Scenario 1: Slipping Away

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Scenario 1: Slipping Away

Post by Content Feedback » May 13th, 2017, 10:36 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) What did you think about the dialog and story?
(4) What were the major challenges you faced?
(5) How fun do you think the scenario is? (1-10)
(6) What suggestions do you have to make it more fun?
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jeremybauerle
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Joined: June 19th, 2017, 4:07 pm

Re: Scenario 1: Slipping Away

Post by jeremybauerle » June 21st, 2017, 7:58 pm

(1) Difficulty level & Version?
  • Corrupt (Challenging) 1.13.8
(2) How difficult did you find the scenario?
  • 2
(3) What did you think about the dialog and story?
  • First, the story is basically Frankenstein. Ardonna is Dr. Frankenstein, but she's not ashamed of it. The book, however, really emphasized Dr. Frankenstein's love for nature and humanity, which helps us understand his guilt when he creates a 'monster'. Ardonna's drive is not well described: is she jealous of the other races (Elves/Dwarves); is she upset about the premature death of her family members; is she just rebelling against her instructors; or is she just genuinely interested in knowledge? Make me understand her motivations more clearly.
  • Second, for a player like me that downloads the game a every couple years to see what's new, I get lost in the Wesnoth timeline. The dates (9 XII, 22 YW) mean very little to me, but the temporal proximity of this campaign to some others seems relevant to the story. Give me a quick recap of the state of the Wesnoth.
  • Third, the journal text introduction is mostly fine, but when it jumps to the map, I get disoriented. Who is Ardonna talking to? The bats? Herself? This dialogue could be more journal text and it would be less jarring.
  • Also, that first paragraph on the map is repetitive. Each sentence starts with I: I should... I shall not... I should... I can... I will...
  • Lastly, Ardonna never talks about the Plague effect of the zombie creatures. I get why she can reanimate dead/dying things, but why can other zombies do that? (I understand that those are just the mechanics of the game, but I was expecting the narrative to address it.)
(4) What were the major challenges you faced?
  • a. Level 0 Bats are too weak and inconsistent attackers, especially when their enemies are in forests/mountains.
  • b. Level 0 allies have a very hard time protecting Ardonna, especially when she's a juicy non-counter attacking target.
  • c. The scenario becomes much more difficult if you can't Plague the enemies. It's especially easy to get overrun if you didn't plague the first few units.
(5) How fun do you think the scenario is? (1-10)
  • 3, but that's fine. I get that this scenario is helping to set the stage for a long campaign.
(6) What suggestions do you have to make it more fun?
  • I was hoping Ardonna would be unique in some way. Maybe she starts at Level 0 because she's an academy drop-out. Maybe she learns to fight with bat-fanged daggers because of fondness for bats. Maybe she only knows ice spells because of her self-mentioned lack of training. Something that sets her apart mechanically to complement her character's individualism.
  • I was expecting the one undead bat to be a Loyal unit. It doesn't really matter because the unit gets outclassed so quickly, but it might emphasize the attention Ardonna gave to her first reanimation.
  • Maybe consider removing gold completely from this scenario. It seems like she's using the bats to steal from local farmers, but Ardonna earlier claims that she's learning Necromancy to help people. Ways to go about removing gold: Have free friendly bats appears when Ardonna reaches the ruined castle. Or have another faction of bats appear that only target the rats, so the player only has to focus on the wolves. Or, Ardonna could reanimate her own bats when they die within X spaces of her - encouraging a different play style for bat units.
  • I never really had a chance to see if the farm fences worked at preventing enemy attacks. Consider changing farm placement, adding more farms, or make them bigger.

SanDonk
Posts: 28
Joined: June 26th, 2017, 8:58 pm

Re: Scenario 1: Slipping Away

Post by SanDonk » May 20th, 2018, 3:42 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) What did you think about the dialog and story?
(4) What were the major challenges you faced?
(5) How fun do you think the scenario is? (1-10)
(6) What suggestions do you have to make it more fun?

1) Difficult, 1.14.1
2) 8
3) Fine
4) It was terribly hard to pass though the way (at least on difficult level). Problem one: Ardonna has no melee attack, which makes the rats target her every time and chase her everywhere (they are too afraid to attack the bats), they are quite numerous and quick. Problem two: The bats has no ZoC, so they are not able to protect her properly.
5) 7 - it was hard, but playable
6) Perhaps make Ardonna a special character of her own type with weak melee attack (5-1 for example).

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beetlenaut
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Re: Scenario 1: Slipping Away

Post by beetlenaut » May 20th, 2018, 7:49 pm

SanDonk wrote:
May 20th, 2018, 3:42 pm
5) 7 - it was hard, but playable
That was my intention for a lot of scenarios. It's fully beatable on hard--I've done it several times--but it's not supposed to be easy.
Campaigns: Dead Water
The Founding of Borstep
Secrets of the Ancients

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