The Rise of Wesnoth 13 - Peoples in Decline

Feedback for the mainline campaign The Rise of Wesnoth.

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shadowblack
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Re: The Rise of Wesnoth: Peoples in Decline

Post by shadowblack » August 22nd, 2010, 2:55 pm

(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 – surprisingly easy. I thought level 2 Drakes would be more of a problem, especially without many leveled archers.

(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?
Nice.

(5) What were your major challenges in meeting the objectives of the scenario?
Killing the drakes without any losses due to having just two leveled archers (and a few Trappers). The serpent wasn’t much of a problem due to good luck on my side.

(6) How fun do you think the scenario is? (1-10)
7 – for being different from the previous scenarios

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think it’s fine as it is.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
The Merman lord getting killed due to bad luck.


Comments:
1) The bat at the end was a nice bit of foreshadowing
2) I wish I had known that Lord Typhon will be leaving later. Unfortunately I read the wiki only after finishing the scenario, and I’m not going to replay the scenario0 just to give the trident to someone else. Hopefully I’m not going to regret that later. In any case maybe there should be a (clear) hint that Lord Typhon will be leaving later so that people will know not to give him the trident?
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fenny
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Re: The Rise of Wesnoth: Peoples in Decline

Post by fenny » August 22nd, 2010, 11:29 pm

1) 1.8.2 medium difficulty
2) 6, it's hard to beat without loosing a valuable unit
3) clear
4) ok
5) save as many levelled units as possible from dying
6) 4, it's a bit cramped, and there is no room for tactics
7) a greater map ?
8 ) i lost lord typhoon to the sea serpent or a dragon

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Maiklas3000
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Re: The Rise of Wesnoth: Peoples in Decline

Post by Maiklas3000 » December 22nd, 2010, 4:51 am

(1) What difficulty levels and game versions have you played the scenario on?
Lord (challenging/hardest); 1.9.3; 350 starting gold (minimum is 200)

(2) How difficult did you find the scenario? (1-10)
9

(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?
Surviving. Not losing any loyals. Fire Drakes on swamp.

(6) How fun do you think the scenario is? (1-10)
7. It's pretty cool, but every turn is an ordeal, a real control-v-fest.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Less gold on both sides.

(8) Restarts?
Lost several times, restarting from start each time.

(9) WML?
There are no comments.

(10) Replay?
Attached.

I spammed Poachers, Peasants, and Bowmen, then splurged with three level 3's and one level 2 on the last turn of recruitment. I wound up with 3 high XP Trappers and a Ranger (all started as raw recruits.) I went way negative on gold, so I have a carryover of just +28 gold.
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taptap
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Re: The Rise of Wesnoth: Peoples in Decline

Post by taptap » February 22nd, 2012, 6:26 pm

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

Lord (Challenging), 1.10.0, 507 gold

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

Robin Hood (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?

Good.

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

None. Seeing the small castles of the drakes I heavily overrecruited/recalled 2 rangers, 3 trappers, 2 poachers, knight, pikeman, halberdier, mermen, 2 bowmen and finished on turn 13. (No healers recalled.) Trappers, poacher, pikeman levelled. Likely very dependent on recall list, however this scenario made my recall list even more one sided with now 6 L3 poachers but without a single fugitive or levelled lawful bowman.

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

Robin Hood (9)

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

No idea.
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line
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Re: The Rise of Wesnoth: Peoples in Decline

Post by line » January 16th, 2013, 9:21 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Lord (Challenging) 1.10.3
581 starting gold, enemies: 190/190/190
Finished turn 10/33

(2) How difficult did you find the scenario? (1-10)
7. As you are facing mostly lvl-2 enemies, it’s hard not to lose a veteran. Furthermore it’s not easy to adapt the own play style because of the drakes being strong at daytime (even though one reads it in the walkthrough). You would expect to be safe if walking slowly in a good hedgehog formation eastwards over the hills – but 3 lvl-2 drakes are able to bring nearly every unit down (except Burin – again he is so much needed as in the whole campaign). If you choose a good melee unit the fire drakes will mass up on the unit. Picking a unit with good ranged attack it will attract drake warriors and thrashers.
I couldn’t make good use of my chaotic units because I had no white mages but only mages of light to support.

As said before it’s very likely to underestimate the mobility of the drakes. It seems they are far off at the other edge of the map, but when it’s their turn they will attack you – checking the opponent’s possible moves is definitely the key here.

I recalled a lvl-3 veteran (what I hate to do), to spearhead and therefore enable my troops to proceed to the east. It might have also worked out to rely more on poachers and to dodge stronger to the north, while letting the drakes get closer to the own keep – followed by encircling them at night. I brought lots of gold with me, so it was not necessary to come up with a really smart strategy.

One should use this scenario to upgrade some more merfolk - you will need some in the scenario after.

(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

(5) What were your major challenges in meeting the objectives of the scenario?
Not to lose a unit. An enemy with the same favorable time of day.

(6) How fun do you think the scenario is? (1-10)
7. I don’t like losing veterans and it’s hard to run away from the drakes.

