Player UMC Reviews

From The Battle for Wesnoth Wiki
Revision as of 06:04, 6 June 2013 by Dugi (talk | contribs) (Antar, son of Rheor)

This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. Please edit, it is a wiki.




Blueprint

Tags: * describe the add-on using a few keywords

Description: * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers

Summary: * a subjective description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression

Surroundings: * add your rating of the visual part of the add-on here (1-10)

Design: * add your rating of the general quality of scenarios here (1-10)

Story: * add your rating of the story's quality here (1-10)

Fun: * add your rating how much enjoyment did this add-on bring to you here (1-10)

Replay value: * add your rating about your tendency to play this add-on again here (1-10)

Player note: * add your overall rating here (1-10)

Review by: * add your name here

Link to review: * if you copied the review from the forums then add the related link here

If you want to review a campaign that was already reviewed, edit the old one, trying to make some kind of synthesis from yours and the original one. Add things that weren't mentioned. Leave both opinions to things originally described from one side, many elements have their good sides and odd sides (for example, usage of a custom era usually means unusual units, but awful graphics). Remove only outdated elements. Ratings should be averaged. Add your name to the original reviewer's name.

Battle for Wesnoth UMC campaign / reviews

Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.

Antar, son of Rheor

Tags: loyalists, skirmish, dungeon

Description: A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.

Summary: The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an interesting use on the battlefield. It is balanced quite well despite its incompletedness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream too. Unexpected end in the middle of campaign is a really unpleasant surprise too. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek challenges or a deeper plot, this is not what you want.

Surroundings: 7

Design: 10

Story: 6

Fun: 7

Replay value: 7

Player Note: 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)

Review by Dugi

Fate of a princess

Tags: elves, rogues, riders, skirmish, dungeon, RPG

Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death. Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...

Summary: Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.

Surroundings: 8

Design: 9

Story: 7

Fun: 9

Replay value: 8

Player Note: 8

Review by Paulomat4

Invasion from the Unknown

Tags: elves, undead, skirmish, dungeon, puzzle

Description: Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.

Summary: This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging. However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.

Surroundings: 7

Design: 10

Story: 9

Fun: 10

Replay value: 7

Player Note: 10

Review by Dugi


Legend of the Invincibles

Description: A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.

The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.

Summary: This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.

I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.

The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know. And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!

Surroundings: 7

Design: 7

Story: 10

Fun: 10

Replay value: 9

Player note: 10

Review by Raijer

Swamplings

Description: Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.

Summary: It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.

Surroundings: 7

Design: 8

Story: 8

Fun: 9

Review by Dunno

Talentless Mage

Description: A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc.

Summary: this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.

Surroundings: 6

Design: 8

Story: 9

Fun: 10

Review by Dunno

The Library of Kratemaqht

Review: General: The campaign is about genesis, course and outcome of civil war in empire of Anaktoron. Surroundings: The way campaign looks. How it feels and uses game engine is simply amazing and unseen before. Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course. It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene? In terms of visual effects it also features the best epilogue ever. As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention. Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway. In short this campaign surely establish new standards for wesnoth in department of visuals. Design: Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign. Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units. I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again. Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward. Story: Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya. Fun: Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste. Replay value: Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.

Summary: Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.

Surroundings: 10

Design: 6

Story: 7

Fun: 7

Replay value: 5

Campaign score: 7

Player note: 8

Review by: Wesbane

Link to review: [1]


To Lands Unknown

Description: This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.

Summary: The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.

Surroundings: 10

Design: 7

Story: 5

Fun: 6

Review by Dunno

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