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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39778</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39778"/>
		<updated>2010-12-20T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;shock&amp;quot; ability on the horse-hero does not work.&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. &lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. In addition, it is all about the initial onslaught. After that ends, it is really easy. Maybe the enemies should get more villages so that there can be a challenge when I finish with the initial onslaught.&lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. Maybe a guard to the exit would help, saying something when I reach him, because it is kind of strange that the exit is unguarded.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed without having to run for it. Maybe the AI leaders should be stationary, and also maybe it should be easier for me to escape so I do not have to kill the AI leaders to win.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Doesn't have to be really powerful. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted to them. It ends up being less like a siege and more like a cityfight. Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The duel:&lt;br /&gt;
&lt;br /&gt;
A great scenario. It is a bit easy though. No major issues. Also, it would be helpful to understand what the section to the NW does. I think it should be removed, since I have never found the need to use it, and neither has Mal-Ravanal.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other ending:&lt;br /&gt;
&lt;br /&gt;
Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/ghouls. Really difficult, especially compared to the duel.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
BUG: When I got to the Northeastern lich, his name was revealed, but there was no dialogue by the mage telling me that he was not Mal-Ravandral, and so I thought he was. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39777</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39777"/>
		<updated>2010-12-20T22:32:10Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;shock&amp;quot; ability on the horse-hero does not work.&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. &lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. In addition, it is all about the initial onslaught. After that ends, it is really easy. Maybe the enemies should get more villages so that there can be a challenge when I finish with the initial onslaught.&lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed. Maybe the AI leaders should be stationary.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted to them. It ends up being less like a siege and more like a cityfight. Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The duel:&lt;br /&gt;
&lt;br /&gt;
A great scenario. It is a bit easy though. No major issues. Also, it would be helpful to understand what the section to the NW does. I think it should be removed, since I have never found the need to use it, and neither has Mal-Ravanal.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other ending:&lt;br /&gt;
&lt;br /&gt;
Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/ghouls. Really difficult, especially compared to the duel.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
BUG: When I got to the Northeastern lich, his name was revealed, but there was no dialogue by the mage telling me that he was not Mal-Ravandral, and so I thought he was. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39776</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39776"/>
		<updated>2010-12-20T22:25:47Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;shock&amp;quot; ability on the horse-hero does not work.&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. &lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. &lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed. Maybe the AI leaders should be stationary.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted to them. It ends up being less like a siege and more like a cityfight. Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The duel:&lt;br /&gt;
&lt;br /&gt;
A great scenario. It is a bit easy though. No major issues. Also, it would be helpful to understand what the section to the NW does. I think it should be removed, since I have never found the need to use it, and neither has Mal-Ravanal.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other ending:&lt;br /&gt;
&lt;br /&gt;
Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/ghouls. Really difficult, especially compared to the duel.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
BUG: When I got to the Northeastern lich, his name was revealed, but there was no dialogue by the mage telling me that he was not Mal-Ravandral, and so I thought he was. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39774</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39774"/>
		<updated>2010-12-20T21:39:37Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP:&lt;br /&gt;
&lt;br /&gt;
In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
Also, the &amp;quot;shock&amp;quot; ability on the horse-hero does not work.&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. &lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. &lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed. Maybe the AI leaders should be stationary.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted to them. It ends up being less like a siege and more like a cityfight. Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The duel:&lt;br /&gt;
&lt;br /&gt;
A great scenario. It is a bit easy though. No major issues. Also, it would be helpful to understand what the section to the NW does. I think it should be removed, since I have never found the need to use it, and neither has Mal-Ravanal.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other ending:&lt;br /&gt;
&lt;br /&gt;
Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/ghouls. Really difficult, especially compared to the duel.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
BUG: When I got to the Northeastern lich, his name was revealed, but there was no dialogue by the mage telling me that he was not Mal-Ravandral, and so I thought he was. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39773</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39773"/>
		<updated>2010-12-20T21:26:09Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP:&lt;br /&gt;
&lt;br /&gt;
In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. &lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. &lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed. Maybe the AI leaders should be stationary.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted to them. It ends up being less like a siege and more like a cityfight. Maybe also decrease keep sizes but increase gold so that a solid flow of units happens, which can overwhelm me at the begginning&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The duel:&lt;br /&gt;
&lt;br /&gt;
A great scenario. It is a bit easy though. No major issues. Also, it would be helpful to understand what the section to the NW does. I think it should be removed, since I have never found the need to use it, and neither has Mal-Ravanal.&lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The other ending:&lt;br /&gt;
&lt;br /&gt;
Difficult, especially after the siege, where I lost a lot of units. I think that it would be great if the enemies couldnt train ghost/shadows/ghouls. Really difficult, especially compared to the duel.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
