The Rise of Wesnoth 17c - Troll Hole

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The Rise of Wesnoth 17c - Troll Hole

Post by Content Feedback » March 26th, 2006, 8:20 pm

(1) What difficulty levels and game versions have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(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?
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SmokemJags
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Post by SmokemJags » March 27th, 2006, 7:22 pm

1. 112a
2. 7, definitely up there in difficulty
3. kill enemy leaders, obvious
4. more errands, it's fine.
5. the initial rush of trolls is painful, and the trickle that follows makes going after the leaders very difficult
6. 6, it's not bad, for an underground scenario
7. more time, I beat it on turn 33... of 33 total. In other words, just barely! There are simple too many trolls to kill to get to the leaders sooner

Non-level 1 casualty report:
1 halberdier, 1 royal guard
Like I said, that initial rush is painful
"A wise man speaks when he has something to say. A fool speaks when he has to say something."

Skippy
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Re: The Rise of Wesnoth: Troll Hole

Post by Skippy » April 24th, 2006, 12:52 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.1.2a, medium

(2) How difficult did you find the scenario? (1-10)
9 - haven't beaten it yet.

(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?
Go down a hole and kill some trolls

(5) What were your major challenges in meeting the objectives of the scenario?
*Getting pummelled in the initial rush
*Covering all the distance to get to all the leaders in the allotted time (no underground units)
*Retaining any semblance of enough gold for subsequent scenarios

(6) How fun do you think the scenario is? (1-10)
More fun than mediaeval cranial surgery. Less fun than slamming your head against a brick wall.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Change the geography so you have more of a chance to get around to all the leaders in time.

Quentin
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Post by Quentin » April 24th, 2006, 3:22 pm

(1) 1.0, normal difficulty.
(2) 10, too hard. Didn't manage to beat it yet. :cry:
(3) clear.
(4) clear, nothing special.
(5) only one dwarf, units slow and low defence. ennemy fast, good defence strong units. ugh.
(6) 3. I don't like to struggle to make two steps. ;)
(7) Being able to recruit good-for-underground units?
Less simultaneous directions to go?

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Xandria
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Post by Xandria » May 31st, 2006, 7:28 pm

1, 1.1.2, normal
2, 8. Iron Maulers, Royal Guards and Burin do the trick, backed up by WELL protected white mages. A Great Mage helps too.. but those Giant Spiders were unnecessary - a clear case of *load*. If you know where they are, it is unnecessary to go there, though.
3, 10. Cannot get any easier.
4, 1. Underground passages, narrow, cannot move slower than an epileptic snail, regenerating enemies, no usable strategy except *load*.
5, being patient enough.
6, 2. Load? Yes, two please.
7, changing some of the floor to dirt? Broader passages, where you don't have to rely on luck to kill anything? Getting a few... dwarf rune-priests! who blast trolls of course.
The fight against human stupidity is endless, but we must never give it up.
- Jan Werich

wandering_rogue
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Re: The Rise of Wesnoth: Troll Hole

Post by wandering_rogue » June 1st, 2006, 10:06 pm

(1) Easy
(2) 5
(3) clear
(4) fine
(5) When getting close to the leaders, they seemed to attack at a strange time, like when one of my units was suddenly on its own but still 5 spaces away from the leader. I had to restart once to save a arch mage.
(6) I like caves and having a smaller force 8.
(7) Make it so there is a reason to explore the rest of the cave.
"Metaphor is richer than reality." -SG

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Zhukov
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Re: The Rise of Wesnoth: Troll Hole

Post by Zhukov » June 25th, 2006, 3:04 am

(1) What difficulty levels and game versions have you played the scenario on?
Medium defficulty, version 1.1.5

(2) How difficult did you find the scenario? (1-10)
8/10 - Pure drudgery.

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

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

(5) What were your major challenges in meeting the objectives of the scenario?
Ungodly amounts of green mean things.

(6) How fun do you think the scenario is? (1-10)
2/10 - I would dearly like to know who made it and just what they were smoking at the time.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Wider passages, use some of the new cave terrains.
Also, if you still have Sir Ruddry (the loyal knight) there should be a bit of dialog that allows you to leave him behind ("Caves...bah! I would only be a hindrance to you down there. If it's all the same, I shall await you outside. Good luck.").

