Is there still holy water as mentioned in the walkthrough? I played Wesnoth 1.16.9 and didn't find any holy water after clearing the tunnel. It seemed like there maybe was an inaccessible chamber though (just the outline behind the wall) - it is possible that I failed to trigger some event to open it?
If holy water is no longer there, how should I suggest an update to the walkthrough?
As for the questions,
(1) What difficulty levels have you played the scenario on?
Spearman
(2) How difficult did you find the scenario? (1-10)
If I hadn't read the walkthrough, it would be really difficult, because I would trigger all the tunnels at once ("be sure to explore"!) and would not be clear on how to avoid that. I'd also explore them in "wrong order"
(3) How clear did you find the scenario objectives?
I totally agree with the poster above that it's very unclear that Malifor has to be attacked with the white mages.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
I must admit immortal white mages are fun. (But weird.)
(5) What were your major challenges in meeting the objectives of the scenario?
First I ran with Tallin to the keep but didn't reach the middle and was killed by Revenants. Ooops, my bad.
Then I triggered all tunnels at once. Ooops. Then I read the walkthrough.
Then I failed to push down the jail tunnel without many deaths. Better luck (or skill? no, I think luck was involved) on second attempt.
(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?
Provide more guidance to the player. Make it clear that undead will start pouring from a tunnel once you enter it.
At the very start, even just reading the sign-posts to several tunnels will trigger undead. It should be possible to read them without triggering guards (and without a-priori knowledge that you need to do it by with a slow unit). Perhaps also give more of a hint that it's a good idea to start with the dungeon - venturing into other tunnels without healers is... painful.
Spider room is nonsense which will just have you reload if you lose a valuable unit. If you have to have a death trap make it so that it also gives a reward, like, perhaps make it possible to re-open it, kill the spiders and get an artifact.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I restarted several times as described in (5).
If holy water is no longer there, how should I suggest an update to the walkthrough?
As for the questions,
(1) What difficulty levels have you played the scenario on?
Spearman
(2) How difficult did you find the scenario? (1-10)
If I hadn't read the walkthrough, it would be really difficult, because I would trigger all the tunnels at once ("be sure to explore"!) and would not be clear on how to avoid that. I'd also explore them in "wrong order"
(3) How clear did you find the scenario objectives?
I totally agree with the poster above that it's very unclear that Malifor has to be attacked with the white mages.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
I must admit immortal white mages are fun. (But weird.)
(5) What were your major challenges in meeting the objectives of the scenario?
First I ran with Tallin to the keep but didn't reach the middle and was killed by Revenants. Ooops, my bad.
Then I triggered all tunnels at once. Ooops. Then I read the walkthrough.
Then I failed to push down the jail tunnel without many deaths. Better luck (or skill? no, I think luck was involved) on second attempt.
(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?
Provide more guidance to the player. Make it clear that undead will start pouring from a tunnel once you enter it.
At the very start, even just reading the sign-posts to several tunnels will trigger undead. It should be possible to read them without triggering guards (and without a-priori knowledge that you need to do it by with a slow unit). Perhaps also give more of a hint that it's a good idea to start with the dungeon - venturing into other tunnels without healers is... painful.
Spider room is nonsense which will just have you reload if you lose a valuable unit. If you have to have a death trap make it so that it also gives a reward, like, perhaps make it possible to re-open it, kill the spiders and get an artifact.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I restarted several times as described in (5).
Statistics: Posted by tinwen — Today, 1:08 am