Scenario 6: Landfall

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Scenario 6: Landfall

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(1) What difficulty level and version of Wesnoth have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) What did you think about the dialog and story?
(4) What were the major challenges you faced?
(5) How fun do you think the scenario is? (1-10)
(6) What suggestions do you have to make it more fun?
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Sandsculpture
Posts: 35
Joined: February 20th, 2021, 2:55 am

Re: Scenario 6: Landfall

Post by Sandsculpture »

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.18.0, Dominant (Hard), with biased RNG
(2) How difficult did you find the scenario? (1-10)
6. make some save-load because the leader got charged to death :)
(3) What did you think about the dialog and story?
Clear.
(4) What were the major challenges you faced?
defend yourself from the knights.
(5) How fun do you think the scenario is? (1-10)
5.
(6) What suggestions do you have to make it more fun?
No.
Replay:
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SpenceLack
Posts: 75
Joined: January 22nd, 2007, 4:29 am

Re: Scenario 6: Landfall

Post by SpenceLack »

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Easy. v1.18. I should note that my version of "easy" has two self-imposed "ironman" rules: #1 No save-scumming, you roll with the RNG no matter how unlucky you are. #2 If you are defeated, the whole campaign is over and it's back to the first level.
(2) How difficult did you find the scenario? (1-10)
6. This is the most difficult level yet and it’s entirely due to enemies with charge attacks. The enemy gets a lot of charging units and they are especially problematic for drakes with their poor evasion. This is compounded by the fact that you have a bunch of leaders that you need to keep alive, and since they are auto-recalled on turn 1, they are likely to be the first ones to encounter the enemy. If the enemy chargers focus on one of those leaders this can end in “game over” very fast.
(3) What did you think about the dialog and story?
This map looks familiar! I think it has been used in two previous mainline campaigns, so there are definite connections to established lore.
(4) What were the major challenges you faced?
Summoning Karron at the right time is a neat tactical dilemma for the player. Summon her too early and she’ll get overwhelmed. Summon her too late and you’ll feel the full force of the enemy attack.
(5) How fun do you think the scenario is? (1-10)
6. Fun.
(6) What suggestions do you have to make it more fun?
The enemy chargers are, by far, the biggest threat, and the player really has no defense against them except to send in a wall of expendable sword fodder in the initial attack, which may not be apparent to the player at first, especially since the player will go first and recruit based upon the expected human units shown on the map, but the chargers won’t show up until the humans have had their turn. Either the chargers should be fewer in number, or the player should be warned about them, or a few chargers should be auto-recruited by the humans so you can see them on turn 1 and recruit accordingly.
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