The Rise of Wesnoth 15 - A New Land

Feedback for the mainline campaign The Rise of Wesnoth.

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zookeeper
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Re: The Rise of Wesnoth: New Land

Post by zookeeper »

That bug's been fixed a while ago already. Update your Wesnoth.
Terrainosaur
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Re: The Rise of Wesnoth: New Land

Post by Terrainosaur »

(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 »

(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 »

(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.
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fenny
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Re: The Rise of Wesnoth: New Land

Post by fenny »

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
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taptap
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Re: The Rise of Wesnoth: New Land

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)

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
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Re: The Rise of Wesnoth: New Land

Post by line »

(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.
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Maiklas3000
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Re: The Rise of Wesnoth: New Land

Post by Maiklas3000 »

(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.
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Theron
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Re: The Rise of Wesnoth: New Land

Post by Theron »

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.
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taptap
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Re: The Rise of Wesnoth: New Land

Post by taptap »

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: 223
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Re: The Rise of Wesnoth: New Land

Post by Thrash »

(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.
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Aldarisvet
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Re: The Rise of Wesnoth: A New Land

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

Lizard beach was the next.
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LordWolfDan
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Re: The Rise of Wesnoth 15 - A New Land

Post by LordWolfDan »

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

- 1.14.5, Easy

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

- 1

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

- What to say, clear

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

- It's interesting one, especially how you're trying to be diplomatic in the land unknown. The idea of not killing anyone is odd at least to say

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

- Nothing

(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?

- Got nothing in mind
Konrad2
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Re: The Rise of Wesnoth 15 - A New Land

Post by Konrad2 »

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

1.14.5, Hard

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

1

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

Clear, be a pacifist.

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

Clear and nice to know.

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

Making sure to scare everyone away and to avoid dying myself.

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

5

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

-
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romans1x20
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Re: The Rise of Wesnoth 15 - A New Land

Post by romans1x20 »

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

medium

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

6

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

Clear, let everyone survive

(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?

avoiding enchantress

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

8, I finish this in turn 14. Wound the enemy but ensure they (and you) won't get killed is interesting. Mermans are good for distraction. High HP and white mage is needed.

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