The South Guard, Re-Revised - New Mainline Candidate
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- SexyPringles
- Posts: 43
- Joined: January 18th, 2020, 4:50 pm
Re: The South Guard, Re-Revised - New Mainline Candidate
I think this is a great improvement compared to the first revised version. I'm still against the whole idea of turning a campaign into a tutorial but it seems that it already is set in stone so it is what it is, gotta work with what we have, aye?
I think it was a good call to cut the size of the maps a little bit but still keep the aesthetic of the original version and in some places, even improve it. Campaign becomes a noob friendlier with its smaller maps. Objectives are pretty much similar like in the original but still varying, I also liked the completely revamped Vale of Tears scenario. Giving the player choice on who will be your companion was a good idea too and the tips UI is much more appealing. Good stuff overall with the maps, scenarios and gameplay.
Plot too is greatly improved. The unnecessary Asheviere stuff was removed, in the first version it felt too bloated with Asheviere's own sideplot alongside the South Guard's plot. She already has her own plot in TDG and HttT and adding her to TSG would be too much imo. In the first version it felt like she is being shoved down my throat overly enthusiastically. Now the focus is solely on Deoran and the South Guard, Deoran also feels like a main character in this version. Gerrick, Hylas and Mari are good supporting characters and don't overshadow Deoran, they also feel like characters this time and not npc's. Also, the branching route is back! Let's goooo! Nice prank with changing Pebbles in the Flood scenario to the elf route, I allied myself with the outlaws in the first playthrough thinking it would be in that route. Now the both routes seem equally good imo and after looking at the achievements there is 3rd route that I missed, probably going to the cave route
. Need to test that route too at some point.
I think it was a good call to cut the size of the maps a little bit but still keep the aesthetic of the original version and in some places, even improve it. Campaign becomes a noob friendlier with its smaller maps. Objectives are pretty much similar like in the original but still varying, I also liked the completely revamped Vale of Tears scenario. Giving the player choice on who will be your companion was a good idea too and the tips UI is much more appealing. Good stuff overall with the maps, scenarios and gameplay.
Plot too is greatly improved. The unnecessary Asheviere stuff was removed, in the first version it felt too bloated with Asheviere's own sideplot alongside the South Guard's plot. She already has her own plot in TDG and HttT and adding her to TSG would be too much imo. In the first version it felt like she is being shoved down my throat overly enthusiastically. Now the focus is solely on Deoran and the South Guard, Deoran also feels like a main character in this version. Gerrick, Hylas and Mari are good supporting characters and don't overshadow Deoran, they also feel like characters this time and not npc's. Also, the branching route is back! Let's goooo! Nice prank with changing Pebbles in the Flood scenario to the elf route, I allied myself with the outlaws in the first playthrough thinking it would be in that route. Now the both routes seem equally good imo and after looking at the achievements there is 3rd route that I missed, probably going to the cave route

Re: The South Guard, Re-Revised - New Mainline Candidate
I'm really glad to hear you liked the campaign! It's taken a ton of work so I'm pleased it's had a generally positive reception
But, given the number of Wesnoth players who've expressed a preference for splitting out the tutorial, I do think it's something that needs to be seriously considered. We have some possibilities here:
- Cut out the first half of TSG's first scenario, and make that a single-scenario Battle Training.
- Cut out TSG's entire first scenario as Battle Training, with the first half as part 1 and the second half as part 2. Part 1 would need to be expanded; maybe you have to fight Mari herself, and some Fencers that she recruits.
- Remove tutorial elements from the first couple scenarios of TSG, and create a from-scratch 2-3 scenario tutorial. Perhaps Deoran is training at a military academy in Weldyn, or perphaps Gerrick is training new recruits to repel a bandit attack.
- Keep the tutorial in TSG. This is my preferred option, as it's a lot less work and I feel it's a far superior new player experience.
- Alternatively, maybe we should get some actual new players to try things out and get their opinions? I have two or three I could bring in, but I'd need all of your help for any others.
I'm not open to keeping the current Battle Training, with Delfador/Konrad/Li'sar. I very strongly feel that the units, characters, and plot of the tutorial must lead into the first player campaign, rather than being completely unrelated like they are now.

