The Rise of Wesnoth 14 - Rough Landing

Feedback for the mainline campaign The Rise of Wesnoth.

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fenny
Posts: 39
Joined: August 19th, 2010, 2:22 pm

Re: The Rise of Wesnoth: Rough Landing

Post by fenny » August 22nd, 2010, 11:19 pm

1) 1.8.2 medium difficulty
2) 4, i use white mages or a paladin to get the heath of my injured mermen back
3) clear
4) ok
5) wake the serpents with enough units around to beat them quickly
6) 6, it's nice to have a fight in water
7) nothing, i like it
8 ) no

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Maiklas3000
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Joined: June 23rd, 2010, 10:43 am

Re: The Rise of Wesnoth: Rough Landing

Post by Maiklas3000 » December 22nd, 2010, 4:21 pm

(1) What difficulty levels and game versions have you played the scenario on?
Lord (challenging/hardest); 1.9.3; 228 starting gold (minimum is 200)

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

(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 eastern leader needs to be knocked out quickly and you have to set up a line to face the Nagas coming from the north, and it's hard to realize just how quick you have to be without losing at least once.

The high defense of the Nagas in water reminds me of fighting assassins, where the best laid plans can go awry. Miss a couple of 80% kills, and suddenly your planned line is unattainable and some of your units are in jeopardy.

(6) How fun do you think the scenario is? (1-10)
9, though hindered by an anticlimatic finish.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe trigger the Serpents when the player moves a unit beyond about the halfway point, possibly all at once, spaced across the northern edge. Make it one Serpent on easy, two on medium, and three on hard. On hard, the initial combat is challenging enough with the Nagas, and delaying the Serpents would spice up the endgame.

(8) Restarts?
Yes, I lost a couple of times, restarting from start. No save-reloads in whole campaign, though.

(9) WML?
There are three comments, good job.

(10) Replay?
Attached. I think this is my favorite replay of all time. A raw recruit Peasant advanced to Royal Guard and he wasn't even intelligent! He killed all three Sea Serpents, plus five Nagas. I posted about it in the thread From rags to riches: amazing advancements. Also, I think I did a good job of setting up a line and promoting other units.
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TRoW-Rough_Landing_replay.gz
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taptap
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Re: The Rise of Wesnoth: Rough Landing

Post by taptap » February 24th, 2012, 9:53 am

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

Lord (Challenging), 1.10.0, about 370

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

6 or 7. This must be rough without levelled merfolk and minimal gold.

(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 entirely convincing.

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

Not losing the loyal hunter. Serpents. Anyway it is amazing that mere 4 L1 per turn can produce such a pressure when on their favorite terrain.

(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?

Slightly longer map would help.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

line
Posts: 94
Joined: January 11th, 2012, 9:21 pm

Re: The Rise of Wesnoth: Rough Landing

Post by line » January 16th, 2013, 10:04 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Lord (Challenging) 1.10.3
453 starting gold, enemies: 230/230/230
Finished turn 19/29

(2) How difficult did you find the scenario? (1-10)
5. I won this on the first attempt, so my replay is not too good (did not do a good job with the lady, maybe I recalled to many ground units instead of merfolk and maybe it took too long until I killed the southeastern leader).

(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 think it doesn’t concern the storyline and is completely irrelevant. But it makes a good transition to let the long and mysterious journey to the east happen in two scenarios instead of simply telling about it between two consecutive scenarios. I appreciate that even though I don’t like both scenarios too much.

(5) What were your major challenges in meeting the objectives of the scenario?
You have to recall modestly because of the few villages.

(6) How fun do you think the scenario is? (1-10)
6. After killing the southeast leader you will then make a stand against the troops from the two northern leaders that arrive in the meantime. Once they are beaten it’s a long boring march to the north.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe some naga reinforcements in the midgame like a returning patrol or some hidden enemies on the small islands. Or even some imprisoned mermen (maybe lvl-2), that can be rescued (like in HttT). In fact some players might not have used the two scenarios before to get enough lvl-2 mermen. In that case this scenario gets a lot harder and players might get frustrated cause they have to replay the former scenario/s. With additional mermen to rescue even map size enlargement is possible.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
Attachments
TRoW-Rough_Landing_replay.gz
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Maiklas3000
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Re: The Rise of Wesnoth: Rough Landing

Post by Maiklas3000 » July 13th, 2014, 11:09 pm

(1) Level and version? hard, 1.11.15, 306 starting gold.
(2) Difficult? 6.
(3) Objectives? Clear.
(4) Dialog? I loved the part about the Naga wanting metal from ships. Makes sense.
(5) Challenges? I was fighting two sea serpents at the same time as Naga, so that was stressful.
(6) Fun? 7, a good scenario that is hampered by an anti-climatic finish.
(7) Changes? Time pressure would force the player to take risks towards the end.

Replay not attached, because it is corrupt. It says, "illegal recall: unit id 'Sea Serpent-863' could not be found within the recall list." The southern Naga recalled the first Sea Serpent in his castle, which causes the error, whereas the other two Sea Serpents appear in open water. The first Sea Serpent didn't get a text intro like the later two serpents. Why not just handle the first serpent exactly like the later two serpents?

aquileia
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Re: The Rise of Wesnoth: Rough Landing

Post by aquileia » July 14th, 2014, 7:28 am

The serpents are in fact handled identically, I'm pretty sure it's caused by a bug: The serpent was accidentally placed on a recall list instead of the map, and the Naga recruit it from there.

A similar bug has already been fixed for the next release, but I think that it won't fix the issue in this scenario... well, we'll have to apply the same fix I guess.

Theron
Posts: 137
Joined: May 13th, 2008, 10:49 am

Re: The Rise of Wesnoth: Rough Landing

Post by Theron » July 20th, 2014, 7:42 pm

difficulty: HARD / wesnoth version: 1.11.15

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
14 200+145 19/29 6-12-2-4-70

Comments:
Several replays were needed to get a not-buggy version (bug: spawning of a sea serpent on a recall list) and not to do stupid actions.
Again: Silver Mages proved to be very useful.
Attachments
TRoW-Rough_Landing_replay_HARD.gz
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taptap
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Re: The Rise of Wesnoth: Rough Landing

Post by taptap » April 18th, 2015, 8:29 pm

Lord / Challenging, 375 gold. Had a few l2 merfolk already + 2 silver mages + plenty of recruits. It went smoothly and I finished very early, yet no carry over due to high upkeep, low village count.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

Thrash
Posts: 202
Joined: June 25th, 2010, 1:54 pm

Re: The Rise of Wesnoth: Rough Landing

Post by Thrash » January 21st, 2018, 2:23 am

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

1.12.6, Normal, 480 starting gold

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

4 because of the sea serpents

(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?

An interesting intermission.

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

Surviving initial attacks from the serpents and then hoping the netcasters land a hit each turn.

Dealing with the nagas wasn't too bad since I had several leveled mermen and could recruit a big enough line to keep them managed.

(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?

There isn't much for the knight and Burin to do besides slog around in the water. It might be interesting to let the player use their boat to move a small number of units around? (I seem to recall a scenario in Black-Eye where boats move three enemy units across a river.) Maybe have a larger island somewhere for Burin and the Knight to go explore with something interesting in the middle, guarded of course by something nasty.
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Aldarisvet
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Re: The Rise of Wesnoth: Rough Landing

Post by Aldarisvet » July 9th, 2018, 9:15 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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TRoW-Rough_Landing_replay.gz
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