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MP Campaign for the TBS game, the Battle for Wesnoth

License: GNU General Public License v3.0

Lua 100.00%
trial-by-fire wesnoth-campaign wesnoth-umc knyghtmare

trial_by_fire's Introduction

  • ๐Ÿ‘‹ Hi, my name is Tahsin J
  • ๐Ÿ‘€ Iโ€™m interested in Python, Machine Learning, Natural Language Processing (NLP), Data Science and AI.
  • ๐ŸŽ“ I am currently studying MSc(BA) at the HKU Business School
  • ๐ŸŒฑ Iโ€™m currently learning even more about Business Analytics
  • ๐Ÿ’ž๏ธ Iโ€™m looking to collaborate on ML/NLP/Social Media Analytics/AI.
  • ๐Ÿ“ซ How to reach me: Mastodon | LinkedIn | Email | Email (alt)

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trial_by_fire's Issues

Feedback for Improvements

In general I think it feels quite a lot like AToTB but just the orc version so I think something needs to help distinguish it from that, whether it's gameplay or a storyline change or whatever. Some of the gameplay and story framework elements are there, but I think it can be improved.

For a hybrid campaign with MP features, I would like to see more replayability, whether that's RPG elements, leader AMLAs, storyline choices, etc. 5 scenarios of northerners vs drakes is also a lot, I'd suggest cutting it down to 3-4 or offering some more variety. The playtime isn't too long, but it could be a bit shorter too so I don't mind losing a scenario or two and really polishing the others. Target play time seems like it should roughly be 2-3 hours, something on the quicker side.

Clan Withervein should have the withervein trait/special with slow poison. Also, maybe you can reduce their recruitment of grunts/archers and promote more assassin/wolf/goblin recruiting somehow. Withervein focuses on poison and agility, not brute force.

The potions are rarely worth it since they're too far out of the way. Making the maps a bit smaller would help a lot. Items that can be picked up would also be pretty neat.

S1 - Save some time to ramp up, no need to start with slapping down a flameheart lol
Way too few turns too for what the scenario is, I would suggest not forcing the player to lose when turns run out especially since just saying forcing the drakes to retreat is not really a clear objective. I also don't think giving the players the exact same recruits is the most engaging gameplay, I wonder if there's a way to give each of them different henchmen or something to spice things up a bit. So less starting gold, but giving some different loyal units at the start to represent the village that they protect.

S2 - the woses seem quite random XD not necessarily bad but super super random like the terrain doesn't even indicate that they might be there

the armor in that castle doesn't do anything :(

Same problem as S1. Gameplay ends up being a bit straightforward since it's just run in and try to kill. Drake income is way too high for the number of turns. What I'd suggest is since this is targeting intermediate/beginner difficulty, the lower difficulties can have just straightforward gameplay no ambushing. On hard difficulty, the gold doesn't increase much for enemies, but they ambush you when you step on their villages. The woses don't make sense to me so I suggest axing them, the scenario is too hard as it is for the target difficulty.

S3 - it doesn't make sense that you'd be able to beat a drake force that was strong enough to take Glamdrol, especially not as the weakened Clan Withervein. Second, the drakes don't seem that numerous because they're recruiting L2s. I suggest having L2 guards but L1 recruits and also adding a survivors of Glamdrol side that appears after a few turns or once you engage the drakes.

Also that spear doesn't do anything :(

S4 - same as S3, I think there should be a third allied side representing survivors of Glamdrol. Village support inside Glamdrol needs to be a bit higher imo.

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