Flight to Freedom
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Flight to Freedom
Please specify your version of Wesnoth and Flight to Freedom.
(1) What difficulty level did you play the campaign on?
(2) How difficult did you find the campaign? (1-10)
(3) How clear and interesting did you find the dialog and storyline of the campaign?
(4) What were your major challenges in beating the campaign?
(5) How fun do you think the campaign is? (1-10)
(6) What, if any, are changes you would have made to the campaign to make it more fun?
(7) Any bugs, errors, or spelling mistakes?
Thank you for your time.
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
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- Posts: 38
- Joined: May 21st, 2014, 6:56 am
Re: Flight to Freedom
Please specify your version of Wesnoth and Flight to Freedom.
wesnoth 1.11.15 ; FtF 5.1.6.1
(1) What difficulty level did you play the campaign on?
easy
(2) How difficult did you find the campaign? (1-10)
7.5 with "river of skulls" included, probably 5 or 6 without with.. but I'm not a very good player
However, probably would be 5 or 6 with the bug in river of skulls now corrected.
(3) How clear and interesting did you find the dialog and storyline of the campaign?
Very interesting -- I got thrown for a bit of a loop with duplicate Theracars but things made much more sense after that bug was fixed.
(4) What were your major challenges in beating the campaign?
River of Skulls -- I had to try something like 6 different strategies before finally squeaking through.
(5) How fun do you think the campaign is? (1-10)
8
(6) What, if any, are changes you would have made to the campaign to make it more fun?
Legend of the Invincibles got me addicted to per-level bonuses. FtF explores this slightly, but more might be possible. However, I've never designed a campaign so probably, although this would make things more fun, it would also make attempts at balancing way harder.
(7) Any bugs, errors, or spelling mistakes?
wesnoth 1.11.15 ; FtF 5.1.6.1
(1) What difficulty level did you play the campaign on?
easy
(2) How difficult did you find the campaign? (1-10)
7.5 with "river of skulls" included, probably 5 or 6 without with.. but I'm not a very good player
However, probably would be 5 or 6 with the bug in river of skulls now corrected.
(3) How clear and interesting did you find the dialog and storyline of the campaign?
Very interesting -- I got thrown for a bit of a loop with duplicate Theracars but things made much more sense after that bug was fixed.
(4) What were your major challenges in beating the campaign?
River of Skulls -- I had to try something like 6 different strategies before finally squeaking through.
(5) How fun do you think the campaign is? (1-10)
8
(6) What, if any, are changes you would have made to the campaign to make it more fun?
Legend of the Invincibles got me addicted to per-level bonuses. FtF explores this slightly
Spoiler:
(7) Any bugs, errors, or spelling mistakes?
Spoiler:
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- Posts: 38
- Joined: May 21st, 2014, 6:56 am
Re: Flight to Freedom
regarding fun factor :
Spoiler:
Re: Flight to Freedom
I'm on the current stable patch 1.12, and I'm unable to download the add-on. Everytime it finishes downloading Wesnoth closes and I don't get the add-on. Anything I should be doing differently or anywhere else I can download this?
Re: Flight to Freedom
Is this problem with just FtF, or with other addons from the server? It's most likely a Wesnoth issue.Sarcasm wrote:I'm on the current stable patch 1.12, and I'm unable to download the add-on. Everytime it finishes downloading Wesnoth closes and I don't get the add-on. Anything I should be doing differently or anywhere else I can download this?
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Re: Flight to Freedom
This is the only one that this happens with. All other addd-ons have downloaded perfectly fine.
Re: Flight to Freedom
Could the map "River of skulls" be changed a bit?
I don't mind a challenging fight, but it's annoying that there are so
many different challenges all at the same time.
My units fly through the space, except for that fat pirate who can not
fly and is a liability, fight through dwarven bosses who all have a nearby
healing village, to finally end up in an area with an annoying spider
web (one of my units got stuck and could not move out of it anymore),
with mass naga that keep on being defensively blocking the area to
which the lead character has to go ... hmmm, no, that is not fun.
Why is a spider siding with naga anyway? And why do drakes
enter a cave when they are chased????? A cave with dwarves known
to kill dragons..... ok ok I get that dragons are not the brightest but
this is quite odd from the setup. I also burned more money for more
units but it does not help that much, primarily because there are some
choke-hold places.
