The return to Wesnoth

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Kingsley
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The return to Wesnoth

Post by Kingsley »

I remmember playing "Return to Wesnoth" (The scenario before Test of the Clans) on easy and finding that level extremely difficult. Well the level is fair if the computer doesn't get luckly (like two units successfully gets 100% accuracy for one turn). But if the computer manages too many successful strikes, which of course, more or less is likely to happen, you're screwed. This wouldn't normally be a problem however you have 18 turns to defeat 3 enemy leaders with their own base and with a plethora of level 3 units, and this is on easy. I could imagine it being much more difficult on hard. Is it possible to add 12 or more so turns to this scenario for future versions of the game?
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turin
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Post by turin »

odd... when i was playtesting it (on easy) it seemed easy...

is there a consensus that the level is too hard, or do most people think it is about right?
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scott
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Post by scott »

The hard part is capturing the first castle without getting your heroes killed.
After that I think it's not too bad.
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Post by Bablefish »

I find the problem is that this senario has no few turns and test of the clans has too many. If one where to mae these changes, the senario would be easier.

My two cents
caranha
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Post by caranha »

I don't know... THE difficult thing about this scenario is the few turns... it is a break from the previous scenarios where you usually had plenty of turns to complete.

I was massacring the second leader (on normal) when I realized I was on turn 14 already, and had to rush all my units to the last leader. Barely made it. Managed to kill him on the last turn, by forgetting about all his other units (which were chasing defaldor's skirts). Kind of a interesting challenge.

However, I have a problem with the fact that no explanation is given, story wise, for such a small quantity of turns. Of course, you can always say that when turns run over you run out of supplies and your army starves. BUT, in stages with fewer turns like these, some more elaborate story explanation would be in place, IMHO.

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Post by Invisible Philosopher »

The story can be: many Wesnothian reinforcements arrive. Perhaps someone could mention that they must hurry, at the beginning.

Between the low turns and little interesting terrain, I really don't like this scenario. As I have mentioned at other times, I won this scenario with Elvish Fighters and Archers because it was more cost-efficient, and lots of gold is needed for Test of the Clans. Recalled units had too high upkeep, there aren't many villages to nullify that, and the low turns means that you won't get much bonus for the next scenario.
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Elvish_Pillager
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Post by Elvish_Pillager »

We could change the objectives to 'move Konrad to southwest corner'. (killing is a nuisance, let's just run....hmmm...)
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Kingsley
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Post by Kingsley »

odd... when i was playtesting it (on easy) it seemed easy...
The first time I played this scenario it was fun and I manage to kill the last general on the 18th turn, with two assasians back to back.

The second (and third and fourth) time I played this scenario it was down right impossible to beat. And this was also on easy. The only reason why is cause the high level units do too much damage if they are too successful, and like I said before, there isn't enough time to either avoid them or to use a defensive tactic.

I suppose this level is a perfect example of how extreme the "randomness" in wesnoth can dictate if the level will be easy or not.

Well I really like this level, I like the high level units in this level and I like the layout of this level, I just want more turns to finish it.
Kingsley
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Post by Kingsley »

(double post)
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turin
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Post by turin »

I think turns should press you to finish in time. (I use this all the time in my campaign).

but if this is not in the style of HttT, then i'll change it.

[edit]
OK, i added 6 turns. Its now in CVS. but really, i don't think more are needed, since it is definitely possible in 14, and i think 10 turns bonus for winning best possible is enough.
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