Scenario Review: Liberty 1 - The Raid

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Scenario Review: Liberty 1 - The Raid

Post by Content Feedback » March 10th, 2008, 11:40 pm

The Raid is the starting scenario of Liberty. Tell us your opinion about it by answering these questions:

(1) What difficulty level and version of Wesnoth have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
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confirmtrash
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Re: Scenario Review: Liberty 1 - The Raid

Post by confirmtrash » March 29th, 2008, 11:53 pm

(1) easy
(2) Around a 4
(3) A 7 - I thought from the victory objectives that you would win if you killed the opposing leader, when you actually had to kill all orcs to win
(4) 7
(5) Getting used to the new names on units, I was confused as to what unit was what at the start of scenario, though I got the hang of them later on
(6) a 5, it was alright, though it would have been better with recruiting.
(7) I would make a small camp around the bottom of the map, and allow the user some options in recruiting.
(8) no
(9) N/A

Jozrael
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Re: Scenario Review: Liberty 1 - The Raid

Post by Jozrael » May 1st, 2008, 2:21 pm

First off, there needs to be a general discussion area for this, like other campaigns.

Couple things:

I prefer my heroes with traits: if them not having traits is intentional, so be it.
The teams in this campaign are nonprofessional. good_guys bad_team, etc. Name them something more story-oriented, perhaps?

A question about the first scenario: if no units have died, does the text change "We lost more men here today"?

On to general review:

Hard
4 is a good peg.
Quite clear, the dialog suggested killing just the leader, but the objectives said kill all orcs. Sort of a disparity there.
This campaign is very well done, no problems.
Well, I would have liked to dick around at the beginning picking off wolves 1 by 1, but the fleeing leader prevents that :p. Drawing out the wolves to engage them individually is pretty much the scenario here.
Well, tbh, the first time I let harper get exposed on 2 hexes once and he got 6 hitted by the wolves <.<. So yes, 1 restart.

dsa
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Re: Scenario Review: Liberty 1 - The Raid

Post by dsa » September 2nd, 2008, 1:44 pm

(1) Hard
(2) 5
(3) The objectives to kill all units were clear, although the information from the dialogue, killing the leader would be enough, was a bit confusing.
(4) Quite interesting
(5) To prevent the leader from fleeing to the north, I had to be more offensive, than I actually wanted to. But that is certainly the aim of this scenario.
(6) 7, a scenario without recruiting is a nice variation to other ones.
(7) Nothing.
(8) No.

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Turuk
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Re: Scenario Review: Liberty 1 - The Raid

Post by Turuk » December 12th, 2008, 2:55 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Hard 1.4.6

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

(3) How clear did you find the scenario objectives?
5. While stopping the leader before he reaches the village is noted, the dialogue/objective should mention killing all of the goblins. (Yes, I know this is meant to be understood.)

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear, and certainly helps to set the tone for you to sympathize with the plight of the village people.

(5) What were your major challenges in meeting the objectives of the scenario?
None? :P

(6) How fun do you think the scenario is? (1-10)
8. I really enjoy the work with what you are given approach (no recruiting) and the fact that you must effectively split your force to take on all the goblins. Great in teaching how to manage two different battles at once, as well as using ZoC for the peasant youths. At least, you can just have them all rush the enemy leader, but it is easy to stay in the trees and trap his movement. Maybe this should be hinted to in the dialogue to help educate new players....?

(7) What, if any, are changes you would have made to the scenario to make it more fun?
After wiping out the first group of goblins, have another group appear to encourage a fighting retreat to the safety of the town. But I like it just the way it is, only a thought.

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

(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?
Took a look, pretty well-written and laid out.
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DoctorJ
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Re: Scenario Review: Liberty 1 - The Raid

Post by DoctorJ » July 31st, 2009, 6:48 pm

1] Easy & 1.6.4
2] 8
3] fair enough
4] good
5] The Orcish leader ran straight for the village and i was not able to catch up to him until the village defenders were beating on him, but fortunately they were successful.
6] 8 - always good to try something different.
7] no
8] no
9] -

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tr0ll
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Re: Scenario Review: Liberty 1 - The Raid

Post by tr0ll » August 22nd, 2009, 2:59 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
medium, 1.7.3

(2) How difficult did you find the scenario? (1-10)
7

(3) How clear did you find the scenario objectives?
9

(4) How clear and interesting did you find the dialog and storyline of the scenario?
8

(5) What were your major challenges in meeting the objectives of the scenario?
- moving footpads fast enough to intercept without getting killed
- not losing more than 1 of the starting units (personal objective)

(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?
- add some cries of desperation and/or glee when a raider gets to a certain point north of the river
- add some dialogue or rallying cries from the raiders when they are getting killed to explain why they didnt race pell mell for the village. it seemed to me the game was letting me win because some raiders retreated instead of racing north.
- why doesnt Baldur have Leadership?
- why arent the units Loyal? (or maybe it just wasnt displayed, i recall from previously playing this scenario that they were Loyal).

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
no

songofsixpence
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Re: Scenario Review: Liberty 1 - The Raid

Post by songofsixpence » March 12th, 2010, 1:21 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium, hard. v. 1.6.5

(2) How difficult did you find the scenario? (1-10)
3 on medium, 5 on hard because the computer won't always engage when you dangle units and I had several wolf riders run towards the village.

(3) How clear did you find the scenario objectives?
Very clear. Kill the goblins, don't let them step in the village. Not much to understand.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The dialog was very clear, not terribly interesting as it was just setting up the main story. A bunch of peasants coming back from a hunt and finding orcs riding for their village.

