The Rise of Wesnoth 14 - Rough Landing

Feedback for the mainline campaign The Rise of Wesnoth.

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LienRag
Posts: 131
Joined: September 24th, 2018, 4:03 pm

Re: The Rise of Wesnoth 14 - Rough Landing

Post by LienRag »

7 - Also, way too much bats. They're mostly annoying, especially in a map with few villages so where you can't recruit a lot of troops.
Having only one leader recruits them would be way better.
Traumflug
Posts: 67
Joined: April 22nd, 2025, 12:48 am

Re: The Rise of Wesnoth 14 - Rough Landing

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)

7

(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?

Small islands and Serpents for a campaign with land based units? Well, Red and White Mages can deal with everything. As Horsemen love Nagas, I could welcome another Knight to my recall list.

(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?

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?

None beyond the occasional turn restart, because my first plan of movements didn't work out.


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