The Rise of Wesnoth 15 - A New Land

Feedback for the mainline campaign The Rise of Wesnoth.

Moderators: Forum Moderators, Developers

User avatar
zookeeper
WML Wizard
Posts: 9739
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: The Rise of Wesnoth: New Land

Post by zookeeper » August 12th, 2008, 5:10 pm

That bug's been fixed a while ago already. Update your Wesnoth.

Terrainosaur
Posts: 5
Joined: December 28th, 2008, 3:13 pm

Re: The Rise of Wesnoth: New Land

Post by Terrainosaur » January 3rd, 2009, 3:03 am

(1) What difficulty levels and game versions have you played the scenario on?
Heroic (medium), 1.5.6

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

(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?
Obvious

(5) What were your major challenges in meeting the objectives of the scenario?
Boredom. See next.

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

Of all the scenarios and levels, of all the games I've played, in my whole life, this was the single worst-designed one of them all. I sat there and did nothing for 24 turns. It was truly a waste of my time.

I made a list of all the words I could think of that apply to this scenario: abhorrent, abominable, amiss, appalling, atrocious, awful, bad news, beastly, blah, boring, bottom out, bummer, careless, cheap, cheesy, crappy, cruddy, cruel, crummy, defective, deficient, detestable, diddly, disagreeable, disgusting, dissatisfactory, downer, dreadful, eerie, erroneous, execrable, fairy, fallacious, faulty, fearful, frightful, garbage, ghastly, godawful, grim, grisly, grody, gross, gruesome, grungy, heinous, hideous, horrendous, horrible, horrid, icky, imperfect, inadequate, incorrect, inferior, junky, loathsome, lousy, lurid, mean, nasty, not good, obnoxious, off, offensive, poor, raunchy, repellent, repulsive, revolting, rough, sad, scandalous, scary, shameful, shocking, sickie, slipshod, stinking, substandard, synthetic, terrible, terrifying, the pits, unacceptable, ungodly, unsatisfactory.


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

Joram
Posts: 366
Joined: September 2nd, 2008, 5:36 am

Re: The Rise of Wesnoth: New Land

Post by Joram » April 21st, 2009, 6:43 pm

(1) What difficulty levels and game versions have you played the scenario on?
Hard 1.6.0

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

A scenario you can't lose? How about a big fat 1! :lol2:

(3) How clear did you find the scenario objectives?
I've played it before, so knew what to expect.

Clear.

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

Interesting enough. But I always laugh when people attack the main characters without waiting to hear their story. It's so obviously there in order to create another scenario. :)

(5) What were your major challenges in meeting the objectives of the scenario?
The fact that there is no where to run.

(6) How fun do you think the scenario is? (1-10)
1- I huddled all my loyal characters into the corner, with Haldric and Burin out in front. The enemy could have attacked me by turn 12. Instead, they just moved around till turn 25. :roll:

I ended up turning accelerated speed onto x16. Even then it was highly boring.

I'd thought that the enemies would attack me as soon as possible, so didn't do much with Lord Typhon. When I figured it out, I sent him up to steal some villages on the north end of the bay. I ended up with a dozen turns of: move lord typhon, hit end turn, watch for 2 minutes while the AI tried to figure out what to do with its units.

The only redeeming feature of this scenario is that it is a forested Bay of Pearls.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
How about cutting it altogether?
The Fires of Pride 0.3, a heavily story based campaign.
On hold while I try and finish my book

shadowblack
Posts: 368
Joined: April 15th, 2010, 3:03 pm

Re: The Rise of Wesnoth: New Land

Post by shadowblack » August 22nd, 2010, 5:23 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)
0 – “difficult”? What’s that?

(3) How clear did you find the scenario objectives?
Unclear – I wasn’t sure if I just have to sit and wait for the enemies to reach me, or if I should do something specific to avoid combat.

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

(5) What were your major challenges in meeting the objectives of the scenario?
Figuring out what to do.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Other than allowing me a last chance to recruit some mermen is there any point to this scenario? Currently – no. Maybe change the objective to “kill X enemy units” or something – anything to explain why this isn’t just another dialog scenario.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None.
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...

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

Re: The Rise of Wesnoth: New Land

Post by fenny » August 22nd, 2010, 10:59 pm

1) 1.8.2 medium difficulty
2) 0
3) unclear
4) ok
5) capture as much villages as possible with typhoon while waiting
6) 1 boring, it's more like a non-playing scenario
7) give the player something to do
8 ) no

User avatar
taptap
Forum Regular
Posts: 980
Joined: October 6th, 2011, 5:42 pm

Re: The Rise of Wesnoth: New Land

Post by taptap » February 23rd, 2012, 9:48 pm

(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)

0

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

What avoid fight? Why?

