The Rise of Wesnoth 4a - The Swamp of Esten

Feedback for the mainline campaign The Rise of Wesnoth.

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Apparos_Vaklas
Posts: 37
Joined: April 24th, 2021, 11:52 am

Re: The Rise of Wesnoth 4a - The Swamp of Esten

Post by Apparos_Vaklas »

(1) What difficulty levels and game versions have you played the scenario on?

Difficulty: Lord Version: 1.17.22

(2) How difficult did you find the scenario? (1-10)

7

(3) How clear did you find the scenario objectives?

Pretty clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?

10/10 I really liked the added flavor of the temples, the loyal white mage and the enemy leaders' final words.

(5) What were your major challenges in meeting the objectives of the scenario?

Nothing major, I managed to kill the leader closest to me relatively fast and I played conservatively for the rest of the scenario.

(6) How fun do you think the scenario is? (1-10)

10/10 Loved it.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

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Traumflug
Posts: 67
Joined: April 22nd, 2025, 12:48 am

Re: The Rise of Wesnoth 4a - The Swamp of Esten

Post by Traumflug »

(1) What difficulty levels have you played the scenario on?

Version 1.18.4, Biased RNG (experimental), difficulty Lord (Difficult) ( = hard)

(2) How difficult did you find the scenario? (1-10)

8

(3) How clear did you find the scenario objectives?

Very clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Very clear.

(5) What were your major challenges in meeting the objectives of the scenario?

No major challenges if one doesn't move too fast. The ideal scenario for leveling up units. In my replay one can see nicely how Mages and Horsemen are far more effective against Undead than Bowmen.

(6) How fun do you think the scenario is? (1-10)

9

(7) What, if any, are changes you would have made to the scenario to make it more fun?

It's fine as it is.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

Initially I moved south too fast. Suddenly a whole lot of enemies appeared and attacked. Rolling back a couple of turns and proceeding slower in this area did the trick. Also the occasional turn restart, because my first plan of movements didn't work out.


fredbobsmith2
Posts: 239
Joined: October 23rd, 2010, 1:57 am

Re: The Rise of Wesnoth 4a - The Swamp of Esten

Post by fredbobsmith2 »

(1) What difficulty levels and game versions have you played the scenario on? Lord (Difficult) 1.18.5
(2) How difficult did you find the scenario? (1-10) 6, HIs and Burin plus many white mages and a paladin
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? Why do we need to defeat cultists all of a sudden?
(5) What were your major challenges in meeting the objectives of the scenario? None, but scorpions spawning behind me and stealing villages is very annoying
(6) How fun do you think the scenario is? (1-10) 8
(7) What, if any, are changes you would have made to the scenario to make it more fun? None, maybe change scorpion spawns

I recruited/recalled nearly 3 keeps of units, using all my starting gold. My east team had Haldric, 1 knight + 1 horse, 1 mage + 2 white mages, 1 swordsman, and 2 thugs. They defended the flat ground just outside the east enemy leader's attack range, easily holding off the WCs and adepts, then lured out the leader with a knight and went south. Because they had an easy time, the southeast leader and south leader were defeated at around the same time. I pushed southwards along the peninsula with the east team, then lured out the leader with my paladin, with my thugs and mages making short work of random skeletal enemies.
The south team had Burin, 3 HIs, Jessene, 1 white mage + 2 mages + Edren later, 2 thugs, 1 footpad. They held the area around the temple with Edren, using the swamp to moderately choke the enemies, and having the HIs + Burin hold the lines while the mages shot down any ghosts. The second night was probably the riskiest part, as I tried to push out of that area, but was still easy enough. Lured out the enemy leader by presenting a ST on the third day.
Getting to and comfortably winning this scenario is a milestone for the overall strategy for this campaign. In addition to Edren, you get exp on your HIs/STs as well as potentially some experienced thugs/bandits, which are absolutely necessary for S6.

Results:
L3 Jessene, L3 Haldric, L3 Burin
3 shock troopers
1 MoL, 1 near-advance white mage
2 near-advance mages, 1 red mage
1 paladin, 1 near-advance knight
1 outlaw
2 near-advance thug
1 near-advance swordsman
386g to next start
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