Scenario Review: SoF 3 - Searching for the Runecrafter

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Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Content Feedback » March 11th, 2008, 11:09 pm

(1) What difficulty level and version of Wesnoth 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?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
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Fosprey
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Fosprey » March 25th, 2008, 7:57 am

(1) What difficulty levels have you played the scenario on?
Highest
(2) How difficult did you find the scenario? (1-10)
Ok i will ignore the fact there isn't a timer, so trying to think how it would be with a timer----- 5
(3) How clear did you find the scenario objectives?
Well i thought that once you get to the house it would be over, and i didn't have clear who should reach it. I tried with my leader and was sucessfull, don't know of others can't . But i didn't imagine that i would be asked to bring back to castle and not giving extra turns. I saw i had 24 turns to complete the objectives, and i dealyed so i could get most XP, suddenly on turn 23 i came in, and i'm giving a new objective, but not more turns. It was really frustrating.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Compared to the two previous level very poor. come on! , 1 year?, i don't buy it. The map seems too "fixed" and to generic also.
(5) What were your major challenges in meeting the objectives of the scenario?
Killing the wooses, but, i don't have anything good to kill them, and since the previus scenarios didn't require a lot of use of dwarven infantry, i didn't have any on level 2, so basically i killed them with pierce damage and help of infantry and gryphon, but it was really hard.
(6) How fun do you think the scenario is? (1-10)
3
(7) What, if any, are changes you would have made to the scenario to make it more fun?
I don't know, i would change a little the story, and would try to give a good reason why suddenly all the creatures of the forest came into rush to kill your army, they don't seem to like to kill the runmester or the village, but it seems your army gives them bloodlust.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yes, i lost the first try because, well i didn't knew i would be given another objective but not more turns.

ALX23
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by ALX23 » October 11th, 2008, 7:48 am

(1) Hard 1.4.something
(2) It was average 5 I didn't really had to think much - but I didn't have any woses back then. (anyway what is the problem with woses!? - dwarves are good with axes :mrgreen: )
(3) It was quite clear
(4) It was fine, or rather good with the smart gryphon :D
(5) Not letting anyone die - but I don't remember for sure
(6) 7
(7) Well, I don't know but the Runemaster didn't upgrade into the Arcanister - I found it disappointing.

well in the next "scenario" (interlude) thursgan said a very strange thing...

Code: Select all

        [message]
            speaker=Thursagan
            message= _ "Ha! _You_ don't trust _me_?"
        [/message]

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Turuk
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Turuk » December 12th, 2008, 8:52 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Lord (Hardest) 1.4.6

(2) How difficult did you find the scenario? (1-10)
4. Getting to the house in time is not too bad (Used Alanin), but the time limit and the number of enemies meant that I had to manage to hold the towers long enough to get the runemaster back inside.

(3) How clear did you find the scenario objectives?
Crystal. Though a hint on you having to bring him back to your castle would not be amiss.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was interesting, and to the point, but again, it could be a little clearer on what you are supposed to do with the bugger when you find him.

(5) What were your major challenges in meeting the objectives of the scenario?
Time, but not really, more like having to have a good idea of where he is (Gryphon is great for this, but cannot get him to leave his house) in order to get to him and get back on time.

(6) How fun do you think the scenario is? (1-10)
6. Good stuff, and I like the various groups of enemies, but a large part of the map goes unexplored and unused since basically the dwarves fight a holding action while one of them goes to get his royal craftiness.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Centralize the keep? And possibly randomize his house, while giving the player maybe a handful more turns, in order to make it a proper searching scenario.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Nope, I already knew where the bugger was hiding.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Pretty good, I moved his house around to different places on the map and it does alter the way you play quite a bit.
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Strikur
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Strikur » February 5th, 2009, 5:04 am

(1) 1.4.4 or 1.4.6 (not sure) Medium

(2) 5, I didn't find his house till over halfway through turns, and by that point my guys were spread out all over the map looking for it, and a couple of them suffered cheap deaths from enemies appearing nearby. Still, whats-his-name managed to walk home just fine, more or less by himself, with 1 turn to spare :).

(3) Goals were clear, but it would have been nice to have some general idea of where whats-his-name's house was, or that you would have to get him back inside the mountain afterwards.

(4) The dialog was good... until the gryphon talked... It's one of those speech styles where you either love or hate it, and I fell in the latter group.