I, personally, do very strongly prefer the current integration - virtually every game design source I've read encourages integrating stand-alone tutorial levels, and I also feel that it's simply more enjoyable to play.SexyPringles wrote: ↑August 19th, 2024, 12:16 pmI'm still against the whole idea of turning a campaign into a tutorial but it seems that it already is set in stone so it is what it is, gotta work with what we have, aye?
But, given the number of Wesnoth players who've expressed a preference for splitting out the tutorial, I do think it's something that needs to be seriously considered. We have some possibilities here:
- Cut out the first half of TSG's first scenario, and make that a single-scenario Battle Training.
- Cut out TSG's entire first scenario as Battle Training, with the first half as part 1 and the second half as part 2. Part 1 would need to be expanded; maybe you have to fight Mari herself, and some Fencers that she recruits.
- Remove tutorial elements from the first couple scenarios of TSG, and create a from-scratch 2-3 scenario tutorial. Perhaps Deoran is training at a military academy in Weldyn, or perphaps Gerrick is training new recruits to repel a bandit attack.
- Keep the tutorial in TSG. This is my preferred option, as it's a lot less work and I feel it's a far superior new player experience.
- Alternatively, maybe we should get some actual new players to try things out and get their opinions? I have two or three I could bring in, but I'd need all of your help for any others.
I'm not open to keeping the current Battle Training, with Delfador/Konrad/Li'sar. I very strongly feel that the units, characters, and plot of the tutorial must lead into the first player campaign, rather than being completely unrelated like they are now.
Will do, thanks for letting me know.When $companion_name is limited to the set of three companions, it's better to have three copies of the string instead of using a variable.
Last edited by Dalas120 on August 19th, 2024, 3:12 pm, edited 1 time in total.
Re: The South Guard, Re-Revised - New Mainline Candidate
(Btw, I want to say I very much appreciate that there is no longer a cave map where you control any elves.)
- Gothyoba
- Posts: 112
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Re: The South Guard, Re-Revised - New Mainline Candidate
Here’s my personal review of the campaign. I would like to note that while I am by no means an expert or even a very good player, I now the game quite well for many years, and am quite far removed from target audience for this campaign. I played on the easiest difficulty to get idea of what this is lime for a completely new player, however my feedback on difficulty and tutorial aspects probably will not be great, but I hope to do my best to think like a completely new player.
I would also like to note that this campaign is excellent, and is a significant improvement over the old tutorial, the old TSG, and the first TSG Revision (which I have already played some time ago). Most of my criticism here are nitpicking, and this campaign is excellent overall.
Review:
Overall, this was great, and much better than Battle Training (BT). I personally think a new player will find it much more interesting to immeadiately enter the story rather than play around with Delfador. Integrating the tutorial into the larger storyline makes it feel more interesting to play, introduces new players to Wesnoth as a game about story and lore as well as strategy and tactics, and is overall much more entertaining and enjoyable.
Also, BT fails at explaining many crucial yet slightly more advanced mechanics, and does little in terms of teaching general tips on how to use mechanics. Having a separate campaign for a short scenario is also kind of pointless IMHO. I had a lot more fun playing this TSG Revision than BT. The old tutorial is made to be played once, and then forgotten about. The TSG Revision offers much greater replayibility and enjoyment. I was initally quite sceptical that a tutorial’s quality would decrease when itegrated jnto a storyline for Wensoth, but I have to say the exceution was excellent and far better than what I would have imagined. If BT is kept however, it would certainly needs to be revised.
I would also like to note that this campaign is excellent, and is a significant improvement over the old tutorial, the old TSG, and the first TSG Revision (which I have already played some time ago). Most of my criticism here are nitpicking, and this campaign is excellent overall.
Review:
Spoiler:
Also, BT fails at explaining many crucial yet slightly more advanced mechanics, and does little in terms of teaching general tips on how to use mechanics. Having a separate campaign for a short scenario is also kind of pointless IMHO. I had a lot more fun playing this TSG Revision than BT. The old tutorial is made to be played once, and then forgotten about. The TSG Revision offers much greater replayibility and enjoyment. I was initally quite sceptical that a tutorial’s quality would decrease when itegrated jnto a storyline for Wensoth, but I have to say the exceution was excellent and far better than what I would have imagined. If BT is kept however, it would certainly needs to be revised.