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

"Man the ship with skeleton crews" sounded scary. I mean considering what I learned about the Wesfolk and Necromancy in this campaign...

(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)

3 - good guys (now) and bad guys (later)

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

Make an alternative branch where you can kill nasty elves instead of cute saurians and may be the dwarves get more reasonable after meeting Burin. I mean these xenophobic elves that can't let some saurians live in their swamp granting the whole plains to some refugees doesn't look convincing to me. :twisted:
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: New Land

Post by line » January 16th, 2013, 10:20 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Lord (Challenging) 1.10.3
186 starting gold, enemies: 330/330/330
Finished turn 8/48

(2) How difficult did you find the scenario? (1-10)
0

(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 agree with what taptap said about skeleton crews. And please don’t have Burin say he traveled around the world. I suggest something like: “The winds must have veered me off course.”

(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?
Yes. I was surprised by Lord Typhoons’s departure. So I had to replay and to recruit some new mermen.

User avatar
Maiklas3000
Posts: 532
Joined: June 23rd, 2010, 10:43 am

Re: The Rise of Wesnoth: New Land

Post by Maiklas3000 » July 14th, 2014, 8:54 am

(1) Level and version? hard, 1.11.15, 100 starting gold.
(2) Difficult? 2, it is possible to lose if you try.
(3) Objectives? Clear.
(4) Dialog? Okay. Skeleton crews spooked me too.
(5) Challenges? Fighting boredom.
(6) Fun? 1.
(7) Changes? It needs a redesign. I suggest that you require the player to kill X units, where X is maybe 3/6/9 on easy, medium, hard. Otherwise, removing the scenario would be better than having it as is.
Attachments
TRoW-A_New_Land_replay.gz
(79.54 KiB) Downloaded 153 times

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

Re: The Rise of Wesnoth: New Land

Post by Theron » July 20th, 2014, 7:47 pm

difficulty: HARD / wesnoth version: 1.11.15

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
15 100+0 11/22 0-0-0-0-1

Comments:
A weak scenario in a otherwise great campaign.
Attachments
TRoW-A_New_Land_replay_HARD.gz
(78.88 KiB) Downloaded 126 times

User avatar
taptap
Forum Regular
Posts: 980
Joined: October 6th, 2011, 5:42 pm

Re: The Rise of Wesnoth: New Land

Post by taptap » April 18th, 2015, 8:36 pm

Lord / challenging. Recruited 2 merfolk hunters since I had only L2 in that unit line.

Dialog: Why 1/3 of the fleet?

I want an option to ally with the saurians and defeat the arrogant elves.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

Thrash
Posts: 190
Joined: June 25th, 2010, 1:54 pm

Re: The Rise of Wesnoth: New Land

Post by Thrash » January 21st, 2018, 7:25 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) 

Hmmm, 4?

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

Clear-ish?

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

Suddenly there is a fleet which is a bit strange.

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

Feeling confident I understood the objectives?

The scenario seems to be all about positioning your starting units to take being attacked for as long as possible. Basically, it's a game of "chicken": you let the elves and dwarves attack you for as long as possible until fear of losing a unit means you need to kill of one them.

I don't see how it makes sense to recruit/recall. You get 52 gold per turn you survive, but only 20% carries over, so any unit you recruit has to buy you at least two more turns to pay for itself. Since you don't really have anywhere to rotate wounded units, it's not clear more units help.

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

3. I really appreciate scenarios with different objectives, but this one could use something more to make it interesting.

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

I would try: (1) increasing the carry over percentage to the standard 40%, (2) don't start the bonus until say turn 8, and (3) make the players fort larger. These changes would then incentivize the player to recall and use tactics to shuffle units around to survive longer. There might be the danger that the player, with strong enough units and healing, could survive indefinitely, so I'd add a maximum number of turns (20?) before the scenario ends.
Attachments
TRoW-A_New_Land_replay.gz
(82.14 KiB) Downloaded 53 times

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

Re: The Rise of Wesnoth: A New Land

Post by Aldarisvet » July 9th, 2018, 9:17 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

Lizard beach was the next.
Attachments
TRoW-A_New_Land_replay.gz
(56.34 KiB) Downloaded 27 times
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see Zombies:Introduction single map campaign
Art thread:Mostly frankenstains

Post Reply