Thanks for the feedback, I'll make the changes when I get a chance.
norbert wrote:What needs work:
- Balancing: some scenarios either need (a lot) more turns or less (or less powerful) enemies. The campaign is currently quite difficult to finish.
Which ones? I ran through the whole campaign myself without an issue, and I am not the best wesnothian ever (peoples hard difficulties often get me). The one that I know of is the protect the guild (8) scenario, where it could use about 8 more turns. When I went for the bonus I only had 3 turns to spare.
norbert wrote:Proofreading: the story prose contains mistakes. Mostly things that you'll be able to find and correct yourself, but some things might require the help of a native English speaker.
Could you be more specific? I have to admit that I wrote the story and dialog portions quite quickly, so they could be better written, but I didn't catch any mistakes necessarily.
norbert wrote:The image of the bed in the guild's tower seemed blurry/scaled.
That is because it is
Yeah I should try to find a better graphic. I am no graphic artist, so I tried to find all of the images on the web, which is not so easy to find ones that do not have usage restrictions in place.
norbert wrote:In the Dwarven Diplomacy scenario, the blue leader only recruits Dwarvish Guardsmen who flood the small cave passages. This is a problem near 15,22 and 25,11, and because the two level 3 leaders aren't easy to kill either, this is one of those scenarios that needs (a lot) more turns.
I didn't have an issue, but I can see where it could happen if you don't leverage the elementals in the strategy. I think I may bump up the turns a few on this one and also change the map (add some more water near the choke point to allow water elementals to be more useful on this scenario.
Here is how I did it with time to spare:
norbert wrote:It would be nice if the campaign contained a bit more events during and after fights. For example, if one of three enemy leaders dies, he could say something about how the others will avenge him. Or some friendly units that show up. Even simply "Hurray, we made it!" after a last enemy leader is killed would be welcome.
Yeah I got that feeling too. Honestly I got lazy and tired of writing message WML statements, WML is a fairly verbose language.
norbert wrote:(this paragraph contains spoilers) In the Source scenario, the first objective is that "Vallin must find the source of the magic [...]". I thought that "Vallin" was referring to Vallin and his army, not him personally. I probably should've known better, but it wouldn't hurt if the objective specifically mentions he needs to go there himself. When the Lich suddenly appeared in my game, Vallin and three loyal units were basically surrounded, because I had sent out all units except those four.
I think I'll throw in a comment by Vallin saying that the undead will be right on our tail or something of the sort.
Thanks for the feedback.
PS -- As for the middle, I really need to fix 11 (The Search) scenario, as it is lame. I am just not sure what else I can do here. I don't want to jump right to the end, but the undead battles are getting old. I was thinking possibly bandits, but did not think of a good way to fit them into the story well. If anyone has suggestions on this scenario, please feel free to comment.