Whitefang Orc
Re: The South Guard, Re-Revised - New Mainline Candidate
Hey I just played trough the campaign on Normal and made notes during, I want to write it all up, so it can be a bit longer. I will talk about everything I found noteworthy so it can seem nitpicky, but I only want to provide critcism. I could be pointing out stuff that is done on other difficulty levels or that I just didn't see, I apologize for that. The scenarios are numbered in order 1 - 7 not necessarly the same as you did.
First how I come into it: Not played TDG, not played the revised Version of TSG, but read what others were saying and I played the mainline TSG and like it. But I am also very much in favor of having an actual tutorial campaign.
I want to talk about bugs I found, Gamplay and story keeping in mind this is as a tutorial for new players.
Wow this has taken so much longer than I expected. I really hope despite my many points you see that I want to have a good beginner TSG, that is integrated into a larger story. And I really like what you have done so far. Also my mother tongue is german, so my browser does not help me with spelling. I'm sorry.
First how I come into it: Not played TDG, not played the revised Version of TSG, but read what others were saying and I played the mainline TSG and like it. But I am also very much in favor of having an actual tutorial campaign.
I want to talk about bugs I found, Gamplay and story keeping in mind this is as a tutorial for new players.
Spoiler:
- Attachments
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TSG-Vengeance replay 20240820-012018.gz
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TSG-Vale of Tears replay 20240820-001631.gz
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TSG-The Long March replay 20240820-005956.gz
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TSG-Proven by the Sword replay 20240819-231932.gz
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TSG-Choice in the Fog replay 20240820-004506.gz
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Author of 'An Orcish Might' viewtopic.php?t=57032
- Gothyoba
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Re: The South Guard, Re-Revised - New Mainline Candidate
I think you make a good point on gold there. The gold I had for each scenario was consistently relatively low. The scenarios are well-balanced around this, but I feel like in some scenarios, such as scenario 5, I would have preferred more gold with a stronger enemy to balance for it.
The axhivemwnts probably should not be removed, but it kight be worth it to add something to explain what an achievement is and how notnto get stuck with a box in frint of you. I know a lot of people playing will already have a general idea of an achivement and that clicking on the screen might do something, but a good tutorial should probably be designed with someone who has little to no cotnext surrounding these mechanics as possible. So it might be worth it to say what an ahcievement is beforehand.
As for the rain/snow, I feel that could be explained with some flavour text after a few turns by the main characters.
My biggest problem with the overall storyline is how much lesss mysterious some things feel to me personally. This is not universal to all parts of the story. I like the mystery around the Vale of Tears, for exmaple. However, I personally limed the surprise of the bandits suddenly recruiting undead in scenario 2, so I would personally change the recruits form the first scenario to ruffians/bandits. As Immentioned above, I also think the Black Froest has been made less oerilous and mysterious, which I think is less exciting than the last one. These are realtively minor however, and could prbably be fixed with some dialogue changes/additions.
The axhivemwnts probably should not be removed, but it kight be worth it to add something to explain what an achievement is and how notnto get stuck with a box in frint of you. I know a lot of people playing will already have a general idea of an achivement and that clicking on the screen might do something, but a good tutorial should probably be designed with someone who has little to no cotnext surrounding these mechanics as possible. So it might be worth it to say what an ahcievement is beforehand.
As for the rain/snow, I feel that could be explained with some flavour text after a few turns by the main characters.
My biggest problem with the overall storyline is how much lesss mysterious some things feel to me personally. This is not universal to all parts of the story. I like the mystery around the Vale of Tears, for exmaple. However, I personally limed the surprise of the bandits suddenly recruiting undead in scenario 2, so I would personally change the recruits form the first scenario to ruffians/bandits. As Immentioned above, I also think the Black Froest has been made less oerilous and mysterious, which I think is less exciting than the last one. These are realtively minor however, and could prbably be fixed with some dialogue changes/additions.
Whitefang Orc
Re: The South Guard, Re-Revised - New Mainline Candidate
Choice in the fog seems to be a bit too trivial on easy. Even if you have no veterans, you'll still have one lvl 2 unit at least (the officer) and one Elvish Shyde. If you side with the outlaws, you'll also gain a lvl 2 bandit as an ally.
I made a friend play the scenario and they killed like 7 units, 3 of them being walking corpses, and nearly every other enemy being on their own.
(They also pointed out that the brazers in Pebbles in the Flood' are not explained, and that they thought it doesn't have any effect in gameplay.)
