.

(2) How difficult did you find the scenario? (1-10)
5, but only because I almost lost a loyal peasant.

(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?
Great. I'm not sure if it's intended, but the 'Cavalry help dialog' appears on the hardest difficulty.

(5) What were your major challenges in meeting the objectives of the scenario?
Leveling up a loyal peasant.

(6) How fun do you think the scenario is? (1-10)
4. It ended on a dull note; I just starting getting as many villages as I could while Deoran ran for the elves.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Make the ending boredom cease. Possibly add some ogres lurking in the woods?

(8) How well done did you find the map for the scenario?
As always, good job!
Attachments
TSG-A_Desperate_Errand_replay.gz
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Kaiserdrache
Posts: 32
Joined: November 3rd, 2011, 7:26 am

Re: South Guard 3. A Desparate Errand

Post by Kaiserdrache » November 3rd, 2011, 7:43 am

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

Game version: 1.8.5, Difficulty: Easy

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

2, not much of a challenge.

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

Very clear - "move your lousy ass to the elven city" is really straightforward :D

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

Very clear, but not interesting.

(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)

A 2 here, Not much fun when there is no resistance.

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

Some rogue elven units that challenge my troops. At this point in the campaign the elves have no idea who me and my troops are, so some scouts would be appreciated.

Gerion
Posts: 49
Joined: March 28th, 2010, 11:01 am

Re: South Guard 3. A Desparate Errand

Post by Gerion » December 19th, 2011, 10:29 pm

(1) What difficulty levels and game versions have you played the scenario on?
Hardest difficulty, 1.8.6

(2) How difficult did you find the scenario? (1-10)
1-2. Very easy. You have to be quite inept to actually lose units

(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?
Not bad... the whole "You kiled my brother, now i kill you" gets a bit old at this point, but the dialogue with the elves is important

(5) What were your major challenges in meeting the objectives of the scenario?
None. Too easy as it is

(6) How fun do you think the scenario is? (1-10)
4. In the beginning i started to think about a strategy to outflank the enemy, but actually Urzasomething was dead after a few rounds so it was completely unnecessary. Unfortunately the rest of the scenario is just walking towards the city

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Build in some twists. I killed Urza Fastik in round 9 and the rest was just rounds and rounds of walking through the forest. I played the scenario a long time ago on an easier setting and knew there were no enemies, but after the village-surprise in the first scenario i thought that on the hardest setting there maybe could be someting. unfortunately, there wasn't. Just moving units across the map is boring, so a few encounters would be nice

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CeltiK
Posts: 27
Joined: April 24th, 2011, 9:14 am

Re: South Guard 3. A Desparate Errand

Post by CeltiK » February 3rd, 2012, 11:35 pm

(1) What difficulty levels have you played the scenario on?
1.10.0; Hard no saves/reloads.

(2) How difficult did you find the scenario? (1-10)
1. Way too easy.

(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?
Well there's nothing new with the bandit but the dialogue with the elves is fine.

(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)
4. Not very interesting, just have to move your units through the map considering the weak opponent.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I understand that this scenario is to prepare you for the next one, but still it's way too easy. It would be nice if Deoran could meet some enemy units when going to the elven keep. And why Jarek isn't loyal? Is it intentional?

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Maybe give Jarek the loyal trait.

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Ninjuri
Posts: 167
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Location: California

Re: South Guard 3. A Desparate Errand

Post by Ninjuri » May 26th, 2012, 4:44 am

Easy 1.10.2
Difficulty: 3
Objectives: 100% clear
Dialogue: Pretty witty how the elves kept cutting in on the convorsation.
Challenges: Taking down them bats that kept healing
Fun: 7
Changes: I don't know if there was a reason for this, but pretty much the entire east side of the map seemed unused. It was a very short fight killing the enemy dude, and the rest was like 10 turns of playing catch-up to get to the keep. So maybe i'd move the enemy castle a little bit further away or something.
Fate is against me.

chak_abhi
Posts: 322
Joined: June 24th, 2010, 3:37 pm

Re: South Guard 3. A Desparate Errand

Post by chak_abhi » August 24th, 2012, 4:35 pm

Content Feedback wrote:(1) What difficulty levels and game versions have you played the scenario on?
Normal (hardest level available), BfW 1.10.0
(2) How difficult did you find the scenario? (1-10)
5
(3) How clear did you find the scenario objectives?
Absolutely clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Everything is all right, no complaints there!
(5) What were your major challenges in meeting the objectives of the scenario?
There were no major challenges. I had a few swordsmen with me, and they could successfully kill any foe easily, be it human or undead. A L2 Deoran is also deadly against undead.
(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?
No changes are needed. The scenario is complete & balanced.
I have also posted a replay.
Attachments
TSG-A_Desperate_Errand_replay.gz
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Cabrillo
Posts: 7
Joined: September 10th, 2012, 8:52 pm

Re: South Guard 3. A Desparate Errand

Post by Cabrillo » September 10th, 2012, 9:04 pm

(1) What difficulty levels and game versions have you played the scenario on?
Normal (hardest available), v1.10
(2) How difficult did you find the scenario? (1-10)
3: it looked like it was going to be harder to take the island than it actually was. The enemy didn't summon any bats against me, as it sounds like he did for some other characters, so my Deoran had a pretty easy run of it to the north. The footpads did force his escort to be somewhat careful, though.
(3) How clear did you find the scenario objectives?
Very clear. In fact I found it easier to meet the objectives than to win the battle. I had Deoran rest a turn or two while outside the elvish city while the rest of my army soaked up XP.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
I was a bit confused by Deoran's waiting for horsemen at the beginning; it wasn't clear to me why he would already have been expecting a response. The conversation with the elves was well done.
(5) What were your major challenges in meeting the objectives of the scenario?
Deliberating whether to use Deoran in the main battle. If the scenario had started at a different time of day I would have found it more challenging. As it is, you reach the obvious main battleground at the break of dawn so there's no real subtlety; just a hard charge to the island. The most difficult part to me was dealing with the leader's skirmish ability and the unbearably slow slog of my troops (esp. the heavy infantry hero) as they crossed to the enemy's side of the river.
(6) How fun do you think the scenario is? (1-10)
6: Perhaps a bit too easy, but I liked the dual nature of this battle (sprint to the north and delaying tactic to the south). It made me feel like a real tactician! :)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
I really liked the idea of having to sufficiently threaten the bandit leader that he couldn't devote all his forces to blocking Deoran's progress. That would have been more of a challenge if battle were met sometime at night, and the first river crossing were a more bitter contest. So, I'd recommend starting the scenario at dawn or even second watch.
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Seldam
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Joined: December 21st, 2012, 4:27 pm
Location: Austria

Re: South Guard 3. A Desparate Errand

Post by Seldam » December 24th, 2012, 9:45 am

(1) What difficulty levels and game versions have you played the scenario on?
easy, 1.10.5

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

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Solid 5.

(5) What were your major challenges in meeting the objectives of the scenario?
Can't remember.

(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?
It is good as it is.

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