BUG: When I got to the Northeastern lich, his name was revealed, but there was no dialogue by the mage telling me that he was not Mal-Ravandral, and so I thought he was. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39622</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39622"/>
		<updated>2010-12-13T22:48:53Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP:&lt;br /&gt;
&lt;br /&gt;
In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. TBC&lt;br /&gt;
&lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. &lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captured:&lt;br /&gt;
&lt;br /&gt;
Great scenario. Fun and unique. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 10&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escape: &lt;br /&gt;
&lt;br /&gt;
I only have an AI issue here, in that when I tried to defeat the AI, which I did, whenever I got one person in range of the leader, they attacked, even though they were in clear range of most of my army, which killed them and allowed me to succeed. Maybe the AI leaders should be stationary.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
DIfficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dragon:&lt;br /&gt;
&lt;br /&gt;
Fun, but kind of easy, maybe becasue of all my mages. A good scenario. I think that what needs to be done is to give the dragon the regenerate trait, because otherwise his running way is ineffective, as I will usually catch up. Maybe give the undead dragon a little ranged attack too? Something like &amp;quot;Death Breath&amp;quot;. Because that is the dragon's major weakness. Also add more ambushers.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting to the city:&lt;br /&gt;
&lt;br /&gt;
Pretty easy if the first leader is defeated in time, as the next two troops do not get there on time. I would get the middle leader to train a keep of ghosts or other flying beasts to delay my troops until they get to the city. Also, maybe label the city as such, like the torture room of the prison was.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
The siege:&lt;br /&gt;
&lt;br /&gt;
Kind of difficult. I think that it would be a much better scenario if bats and shadows/ghouls could not be trained, and instead lvl 3s could, because it is difficult to repel all 3 gate assaults simultaneously. Thus, I would remove bats and shadows/ghouls from teh recruit list, replacing them with other lvl 3s, and increase the gold alloted&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39413</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39413"/>
		<updated>2010-12-07T03:27:09Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP:&lt;br /&gt;
&lt;br /&gt;
In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. TBC&lt;br /&gt;
&lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
A good scenario. I think that the orcs should get a bit more men, because elven pathfinders managed to take out their leader. Maybe a bodyguard of one lvl 2 on defensive AI? Otherwise great scenario. I think that there needs to be more villages on the plain to sieze, as I was in debt by the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty; 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lake Vrug:&lt;br /&gt;
&lt;br /&gt;
Good scenario. I think that the initial onslaught of griffons was a little too harsh. Perhaps it should be lessened and one griffon should be removed, or the keep size should decrease by one. Also, I think that there should be another bridge to the valley W of the starting valley. &lt;br /&gt;
&lt;br /&gt;
Fun: 6.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39412</id>
		<title>GCI/Playtesting/The Eastern Invasion/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39412"/>
		<updated>2010-12-07T01:34:21Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP:&lt;br /&gt;
&lt;br /&gt;
In general: &lt;br /&gt;
&lt;br /&gt;
Please get an artist to remake the characters. The icons look really bad (portrait ones for text)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: &lt;br /&gt;
&lt;br /&gt;
A pretty interesting scenario. I understood the objectives, though I think a counter would be useful in the objective screen(XX turns left). Dialogue clear, no grammar mistakes or other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2 &lt;br /&gt;
&lt;br /&gt;
The signpost in the middle of the map is really confusing. I thought it was the way out! If that shall happen, I think it would be best to reveal the exit so I am not confused. And I think that maybe a lone troll should guard the treasure chest, because otherwise, the gold is &amp;quot;free&amp;quot;.&lt;br /&gt;
No dialogue or objective issue, apart from teh signpost,&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3. TBC&lt;br /&gt;
&lt;br /&gt;
Of moderate difficulty. No issues with dialogue, but it should be made clearer that the center baddie does not count as an enemy leader.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The undead border patrol:&lt;br /&gt;
&lt;br /&gt;
A wee bit difficult. No issue with dialogue or objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mal-Ravanal's Capital:&lt;br /&gt;
&lt;br /&gt;
A nice mission. A bit difficult, I guess. Dialogue was clear. So was objective.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Northern Outpost:&lt;br /&gt;
&lt;br /&gt;
Not that difficult a mission. Understood the dialogue and scenario. No issues. &lt;br /&gt;
&lt;br /&gt;
Fun: 7.5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undead Crossing:&lt;br /&gt;
&lt;br /&gt;
Dialogue clear. Objectives clear. No bugs or other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Crossing&lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. However, I think that there is an issue because if I kill all the orcs before both characters come to shore, I have to wait until my other character comes to shore and then the dialogue that appears makes the assumption there are orcs alive. Perhaps the horse hero should have better water movement, because he only moves one tile a turn, meaning that it takes at least 10 turns to get to shore.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.5&lt;br /&gt;
&lt;br /&gt;
Training the ogres:&lt;br /&gt;
&lt;br /&gt;
Mission seems totally random. Perhaps training the ogres should be an optional scenario? Also: it would be nice to know how many turns are left. No other issues.&lt;br /&gt;
&lt;br /&gt;
Fun: 9. A unique mission.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xenophobia:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PREVIOUS PERSONS'S WORK:&lt;br /&gt;
&lt;br /&gt;
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
&lt;br /&gt;
QUESTIONS&lt;br /&gt;
&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&lt;br /&gt;
&lt;br /&gt;
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)&lt;br /&gt;
&lt;br /&gt;
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do. &lt;br /&gt;
&lt;br /&gt;
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.&lt;br /&gt;
&lt;br /&gt;
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that. &lt;br /&gt;
&lt;br /&gt;
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.&lt;br /&gt;
&lt;br /&gt;
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)&lt;br /&gt;
&lt;br /&gt;
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.&lt;br /&gt;
&lt;br /&gt;
Just some general things that I would like to see improved upon:&lt;br /&gt;
&lt;br /&gt;
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39293</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39293"/>
		<updated>2010-12-03T00:41:36Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficult to get past the undead. My main difficulty was in getting through the first undead horde. When I put that down, the rest became gradually easier. Also, the journey from the last citadel to the house could be shortened.&lt;br /&gt;
&lt;br /&gt;
Scenario 5: A choice in the fog.&lt;br /&gt;
