Difference between revisions of "GCI/Playtesting/The South Guard/Normal"

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Scenario 3:
 
Scenario 3:
  
Again, it was a little too difficult IMO. Particularly because there is only one unit that is good against undead in the army. But otherwise good. I would get the bandit to make more humans than undead, and also rid him of the ability to maje bats because dialoguewise, that makes little sense, as hthe villain is raising undead, not bats.
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Again, it was a little too difficult IMO. Particularly because there is only one unit that is good against undead in the army. But otherwise good. I would get the bandit to make more humans than undead, and also rid him of the ability to maje bats because dialoguewise, that makes little sense, as hthe villain is raising undead, not bats. Dialogue and objectives clear.
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Difficulty: 7
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Fun: 6

Revision as of 02:16, 30 November 2010

(WIP)

Scenario 1: Born to the Banner

Scenario: Quite fun, a little bit challenging. I think that the main force should be delayed 1 or 2 more turns before they arrive at the gate. A little too hard for a first scenario, but it is OK. Dialogue fun and engaging, and objectives clear.

Fun: 6

Difficulty: 7

Scenario 2:

I think there are a little too many bandits around, because in my game, the blue forces arrived in the castle before the hero did. I think either a little less bandits, or once again, delaying the reinforcements. Also, the villain raises undead a full turn before he is says his line about how he will now raise undead. Also, when a skeleton enters the village just north of the river, it fails to burn down.

Difficulty: 8

Fun: 5

Scenario 3:

Again, it was a little too difficult IMO. Particularly because there is only one unit that is good against undead in the army. But otherwise good. I would get the bandit to make more humans than undead, and also rid him of the ability to maje bats because dialoguewise, that makes little sense, as hthe villain is raising undead, not bats. Dialogue and objectives clear.

Difficulty: 7

Fun: 6