I made a friend play the scenario and they killed like 7 units, 3 of them being walking corpses, and nearly every other enemy being on their own.
(They also pointed out that the brazers in Pebbles in the Flood' are not explained, and that they thought it doesn't have any effect in gameplay.)
- Gothyoba
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Re: The South Guard, Re-Revised - New Mainline Candidate
I agree. This used to be a very hard scenario compared to the rest that could keep new players stuck. I don’t think it should be that hard, given that it’s a tutorial campaign, but I feel it could be made a lot harder while still keeping it within acceptable levels for a tutorial.Konrad2 wrote: ↑August 20th, 2024, 11:29 am Choice in the fog seems to be a bit too trivial on easy. Even if you have no veterans, you'll still have one lvl 2 unit at least (the officer) and one Elvish Shyde. If you side with the outlaws, you'll also gain a lvl 2 bandit as an ally.
I made a friend play the scenario and they killed like 7 units, 3 of them being walking corpses, and nearly every other enemy being on their own.
(They also pointed out that the brazers in Pebbles in the Flood' are not explained, and that they thought it doesn't have any effect in gameplay.)
Whitefang Orc
Re: The South Guard, Re-Revised - New Mainline Candidate
Thanks to Gothyoba, Numero, and Konrad2 for your feedback! Responding point by point would take up a lot of space, but know that I've read every suggestion and will be implementing many.
(and thank you Gothyoba for updating the encyclopedia)
Regarding "Choice in the Fog", I can certainly turn up the difficulty. Konrad2, could you attach your friend's replays (ideally for all scenarios, if they're new to Wesnoth) so I can take a look and see where best in the scenario to add more challenge?
Also, Gothyoba, you mentioned "dialogue changes/additions" to help make the Black Forest feel more mysterious - do you have any specific suggestions, so I can get an idea of the tone you're going for?
(and thank you Gothyoba for updating the encyclopedia)
Regarding "Choice in the Fog", I can certainly turn up the difficulty. Konrad2, could you attach your friend's replays (ideally for all scenarios, if they're new to Wesnoth) so I can take a look and see where best in the scenario to add more challenge?
Also, Gothyoba, you mentioned "dialogue changes/additions" to help make the Black Forest feel more mysterious - do you have any specific suggestions, so I can get an idea of the tone you're going for?
- Gothyoba
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Re: The South Guard, Re-Revised - New Mainline Candidate
The sotry text and initial dialogue from the old scenario 5 is a good example. It mentions a sense of forboding around the place, establishes that the forest is rarely travelled to, and talks about elvish monuments becoming rarer and rarer as they drew closer tomthe river, a river beyond which nobody would willingly go. I woiuld also suggest some dialogue to create a sense of unease in the characters in the long march. I am not very good at dialogue, so I fear specific suggestions will nto aid my point very well here. I can give those examples of text that fits in iwht a more mysterious and dangerous view of the Balck Forest. Moving Southport further away from the forest would also help establish that the forest is dangerous and people wouldn’t go near it.
Whitefang Orc
Re: The South Guard, Re-Revised - New Mainline Candidate
Comments on S1 (with tutorial on) :
Instead of "the golden crown in Deoran's upper-left-hand corner", I suggest "the golden crown above Deoran's HP bar".
The undo hint only appears once, and its first appearance might be at a time when the player doesn't need to undo (they still have enough moves to reach where they're expected to go).
On turn 3, if you move to the keep, recruit 3 soldiers, and then move to a village to heal, then the undo hint appears. That's confusing, healing is a better choice than staying on the keep.
Making Urza Mathin quick greatly increases the radius in which he's dangerous, and it makes the player's own choices less interesting. For example, it prevents the idea of attacking with a quick spearman, expecting to take a lot of damage during the enemy turn, and then running the spearman out of range to heal. Would be less of a worry the player had more units for ZoC, assuming ZoC was explained.
Having less enemies but only needing 50% XP makes the player's XP management skill have a lot more influence, and I think it's wrong for a beginner campaign. Deoran's L2 is a huge change, giving leadership, a crossbow against enemies with no ranged attack, and enough max hp to almost certainly survive the enemy turn if Urza plus a bandit attack at night.
The AI is retreating bandits back to Urza's castle, which while sensible is also not fun - to attack anything, you have to be ready for losing potentially 44 hp during the enemy turn, even during the day.