Very interesting scenario. The scenario was somewhat difficult, but I had no particular difficult moments. A good scenario. THe dialogue was interesting and engaging. No problem understanding the scenario, but I think taht when I spot the lich, there should be a text, like the mage saying &amp;quot;I feel the root of this fog now&amp;quot;, and then an objective change, so we know we must kill the lich.&lt;br /&gt;
I think that &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty:8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ELF PATH:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission 5: &lt;br /&gt;
not too difficult. It was difficult with limited recruits, but with the right combination of elves, it became less difficult. Scenario was clear. Dialogue was too. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6:&lt;br /&gt;
Ok. Objective issue. I found malbrin. Now what do I do? The objectives tell me to find the the lich. I did. Maybe an objective change would be in order? I get I must kill the lich, but the objectives dont say that.&lt;br /&gt;
&lt;br /&gt;
Difficulty : 7&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7:&lt;br /&gt;
Another bug: I cannot see where I go, nor can I see where the villain is. I guess I should head north, but that is not clear. Perhaps the northern edge needs to be revealed... Also: This scenario is way too easy. I would diminish the starting gold, and add a single lvl 3 unit here.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
ERROR: When the elf says &amp;quot;help&amp;quot;, there is no face, and the screen does not move to her. Instead, it is the sword-and-shield logo that appears. I think that maybe that needs to be changed, and the peasant needs to be onscreen from the start. &lt;br /&gt;
&lt;br /&gt;
Also, I think it should be impossible for an elf to stand on the same tile as the tree, to make things easier.&lt;br /&gt;
&lt;br /&gt;
I faced this scenario by moving all my men south except for the pathfinders south as a lure, while the lone elven hero went north as bait. The most difficult part was finding a strategy to beat the elves. But very fun.&lt;br /&gt;
&lt;br /&gt;
Scenario clear, dialogue clear, conclusion clear. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. It takes time to realize how to beat the elves, and then a couple of tries to get things right and get the elves to take your bait. But it works, and not much luck is needed when you master this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BANDIT PATH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: &lt;br /&gt;
&lt;br /&gt;
Quite difficult. My biggest difficulty was in avoiding the elfs ambushes, which took a lot of game reloads to do. A fair scenario, but a bit too hard. In addition, I found the fact that there was only one river crossing slightly annoying. Perhaps the whole river should be shallow? Dialogue and objectives clear, once again, a reveal of the path through the river would be helpful. Also, the dialogue tells me to follow the bandit leader, but he moves nowhere. Perhaps this should be changed.&lt;br /&gt;
&lt;br /&gt;
In addition, why are there Nagas at the river? I do not think the dialogue accounts for this, though I may be mistaken.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
Difficult scenario. No major issues with dialogue or objectives. I think that this scenario is a bit too hard. I only managed to survive 10 turns. Perhaps Mal Brin should only be able to recruit level 2s, but start with a few level 3s? Anyhow, since this scenario is not winnable, it is not that bad.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: &lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. A fun end of campaign. Quite balanced too. The campaign becomes much easier when  the council arrives. My biggest difficulty was in combating flanking shadows that village steal north west. No major difficulties however. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Endof Campagin: Error at beggining. Not major, and of system. During the cutscene, a message asks if I want to overwrite a certain save. When I move my cursor around, the image of the castle and text, etc. turns to black wherever my mouse roams. Not that big of an issue though. &lt;br /&gt;
&lt;br /&gt;
A bigger error is the fact that when the king wants to meet with Deodran, nothing happens. What occurs during this meeting? It seems kind of strange. Maybe there should be a continuation to this campaign? Like Deodran against the naga invasion.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39292</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39292"/>
		<updated>2010-12-03T00:41:24Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficult to get past the undead. My main difficulty was in getting through the first undead horde. When I put that down, the rest became gradually easier. Also, the journey from the last citadel to the house could be shortened.&lt;br /&gt;
&lt;br /&gt;
Scenario 5: A choice in the fog.&lt;br /&gt;
Very interesting scenario. The scenario was somewhat difficult, but I had no particular difficult moments. A good scenario. THe dialogue was interesting and engaging. No problem understanding the scenario, but I think taht when I spot the lich, there should be a text, like the mage saying &amp;quot;I feel the root of this fog now&amp;quot;, and then an objective change, so we know we must kill the lich.&lt;br /&gt;
I think that &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty:8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ELF PATH:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission 5: &lt;br /&gt;
not too difficult. It was difficult with limited recruits, but with the right combination of elves, it became less difficult. Scenario was clear. Dialogue was too. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6:&lt;br /&gt;
Ok. Objective issue. I found malbrin. Now what do I do? The objectives tell me to find the the lich. I did. Maybe an objective change would be in order? I get I must kill the lich, but the objectives dont say that.&lt;br /&gt;
&lt;br /&gt;
Difficulty : 7&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7:&lt;br /&gt;
Another bug: I cannot see where I go, nor can I see where the villain is. I guess I should head north, but that is not clear. Perhaps the northern edge needs to be revealed... Also: This scenario is way too easy. I would diminish the starting gold, and add a single lvl 3 unit here.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
ERROR: When the elf says &amp;quot;help&amp;quot;, there is no face, and the screen does not move to her. Instead, it is the sword-and-shield logo that appears. I think that maybe that needs to be changed, and the peasant needs to be onscreen from the start. &lt;br /&gt;
&lt;br /&gt;
Also, I think it should be impossible for an elf to stand on the same tile as the tree, to make things easier.&lt;br /&gt;
&lt;br /&gt;
I faced this scenario by moving all my men south except for the pathfinders south as a lure, while the lone elven hero went north as bait. The most difficult part was finding a strategy to beat the elves. But very fun.&lt;br /&gt;
&lt;br /&gt;
Scenario clear, dialogue clear, conclusion clear. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. It takes time to realize how to beat the elves, and then a couple of tries to get things right and get the elves to take your bait. But it works, and not much luck is needed when you master this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BANDIT PATH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: &lt;br /&gt;
&lt;br /&gt;
Quite difficult. My biggest difficulty was in avoiding the elfs ambushes, which took a lot of game reloads to do. A fair scenario, but a bit too hard. In addition, I found the fact that there was only one river crossing slightly annoying. Perhaps the whole river should be shallow? Dialogue and objectives clear, once again, a reveal of the path through the river would be helpful. Also, the dialogue tells me to follow the bandit leader, but he moves nowhere. Perhaps this should be changed.&lt;br /&gt;
