The Rise of Wesnoth 1 - A Summer of Storms

Feedback for the mainline campaign The Rise of Wesnoth.

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AThousandYoung
Posts: 87
Joined: February 3rd, 2007, 2:54 am

Re: The Rise of Wesnoth: A Summer of Storms

Post by AThousandYoung »

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

(2) How difficult did you find the scenario? (1-10)
6

(3) How clear did you find the scenario objectives?
10

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

(5) What were your major challenges in meeting the objectives of the scenario?
Not getting Haldric killed.

(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?
More triggered events. Maybe some hint of undead.
shadowblack
Posts: 368
Joined: April 15th, 2010, 3:03 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by shadowblack »

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

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

(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?
In order: Bad positioning (especially at night!), forgetting that the King has leadership, bad luck, poor choice of recruited units

(6) How fun do you think the scenario is? (1-10)
7 – nice introduction to the campaign

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

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Just my own carelessness.
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fenny
Posts: 39
Joined: August 19th, 2010, 2:22 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by fenny »

1) 1.8.2 medium difficulty
2) 2 when you have patience and don't risk to much
3) clear
4) nice opening
5) level some units up and don't loose them
6) 7, good starting scenario
7) nothing
8 ) no
Thrash
Posts: 223
Joined: June 25th, 2010, 1:54 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by Thrash »

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

1.8.4, Hard

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

5, if you use terrain correctly, it's fairly straight forward.

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

Kill enemy leader.

(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?

None really. I lost first time because I tried to set up my line on far side of bridge (on South) and got overwhelmed and lost a leader. Second time I head bridge and shoreline (yeah, duh) and cleaned up most enemy units before pushing over and north without problem. Send one spearman and archer north, lost archer but otherwise they managed to hold northern front.

Didn't manage to level Haldric, which I suspect will bite me. Did manage to level a mage though.

(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?

Fine as is.
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Maiklas3000
Posts: 532
Joined: June 23rd, 2010, 10:43 am

Re: The Rise of Wesnoth: A Summer of Storms

Post by Maiklas3000 »

(1) What difficulty levels and game versions have you played the scenario on?
Lord (challenging, hardest); 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?
Okay.

(5) What were your major challenges in meeting the objectives of the scenario?
As usual in Wesnoth scenarios, the initial assault wave was the scary part. And as usual in Wesnoth scenarios, the key is luring the enemy into water. I destroyed nearly the whole wave in one turn.

Then came the milking XP phase. I decided to sacrifice a 5 XP Bowman rather than killing the leader right then, in order to prolong the battle and steer XP to desired units. I didn't do that great a job, as the prince kept missing the enemy leader, but at least my mage got XP, though he didn't level up.

(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?
Can you tune the AI to favor terrain and time of day more?

(8) Restarts?
None.

(9) WML?
There is just one comment, and it's just about music, though the WML is not complicated. I suggest tuning the AI, and adding a comment about it.

(10) Replay?
Attached.
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taptap
Posts: 980
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Re: The Rise of Wesnoth: A Summer of Storms

Post by taptap »

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

Lord (Challenging), 1.10.0

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

5

(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?

I love the starting dialog. The intro story twist is good as well... starts all epic and then "but this is the story of another prince". Well done.

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

Winning is easy, coming out of this scenario with well distributed XP and good gold management is a little more challenging.

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

9. Great setup for the next scenario.

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

Good as is.
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line
Posts: 94
Joined: January 11th, 2012, 9:21 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by line »

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Lord (Challenging) 1.10.3
100 starting gold, enemy: 170
Finished turn 15/25

(2) How difficult did you find the scenario? (1-10)
As said by taptap, simply winning is fairly easy – but you should achieve more, being prepared for what is coming next.
There is some influence of the traits of your recruits. I wanted one of the horsemen to be quick (for better village capturing in the west), some resilient spearman to be able to survive 2 thugs attacking while defending the river shore and of course intelligent units, to get them at least close to leveling.

(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?
I like it.

(5) What were your major challenges in meeting the objectives of the scenario?
Not to lose a unit, when defending the river shore at unfavorable time of day and getting some units close to level up.