Urza's "the sun begins to set" is said a turn too late, the player has already made their moves at dusk.
Instead of "the golden crown in Deoran's upper-left-hand corner", I suggest "the golden crown above Deoran's HP bar".
The undo hint only appears once, and its first appearance might be at a time when the player doesn't need to undo (they still have enough moves to reach where they're expected to go).
On turn 3, if you move to the keep, recruit 3 soldiers, and then move to a village to heal, then the undo hint appears. That's confusing, healing is a better choice than staying on the keep.
Making Urza Mathin quick greatly increases the radius in which he's dangerous, and it makes the player's own choices less interesting. For example, it prevents the idea of attacking with a quick spearman, expecting to take a lot of damage during the enemy turn, and then running the spearman out of range to heal. Would be less of a worry the player had more units for ZoC, assuming ZoC was explained.
Having less enemies but only needing 50% XP makes the player's XP management skill have a lot more influence, and I think it's wrong for a beginner campaign. Deoran's L2 is a huge change, giving leadership, a crossbow against enemies with no ranged attack, and enough max hp to almost certainly survive the enemy turn if Urza plus a bandit attack at night.
The AI is retreating bandits back to Urza's castle, which while sensible is also not fun - to attack anything, you have to be ready for losing potentially 44 hp during the enemy turn, even during the day.
Urza's "the sun begins to set" is said a turn too late, the player has already made their moves at dusk.
- Gothyoba
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Re: The South Guard, Re-Revised - New Mainline Candidate
I agree with octalot’s comments here. It can be confusing to have the undo button hint for anew player when entering a village because that would generally be a good idea and the warning might discourage a new player from doing so, or confuse them about how villages work and when to use them.
I am very excited to see this coming to mainline as well as the lore changes coming with it!
I am very excited to see this coming to mainline as well as the lore changes coming with it!
Whitefang Orc
Re: The South Guard, Re-Revised - New Mainline Candidate
I'll take a look at this, thanks. I'd originally removed this because I was worried the campaign was too wordy, but I can definitely add it back in.
Will do.
octalot wrote: ↑August 22nd, 2024, 12:31 pm The undo hint only appears once, and its first appearance might be at a time when the player doesn't need to undo (they still have enough moves to reach where they're expected to go).
On turn 3, if you move to the keep, recruit 3 soldiers, and then move to a village to heal, then the undo hint appears. That's confusing, healing is a better choice than staying on the keep.
I'll take a look at this, thanks.Gothyoba wrote: ↑August 22nd, 2024, 9:11 pm I agree with octalot’s comments here. It can be confusing to have the undo button hint for anew player when entering a village because that would generally be a good idea and the warning might discourage a new player from doing so, or confuse them about how villages work and when to use them.
Ok, I'll swap out quick with a different trait.
I feel the opposite. With very high XP costs, the only way to level a unit is by carefully feeding them XP. With low XP costs, it's easy for a beginner to level units without needing to be very skilled at feeding XP.
There's a couple reasons I have the AI retreat during the day in this campaign. First, even though retreating doesn't necessarily make the AI stronger, I do think it makes the appear AI more intelligent (thus giving a better impression of Wesnoth).
Second, and more importantly, I hope the AI can serve as a tutorial element. By seeing the AI attack/retreat during favorable/unfavorable ToD, the player gets the idea that they should respect ToD as well.
Will fix, thanks.
Re: The South Guard, Re-Revised - New Mainline Candidate
Using a cavalryman as the main hero means that the player won't understand the numbers on screen until they understand resistances. For a game that depends a lot on numbers, the tutorial ought to introduce things in an order that a player can understand them - otherwise there's a risk that they'll just think "well, all the reviews that said it was too focused on RNG were right".
A cavalryman also brings in WINR, as it's a unit which obviously ought to be able to split into two creatures, but has a single shared HP bar.
If the first campaign needs to either be the tutorial, or at least use the same units as the tutorial, maybe the first campaign needs to be elves?
The overlap between the elves' fighter and archer lines makes them forgiving to players who haven't chosen ones that exploit the enemy side's weaknesses. Those lines don't get abilities or weapon specials until L2, and of the specials that they get at L2, two are immediately useful in a way that's obvious to the player (leadership, marksman), leaving only one that might not seem useful (ambush).