&lt;br /&gt;
In addition, why are there Nagas at the river? I do not think the dialogue accounts for this, though I may be mistaken.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
Difficult scenario. No major issues with dialogue or objectives. I think that this scenario is a bit too hard. I only managed to survive 10 turns. Perhaps Mal Brin should only be able to recruit level 2s, but start with a few level 3s? Anyhow, since this scenario is not winnable, it is not that bad.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: &lt;br /&gt;
&lt;br /&gt;
Dialogue and objectives clear. A fun end of campaign. Quite balanced too. The campaign becomes much easier when  the council arrives. My biggest difficulty was in combating flanking shadows that village steal north west. No major difficulties however. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Endof Campagin: Error at beggining. Not major, and of system. During the cutscene, a message asks if I want to overwrite a certain save. When I move my cursor around, the image of the castle and text, etc. turns to black wherever my mouse roams. Not that big of an issue though. &lt;br /&gt;
&lt;br /&gt;
A bigger error is the fact that when the king wants to meet with Deodran, nothing happens. What occurs during this meeting? It seems kind of strange. Maybe there should be a continuation to this campaign? Like Deodran against the naga invasion.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39245</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39245"/>
		<updated>2010-12-02T03:47:07Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficult to get past the undead. My main difficulty was in getting through the first undead horde. When I put that down, the rest became gradually easier. Also, the journey from the last citadel to the house could be shortened.&lt;br /&gt;
&lt;br /&gt;
Scenario 5: A choice in the fog.&lt;br /&gt;
Very interesting scenario. The scenario was somewhat difficult, but I had no particular difficult moments. A good scenario. THe dialogue was interesting and engaging. No problem understanding the scenario, but I think taht when I spot the lich, there should be a text, like the mage saying &amp;quot;I feel the root of this fog now&amp;quot;, and then an objective change, so we know we must kill the lich.&lt;br /&gt;
I think that &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty:8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ELF PATH:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission 5: &lt;br /&gt;
not too difficult. It was difficult with limited recruits, but with the right combination of elves, it became less difficult. Scenario was clear. Dialogue was too. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6:&lt;br /&gt;
Ok. Objective issue. I found malbrin. Now what do I do? The objectives tell me to find the the lich. I did. Maybe an objective change would be in order? I get I must kill the lich, but the objectives dont say that.&lt;br /&gt;
&lt;br /&gt;
Difficulty : 7&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7:&lt;br /&gt;
Another bug: I cannot see where I go, nor can I see where the villain is. I guess I should head north, but that is not clear. Perhaps the northern edge needs to be revealed... Also: This scenario is way too easy. I would diminish the starting gold, and add a single lvl 3 unit here.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
ERROR: When the elf says &amp;quot;help&amp;quot;, there is no face, and the screen does not move to her. Instead, it is the sword-and-shield logo that appears. I think that maybe that needs to be changed, and the peasant needs to be onscreen from the start. &lt;br /&gt;
&lt;br /&gt;
Also, I think it should be impossible for an elf to stand on the same tile as the tree, to make things easier.&lt;br /&gt;
&lt;br /&gt;
I faced this scenario by moving all my men south except for the pathfinders south as a lure, while the lone elven hero went north as bait. The most difficult part was finding a strategy to beat the elves. But very fun.&lt;br /&gt;
&lt;br /&gt;
Scenario clear, dialogue clear, conclusion clear. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. It takes time to realize how to beat the elves, and then a couple of tries to get things right and get the elves to take your bait. But it works, and not much luck is needed when you master this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BANDIT PATH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: &lt;br /&gt;
&lt;br /&gt;
Quite difficult. My biggest difficulty was in avoiding the elfs ambushes, which took a lot of game reloads to do. A fair scenario, but a bit too hard. In addition, I found the fact that there was only one river crossing slightly annoying. Perhaps the whole river should be shallow? Dialogue and objectives clear, once again, a reveal of the path through the river would be helpful. Also, the dialogue tells me to follow the bandit leader, but he moves nowhere. Perhaps this should be changed.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
Difficult scenario. No major issues with dialogue or objectives. I think that this scenario is a bit too hard. I only managed to survive 10 turns. Perhaps Mal Brin should only be able to recruit level 2s, but start with a few level 3s?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9:&lt;br /&gt;
Mildly difficult.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39214</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39214"/>
		<updated>2010-12-01T03:23:39Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficult to get past the undead. My main difficulty was in getting through the first undead horde. When I put that down, the rest became gradually easier. Also, the journey from the last citadel to the house could be shortened.&lt;br /&gt;
&lt;br /&gt;
Scenario 5: A choice in the fog.&lt;br /&gt;
Very interesting scenario. The scenario was somewhat difficult, but I had no particular difficult moments. A good scenario. THe dialogue was interesting and engaging. No problem understanding the scenario, but I think taht when I spot the lich, there should be a text, like the mage saying &amp;quot;I feel the root of this fog now&amp;quot;, and then an objective change, so we know we must kill the lich.&lt;br /&gt;
I think that &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty:8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ELF PATH:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mission 5: &lt;br /&gt;
not too difficult. It was difficult with limited recruits, but with the right combination of elves, it became less difficult. Scenario was clear. Dialogue was too. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6:&lt;br /&gt;
Ok. Objective issue. I found malbrin. Now what do I do? The objectives tell me to find the the lich. I did. Maybe an objective change would be in order? I get I must kill the lich, but the objectives dont say that.&lt;br /&gt;
&lt;br /&gt;
Difficulty : 7&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7:&lt;br /&gt;
Another bug: I cannot see where I go, nor can I see where the villain is. I guess I should head north, but that is not clear. Perhaps the northern edge needs to be revealed... Also: This scenario is way too easy. I would diminish the starting gold, and add a single lvl 3 unit here.&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8:&lt;br /&gt;
&lt;br /&gt;
ERROR: When the elf says &amp;quot;help&amp;quot;, there is no face, and the screen does not move to her. Instead, it is the sword-and-shield logo that appears. I think that maybe that needs to be changed, and the peasant needs to be onscreen from the start. &lt;br /&gt;
