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The Rise of Wesnoth • Re: The Rise of Wesnoth 17d - Cursed Isle

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(1) What difficulty levels and game versions have you played the scenario on? Lord (Difficult) 1.18.5
(2) How difficult did you find the scenario? (1-10) 4
(3) How clear did you find the scenario objectives? Clear, though there is a surprise I suppose
(4) How clear and interesting did you find the dialog and storyline of the scenario? Perhaps some dialog to hint at the alternate victory would be more fair?
(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
(7) What, if any, are changes you would have made to the scenario to make it more fun? None. Or maybe make defeating the vampire and the leader required, but give more turns.

Recalled 2 highwaymen, 2 maulers, a paladin and a MoL, and 2 archmages. In retrospect the maulers are too slow to help, and the highwaymen don't do enough against all the ghosts, so going with just 1 keep of mages + paladin would've worked better. I just went straight west, blasting everything that showed up, and staying in the forest and around my healers to keep my hp up and avoid the risk of getting picked off by a shadow/wraith.

Results:
205g carryover
TRoW-Cursed Isle replay 20250618-215825.gz

Statistics: Posted by fredbobsmith2 — Today, 5:00 am



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