(6) How fun do you think the scenario is? (1-10)
8. It makes a nice starter.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I agree to Maiklas, the only annoying thing is the water-loving AI.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Going for a win, with some units within one kill to level up.
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Maiklas3000
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Re: The Rise of Wesnoth: A Summer of Storms

Post by Maiklas3000 »

(1) Level and version? hard, 1.11.15.
(2) Difficult? 5.
(3) Objectives? Clear.
(4) Dialog? Very good.
(5) Challenges? The AI was more conservative than usual, especially during the day, even creating a line of 4 units while not next to my units. So, that's a change for the better, though it didn't make it much harder.
(6) Fun? 7.
(7) Changes? No changes necessary.
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Last edited by Maiklas3000 on July 8th, 2014, 9:12 pm, edited 1 time in total.
Velensk
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Re: The Rise of Wesnoth: A Summer of Storms

Post by Velensk »

This is my favorite of the mainline campaigns. Also one of the better balanced ones on hard last time I played through.
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Theron
Posts: 137
Joined: May 13th, 2008, 10:49 am

Re: The Rise of Wesnoth: A Summer of Storms

Post by Theron »

difficulty: HARD / wesnoth version: 1.11.15

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
1 100+0 18/25 8-0-3-1-19

Comments:
In preparation for the third scenario I tried to spend as few gold as possible.
It is important to plan the XP distribution (if possible avoid Spearman and Bowman getting only a tiny bit of XP).
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taptap
Posts: 980
Joined: October 6th, 2011, 5:42 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by taptap »

Lord / Challenging. Deceptively easy, as you need to prepare for the escape in scenario 3 now.
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MalShubertal
Posts: 3
Joined: May 24th, 2015, 11:59 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by MalShubertal »

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

(2) How difficult did you find the scenario? (1-10)
3. Easy to win, challenge is getting a white mage asap and a big early finish bonus for next scenario

(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?
clear, simple.

(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)
6

(7) What, if any, are changes you would have made to the scenario to make it more fun?
none
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Hestelvar
Posts: 36
Joined: July 29th, 2016, 7:41 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by Hestelvar »

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Easy. 1.13.4

No one seems to have given feedback on TRoW at Easy for a while - let see how it goes - sometimes Easy presents its own challenges due to the lack of available XP.

(2) How difficult did you find the scenario? (1-10)
4, if I’d recruited heavily and kept Haldric off the front lines.
8, with a small force and reckless positioning.

(3) How clear did you find the scenario objectives?
Clear. Defeat the Wesfolk Leader to get information.

(4) How clear and interesting did you find the dialogue and storyline of the scenario?
Intro is intriguingly complex - just how I like it - these stories help make BfW special.

(5) What were your major challenges in meeting the objectives of the scenario?
Haldric getting killed by thugs. No villages in the mountain pass to heal my units.

(6) How fun do you think the scenario is? (1-10)
3, functional, not bad for a quick introductory scenario (introduce main characters, earn XP & gold.)
But I found capturing remote villages tedious. If this is Eldaric’s kingdom surely the player should start off owning all villages?

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I’d make King Eldaric an allied Leader. (Perhaps let them share the keep.) I found it strange that I controlled him.
Give the Wesfolk control of all remote villages but otherwise minimal starting gold. I realise these changes would require significant rebalancing to get right.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Haldric getting killed. Overreaching and losing two nearly levelled mages.
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Thrash
Posts: 223
Joined: June 25th, 2010, 1:54 pm

Re: The Rise of Wesnoth: A Summer of Storms

Post by Thrash »

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

1.12.6 / Medium

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

2. Eldaric is a beast and makes this a cake walk (and I overlooked his leadership for most of the level).

(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?

Not paying close attention. I under-recruited at first and had to run Haldric back to the keep. Then I almost let him die at the hands of backstabbing thief.

(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?

Good warm up as is.
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Aldarisvet
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Re: The Rise of Wesnoth: A Summer of Storms

Post by Aldarisvet »

Here are replays of an unthinkable thing - passing The Rise of Wesnoth campaign on hardest difficulty recruiting only Mages.
The game version is 1.12.6
That means I used loyal units and heroes that I was gifted during the campaign, I so used not only mages. Also I used different variations of mages - Arch/Great, Light and Silver mages. Oh, Silver mages really rocks in this campaign, though only 2 left in the end.
It took quite time, I began this at previous summer, then there was a long pause.
At the beginning I played without reloads at all as I remember. First and second scenarios were without reloads, it still was hard because mages are weak.
Using King Eldaric's leadership was a key, the micromanagment was very important.

But the third was incredible challenge given there was no more Eldaric. Later with great mages it was somewhat easier but still quite hard. I used some reloads to use better moves in 3rd and later scenarios, but not to save units by the luck. This can be seen in statistics in replays. Particulary in the first scenario I got an unluck, 7%-1%=6% unluck, taken 7% more damage than normal however inflicted 1% more damage than normal.

Statistics:

turns 17/25
inflicted +1%
taken +7%
losses 3
kills 20
advancement 0
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