Also, I think it should be impossible for an elf to stand on the same tile as the tree, to make things easier.&lt;br /&gt;
I faced this scenario by moving all my men south except for the pathfinders south as a lure, while the lone elven hero went north as bait. The most difficult part was finding a strategy to beat the elves. But very fun.&lt;br /&gt;
Scenario clear, dialogue clear, conclusion clear. &lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. It takes time to realize how to beat the elves, and then a couple of tries to get things right and get the elves to take your bait. But it works, and not much luck is needed when you master this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BANDIT PATH&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39180</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39180"/>
		<updated>2010-11-30T02:53:09Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Once again, difficult. I think that it would be great if the AI could only recall lvl 2 troops and not recruit, as it is extremely difficult to get past the undead. My main difficulty was in getting through the first undead horde. When I put that down, the rest became gradually easier. Also, the journey from the last citadel to the house could be shortened.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39176</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39176"/>
		<updated>2010-11-30T02:16:28Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39174</id>
		<title>GCI/Playtesting/The South Guard/Normal</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_South_Guard/Normal&amp;diff=39174"/>
		<updated>2010-11-30T02:01:43Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
Scenario 1: Born to the Banner&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 2:&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Scenario 3:&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39150</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39150"/>
		<updated>2010-11-29T00:06:21Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overall: No major issues. There was a bug mentioned on scenario 2, but I suspect is a wesnoth bug and not a campaign bug. Some text lines should be changed, but these are minor errors. Overall, the campaign is very interesting and fun, and the scenarios were quite smooth, with the exeption of some later ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should perhaps be changed to &amp;quot;I am dying&amp;quot;, or &amp;quot;I am slain&amp;quot; for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.=, but then again, this is the first scenario.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: The replay file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;. This may be a software error and not a scenario error, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm. Also, what does that holy water do? From the dialogue it is unclear, and everything looks the same when I look at the unit profile.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting. The scenario was mildly easy. The only major difficulty was killing the humans near my keep, but when that was done, it became easier, especially with the arrival of Gruu and his trolls. &lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 15: Civil War&lt;br /&gt;
&lt;br /&gt;
Scenario: The map was fairly balanced, but large. Overall a good scenario, but I feel that the allotted turns should be increased a bit. Not too much  fun though. My only major difficulty was destroying the troll thrust in my base that came from my camp's SW while I was sending troops to fight southbound and westbound, though I suspect this is an error of my own.No problem understanding the scenario or the dialogue. &lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 16: The coward&lt;br /&gt;
&lt;br /&gt;
Scenario: My really major difficulty was in clearing BOTH of the two keeps close to my start location. That task alone makes this insanely difficult, hence the difficulty of 10. I understand that the point of those keeps is to be troubling, but would it really be a big issue if we moved one a little back so that their units wouldn't be in the range of the other keep in one turn? please? And if that doesn't work, could the leaders have lower hp and not be getting 40% def. the first turn? I don't know how many restarts I had before beating this. Otherwise great scenario. Dialogue ok, objectives super clear. And my second minor difficulty was defeating the original line of ogres and assassins, but that was to be accounted for.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 10. Because it is immensely difficult to get a foothold. Once this factor is removed, difficulty 8, due to the amount of ogres.&lt;br /&gt;
&lt;br /&gt;
Scenario 17: Human attack:&lt;br /&gt;
&lt;br /&gt;
Scenario: Please clarify somewhere that windmills are not villages, because I was confused. Also, why must I hold off the humans and not simply defeat them? I don't think the scenario explains why...&lt;br /&gt;
But onto other things. The scenario proved quite easy, and my brother-generals defeated most of the enemy high-level troops. I had no major difficulties. The game was quite fun. The only issue is that the Grand Marshall will exit his fortress if he can attack any of my troops, which, bereft of a bodyguard, caused his defeat. Perhaps he should have a dedicated bodyguard unit or two to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 18:&lt;br /&gt;
&lt;br /&gt;
Scenario: Dialogue intriguing, the scenario objectives clear. The scenario is well-handicapped, and the storyline was executed superbly. Just one @AI gripe that the Northern alliance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any rate.&lt;br /&gt;
Also, I feel that there should be text whenever one of the leaders fall, because currently there is none. Something like &amp;quot;At last, the orc homelands shall be safe&amp;quot; for the death of the human general, and &amp;quot;Shaun Taum is dead at last. I have avenged my father at last&amp;quot;. It seems appropriate. My major difficulty was in gauging the progress made towards the death of each leader, and thus misapproportioning my forces. In addition, I found that getting to shaun taum was quite easy, and that perhaps the mountain pass separating the northern alliance from shaun should be widened to make it more difficult for this to happen, and that perhaps Shaun should be bestowed with more forces.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39145</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39145"/>
		<updated>2010-11-28T23:26:43Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm. Also, what does that holy water do? From the dialogue it is unclear, and everything looks the same when I look at the unit profile.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting. The scenario was mildly easy. The only major difficulty was killing the humans near my keep, but when that was done, it became easier, especially with the arrival of Gruu and his trolls. &lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 15: Civil War&lt;br /&gt;
&lt;br /&gt;
Scenario: The map was fairly balanced, but large. Overall a good scenario, but I feel that the allotted turns should be increased a bit. Not too much  fun though. My only major difficulty was destroying the troll thrust in my base that came from my camp's SW while I was sending troops to fight southbound and westbound, though I suspect this is an error of my own.No problem understanding the scenario or the dialogue. &lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 16: The coward&lt;br /&gt;
&lt;br /&gt;
