11. Captured

Feedback for the mainline campaign Eastern Invasion.

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11. Captured

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(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?
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Kymille
Posts: 108
Joined: October 25th, 2009, 4:55 am

Re: 11. Captured

Post by Kymille »

I'm playing 1.18.0. Dacyn has just 7 hit points when first encountered. Is this intentional? Any of the numerous enemies will kill him in a single turn, and there's not really anyplace safe to move.

Not enjoyable, unless save loading is fun.
Dalas120
Developer
Posts: 50
Joined: July 5th, 2020, 6:51 pm

Re: 11. Captured

Post by Dalas120 »

There's a spot to the northeast of Dacyn's starting location to which you can move Dacyn and wall him off with Gweddry and Owaec, in a way that makes it impossible for the orcs to attack him. That should keep him safe while the rest of your prisoners break out.
Vendrick
Posts: 18
Joined: February 18th, 2024, 4:12 pm

Re: 11. Captured

Post by Vendrick »

1) Invasion, 1.18
(2) 4
(3) Clear
(4) I was a fan of the "ascended extras" in the original EI as well, but raising the option of deserting improves the scene.
(5) Defending Dacyn (without the AMLA exploit)
(6) 8
(7)
I was quite fond of the original EI's escape sequence and this one improves on it substantially.
I'm not sure about how obvious the intended spot for Dacyn to move to is; if you use Ctrl+v / Ctrl+b it's relatively obvious but otherwise it isn't visually distinct.

My strategy was to exploit Dacyn's AMLA so I could play much more aggressively and comfortably clear the chamber with only one cell of veterans.

It's a relatively easy scenario even without exploits and extremely favourable RNG but it's fitting as a triumphant moment.
(The Spearman's a plucky survivor from S1 and the White Mage is from Dark Sanctuary.)

Starting gold: 495
Ending gold: 641
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