Scenario Review: DW 7 - Bilheld

Feedback for the mainline campaign Dead Water.

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LordWolfDan
Posts: 216
Joined: September 30th, 2018, 7:31 am

Re: Scenario Review: DW 7 - Bilheld

Post by LordWolfDan » December 7th, 2018, 6:54 am

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

- 1.14.5, Normal

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

- 7

(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's good. Kinda feels like drakes could have been improved enemies if the enemy leader explained the aminosity towards merfolk and the backstory. Though, it's been said that drakes are honorable creatures, thus I loved when Keshan decided to remain loyal to Kai Krelis despite having to fight his own kin.

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

- Making sure no loyal or important units get slaughtered!

(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?

- Explain why drake leader hates Tyegea (I know this is pronounced wrong) and the backstory

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

- No

devavrata
Posts: 105
Joined: August 30th, 2012, 8:59 pm

Re: Scenario Review: DW 7 - Bilheld

Post by devavrata » April 9th, 2019, 5:36 pm

Content Feedback wrote:
August 21st, 2010, 7:26 pm
(1) What difficulty level and version of Wesnoth have you played the scenario on?
Battle for Wesnoth 1.10.7, all four difficulty levels.
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(2) How difficult did you find the scenario? (1-10)
5
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(3) How clear did you find the scenario objectives?
Clear
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear, not that much interesting
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(5) What were your major challenges in meeting the objectives of the scenario?
Drakes being able to deliver a lot of damage. There is also something not challenging but interesting. In this scenario, as in the previous one, the enemies get a lot of gold per turn, even if they lose all of their villages - and that means they can keep recruiting at least a unit per turn indefinitely. On the previous scenario, I complained that the enemy's castle was so small that he could recruit a maximum of two units per turn, so the enemy never got to spend all of his money... not so in this scenario, the enemy's has six recruiting hexes. The bonus for finishing early is only 15 gold per turn... noticing that by this scenario you can have up to eight loyal units (one priestess, one netcaster, three bats, one brawler, one drake and one architeutis) and so finish the scenario with just a full castle of recruits/recalls, this means that if you manage to take all of the villages you will be already taking in about 14 gold per turn, which means the early finish bonus will be insignificant... and so, you can instead profit from the remaining turns in another way: waiting for the enemy to recruit new drakes each turn, then killing them to increase the experience of your units and levelling them up.
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(6) How fun do you think the scenario is? (1-10)
4
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Drakes are easily lured to fight on sea, or just at the coastline where they can be attacked from sea. A map with less sea and terrain more favourable to Drakes would be more interesting.
Content Feedback wrote:
August 21st, 2010, 7:26 pm
(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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