Scenario: My really major difficulty was in clearing BOTH of the two keeps close to my start location. That task alone makes this insanely difficult, hence the difficulty of 10. I understand that the point of those keeps is to be troubling, but would it really be a big issue if we moved one a little back so that their units wouldn't be in the range of the other keep in one turn? please? And if that doesn't work, could the leaders have lower hp and not be getting 40% def. the first turn? I don't know how many restarts I had before beating this. Otherwise great scenario. Dialogue ok, objectives super clear. And my second minor difficulty was defeating the original line of ogres and assassins, but that was to be accounted for.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 10. Because it is immensely difficult to get a foothold. Once this factor is removed, difficulty 8, due to the amount of ogres.&lt;br /&gt;
&lt;br /&gt;
Scenario 17: Human attack:&lt;br /&gt;
&lt;br /&gt;
Scenario: Please clarify somewhere that windmills are not villages, because I was confused. Also, why must I hold off the humans and not simply defeat them? I don't think the scenario explains why...&lt;br /&gt;
But onto other things. The scenario proved quite easy, and my brother-generals defeated most of the enemy high-level troops. I had no major difficulties. The game was quite fun. The only issue is that the Grand Marshall will exit his fortress if he can attack any of my troops, which, bereft of a bodyguard, caused his defeat. Perhaps he should have a dedicated bodyguard unit or two to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 18:&lt;br /&gt;
&lt;br /&gt;
Scenario: Dialogue intriguing, the scenario objectives clear. The scenario is well-handicapped, and the storyline was executed superbly. Just one @AI gripe that the Northern alliance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any rate.&lt;br /&gt;
Also, I feel that there should be text whenever one of the leaders fall, because currently there is none. Something like &amp;quot;At last, the orc homelands shall be safe&amp;quot; for the death of the human general, and &amp;quot;Shaun Taum is dead at last. I have avenged my father at last&amp;quot;. It seems appropriate. My major difficulty was in gauging the progress made towards the death of each leader, and thus misapproportioning my forces. In addition, I found that getting to shaun taum was quite easy, and that perhaps the mountain pass separating the northern alliance from shaun should be widened to make it more difficult for this to happen, and that perhaps Shaun should be bestowed with more forces.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39144</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39144"/>
		<updated>2010-11-28T23:26:34Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm. Also, what does that holy water do? From the dialogue it is unclear, and everything looks the same when I look at the unit profile.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting. The scenario was mildly easy. The only major difficulty was killing the humans near my keep, but when that was done, it became easier, especially with the arrival of Gruu and his trolls. &lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 15: Civil War&lt;br /&gt;
&lt;br /&gt;
Scenario: The map was fairly balanced, but large. Overall a good scenario, but I feel that the allotted turns should be increased a bit. Not too much  fun though. My only major difficulty was destroying the troll thrust in my base that came from my camp's SW while I was sending troops to fight southbound and westbound, though I suspect this is an error of my own.No problem understanding the scenario or the dialogue. &lt;br /&gt;
&lt;br /&gt;
Fun: 5&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 16: The coward&lt;br /&gt;
&lt;br /&gt;
Scenario: My really major difficulty was in clearing BOTH of the two keeps close to my start location. That task alone makes this insanely difficult, hence the difficulty of 10. I understand that the point of those keeps is to be troubling, but would it really be a big issue if we moved one a little back so that their units wouldn't be in the range of the other keep in one turn? please? And if that doesn't work, could the leaders have lower hp and not be getting 40% def. the first turn? I don't know how many restarts I had before beating this. Otherwise great scenario. Dialogue ok, objectives super clear. And my second minor difficulty was defeating the original line of ogres and assassins, but that was to be accounted for.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 10. Because it is immensely difficult to get a foothold. Once this factor is removed, difficulty 8, due to the amount of ogres.&lt;br /&gt;
&lt;br /&gt;
Scenario 17: Human attack:&lt;br /&gt;
&lt;br /&gt;
Scenario: Please clarify somewhere that windmills are not villages, because I was confused. Also, why must I hold off the humans and not simply defeat them? I don't think the scenario explains why...&lt;br /&gt;
But onto other things. The scenario proved quite easy, and my brother-generals defeated most of the enemy high-level troops. I had no major difficulties. The game was quite fun. The only issue is that the Grand Marshall will exit his fortress if he can attack any of my troops, which, bereft of a bodyguard, caused his defeat. Perhaps he should have a dedicated bodyguard unit or two to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
Scenario 18:&lt;br /&gt;
&lt;br /&gt;
Scenario: Dialogue intriguing, the scenario objectives clear. The scenario is well-handicapped, and the storyline was executed superbly. Just one @AI gripe that the Northern alliance kept sending lone healers to battle. Not sure if this an in-general AI problem or a scenario-specific one, but I think it should be fixed at any rate.&lt;br /&gt;
Also, I feel that there should be text whenever one of the leaders fall, because currently there is none. Something like &amp;quot;At last, the orc homelands shall be safe&amp;quot; for the death of the human general, and &amp;quot;Shaun Taum is dead at last. I have avenged my father at last&amp;quot;. It seems appropriate. My major difficulty was in gauging the progress made towards the death of each leader, and thus misapproportioning my forces. In addition, I found that getting to shaun taum was quite easy, and that perhaps the mountain pass separating the northern alliance from shaun should be widened to make it more difficult for this to happen, and that perhaps Shaun should be bestowed with more forces.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39139</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39139"/>
		<updated>2010-11-28T19:40:00Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting. The scenario was mildly easy. The only major difficulty was killing the humans near my keep, but when that was done, it became easier, especially with the arrival of Gruu and his trolls.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
Scenario 15: Civil War&lt;br /&gt;
&lt;br /&gt;
Scenario: The map was fairly balanced, but large. Overall a good scenario, but I feel that the allotted turns should be increased a bit. Not too much  fun though. My only major difficulty was destroying the troll thrust in my base that came from my camp's SW while I was sending troops to fight southbound and westbound, though I suspect this is an error of my own.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39135</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39135"/>
		<updated>2010-11-28T15:39:52Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting. The scenario was mildly easy. The only major difficulty was killing the humans near my keep, but when that was done, it became easier, especially with the arrival of Gruu and his trolls.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39125</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39125"/>
