5. The Northern Outpost

Feedback for the mainline campaign Eastern Invasion.

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5. The Northern Outpost

Post by Content Feedback »

(1) What difficulty levels and game versions have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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Xindage
Posts: 34
Joined: August 2nd, 2018, 12:56 am
Location: Brazil

Re: 5. The Northern Outpost

Post by Xindage »

(1) What difficulty levels and game versions have you played the scenario on?
1.18.0 - Incursion - Biased RNG
248 Starting Gold. (An Elven Interlude)
187 Starting Gold. (Ill Humors)
(2) How difficult did you find the scenario? (1-10)
3 - While the achievement looks impossible, the mission itself is no issue.
(3) How clear did you find the scenario objectives?
No issues, its pretty ok.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good, now we are getting some plot.
(5) What were your major challenges in meeting the objectives of the scenario?
None, I mostly placed my unis around the house to ambush the criminals.
(6) How fun do you think the scenario is? (1-10)
7 - Simple and nice.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
If Shodrano (Purple Assassin Leader) had some sort of interaction with Addogin that would add more depth, like if they used to know each other, like both mission (An Elven Interlude) happen so close to each other, and Addogin was able to recruit bandits as well.
(8) Replay/Other notes.
Since (An Elven Interlude) path allowed me to start whit more gold, I recruited some unit that I could spare lose if necessary, while it with the desert mercenaries I had to play more careful to do not lose any unit, i also saved one villager, YAY! (only in Ill Humors's path.)
Replay have prefixes IH and AEI .
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Vendrick
Posts: 35
Joined: February 18th, 2024, 4:12 pm

Re: 5. The Northern Outpost

Post by Vendrick »

(1) Invasion, 1.18
(2) 5
(3) Clear
(4) Owaec is a very well-designed hero unit: his characterisation flows so well with the unit design. I also like how Owaec's appearance punctures Dacyn's cyncism.
(5) The impact vulnerable Dunefolk units I wanted to get experience for are distinctly worse against the Undead than the alternatives; I think I underestimated the undead leader.
(6) 6
(7) I had poor RNG against the Undead and my Falconer ended up being in danger - I also thought Owaec's cavalryman would help. I should have brought a sacrifical spearman because losing the only Falconer (ability where flanking an enemy gives them -20% accuracy) would have been terrible.
My quick Fencer from S1 & S2 continues to be useful, fetching a holy amulet for my horsemen. I really appreciate the item transfer system. It makes the item collecting experience so much smoother - especially on first playthrough - and avoids inflating the number of "essential" units.
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sine_nomine
Posts: 66
Joined: April 30th, 2016, 11:34 pm

Re: 5. The Northern Outpost

Post by sine_nomine »

Invasion, 1.18.0
Nice redesign, the new layout works better because you don't need to spread out your units as much to reach villages.
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doofus-01
Art Director
Posts: 4150
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: 5. The Northern Outpost

Post by doofus-01 »

Content Feedback wrote: March 26th, 2024, 7:47 pm (1) What difficulty levels and game versions have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
1. 1.19.1 - middle difficulty
2. 3 - it was not difficult, but I had some confusion that could have been trouble (explained below).
3. Somewhat clear. Dealing with the leaders was fine, but the "find the bandits in the cellar" part was not clear. Did it have to be Addogin or Dacyn that entered the village, or was anyone good? Do the ruined cottages count as villages (maybe the cellar is intact)? The answers eventually become obvious, but the mechanism isn't clear in the first several turns. A note in the objectives that explains the mechanics would help.
4. The dialog was good, aside from the "bandits in the cellar" parts.
5. No challenges, as long as you have mages to hit the annoying outlaws in the forests.
6. 7 - nothing frustrating, and it did advance the story
7. See #3. I don't have Dunefolk on my roster, I must have missed something...
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