4b. Ill Humors

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4b. Ill Humors

Post by Content Feedback »

(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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Xindage
Posts: 34
Joined: August 2nd, 2018, 12:56 am
Location: Brazil

Re: 4b. Ill Humors

Post by Xindage »

(1) What difficulty levels and game versions have you played the scenario on?
1.18.0 - Incursion - Biased RNG
282 Starting Gold.
(2) How difficult did you find the scenario? (1-10)
4 - If you just wanna leave add more 3 if you wanna get the merc group/Get into mal-ravanal capital.
(3) How clear did you find the scenario objectives?
It's clear it explain well and the hints really help.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very good.
(5) What were your major challenges in meeting the objectives of the scenario?
Dealing with ambushing crocs.
(6) How fun do you think the scenario is? (1-10)
5 - Not the best but not the worse too.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe some weaker crocs, being ambushed against mobiles foes, on disadvantageous terrain + fog and poisoning really makes the things though.
The poisoning mechanic is kinda unique here so it may stay, but I think crocs are too much.
(8) Replay/Other notes.
Kept the white mages around while I send some distracting forces to poke the undead leader and also deal with the random bat spam, not much to comment tho.
I'll be skippig mal-ravanal capital, I dont wanna mess with this scenario right now.
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Vendrick
Posts: 43
Joined: February 18th, 2024, 4:12 pm

Re: 4b. Ill Humors

Post by Vendrick »

(1) Invasion, 1.18
(2) 4
(3) Clear
(4) The Dune Apothecary makes his appearance - I assume he gets used so frequently in addons becasue he has a portrait. A travelling salesman is a fun character to bring into the Undead invasion and Hahid will be surprisingly useful a few times.
(5) Biggest threat is the lizards. Heavy Infantry can lure them out, but its difficult to get many attacks on them and if the mages fumble killing them they could take 36 damage.
(6) 5
(7) The poison application might be bugged - affected units are Poisoned, then cured by a healer, then Posioned again. The herbs are only semi-randomly distributed. If you don't know roughly where they are the scenario would be much more difficult - slogging through swamp, unable to heal while being harassed by insect spawns.
I paid for the Dune mercenaries - losing 30% damage when gold is negative will be a problem later.
(Mal-Ravanal's capital has better rewards but I don't really have an RNG "safe" way of completing it with good rewards; the turn "limit" is extremely tight.)
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sine_nomine
Posts: 74
Joined: April 30th, 2016, 11:34 pm

Re: 4b. Ill Humors

Post by sine_nomine »

Hate the herbs, hate the swamp, hate the poison, hate the crocodiles, hate the khalifate
Not saying that scenario needs to be changed, I just hate it
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Dalas120
Posts: 202
Joined: July 5th, 2020, 6:51 pm

Re: 4b. Ill Humors

Post by Dalas120 »

I think this is my favorite EI review of all time.
fredbobsmith2
Posts: 214
Joined: October 23rd, 2010, 1:57 am

Re: 4b. Ill Humors

Post by fredbobsmith2 »

(1) What difficulty levels and game versions have you played the scenario on? Invasion (Difficult) 1.18.4
(2) How difficult did you find the scenario? (1-10) 7
(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? Very good
(5) What were your major challenges in meeting the objectives of the scenario? I recruited mages and HIs to deal with enemy units, and a few fencers to get the herbs. I replayed this once because the first time it took too long to find the herbs (there didn't seem to be any in the northeast) and I wanted an early finish bonus for the next scenario. The east team moved east then southeast into the swamp, with the fencers running off and returning with herbs as I saw them. In hindsight it may have been easier if I had let my real units take the nearest herbs, instead of just grabbing them with the fencers.
Replayed this in preparation for S4c. In addition to following the advice above, I explored much more carefully, with my main unit moving in a hedgehog towards the southeast corner, feeding exp to my mages along the way. Fencers still useful for screening but weren't used suicidally.
(6) How fun do you think the scenario is? (1-10) 4, not a big fan of swamps
(7) What, if any, are changes you would have made to the scenario to make it more fun? Maybe less swamp or less poison?
Attachments
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