09 - Bounty Hunters

Feedback for the mainline single-player campaign Legend of Wesmere.

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thebends43201
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by thebends43201 » April 25th, 2015, 6:21 am

[quote="Content Feedback"]The Legend of Wesmere, scenario 9 - Bounty Hunters:

(1) What difficulty levels and what version of Wesnoth have you played the scenario on? 1.12.2, hardest
(2) How difficult did you find the scenario? (1-10) 2
(3) How clear did you find the scenario objectives? fine

(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? Years back I played on medium, and iirc you can actually recruit some guardians and bunker up in the southeast, and get a bit of experience. I tried that here but on hard not only do the oracles decimate you, but the skirmishers catch Kalenz rather easily. I tried giving him just 2-3 scouts as escorts, but that as never enough. So the only way to get through it is the kinda boring "recruit and run" strategy, sacrificing everyone as needed. On the very final turn you can fight back, but I didn't get any kills for my guys.

(6) How fun do you think the scenario is? (1-10) 1. You don't recall anyone (though I did recally aa shyde, it was unnecessary), and you get no experience for anyone new.

(7) What, if any, are changes you would have made to the scenario to make it more fun? I hate to say this, because some awesome people put in so much hard work for this game, but as played, this scenario is pointless. If there was a way to actually get a decent round or two of fighting that'd be fine, but at the moment it's just run, you can't fight back.

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

Caladbolg
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by Caladbolg » August 25th, 2016, 7:28 pm

I'll start with a few words on the "Council of Hard Choices" as it has no thread on its own, being story-only scenario.
Spoiler:
As for "Bounty Hunters":

(1) What difficulty levels and what version of Wesnoth have you played the scenario on?
1.12.5., medium.

(2) How difficult did you find the scenario? (1-10)
5. My strategy was very simple- recruit and run. Positioning baits wasn't that much trouble either. All in all, it would be a 4 maybe but I'm giving it a higher grade because I got lucky with one sea monster and managed to kill it right off the bat which was really helpful.

(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 all good. I like the little bits of foreshadowing in Landar's dialog (in scenarios before too, I forgot to mention that in my feedbacks).

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping the main cast away from saurians. I'm begining to think that they are the supreme race of wesnoth.

(6) How fun do you think the scenario is? (1-10)
Hard to decide. On one hand, I don't like the fact that I couldn't advance any units (and even moreso that most of the xp from sea creatures was wasted on my lvl 3s). On the other hand, that makes it stand out somewhat. Not every scenario needs to benefit the player. 5 I'd say.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
As it is, the player makes a run for it, leaving a few units along the way for distraction. That's fine and all but due to low gold you have few units and thus there are few fights to be had. The low number of fights makes the scenario more susceptible to luck which is bad in a scenario where every bit of delay helps. I'd suggest slightly upping the player's gold and expanding all starting castles by 1, while also adding more base income for saurians. Hopefully, they'd still be able to exert enough pressure to force you to flee but you'd be able to field more units which means more battles and less luck dependance. Turn limit could also be lowered (I finished on 8/28).

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No, but I did do a short 3-turn trial run to get a feel for the dynamics in this scenario considering that the map is small and saurians are a hastle.

Strategy: Recalled units will like be killed, so instead I just recruited the cheapest units (elf/dwarf fighters and shamans) and ran. Guardsmen and woses may be more durable, but it's not that much of a difference and they'll all die anyways so it's better to go cheap. Recruits scatter around to be killed at a nice distance from my main cast. On the 5th turn Cleodil triggers monsters. On the 6th I get lucky and Cleodil and a sharpshooter get all their hits, killing a squid and making the endgame easier. Kalenz was put in water in reach of a squid and a serpent but he can survive even if they get all hits (it still sucks when they hit 11/12). Olurf gets to kill a squid and an oracle so this wasn't a complete waste. Ended on 8th turn.

Stats: start gold 230, end gold 102, 1/24 villages, 5 units on map, 3 income per turn, ended on 8/28 turn, 12 recruits and losses, 5 kills, +8% dmg dealt, -3% dmg received (big difference is due to a low number of fights).
Attachments
LoW-Bounty_Hunters_replay.gz
(86.7 KiB) Downloaded 109 times

devavrata
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by devavrata » December 18th, 2016, 1:31 am

Content Feedback wrote:The Legend of Wesmere, scenario 9 - Bounty Hunters:

(1) What difficulty levels and what version of Wesnoth have you played the scenario on?
Battle for Wesnoth 1.8.3, Easy/Medium, Battle for Wesnoth 1.10.7 Hard.
Content Feedback wrote:(2) How difficult did you find the scenario? (1-10)
6
Content Feedback wrote:(3) How clear did you find the scenario objectives?
Clear
Content Feedback wrote:(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear
Content Feedback wrote:(5) What were your major challenges in meeting the objectives of the scenario?
Fighting saurians is always a challenge because their skirmish ability to ignore zones of control... oh wait, in this scenario they seem not to skirmish.
Still, they are dangerous - they get four spear attacks or four magical attacks each, they can deal a lot of damage.
I decided to stay at the forest and wait for them - only to find that they would randomly disseminate all around the map. Some were seemingly intent on seizing villages, but others just seemed to be roaming around. After I started fighting the first saurians in the forest, the rest of them did come along - their dispersion allowed me to fight them in small quantities.
Content Feedback wrote:(6) How fun do you think the scenario is? (1-10)
5
Content Feedback wrote:(7) What, if any, are changes you would have made to the scenario to make it more fun?
Better saurian strategy.
Content Feedback wrote:(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No
Content Feedback wrote:(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?
-

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octalot
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Re: V1.13/1.14 - 09 - Bounty Hunters

Post by octalot » February 25th, 2018, 2:09 pm

I managed to kill both saurians, but on medium and starting with a full set of loyals. For this reason, I haven't rated the difficulty, as I haven't tried playing the scenario as it's meant to be played.

