I recently played the campaign "Legend of Wesmere", because, if i recall correctly, it needed some maintainance. I'd like to make some questions about the scenarios, and to give some (hopefully good) suggestions. I hope everything is clear.
Spoiler:
1 - The Uprooting
In this scenario, you have to "Kill any of the orc leaders". According to Kalenz, the reason for this is that the elves are surrounded, and the only way to escape is defeating an orcish chief. There are 4 enemy leaders on the map: one north-west, one north-east, one east and the last one south of the elvish castles; in general, the "easiest" way to win is killing the eastern leader, because he's the closest one.
Thing is, once you kill the orcish leader, the elves can flee, while they are still surrounded by enemies. Furthermore, Kalenz heads south, even though the southern orc leader may still be alive.
When i first played this campaign, i remember you had to move Kalenz to a signpost on the south-west, which seemed (to me) more reasonable than killing a random orc leader and ignoring the one on the south. So, what about having the objective state something like "Kill the southern orc leader" ...? This would mix the challenge of the current scenario and the sense of the old one.
3 - Ka'lian under Attack
In this level you have to defend from some waves of orcs, that are trying to conquer the Ka'lian. On the top of the map there are two factions of orcs, waiting for their minions to weaken the elvish forces: if the elves have lost many units, the orcs are supposed to aggressively attack them; otherwise, they'll be more defensive, waiting for reinforcements.
In the latter case, one of the two orcish sides is just idling. The leader recruits a full keep and then does nothing, and his units don't move away from the castle, so that he can't recruit anymore (also reported by Hestelvar here, in the last line).
Glancing at the code, this block seems to cause this behaviour.
My question is: is this expected, or is this a bug?
4 - The Elvish Treasury
In this scenario, Cleodil has been caged by the saurians. If this is played in MP, the third side starts with a Ranger: during the starting dialogue he is able to move to the cage and free Cleodil and the shamans, dodging the saurians (ok, he is invisible in the forest) and moving from one side of the map to the other in less than one turn.
For my part, this feels a bit strange. Maybe the third side could have to move the Ranger towards the cage by itself, or the Ranger could hide in the forest and silently sneak past the saurians forces, appearing some turns later on the other side of the map.
5 - The Saurian Treasury
At the end of this scenario, the elves can rescue the Ka'lian's gold and plunder the saurian treasury. The player gets a huge amount of gold, which should be entirely returned to the Ka'lian. But this gold is not saved in any way: you get about 1800 at the end of the scenario, so that it is drained by the carryover and by the expenses of the two following levels. As a result, while Kalenz had to secure the elvish money, he doesn't do it, because he spends all of it for fighting.
Maybe the player should get only a part of the elvish+saurians gold, or he should be told that what he is using to pay his troops has been taken from the saurian treasury, and not from the Ka'lian's gold.
7 - Elves Last Stand
There is an arcane, but interesting, comment in the code. Does anyone know what does it refer to?
10 - Cliffs of Thoria
Here Kalenz must move to a signpost, which is placed among the mountains, right next to a comfortable, flat, path. Is this expected?
14 - Human Alliance
I remember this scenario being very tough, with lots of orc leaders spawning and recruiting, and you having to defend a dumb human AI-ally. I see this has been reworked, since now there are only 3 enemy leaders, while previously there were like 9 or 10. Anyway, on the map there are still many empty keeps, that belonged to the old (now absent) enemies.
Was there a project about reworking this scenario, which has not been completed yet? If it is so, i'd be glad to help, if possible, since this scenario looks incomplete, and it is quite easy now.
Multiplayer
In MP, this campaign accepts from 2 to 4 players. However, there are scenarios with 6 or even 8 playable sides, so i'm wondering if limiting the maximun players to 4 is correct. Anyway, i don't really know how MP campaigns work, so i'm not sure this is a valid doubt.
Tramontana wrote: ↑October 3rd, 2018, 10:04 pm
I recently played the campaign "Legend of Wesmere", because, if i recall correctly, it needed some maintainance. I'd like to make some questions about the scenarios, and to give some (hopefully good) suggestions. I hope everything is clear.
This is a really good post with lots of good ideas!
The gameplay suggestions are good ideas for improvements and their are also some potential bugs that have been spotted. Have these already been looked into or just forgotten?