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping more than one goblin knight from heading for the village.

(6) How fun do you think the scenario is? (1-10)
4-5. It's pretty basic and just introduces the characters really.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I can't think of any, it's an opening scenario, most of those aren't so interesting because you don't have any high level units to play with.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No. I was able to take out all the riders, even when 2 or more headed for the village, I just took heavier losses because I had to stretch out my units.

del_diablo
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Re: Scenario Review: Liberty 1 - The Raid

Post by del_diablo » April 16th, 2010, 9:17 am

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

1.7.5 and 1.8.0 on Normal(that would be Outlaw?)

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

Not too hard, but hard enough. You got strong enough units to clob down the riders, but the leader always runs of.
Its basically a good way of telling you that sometimes you need to charge down everything to stand a chance.

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

Quite clear

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

It works, does not need improvements.

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

Not able to recruit, but again since you start with a horde of units that can move during turn 1 so i am happy regardless.
The challange is to level up the darned kid.

(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?

Can't think of anything.

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

Only the case where i did not start the assult on round 1, but i thought that was the point of the scenario.

Gerion
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Re: Scenario Review: Liberty 1 - The Raid

Post by Gerion » August 8th, 2010, 3:08 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium, v. 1.8.0

(2) How difficult did you find the scenario? (1-10)
4. The fact that You are not able to recruit makes it a bit harder, but the terrain is clearly on Your side

(3) How clear did you find the scenario objectives?
Very clear. Kill the goblins, don't let them step in the village.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The dialog was very clear, but not really interesting since it didn't contribute to the story itself. It set the mood for the campaign though because one learns the hardships of the villages of the area, so i would not change it

(5) What were your major challenges in meeting the objectives of the scenario?
The enemy leader went straight to the village, and since he is significantly faster than die player's units, I was not able to catch up to him

(6) How fun do you think the scenario is? (1-10)
6. It is fun to play with such a restricted number of units, there should be more often scenarios where You are not able to recruit. Only drawback was, that it was too short imho

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Can't think of something

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yes. The first try I needed to restart because the leader didn't fight the gate guards but was walking straight through them in the village. In the second try I put one of the units in the entrance itself and the rider didn't fight again but fled instead (maybe because he was too wounded)

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Pewskeepski
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Re: Scenario Review: Liberty 1 - The Raid

Post by Pewskeepski » December 29th, 2010, 3:34 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal, 1.9.3

(2) How difficult did you find the scenario? (1-10)
5

(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?
The leader pillager went up on the eastern edge, So it was a little hard for my footpads to catch up with him.

(6) How fun do you think the scenario is? (1-10)
4

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None. It's different, But good.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Lost Baldras once because he got wounded at night real badly, And I couldn't get him away from the clutches of wolves!

(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?
...

BubbleScreen
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Re: Scenario Review: Liberty 1 - The Raid

Post by BubbleScreen » January 15th, 2011, 3:18 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.6, Medium
(2) How difficult did you find the scenario?
6 (on a relative scale, where Glory is 10)

(3) How clear did you find the scenario objectives?
Could have been better; spell out exactly where the village boundaries are

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Not super interesting, but it works

(5) What were your major challenges in meeting the objectives of the scenario?
Getting the Goblin leader to slow down. Getting Harper some experience.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
No

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No, though Harper almost got killed thanks to a streak of bad luck.

podbelski
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Re: Scenario Review: Liberty 1 - The Raid

Post by podbelski » June 19th, 2011, 5:42 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.9.6, Hard, no reloads

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

Nothing special, just have to run fast and ZoC wolves carefully, avoid being hit hard

(3) How clear did you find the scenario objectives?
Not crystal clear, but fine... guess good as is

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

(6) How fun do you think the scenario is? (1-10)
6
it's good

Giraffemonster
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Re: Scenario Review: Liberty 1 - The Raid

Post by Giraffemonster » May 18th, 2012, 9:18 pm

The Raid is the starting scenario of Liberty. Tell us your opinion about it by answering these questions:

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Played on Outlaw (Normal) on 1.10.1 from SVN.

(2) How difficult did you find the scenario? (1-10)
6, see below for more detail.

(3) How clear did you find the scenario objectives?
Clear enough. Don't let the wolves reach the village, kill them all. Perhaps you could specify "how far in" the wolves need to be in order to lose the scenario.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
It's good. It opens well, and starts us off with some at least slightly likable characters.

(5) What were your major challenges in meeting the objectives of the scenario?
Alright, I'm not sure how some people manage to beat this on hard so easily. I've done this on easy before, but for some reason, the lack of one thug, and addition of one pillager in place of a wolf rider just makes it so much harder. I know how to use ZoC, but probably not to the extent that some people do. I found myself placing two units on the opposite sides of an enemy, twice. Got a few hits in on a river too. Is that good enough for a beginner?

Anyway, I completed it with one or two losses. Got some good experience too.

(6) How fun do you think the scenario is? (1-10)
8. Very fun for someone like me who has trouble with this. It's fun to practice ZoC usage, which I'm pretty bad at.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Nope, but I almost had a thug die which would have broken the ZoC-lock, and gotten a pillager into the village.

(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?
N/A

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ShadowDancer
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Re: Scenario Review: Liberty 1 - The Raid

Post by ShadowDancer » May 20th, 2012, 2:10 pm

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

Medium 1.10.2

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

6

(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 and interesting.

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

That one wolf who will rush to the village like crazy and will leave the rest of the pack fighting.

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

6

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

None.

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

I neglected the one enemy unit that rushed to the north and the guards weren't able to kill him.

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