7b. Ogre Crossing
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7b. Ogre Crossing
(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?
(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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Re: 7b. Ogre Crossing
(1) Invasion, 1.18
(2) 3 (with Hahid/Dunefolk and the Undead leaders from the previous scenario mostly slain)
(3) Clear
(4) It's a cool detail that Tarek (the allied horseman) reappears later in the campaign. Hahid's sales pitch and Grug considering the player's offer to join them are funny.
(5) Fighting Saurian skirmishers in numbers is always a nuisance.
(6) 7
(7) Hahid delivers his first potion (waterwalking) and it completely changes the scenario. You can pay 10 gold to give it to a different unit than Hahid but I don't think there's any reason to do that; it's at best equivalent because other units lose a turn to drink the potion and Hahid is a healer with 20% pierce resistance.
I let Hahid drink the potion of waterwalking, cross early and take control of the Ogres which made it a very straightforward win.
The Saurians have 21 base income and only 100 starting gold, so without Hahid, the river bank would be swarming with them and most of the Ogres would be dead before the player's units arrive in force.
There wasn't any point in recalling the Dune soldier, but the cavalryman is there to fetch the Plague Staff item (a reward for keeping Yannic alive, it lets the unit raise walking corpses but is mostly useful for changing the bearer's alignment to Chaotic) and then run away from the Undead.
(2) 3 (with Hahid/Dunefolk and the Undead leaders from the previous scenario mostly slain)
(3) Clear
(4) It's a cool detail that Tarek (the allied horseman) reappears later in the campaign. Hahid's sales pitch and Grug considering the player's offer to join them are funny.
(5) Fighting Saurian skirmishers in numbers is always a nuisance.
(6) 7
(7) Hahid delivers his first potion (waterwalking) and it completely changes the scenario. You can pay 10 gold to give it to a different unit than Hahid but I don't think there's any reason to do that; it's at best equivalent because other units lose a turn to drink the potion and Hahid is a healer with 20% pierce resistance.
I let Hahid drink the potion of waterwalking, cross early and take control of the Ogres which made it a very straightforward win.
The Saurians have 21 base income and only 100 starting gold, so without Hahid, the river bank would be swarming with them and most of the Ogres would be dead before the player's units arrive in force.
There wasn't any point in recalling the Dune soldier, but the cavalryman is there to fetch the Plague Staff item (a reward for keeping Yannic alive, it lets the unit raise walking corpses but is mostly useful for changing the bearer's alignment to Chaotic) and then run away from the Undead.
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