		<updated>2010-11-28T03:19:27Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: Shaun-Taum the smug&lt;br /&gt;
&lt;br /&gt;
Scenario: All right. No issues with objectives or other things. Pretty fun. I understood everything and had no major difficulties. The hardest part in the scenario is defeating the initial onslaught, but this can be done easily with trolls in the right places.&lt;br /&gt;
&lt;br /&gt;
Fun: 8&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 14: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39124</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39124"/>
		<updated>2010-11-28T03:16:33Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 9: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 10: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39123</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39123"/>
		<updated>2010-11-28T03:11:23Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
Scenario 9: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
Scenario 10: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
&lt;br /&gt;
Starttext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;br /&gt;
&lt;br /&gt;
Endtext: Is the part at the end a crude attempt at humor? If it is, I assure you it is not working. Please change that.&lt;br /&gt;
&lt;br /&gt;
Scenario: Pretty easy. My only minor difficulty was in killing the level 2 dorfs.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 13: Back home&lt;br /&gt;
&lt;br /&gt;
Scenario: The dialogue is ok, the scenario really interesting.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39120</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39120"/>
		<updated>2010-11-28T00:05:43Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
Scenario 9: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
Scenario 10: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
Scenario&lt;br /&gt;
&lt;br /&gt;
Startext: Son of Blackeye at the end of the startext says: &amp;quot;blood and steel&amp;quot;. Not a really great battle cahnt. I suggest &amp;quot;For the shamans&amp;quot;, of &amp;quot;For ou brethren&amp;quot;, but certainly not &amp;quot;blood and steel&amp;quot;. After all, they are fighting for vengeance, and it would be nice to see a little more of this.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39119</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39119"/>
		<updated>2010-11-28T00:02:07Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
Scenario 9: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 9&lt;br /&gt;
Scenario 10: Clash of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? My only trouble was that I sometimes failed to reinforce my flanks properly after assault.&lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 11: Giving some back.&lt;br /&gt;
&lt;br /&gt;
Scenario: The starting cutscene was really engaging! Quite easy. Unfortunately, no ending dialogue, which should really be added. No major difficulties. &lt;br /&gt;
&lt;br /&gt;
Fun: 7&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 12: A dwarvish stand&lt;br /&gt;
&lt;br /&gt;
Cutscene: &amp;quot;The river bork&amp;quot; is mentioned, but the map says &amp;quot;Bork river&amp;quot;. I know they are the same, but perhaps the &amp;quot;River bork&amp;quot; should be changed to match the map for consistency and legibility.&lt;br /&gt;
Scenario&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39118</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39118"/>
		<updated>2010-11-27T23:15:04Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite easy. There were no major problems. The dialogue was not so interesting, but made sense, and there were no errors in regards to the scenario, and the objectives were quite clear.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6&lt;br /&gt;
&lt;br /&gt;
Scenario 9: The south bridge&lt;br /&gt;
&lt;br /&gt;
Scenario: Ok. A few notes with the objectives: From the dialogue, it was unclear where Inarix would appear, and also unclear exactly  where I had to get her. Also unclear was the fact that any troops below the bridge would be dead.&lt;br /&gt;
Perhaps this should be clarified by adding a note to the objectives?&lt;br /&gt;
&lt;br /&gt;
Scenario 10: THe battle of armies:&lt;br /&gt;
&lt;br /&gt;
ERROR: Temporary hourglass freeze encountered when 3 units tried to board a ship. Same task happened successfully before. The screen was frozen for ~10 secs before the ship moved. During freeze, the portrait of the boarding unit was under that of the ship. Is this supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Scenario: Very interesting and fun scenario. I enjoyed it alot. The dialogue made sense, and so did the objectives. It would be nice to know when the time runs up. Would it be possible to add a counter in the objective menu or get someone to tell me when victory is near. Like &amp;quot;We only need to hold out a little longer. Already I sense the thundrous march of the Great Horde arriving&amp;quot; the day before the horde is due to arrive? &lt;br /&gt;
&lt;br /&gt;
Fun: 9&lt;br /&gt;
&lt;br /&gt;
Difficulty: 8&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39092</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39092"/>
		<updated>2010-11-26T20:58:01Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 4. Relatively easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective 1: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;br /&gt;
&lt;br /&gt;
Scenario: Not bad. Pretty fun and interesting. I think that the scorpions should be a little less clustered and appear everywhere in the desert, instead of just one place. Because once I defeat the starting scorps, there is no need to keep a close eye and guard those shamen, which the fog of war suggests. No major difficulties.&lt;br /&gt;
&lt;br /&gt;
Fun: 6&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 8: Silent Forest&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39091</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39091"/>
		<updated>2010-11-26T20:30:11Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity in objective: Where is the oasis? Does it refer to the northern oasis or the southern one? And with whom must I reach it?&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39090</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39090"/>
		<updated>2010-11-26T20:25:40Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 7: Deserts of Death&lt;br /&gt;
&lt;br /&gt;
Unclarity: Where is the oasis. Does it refer to the northern oasis or the southern one?&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39087</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39087"/>
		<updated>2010-11-26T18:40:31Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
Endscene: Another &amp;quot;argh I die&amp;quot; which needs to be replaced with something... else. And kapoue's &amp;quot;finally, you pay for what you did to my orc brothers&amp;quot; should be changed IMO to &amp;quot;Finally, you HAVE paID(caps indicate change)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite good, but I think that the pirates need to come in waves, and not a bunch. Because when the pirates and south fortress are defeated, which is quite easy to do, the whole thing becomes easy.&lt;br /&gt;
&lt;br /&gt;
Fun: 6. Could be improved.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 6. The pirates can be a tough nut to crack, but past that, the scenario is a breeze.&lt;br /&gt;
&lt;br /&gt;
Suggestions: Make the boat pirates come in one or 2 boats at a time, but make it a recurring event.&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39075</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39075"/>
