17 - Breaking the Siege

Feedback for the mainline single-player campaign Legend of Wesmere.

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Zrevnur
Posts: 118
Joined: January 11th, 2020, 12:04 pm

Re: 17 - Breaking the Siege

Post by Zrevnur »

(1) What difficulty levels and what version of Wesnoth have you played the scenario on?
Wesnoth 1.14.11, High Lord (Challenging), no reloading during campaign, probably played the scenario at least twice
(2) How difficult did you find the scenario? (1-10)
5 with knowledge of the 'reserve' popups, comparison with rest of campaign
(3) How clear did you find the scenario objectives?
Bad - it doesnt tell me that there will be units popping out of thin air.
Telling the allied leader where to move to is very powerful. This should be properly explained if it isnt - not sure - in the replay I cant find an explanation at least.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear.
(5) What were your major challenges in meeting the objectives of the scenario?
None.
(6) How fun do you think the scenario is? (1-10)
6 with knowledge of the popups
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Dont create units out of nothing - especially not in such a manner that is potentially fatal for the player.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
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fredbobsmith2
Posts: 239
Joined: October 23rd, 2010, 1:57 am

Re: 17 - Breaking the Siege

Post by fredbobsmith2 »

(1) What difficulty levels and what version of Wesnoth have you played the scenario on? High Lord (Difficult) 1.18.4
(2) How difficult did you find the scenario? (1-10) 4
(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? Clear
(5) What were your major challenges in meeting the objectives of the scenario? I recalled some quick champions and my sylphs and shyde. 2 sylphs and shydes went west with the foot units, while the other shyde and sylph, the dwarves, and the outriders fan out north. The south group eliminated most of the south enemies on the first night. By positioning my marksmen and sylphs just in range to reach the leader, I could jump him and kill him in one turn, which then made it easy to fight from his castle against the direwolves. After taking care of them this group goes north, eliminating purple's units on the way, with the sylphs rushing the northwest leader for a fast finish. Meanwhile the dwarves on the east march straight for the northeast leader, picking off stray orcs and distracting his overall direction. The 4 mobile elves defend the ally in the forest, in particular the sylph shyde combo are effective for taking down the assassins from the east leader, while the outriders skirmish the wolves in the forest. Eventually these groups converge on the east leader.
(6) How fun do you think the scenario is? (1-10) 7
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario? None. I probably over-recruited, but I had enough gold for the next scenario anyways.
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