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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Natdogg1</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Natdogg1"/>
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	<updated>2026-10-27T09:11:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39152</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=39152"/>
		<updated>2010-11-29T05:33:06Z</updated>

		<summary type="html">&lt;p&gt;Natdogg1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I&#039;d like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn&#039;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&#039;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 &#039;common enemy&#039; 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&#039;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&#039;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&#039; 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&#039;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>Natdogg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GCI/Playtesting/The_Eastern_Invasion/Normal&amp;diff=39151</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=39151"/>
		<updated>2010-11-29T05:32:30Z</updated>

		<summary type="html">&lt;p&gt;Natdogg1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, I&#039;d like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn&#039;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&#039;m also not sure what is doable or not, but I feel I represent the average gamer and their wishes. &lt;br /&gt;
QUESTIONS&lt;br /&gt;
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2&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;
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;
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 &#039;common enemy&#039; 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&#039;m willing to let that one slide by lack of experience with the game.&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;
6. I give this scenario another 7/10, it&#039;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;
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&#039; 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;
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&#039;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;
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>Natdogg1</name></author>
	</entry>
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