The Rise of Wesnoth 6 - Temple in the Deep

Feedback for the mainline campaign The Rise of Wesnoth.

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Hestelvar
Posts: 23
Joined: July 29th, 2016, 7:41 pm

Re: The Rise of Wesnoth: Temple of the Deep

Post by Hestelvar » August 19th, 2016, 1:27 am

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

(2) How difficult did you find the scenario? (1-10)
7, quiet unbalanced; Lenvan’s army is easy, but the Lich Lord himself is devastatingly strong.

(3) How clear did you find the scenario objectives?
Pretty clear. However
Retrieve the Fire Ruby (with Prince Haldric)
left me wondering whether I’d be able to recognise it.

(4) How clear and interesting did you find the dialogue and storyline of the scenario?
Clear but minimal.

(5) What were your major challenges in meeting the objectives of the scenario?
The Lich’s magical attack.

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

(7) What, if any, are the changes you would have made to the scenario to make it more fun?
Make more Tentacles emerge at intervals.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Haldric got killed by the Lich.

Remarks
I haven’t played BfW in a while so this may have changed, but a Mage of Light used to cast a (visible) halo around themselves. They still have the illuminates trait but no halo showed up on the map. Is it a bug?
Minor glitch; Haldric announces
He’s raising our dead!
even if it is Haldric who has been raised.
Attachments
TRoW-Temple_in_the_Deep_+Wesfolk_replay.bz2
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Thrash
Posts: 208
Joined: June 25th, 2010, 1:54 pm

Re: The Rise of Wesnoth: Temple of the Deep

Post by Thrash » January 13th, 2018, 6:22 pm

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

1.12.6, Normal

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

4 up to the point of beating the lich, then it jumps.

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

Clear. Thought by the time I got to the ruby, I forgot about it and wondered what the chest was.

The wiki confused me in talking about the holy water as I got the impression it should have been obvious from the start. Also, I found level 1 thugs more useful than the wiki implied since they do a lot of damage if you can protect them from the archers. I wasn't really sure who to give the holy water to, so I gave it to a new quick thug and it worked out well using him as a finisher of units that infantry or Burin weakened.

(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?

Beating the lich without losing key units as he's just hard to hit in his castle so you can spend turns making no-to-little progress while getting blasted with his devastating ranged attack. I didn't have enough 50+ hp units to absorb enough attacks to wear him down and got very lucky at one point with him missing 2/3 to not lose a unit. I think the thing to do is sacrifice a unit and lure him out where he is easier to hit.

Holding the south side of the water was fairly easy once I realized and adjusted to the skeletons not constraining themselves to the bridges. After the first wave, there is enough of a gap to advance to the choke points. I thought about trying to grab the choke points at the start, but then I realized Burin was the only unit fast enough to do so and beat a quick retreat.

Burin is such a natural unit for this level, but I've already got him at level 3 so it was a bit of a struggle not to have him take too much XP.

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

6, interesting layout.

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

I still like the idea of tentacles appearing later in the scenario. Also, maybe a few more undead from some random place at the end (guarding the ruby?), as anything but a tough unit is at risk trying to approach the lich and this would them something to do.
Attachments
TRoW-Temple_in_the_Deep_replay.gz
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Seto
Posts: 6
Joined: May 15th, 2013, 12:23 pm

Re: The Rise of Wesnoth: Temple of the Deep

Post by Seto » January 27th, 2018, 1:56 am

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

(2) How difficult did you find the scenario? (1-10)
With my recall list? 9. I had leveled a good anti-undead force, but it turned out to be hopeless in caves. Had to reload a lot.

(3) How clear did you find the scenario objectives?
No problem. I remembered the scenario anyway. I've played through the campaign two or three times, but I remember Temple of the Deep as the first scenario to ever completely stump me some 8 years ago, when I was a newbie.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Nice. As a whole, tRoW is one of the better-written campaigns, with nice dialogue and characters with some personality.

(5) What were your major challenges in meeting the objectives of the scenario?
... I didn't spare Jessene in scenario 2, so no outlaws. I didn't find the Dwarf in scenario 3, so no Dwarf. I can only imagine how much easier it would have been with some Thugs/Bandits. I feel like this scenario is the one that really punishes Haldric for being self-righteous and wanting to execute Jessene (I made that choice entirely for rp reasons, because I felt it was consistent with Haldric's zealous attitude up to that point).
My recalls: one Mage of Light, one white Mage, one Archmage, three Red Mages, two Paladins. Gave the holy water to Haldric. And recruited some Mage fodder, because it's literally the only recruitable unit that can do anything. Needless to say, mages are nice, but they don't have the staying power to withstand 2/3 Deathblades in perpetual night with max 50% defence. Even Paladins get hacked into pieces. I reloaded to avoid Haldric dying, and finished the scenario with Haldric, one MoL and one experienced Red Mage.

(6) How fun do you think the scenario is? (1-10)
I love the map and how it looks like, the great underground lake, the two paths and the varying chokepoints. But that time around, it was kinda lost on me due to sheer despair, my fun was perhaps 2 or 3. I do remember though that it's easier and more fun with good chaotic units, maybe a 6.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I don't know. I feel like it's kind of hard to balance a scenario in which players can come having such different recall lists. On a more general note, I'm starting to notice a trend in this campaign of story choices making your life significantly easier or harder. Didn't help Jessene? Get some gold, which doesn't begin to compare to the outlaws' usefulness. Chose the Midlands instead of the swamp? Say goodbye to the Loyal White Mage you could have had (and face a brutal battle to boot). Maybe that's unintended, maybe that's by design. My opinion is that while, sure, player choices should matter and should result in different outcomes, it would be more enjoyable if those outcomes were different in flavor/perks, maybe even different in the progression of the story, while being equivalent in difficulty.

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Aldarisvet
Translator
Posts: 651
Joined: February 23rd, 2015, 2:39 pm
Location: Moscow, Russia

Re: The Rise of Wesnoth: Temple in the Deep

Post by Aldarisvet » July 9th, 2018, 9:25 pm

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

This must be sixth scenario, I missed the order of uploading. Well that was no easy at all. Undead at the permanent night are strong and also there were many level2 units there. Also they are coming unseen from the underwater or from the caves sometimes bringing very unpleasant suprises. Also despite finishing the previous scenario quite early I got only 194 gold, so few units to fight.

Statistics:

turns 27/31
inflicted -4%
taken -3%
losses 0
kills 33
advancement 3

start gold 194
Attachments
TRoW-Temple_in_the_Deep_replay.gz
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