The shaman line doesn't fit that, but we've already got a hint written (in Tutorial S02, on recruiting the second shaman) to steer the player away from recruiting a third one too soon. The slows ability will miss often enough that the player clearly has to be ready for it to miss, yet its tactics and the formations needed to use it along with healing leads the player on to ZoC and keeping injured troops covered by ZoC.
Undead, and thus plague, are integral to TSG's story, but TSGRR S02's use of plague, along with shouting it out at the start of S02 can be interpreted as "letting your recruits get killed doesn't seem that bad, so we've thrown a mechanic into the tutorial to make you see it as bad now, even if we won't explain it until later". It feels like misinformation to put it early in a tutorial.
If a player knows games well enough to judge the quality of AI, they're probably going to assume "deliberately weak AI for the tutorial", rather than "this game's AI is too weak".
Maybe put some troops with XP on the recall list, and show off recalling in the first scenario? Instead of scaling XP, Deoran and those recalls can have an XP boost. However, we also need the player to know that they can recruit an unlimited number of troops - so the number of recalls needs to be at most (number of castle hexes for first turn recruitment - 2).
A cavalryman also brings in WINR, as it's a unit which obviously ought to be able to split into two creatures, but has a single shared HP bar.
If the first campaign needs to either be the tutorial, or at least use the same units as the tutorial, maybe the first campaign needs to be elves?
The overlap between the elves' fighter and archer lines makes them forgiving to players who haven't chosen ones that exploit the enemy side's weaknesses. Those lines don't get abilities or weapon specials until L2, and of the specials that they get at L2, two are immediately useful in a way that's obvious to the player (leadership, marksman), leaving only one that might not seem useful (ambush).
The shaman line doesn't fit that, but we've already got a hint written (in Tutorial S02, on recruiting the second shaman) to steer the player away from recruiting a third one too soon. The slows ability will miss often enough that the player clearly has to be ready for it to miss, yet its tactics and the formations needed to use it along with healing leads the player on to ZoC and keeping injured troops covered by ZoC.
Undead, and thus plague, are integral to TSG's story, but TSGRR S02's use of plague, along with shouting it out at the start of S02 can be interpreted as "letting your recruits get killed doesn't seem that bad, so we've thrown a mechanic into the tutorial to make you see it as bad now, even if we won't explain it until later". It feels like misinformation to put it early in a tutorial.
When playing S01, it feels more like the enemy is retreating because they're outnumbered rather than because of the ToD. More importantly, it's not fun to play against.Dalas120 wrote: ↑August 24th, 2024, 1:17 pm There's a couple reasons I have the AI retreat during the day in this campaign. First, even though retreating doesn't necessarily make the AI stronger, I do think it makes the appear AI more intelligent (thus giving a better impression of Wesnoth).
Second, and more importantly, I hope the AI can serve as a tutorial element. By seeing the AI attack/retreat during favorable/unfavorable ToD, the player gets the idea that they should respect ToD as well.
If a player knows games well enough to judge the quality of AI, they're probably going to assume "deliberately weak AI for the tutorial", rather than "this game's AI is too weak".
There aren't enough enemy units on easy, even with the low XP costs; and that combines with Deoran's L1 and L2 being too big a leap. Getting that L2 in S01 makes a big difference, but the XP for the Quintain will probably go to another unit, at which point getting that L2 before facing the boss means getting one of the two or three remaining kills.
Maybe put some troops with XP on the recall list, and show off recalling in the first scenario? Instead of scaling XP, Deoran and those recalls can have an XP boost. However, we also need the player to know that they can recruit an unlimited number of troops - so the number of recalls needs to be at most (number of castle hexes for first turn recruitment - 2).
- ForestDragon
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Re: The South Guard, Re-Revised - New Mainline Candidate
Good point, that was one of the big strengths of the old tutorial.octalot wrote: ↑September 8th, 2024, 3:36 pm If the first campaign needs to either be the tutorial, or at least use the same units as the tutorial, maybe the first campaign needs to be elves?
The overlap between the elves' fighter and archer lines makes them forgiving to players who haven't chosen ones that exploit the enemy side's weaknesses. Those lines don't get abilities or weapon specials until L2, and of the specials that they get at L2, two are immediately useful in a way that's obvious to the player (leadership, marksman), leaving only one that might not seem useful (ambush).
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