Scenario Review: THoT 11 - The Court of Karrag

Feedback for the mainline campaign The Hammer of Thursagan.

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Re: Scenario Review: THoT 11 - The Court of Karrag

Postby devavrata » July 29th, 2013, 7:33 pm

(1) What difficulty levels have you played the scenario on? Battle for Wesnoth 1.8.3, Easy/Medium/Hard
(2) How difficult did you find the scenario? (1-10) 1 - finished in a single turn. One level 3 Dwarf Lord hit Karrag twice with his hammer, then Dulcatulos hit him once. Engame. I would have liked to follow my usual strategy of taking all villages first, but with only four units is mathematically impossible to take 34 villages in 12 turns (hard) with enemy units fighting you and recapturing villages. So, why bother to harvest experience when all your units are already at level 3 (except Dulcatulos)?
(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? Clear.
(5) What were your major challenges in meeting the objectives of the scenario? None.
(6) How fun do you think the scenario is? (1-10) I'll give a 3 because of the interesting plot.
(7) What, if any, are changes you would have made to the scenario to make it more fun? I understand the idea of fighting a small battle before the big one - but then, the scenario should slow you. Something other that allowing to win in a single turn.
(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? -
devavrata
 
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Joined: August 30th, 2012, 8:59 pm

Re: Scenario Review: THoT 11 - The Court of Karrag

Postby roidanton » November 1st, 2015, 8:23 pm

(1) What difficulty levels have you played the scenario on?
Lord on 1.12
(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
Crystal
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very cool
(5) What were your major challenges in meeting the objectives of the scenario?
None
(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?
Well, this scenario really made me wonder whether it serves any purpose other than generating an early finish bonus for the next one since I just couldn't see any way of possibly spending more than 2-3 turns on this. With the right units, all that's really stopping you from a single-turn finish is that the target is one hex too far away to be reached.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None
roidanton
 
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Joined: September 7th, 2012, 10:41 pm

Re: Scenario Review: THoT 11 - The Court of Karrag

Postby lujo » September 19th, 2017, 9:59 pm

(1) What difficulty levels have you played the scenario on?
highest on 1.12.6
(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?

Clear

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

Getting disoriented, honestly. The level did not flow smoothly (not that it wasn't fun).

(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?

Fix the following bug/lousy interaction: I sent some dwarves down the long easternmost chute from the spider/manuscript room. They got to a door (leading to the eastern lich) and they couldn't open it. This was very dissapointing and caused me to have to backtrack.

The way it happened was problbly that I stepped on one of the portals and triggered something which then prevented me from entering the easternmost liche's chamber from the long northern corridor, which I went to some trouble to march troops down (since you have to march them into the spider room first). I'd say it'd be very good if those doors were unloackable regardless of whether the teleporters have been triggered or the 3-hex southern gate was opened, because the player is bound to be messing with the units he didn't send to the spiders and trigger at least one of those things even if there's an assault squad in the long corridor heading for the lich fight.

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

No
lujo
 
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Joined: December 10th, 2014, 10:21 pm

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