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

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Losing a veteran made me restart (always from the beginning) several times
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Maiklas3000
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Re: The Rise of Wesnoth: Peoples in Decline

Post by Maiklas3000 » July 13th, 2014, 6:53 pm

(1) Level and version? hard, 1.11.15, 524 starting gold.
(2) Difficult? 7.
(3) Objectives? Clear.
(4) Dialog? There's talk at the end about what the drakes will do when their island sinks. Um, there are no drakes any more. Actually, there was one alive at the end, but just one.
(5) Challenges? Having just four recruiting hexes meant I needed to abandon my usual approach of spam, spam, spam, and then a round of veterans. I needed veterans early on to hold the lines - otherwise, the drakes could break through the line and kill a loyal behind, as they did on my first attempt. Trappers and Poachers are key. I stupidly recalled a Fire Mage, thinking of his 10% fire resistance, not thinking of the drakes' 50% fire resistance. I decided not to bring in my Ranger or Master Bowman on my last round of recruiting, as things were going well enough. I had planned to keep an extremely disciplined line, with Burin holding the kink in my line, but it didn't seem necessary at night, so I let my troops envelope the drakes, and by dawn on turn 7 the drakes had lost a leader and so many units that they were no longer a serious threat. I finished 19 turns early.
(6) Fun? 8, an interesting scenario.
(7) Changes? It's a beautiful map, but I felt clausterphobic bringing my Mermen around the right side of the island. It wouldn't be fair for drakes to pin a merman against the board edge there. Some more deep water padding along the right and bottom edges is needed.
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Theron
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Re: The Rise of Wesnoth: Peoples in Decline

Post by Theron » July 20th, 2014, 7:40 pm

difficulty: HARD / wesnoth version: 1.11.15

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
13 200+420 17/33 4-16-7-3-42 (1.11.16/gold rest 42)

Comments:
If you recruit in this scenario expect these units being not more than sacrificial lambs.
Be prepared to lose a veteran.
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taptap
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Re: The Rise of Wesnoth: Peoples in Decline

Post by taptap » April 18th, 2015, 6:53 pm

Lord / Challenging, 482 gold. Losses and advances en masse, easy to lose track of important units. Net result in the end: new halberdier, new lancer, new huntsman, several advanced merfolk. Didn't want to bring my master bowmen but don't have L2 longbows anymore. No additional healers. Easy to waste money. Finished 13/33 - 175 carryover.
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shadow12
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Re: The Rise of Wesnoth: Peoples in Decline

Post by shadow12 » February 3rd, 2016, 6:31 am

(1) What difficulty level and version of Wesnoth have you played the scenario on? Lord, Wesnoth 1.10.5, iOS app ver 1.0.4. Ended on turn 16/33. Starting gold 356. Finishing gold -180. Carry over gold 64.
(2) How difficult did you find the scenario? (1-10) 10
(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.
(5) What were your major challenges in meeting the objectives of the scenario? Giant Fire-Breathing Lizards
(6) How fun do you think the scenario is? (1-10)
8. I really enjoyed playing this scenario! I like mermen/mermaids and island hopping. The Drakes were a tough enemy, some could fly the distance of the island. It was important to have a strong defense and pay close attention to the Drakes' extensive fly zones.

I didn't give the lightening rod to Lord Typhon, but instead to Lau, a strong and resilient Triton.
***Edit: I don't know if its the "strong" trait combining with the lightening, but he kicks butt later on!

My Strategy:
I think the way to go here is to recall veterans and get the early bonus. Because this is such a fast-paced scenario, it's important from the get-go to position the units on the terrain that maximizes their strengths and defense.

First I tried recruiting some poachers, but more often than not a Drake would toast them on the first try, leaving my Mages or leaders vulnerable. I felt like I was throwing my gold out the window. So I restarted and instead went with high level veterans and attacked aggressively. The downside was that I spent all my money and went into the red right away. The benefits were a early finish bonus and not as many losses.

Who I recalled (plus Loyals):
Burin, The Awesome Dwarf - went east through the mountains
The Lady and the Mermen - went northeast through the marshes and forested area
Merman Lord Typhon - went south.
2 Huntsmen - these guys did a lot of damage to the cold-blooded lizards at night with their arrows
Assassin paired with Master Bowman - poisoned the reptiles and then shot them down
3 Fugitives/Outlaws - fast moving in the mountains, very effective at night
2 Grand Knights, 2 Royal Guards - went south across the bridge, did well against the Drake Arbiters who can't fly
Paladin (strong, quick) - surprisingly resilient, impressive pierce charges flattened a few of the scaly beasts
2 MoL healers - (one MoL may have been enough)
Silver Mage- (really wasn't very useful here)

I lost a Huntsman and a Royal Guard (not loyal), but gained advancements: a couple Fugatives and four L3 Mermen.

(7) What, if any, are changes you would have made to the scenario to make it more fun? I would have liked a little more wiggle room between Haldric's keep and the Drakes' castle to the east.
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Thrash
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Re: The Rise of Wesnoth: Peoples in Decline

Post by Thrash » January 20th, 2018, 12:47 am

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

1.12.6, Normal, with 450 carry over gold (650 total!)

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

3, to keep from losing a key unit. Beating it with as much gold as I had would be a piece of cake - I could spam a huge army of poachers and just brute force overrun.

(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. Echo other comments about the discussion at the end regarding what "they" are going to do not making sense since I just killed "they."

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

Keeping drakes from teaming up on and killing a key unit. Trying not to lose my half-leveled poachers.

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

4. It's a nice change of pace but a bit of a slog.

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

Nothing comes to mind.
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Aldarisvet
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Re: The Rise of Wesnoth: Peoples in Decline

Post by Aldarisvet » July 9th, 2018, 9:10 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
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