(1) What difficulty levels and what version of Wesnoth have you played the scenario on?
Medium, trunk around 1.13.10/1.13.11
Starting with all of the loyal units available so far in the campaign still alive (several back-a-few-turns reloads earlier in the campaign, always for a change of tactics not just for the RNG).

(3 & 8 ) How clear did you find the scenario objectives? Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Clear, run or get overwhelmed. Still I felt like trying to fight, so had two attempts where I tried to split my forces east and west, and then a successful attempt of sending my full forces to the east first.

The third attempt cost me both of my loyal lv3 elvish riders, but having read the thread here those seem painful but acceptable losses to me.

I wasn't expecting the scenario to end when the second saurian died, which happened on the 15th turn.
Attachments
LoW-Bounty Hunters replay.gz
(53.22 KiB) Downloaded 80 times

Heroofnone
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by Heroofnone » May 18th, 2018, 11:50 pm

The Legend of Wesmere, scenario 9 - Bounty Hunters:

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

1.14.1

(2) How difficult did you find the scenario?

it doesnt work

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

very clear, alas my hero is missing so I cant fulfil the requirement

(4) How clear and interesting did you find the dialog and storyline of the scenario?

seems clear

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

Kalenz is missing

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

a welcome change of action after the last endless battle

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

maybe the saurians could fight eachother ?

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

Kalenz is missing reloading did not help, I completed the last scenario on turn 10 there was an error about failing to end scenario, but then the dwarves appeared (I had already won tho strangely, maybe he should have shown up a bit earlier) and I got all that dialogue and everything seemed fine until I started the next scenario (bounty hunters), I made an effort to keep all loyal tagged units alive, maybe there is not enough room for Kalenz ? I play on highest difficulty

(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?

I don't know this

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octalot
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by octalot » May 19th, 2018, 7:27 am

Please would you post either the replay or the final autosave from the previous scenario, Heroofnone?

Heroofnone
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by Heroofnone » May 19th, 2018, 11:17 am

octalot wrote:
May 19th, 2018, 7:27 am
Please would you post either the replay or the final autosave from the previous scenario, Heroofnone?
ok, hope this helps, I was going to try an drag out the previous scenario a bit longer to see if that fixes the problem, but before I do that heres the replay and last save, the replay stops with an error at turn 10: "found dependent command in_replay while is_synced=false", when ending the turn of the last autosave in the upper left corner appears: "<lua> Repeated [endlevel] execution, ignoring"

edit: I skipped via debugmode to the next scenario after bounty hunters and Kalenz reappeared
Attachments
LoW-Elves’ Last Stand replay.gz
(73.39 KiB) Downloaded 53 times
LoW-Elves’ Last Stand-Auto-Save10.gz
(101.16 KiB) Downloaded 61 times

elttab-thonsew
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by elttab-thonsew » May 19th, 2018, 4:45 pm

Hi,
I am new to this forum. I have the same issue as mentioned by Heroofnone.

Wesnoth 1.14.1
LoW-Elves’ Last Stand-Auto-Save18.gz
(126.22 KiB) Downloaded 56 times
LoW-Elves’ Last Stand replay.gz
(94.78 KiB) Downloaded 55 times

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octalot
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by octalot » May 20th, 2018, 11:12 am

Thanks for the save-games. It seems this is already fixed in the changes prepared for 1.14.2.

The start-of-scenario saves for Bounty Hunters will have this bug when loaded by 1.14.1, so attached are saves at the start of turn 1, which load successfully on 1.14.1.


Findings during debugging:

* The bug happens with 1.14.1, but doesn't happen with 1.14.0, and it doesn't happen with 1a3625d, the current-work-in-progress towards 1.14.2.
* There were no changes (other than an update of shadowm's name) to the data/campaigns/LoW/ folder between 1.14.0 and 1.14.1.
* With all of 1.14.0, 1.14.1 and 1a3625d there are warnings about the repeated [endlevel], and (only on the console) "Unknown attribute 'previous_save_id' discarded".
* The start-of-scenario save from 1.14.1 works when loaded by 1a3625d.
* The start-of-scenario save from 1d3625d has the bug when loaded by 1.14.1.
Attachments
heroofnone-LoW-Bounty Hunters Turn 1.gz
(48.14 KiB) Downloaded 69 times
eittab-thonsew-LoW-Bounty Hunters Turn 1.gz
(56.01 KiB) Downloaded 78 times

elttab-thonsew
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by elttab-thonsew » May 20th, 2018, 1:09 pm

Thank you so much octalot for resolving the issue :-).

elttab-thonsew
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by elttab-thonsew » May 20th, 2018, 1:57 pm

@octalot game is running perfect but there is a message appearing on my screen during gameplay after using "eittab-thonsew-LoW-Bounty Hunters Turn 1.gz":

<Invalid WML Found> unknown conditional wml: [debug_status](4)

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octalot
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Re: V1.9/1.10 - 09 - Bounty Hunters

Post by octalot » May 20th, 2018, 3:53 pm

That debug_status seems to be an issue in the Gui Debug Tools add-on, here's new versions of the save files without it:
Attachments
heroofnone-LoW-Bounty Hunters Turn 1.gz
(47.4 KiB) Downloaded 57 times
elttab-LoW-Bounty Hunters Turn 1.gz
(55.26 KiB) Downloaded 66 times

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