After giving it more thought... Some of the hard sounds had duplicate letters, like krawgg. It doesn't make sense that someone would (or even could) exaggerate that "g" sound at the end. There was also some inconsistency in his speech, like he said "ills" instead of "kills", but in the rest of his dialog, he seemed to prefer using "k" sounds instead of other sounds.

(5) Finding his house. Avoiding cheap deaths from randomly spawning trolls.

(6) 7, pretty fun. The enemies were somewhat hard, and I liked getting a REAL gryphon. It's a nice change of pace from those scenarios where you see those gryphons with 3 attacks, but you don't ever get to use them.

(7) I would improve the gryphons dialog.

(8) I did lose a few guys cheaply, one was almost level 2, another was level 2, but it wasn't enough to make me restart, and I didn't feel like reloading to get them back.

(9) Commenting was minimal, some things recieved one line comments, while others didn't. The WML itself was good though. Some interesting stuff here.

shadowblack
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by shadowblack » June 15th, 2010, 5:40 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.8.2, Steelclad (Challenging)

(2) How difficult did you find the scenario? (1-10)
3 – those Ogres and Woses could be quite annoying at times, but nothing more.

(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?
It was fine.

(5) What were your major challenges in meeting the objectives of the scenario?
Getting Thursagan back on time.

(6) How fun do you think the scenario is? (1-10)
7

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

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
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monochromatic
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by monochromatic » August 12th, 2010, 3:17 pm

Mythological wrote:(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal 1.8.4
(2) How difficult did you find the scenario? (1-10)
4 - Trolls and Ogres are no match for my Steelclads and Woses to my pathfinders.
(3) How clear did you find the scenario objectives?
Didn't realize I would have to bring him back!
(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was here I realized, if Alanin Is a hero character, then why does he have a loyal marker?
(5) What were your major challenges in meeting the objectives of the scenario?
Keeping the turn limit.
(6) How fun do you think the scenario is? (1-10)
6 - Different than the previous.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Tell me that I'll have to bring him back in the beginning, so don't dawdle.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Nope. Got him in turn 20/20.
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Didn't check.

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Maiklas3000
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Maiklas3000 » August 18th, 2010, 6:28 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Most difficult; 1.8.4

(2) How difficult did you find the scenario? (1-10)
4. Somebody could have died. But didn't.

(3) How clear did you find the scenario objectives?
Clear. Maybe indicate to the player that you added 10 turns when the objectives changed.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Sorry, I don't like the dialog in this campaign. Childish dialog makes the game seem childish.

(5) What were your major challenges in meeting the objectives of the scenario?
Teleporting wolves. I hate teleporting wolves. They're a pet peeve of mine. Can't you have them run in, like any self-respecting wolves would? Are they supposed to be popping out of the snow to ambush you?

(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?
Something needs to be done to make the enemies come in groups of three or so. Single enemies are just way too easy.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
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Thrash
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Thrash » August 24th, 2010, 11:29 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?

1.8.4, Hard, 156 starting gold

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

4, a good fight but nothing overwhelming.

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

Find smith, get smith back to signpost.

(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?

Nothing major, just handling the two waves of bad guys. Second wave was a little harder since I was spread out.

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

6

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

Nothing comes to mind.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

I almost got Rugnur killed on first turn of combat...

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?

Looks fine.
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santosis
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by santosis » October 17th, 2010, 1:34 am

(1) What difficulty levels have you played the scenario on?
Challenging, 1.8.5

(2) How difficult did you find the scenario? (1-10)
7 - Not too bad, but it takes skill and patience (and, of course, a bit of luck). I lost the 2 fighter/meat shields I recruited, and a high XP level one scout. But I also leveled 3 scouts to lvl 2, a gunner to lvl 2, the griffin rider to lvl 2, and my hero to lvl 2.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The dialogue for this campaign is a bit stilted (I won't make a scepter, of course I'll make a scepter). But the story makes sense, and if I wanted to read an epic I wouldn't be playing a game.

(5) What were your major challenges in meeting the objectives of the scenario?
I lost my griffin twice to poor positioning.

I finished in round 25/30 with 112 gold and will carry 64 gold over to the next level.

(6) How fun do you think the scenario is? (1-10)
8 - Again, I like "protect this house" style scenarios, so this one was fun.