More specifically back to the map, I would suggest to change either
the map or the setup a bit. Perhaps rather than the spider + web I
would consider putting a very large golem there or so; and a door
area + wall before the lava area. That way, we could get rid of the
spider + spider web. And perhaps put another village closer to
that.
I don't mind a challenging fight, but it's annoying that there are so
many different challenges all at the same time.
My units fly through the space, except for that fat pirate who can not
fly and is a liability, fight through dwarven bosses who all have a nearby
healing village, to finally end up in an area with an annoying spider
web (one of my units got stuck and could not move out of it anymore),
with mass naga that keep on being defensively blocking the area to
which the lead character has to go ... hmmm, no, that is not fun.
Why is a spider siding with naga anyway? And why do drakes
enter a cave when they are chased????? A cave with dwarves known
to kill dragons..... ok ok I get that dragons are not the brightest but
this is quite odd from the setup. I also burned more money for more
units but it does not help that much, primarily because there are some
choke-hold places.
More specifically back to the map, I would suggest to change either
the map or the setup a bit. Perhaps rather than the spider + web I
would consider putting a very large golem there or so; and a door
area + wall before the lava area. That way, we could get rid of the
spider + spider web. And perhaps put another village closer to
that.
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- Posts: 175
- Joined: June 26th, 2019, 2:20 pm
Re: Flight to Freedom
Wesnoth 1.14.12/FtF 5.3.2Please specify your version of Wesnoth and Flight to Freedom.
Hatchling (Easier)(1) What difficulty level did you play the campaign on?
5.5 about the same scenario "River of Skulls", because the spider web terrain and Cave Naga are pretty annoying to me.(2) How difficult did you find the campaign? (1-10)
(3) How clear and interesting did you find the dialog and storyline of the campaign?
It's clear that all intro dialogue of scenarios is seems good enough.
Scenario River of Skulls, Return to Morogor and Endgame.(4) What were your major challenges in beating the campaign?
6(5) How fun do you think the campaign is? (1-10)
It seems the unique Drake Guerrillas are totally stronger enough, even under lvl 3 leadership. Also, I thought Pirate Legend needed to reworked because duplicated name units.(6) What, if any, are changes you would have made to the campaign to make it more fun?
In intro of Betrayal, Theracar's dialogue said "LONG LIVE THE CHIEF!" makes me no sense.(7) Any bugs, errors, or spelling mistakes?
Lastly, here's my statistics:
Spoiler:
Sorry for my english, I'm not english native.
Regards, Swampy.
(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
Regards, Swampy.
(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
Re: Flight to Freedom
Hi, MadMax has allowed me to take over maintainership of this campaign, so if any of this feedback is still applicable, please open issues about it in my GitHub repo for this campaign's sources:
https://github.com/cooljeanius/Flight_Freedom
I'm also more likely to check the Development thread on these forums than this one:
https://forums.wesnoth.org/viewtopic.php?f=8&t=1887
https://github.com/cooljeanius/Flight_Freedom
I'm also more likely to check the Development thread on these forums than this one:
https://forums.wesnoth.org/viewtopic.php?f=8&t=1887
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
Re: Flight to Freedom
I agree that River of Skulls is still a pain despite the changes I've been making to it; I'm tracking ideas for further changes in issue 13 in my GitHub repo for it: https://github.com/cooljeanius/Flight_Freedom/issues/13shevegen wrote: ↑August 6th, 2018, 12:58 pm Could the map "River of skulls" be changed a bit?
I don't mind a challenging fight, but it's annoying that there are so
many different challenges all at the same time.
My units fly through the space, except for that fat pirate who can not
fly and is a liability, fight through dwarven bosses who all have a nearby
healing village, to finally end up in an area with an annoying spider
web (one of my units got stuck and could not move out of it anymore),
with mass naga that keep on being defensively blocking the area to
which the lead character has to go ... hmmm, no, that is not fun.
Why is a spider siding with naga anyway? And why do drakes
enter a cave when they are chased????? A cave with dwarves known
to kill dragons..... ok ok I get that dragons are not the brightest but
this is quite odd from the setup. I also burned more money for more
units but it does not help that much, primarily because there are some
choke-hold places.
More specifically back to the map, I would suggest to change either
the map or the setup a bit. Perhaps rather than the spider + web I
would consider putting a very large golem there or so; and a door
area + wall before the lava area. That way, we could get rid of the
spider + spider web. And perhaps put another village closer to
that.
One problem with adding villages for healing is that they also throw off the gold balance, so instead I'm thinking of adding oases to various spots on the map.
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager