4c. Mal-Ravanal's Capital

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4c. Mal-Ravanal's Capital

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(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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sine_nomine
Posts: 74
Joined: April 30th, 2016, 11:34 pm

Re: 4c. Mal-Ravanal's Capital

Post by sine_nomine »

Invasion, 1.18.0
My initial impression was "WTF am I looking at". The undead capital is a mess of different terrain types and it takes a while to discern the actual gameplay structure of the map. It's also hard to predict how the AI will behave, especially with enemies scattered everywhere, so a trial run of the scenario to scout things out is almost mandatory.
Even after scouting it's hard to get used to the defensive enemy AI. I need to make suicidal moves and hope that the enemy won't swarm my important units.
I tried to save all the knights so I went negative on gold and had to sacrifice units to free the knight in the bottom right. Also barely managed to kill the bottom left leader before I was overrun.
I killed the lich near Terraent in one attempt and got punished for it.
The achievement popped up when the last knight was freed, but it's not much of an achievement to free them all and then die. Maybe move that to the end of the scenario. Achievements aside, there could be a line of dialogue at the end acknowledging you saved them all.
Terraent has cool gold armor and a neat fire attack. I might have missed something about his backstory, I thought he and his men were wesnothian but he has dark skin so maybe they're foreigners? Is there some other area he comes from?
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Dalas120
Posts: 188
Joined: July 5th, 2020, 6:51 pm

Re: 4c. Mal-Ravanal's Capital

Post by Dalas120 »

> The achievement popped up when the last knight was freed, but it's not much of an achievement to free them all and then die. Maybe move that to the end of the scenario
Good point; will fix.

> I might have missed something about his backstory, I thought he and his men were wesnothian but he has dark skin so maybe they're foreigners? Is there some other area he comes from?
No backstory tbh, I just thought a black dude in gold armor was a pretty visual.
DeadScout
Posts: 3
Joined: September 25th, 2024, 7:04 pm

Re: 4c. Mal-Ravanal's Capital

Post by DeadScout »

x5 invasion, 1.18.0

couldn't pass it with bonus goal, even tried to replicate "sine_nomine" strategy which is cool alas suicidal and still hard to manage i think 10 turns threshold is low maybe push it to 13 before you get swarmed from all directions at once
over all i like it's unique side stories and hidden rewards that surprise you this campaign is now officially the hardest for me :)
in the end didnt save the knights i just went for the killl
DeadScout
Posts: 3
Joined: September 25th, 2024, 7:04 pm

Re: 4c. Mal-Ravanal's Capital

Post by DeadScout »

finally managed to barely pass this scenario with heavy losses, but am not proud of it after 4 days of trial and error i could only on the last day keep mimicking "sine_nome" strategy which i loved since i used the same when i play with elfs, until i won
i didn't do the reload/save but i did reload many times to change unites movements often to get better situations after i miss up badly, like not paying attention to a bat near an injured unite with 1hp left :shock:
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fredbobsmith2
Posts: 57
Joined: October 23rd, 2010, 1:57 am

Re: 4c. Mal-Ravanal's Capital

Post by fredbobsmith2 »

(1) Incursion 1.18.4
(2) 10
(3) Perfectly clear.

(4) Reasonably interesting dialog. Gweddry seems to change his mind a bit too quickly, perhaps add a comment about how Mal Ravanal can't be killed when Terraent hits him.

(5) I'd say the biggest challenge is doing everything in time while navigating swamp, defensive AI behavior, and compensating for RNG. For example, I'd send two units north, but if they ran into significantly bad RNG, they could easily both be killed while freeing no knights. Similarly on the southeast front, if Shock Troopers or White Mages missed their hits, the lack of mobility and defensive AI would often bog down my units enough that it becomes impossible to rescue the paladin.

(6) 5. A little too frustrating, given that this was on the medium difficulty. I replayed the entire campaign getting the start to improve my recall list and starting gold but was still barely able to rescue all the knights. I imagine it'll be essentially necessary to give up one or two of them on hard.

(7) Less swamp or cave tiles might be nice.
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