		<updated>2010-11-26T01:00:45Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario. Also, if the mission ends and the assassin is not free, the ending is kind of forced. Perhaps an alternate dialogue with the remaining elves fleeing and the hero freeing the assasin would make it better and more realistic.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby? And perhaps the undead forces should have a better recruitment algorithm.&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39073</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39073"/>
		<updated>2010-11-25T19:30:12Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 2: The Human Army&lt;br /&gt;
&lt;br /&gt;
Cutscene: None.&lt;br /&gt;
&lt;br /&gt;
Scenario: No major issues. Overall a good scenario. I think that the early finish bonus should be increased however, to compensate for the invariably horric losses.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. In retrospect, not that bad.&lt;br /&gt;
&lt;br /&gt;
Difficulty:6.&lt;br /&gt;
&lt;br /&gt;
Error: On replay, file was found to be corrupt and numerous errors were encountered, such as &amp;quot;not enough castle spaces&amp;quot; and &amp;quot;unit is too expensive to recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun. I also do not understand why, upon the death of the trolls, I lose? Perhaps I should simply not recieve troll assistance for the rest of the campaign?&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby?&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39058</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39058"/>
		<updated>2010-11-24T21:57:30Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun.&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, when I did that, the objective screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: Fun and short scenario. Dialogue again a bit lame. &lt;br /&gt;
&lt;br /&gt;
Fun: 5 &lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby?&lt;br /&gt;
&lt;br /&gt;
Errors: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 6: Black Flag&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Errors: At one point, immediately after a green ship moved, the application closed without notice. I restarted, discovered no data loss. Tried to reproduce error, but was not able to.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39054</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39054"/>
		<updated>2010-11-24T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun.&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, the finish screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive. Interesting scenario.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 5: To the harbor of Tirigas&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Scenario: &lt;br /&gt;
&lt;br /&gt;
Ideas: Perhaps the leader should start on the keep instead of nearby?&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39053</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39053"/>
		<updated>2010-11-24T20:50:06Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 1:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun.&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, the finish screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
End Text: A bit cheesy and lame, especially when hero says &amp;quot;it was fun, wasn't it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scenario: Really long and boring. Increased in difficulty though. I think that if the upper two keeps were merged into a single keep, the scenario could be a bit faster. My objective was clear, but the dialogue was moderate. I had minor challenges(in a good way) keeping my leader alive.&lt;br /&gt;
&lt;br /&gt;
Fun: 4. A bit too long for my taste&lt;br /&gt;
&lt;br /&gt;
Difficulty: 7. Poses a challenge.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39052</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39052"/>
		<updated>2010-11-24T19:44:31Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
Scenario 1:&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
Difficulty: 3. Quite easy&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun.&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
Difficulty: 5.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, the finish screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again, and game ender properly.&lt;br /&gt;
&lt;br /&gt;
Scenario 4:&lt;br /&gt;
&lt;br /&gt;
Cutscene: No text in cutscene. See above.&lt;br /&gt;
&lt;br /&gt;
Errors: Same error as scenario 3 when I sent a troll into the beseiged castle.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39051</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39051"/>
		<updated>2010-11-24T18:47:34Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
Scenario 1:&lt;br /&gt;
Cutscene: No issues&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
Fun: 5. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
Errors: None&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;br /&gt;
Introductory text: No issues&lt;br /&gt;
Mid-Text: When first move done: &amp;quot;I've never pushed so far.&amp;quot; Slightly awkward. Maybe verb should change to campaigned, or travelled.&lt;br /&gt;
Mid-Text: Once again, &amp;quot;argh, I die!&amp;quot; from a dwarf. It could be a little more realistic.&lt;br /&gt;
Scenario: Quite fun. I found it to be moderately easy. I lost a few troops, but it was quite easy. Both objectives were met. The scenario was pretty clear, the dialogue was less engaging, but the scenario was really interesting and provided many paths to beat. I had no major challenges. It was a lot of fun.&lt;br /&gt;
Fun: 7. Fun and Interesting.&lt;br /&gt;
&lt;br /&gt;
Errors: I went to the NW keep with a wolf rider. I got some troll allies. But for some reason, the finish screen appeared, telling me that I had moved my hero to the signpost, which I did not. Game then continued, and during finish, end screen appeared again.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39050</id>
		<title>GCI/Playtesting/Son of the Black Eye/Challenging</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/Son_of_the_Black_Eye/Challenging&amp;diff=39050"/>
		<updated>2010-11-24T18:14:41Z</updated>

		<summary type="html">&lt;p&gt;Dutys Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(WIP)&lt;br /&gt;
Scenario 1:&lt;br /&gt;
Cutscene: None&lt;br /&gt;
Introductory text: What is meant by &amp;quot;Those orcs don't imagine they are living their last day&amp;quot;? Perhaps something along the lines of &amp;quot;Those orcs shall pay for our ransacked villages&amp;quot; or other might do better.&lt;br /&gt;
End text: Line 1: &amp;quot;argh! I die!&amp;quot; He is a human, not an orc. It should be I am dying, or I am slain for proper english.&lt;br /&gt;
Scenario: Overall, not difficult. I noticed that if I send a few wolf riders down the flank, I can capture most enemy villages without any resistance. It might be intent of this level though...&lt;br /&gt;
The scenario objective was quite clear, and I had no problem figuring out what to do.&lt;br /&gt;
The dialogue was pretty engaging. I think that some of the in-game text is a bit awkward gramatically, and some times the humans talk like orcs.&lt;br /&gt;
I had no major challenges meeting this objective. If there was token resistance in the middle keep, it would make it more difficult. Also if there were a few villagers garrisonned near the lower river crossing, to prevent me from capturing all the enemy villages.&lt;br /&gt;
&lt;br /&gt;
Fun: 7. Not boring, but it could do with a few twists or challenges. It felt pretty straightforward.&lt;br /&gt;
Abort event: None&lt;br /&gt;
&lt;br /&gt;
Scenario 3: Towards the Mountain of Haag&lt;br /&gt;
Cutscene: No text in cutscene... Not sure if this is a problem, the scenario was very straightforward.&lt;/div&gt;</summary>
		<author><name>Dutys Fist</name></author>
		
	</entry>
</feed>