Scenario 6: Following the Shadow

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Scenario 6: Following the Shadow

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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Re: Scenario 6: Following the Shadow

Post by jeremybauerle » June 24th, 2017, 7:35 pm

(1) Difficulty level & Version?
  • Corrupt (Challenging) 1.13.8
(2) How difficult did you find the scenario? (1-10)
  • 3.5
(3) What did you think about the dialog and story?
  • I like the pre-map text about why the ship's captain has the leadership trait even while undead.
  • A sentence in the pre-map text has an incorrect comma: "We travel only by day because at night, the spirit is practically invisible." Remove the comma after 'night'.
  • This map was a nice change of pace. A lot of the previous maps were constrained, but this one is wide open.
  • I also like that objective basically ignores the enemy: get into the mysterious cave, then explore the cave.
(4) What were the major challenges you faced?
  • The torch-wielding enemies are vicious. They burn the undead, and their nets protect against my archers.
  • Also, I thought I could easily send my bats out to claim villages, but the wolf riders are almost just as mobile, and much stronger. They tore my bats apart.
  • The bats in the cave can easily end your game if you didn't bring enough guys into the cave. It's a fun surprise, but potentially very deadly.
(5) How fun do you think the scenario is? (1-10)
  • 6. It's a solid scenario.
(6) What suggestions do you have to make it more fun?
  • Near the end, the enemy leader is recruiting a single Level 1 wolf rider every other turn. It might be more interesting if he realizes he's beat, and then retreats. (He could even show up in a later scenario.)
  • Ardonna warns that there might be bats in the cave. It might be more fun if in addition, when the cave crevasse is revealed, a single bat flies out and starts harassing whatever unit is closest, enemy or ally. (The bat's level could be based on the player's difficulty.)
Last edited by Ravana on June 24th, 2017, 7:49 pm, edited 1 time in total.
Reason: Removed color.

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beetlenaut
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Re: Scenario 6: Following the Shadow

Post by beetlenaut » June 24th, 2017, 9:01 pm

Content Feedback wrote:It might be more fun if in addition, when the cave crevasse is revealed, a single bat flies out and starts harassing whatever unit is closest, enemy or ally.
This is actually quite a good suggestion. It would make the warning more obvious and the surprise less deadly. Ardonna could say something like, "If there is one bat, there are certainly more. We should be careful." I'm too busy these days, but Sigurd might be willing to do it.
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SigurdFireDragon
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Re: Scenario 6: Following the Shadow

Post by SigurdFireDragon » June 28th, 2017, 3:58 am

beetlenaut wrote:
Content Feedback wrote:It might be more fun if in addition, when the cave crevasse is revealed, a single bat flies out and starts harassing whatever unit is closest, enemy or ally.
This is actually quite a good suggestion. It would make the warning more obvious and the surprise less deadly. Ardonna could say something like, "If there is one bat, there are certainly more. We should be careful." I'm too busy these days, but Sigurd might be willing to do it.
I think I may give this a shot, though I'm not sure when I'll get to it.

EDIT 2017-07-24: Added for 1.13.9

SanDonk
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Re: Scenario 6: Following the Shadow

Post by SanDonk » May 20th, 2018, 4:34 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) 3
3) OK
4) None really. It was just a butchery to get though those bats at the end. Goblins were weak. They are fast, tend to run over the whole map individually not supporting each other in groups and they are usually lvl2, so they are expensive and little numbers to control the area. The area is big, so it is no problem to pull injured unit out of battle. Oh wait! I actually had to reload 2 times, because I lost my lvl2 bat and I really want to keep him as my special unit for numerous reasons.
5) 7
6) If it was supposed to be an easier scenario to let players rest and farm xps, then is everything ok. If no, give the enemies at least more gold if not anything else.

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