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

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yeah, lost my griffin.

Cel
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Cel » October 5th, 2011, 6:38 pm

1.) 1.8.6, normal

2.) 7

3.) I was a bit of confiused, when someone said there would be only one house and I could already see three! I first looked at these, until I looked for another house...

4.) Interesting. Especially the story before (In the Dwarven City) was quite funny.

5.) I found Tursagen with Alanin, but he got into trouble, when he tried to come back and met some trolls.

6.) 5 When I had found Tursagen, bringing him back wasn't interesting anymore

7.) I don't know.

8.) I did one time, because one of my level 2 troops died
sorry for my English...

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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Pewskeepski » January 31st, 2012, 6:55 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Steelclad (Challenging), 1.10.0 - 160 Starting Gold.

(2) How difficult did you find the scenario? (1-10)
6. It was pretty difficult at first but I can't call it a 7 since it got real easy at the end.

(3) How clear did you find the scenario objectives?
"Convince Thursagan to come with you" doesn't need to be there.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Again I say immature and childish, especially Krawg. The whole idea of a talking gryphon is just plain stupid if you ask me.

I found a bug too: Krawg says "I see a house in the distance!". It should check to see if a dwarf is the unit who sights the house so it can display a different message if it's Krawg.

(5) What were your major challenges in meeting the objectives of the scenario?
At first, I was stuck within the circle of villages and castles, which proved to be a decent challenge. Then one of my level 2 Thunderers almost got killed by a troll on the way back from Thursagan's house.

(6) How fun do you think the scenario is? (1-10)
7.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Turuk's suggestion about making the house's location randomly generated sounds nice.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Almost, but not quite.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Looks alright.
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D-Wade
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by D-Wade » November 17th, 2014, 5:14 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.10.7 - Normal

(2) How difficult did you find the scenario? (1-10)
4. Somebody could have died. But didn't.

(3) How clear did you find the scenario objectives?
Clear. But you could inform the player that there will be 10 turns added, when you find Thursagan. I nearly restarted because I was at turn 12 and it took the runesmith 10 turns to get back. But then I realized, 10 turns werde added.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
It's ok. Thursagan sounds like the old weird guy he seems to be.

(5) What were your major challenges in meeting the objectives of the scenario?
Getting to Thursagan in time. I first went there with my gryphon only to realize that I had to head there with a dwarf. Luckily, time was still on my side.

(6) How fun do you think the scenario is? (1-10)
7 - It's ok and good in order to level up some units.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Let the enemies come from all sides together. Singled out enemies are no problem at all.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.

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doofus-01
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by doofus-01 » August 9th, 2015, 4:25 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
normal, 1.13.1+dev

(2) How difficult did you find the scenario? (1-10)
5

(3) How clear did you find the scenario objectives?
I knew about the turn limit extension before-hand, so that wasn't the surprise it could have been.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The dialog starts with the characters standing in the midst of a group of houses, saying Thursagan is the only person crazy enough to have a house here. Then the gryphon shows up, and its dialog is not exactly clear. I guess that part could make sense, but the gryphon rider that comes from nowhere doesn't.
When the runecrafter was found, he didn't seem to need much convincing to join the project.

The scenario design seemed like a fine idea. The dialog was not so strong. In the following cut-scene, Thursagan calling upon those two "runecrafters-in-training" did not make any sense to me.

(5) What were your major challenges in meeting the objectives of the scenario?
None. Finding Thursagan would have been much more difficult without gryphons.

(6) How fun do you think the scenario is? (1-10)
7.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
The game-play itself was fine, but the dialog detracted from it a bit.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
It looked OK.
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Inky
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Re: Scenario Review: SoF 3 - Searching for the Runecrafter

Post by Inky » September 25th, 2015, 5:05 pm

(1) Level and version? Hard (Lord), 1.12.4, 150 starting gold
(2) Difficult? (1-10) 7, moderately difficult.
(3) Objectives? Clear.
(4) Dialog? Krawg's dialog is pretty annoying. Can't he just speak normally? I can barely understand it.
(5) Challenges? Woses during daytime, trolls and ogres anytime.
(6) Fun? (1-10) 7
(7) Changes? Seems fine.
(8) Restarts? One to beginning (lost a bunch of units)

Finished turn 18/30
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