Sly
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Re: The Rise of Wesnoth: Troll Hole

Post by Sly » June 27th, 2006, 8:50 am

Zhukov wrote:Also, if you still have Sir Ruddry (the loyal knight) there should be a bit of dialog that allows you to leave him behind ("Caves...bah! I would only be a hindrance to you down there. If it's all the same, I shall await you outside. Good luck.").
In fact he can be usefull : he has a decend defence on bridge and castle so he has some utility to withtandt the first wave of trolls. But yeah he'll never leave the central zone

Lord Jevyan
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Post by Lord Jevyan » July 16th, 2006, 5:35 pm

(1) 1.0.2 medium level
(2) 8. Easy to defend base, hard to attack
(3) Clear. Kill every Troll warrior that you see
(4) Storyline is stopped in the 4 tests so there's nothing interesting
(5) Trolls can easily kill powerful units with their damn hammers... and this level is in a cave...
(6) 7. Hard level, but it's not so bad.
(7) More space for moving.
Hasta la vittoria per Wesnoth, siempre!

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Rigor
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Post by Rigor » September 27th, 2007, 1:47 am

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

well, hard and version 1.3.7

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

harder than usual

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

there is none

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

very amusing as always

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

stupid troll pumping - its no fun, really. not even a challenge. i get -7 gold every turn when recruiting units that can stand for more than 1 turn. MINUS !!!!!

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

not funny, 1 - even registered to write this down !

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

more strategic depth, best skip this "trial of the elves club" and invent something else !

Isen
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Post by Isen » December 28th, 2007, 3:27 am

(1) 1.2.6, Hard

(2) 8 - First time round I couldn't get past it due to lack of gold and high level infantry. Redoing the campaign with that in mind, it's doable.

(3) Makes sense, even if you don't know where the trolls actually are.

(4) Not really applicable. Guess Haldric and Jessica are too busy fighting for their lives to say something witty.

(5) The wave of trolls does not stop, making it hard to abandon your island.

(6) 3 - It's not too bad while you're fighting to keep the trolls at bay, but when you realise you have to actually plunge into the darkness, yeah...


(7) Are the spiders really necessary? There's plenty of reasons to rip your hair out without one of these beasties pouncing on an isolated mage.

LipeR
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Post by LipeR » January 24th, 2008, 12:05 am

(1) 1.3.14 - Medium
(2) 6 - challenging because of trolls' strength. They could waste most of my units. However, I played this scenario just after Tebple of the Dead. With about 500 gp, no troll were a problem.
(3) Clear. Kill all the enemy leaders.
(4) Nothing really interesting this time, but this mission is disconnected from the main plot.
(5) Protecting high level units from trolls.
(6) 8. But I think I wouldn't be so happy if I didn't have so much gold.
(7) It's good as it is.

allblue_dream
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Re: The Rise of Wesnoth: Troll Hole

Post by allblue_dream » March 16th, 2008, 12:27 am

1) 1.4 hard
2) 5? Cuz I have learned through this campaign to do a lot S/L :evil:
3) Clear
4) Nothing interesting though
5) If I hadn't loaded a replay of the first turn to check where the troll leaders were, it would be very difficult indeed, I guess. But as I cheated a little bit, there was no real difficulty here. However, I did find the merfolks ridiculously vulnerable even in water, tritons got bashed to death by trolls easily.
6) 1 (This campaign has fallen into insanity a long way back...)
7) Em...The Northern Rebirth's way of dealing with caves is more fun...
Interested in how open source people behave :)

F50
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Re: The Rise of Wesnoth: Troll Hole

Post by F50 » April 29th, 2008, 1:15 am

[quote="scott"]
(1) What difficulty levels and game versions have you played the scenario on?

1.4 medium

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

5. I had 400+ gold from "The Dragon" scenario

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

very

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

ok. It would be nice to have Haldric say something along the lines of "Oh, *that's* a Troll"

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

Few. I had lots of guys.

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

5. Its ok, just another scenario though.

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

None that I can see. The cramped-ness of the caves helps defeat the Trolls.

silent
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Joined: February 20th, 2009, 5:53 am

Re: The Rise of Wesnoth: Troll Hole

Post by silent » March 1st, 2009, 12:48 am

I have a serious dislike of this scenario.

(1) What difficulty levels and game versions have you played the scenario on?
Medium 1.4.7
(2) How difficult did you find the scenario? (1-10)
9. Beatable, but bloody difficult. If you're too proud to save load, you won't be in this scenario
(3) How clear did you find the scenario objectives?
Very clear. Just for the record. The keep which the trolls are in aren't randomly placed, at least not for me
(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was fine, dialogue was short which was good for this scenario
(5) What were your major challenges in meeting the objectives of the scenario?
Beating the trolls I find fairly easy. Having level 3 units survive when troll warrior leader vacates keep to take a swing IS NOT fine
(6) How fun do you think the scenario is? (1-10)
:annoyed: 1.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The leaders should be more passive, as in they should only attack when a unit enters their keep. At the moment, It's very difficult to complete this scenario without losing important level 3 units because troll leaders charge towards you with almost certain 50 damage. Add that to another troll attack and any unit other than Burin is certainly killed.

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