Follow-up Comment #1, bug #9304 (project wesnoth):

Checking the auto-save: the reason for the defeat seems to be that Baglur is
left under/inside the "gate" (cave wall), and so dies. You can't see this, I
only know it because I've played the scenario before, and know what's
supposed to happen.

>From the save, if you withdraw your three dwarves from the gate, and then
close it, you'll receive your well-earned victory. (And save these three
dwarves while doing it.)

--

There are a number of issues with this scenario:
1) It is not obvious that the "Gate" location is in line with the three
outermost castle hexes.
2) It is not at all obvious that units guarding the castle hexes will die. At
some point (I can't be bothered to re-check when; if before triggering the
victory condition, good; if after, bad) in the dialog, it is said that elves
outside the caves, as well as dwarves outside the caves will be locked out.
3) It used to be possible, in some previous versions of the game, to actually
*see* the terrain in question be transformed to cave wall when the gate
closes. This is *not* shown currently, and if the previous behaviour can be
restored, all the better.
4) When I played the scenario, the gate wasn't actually closed 100%, but one
castle hex was left unchanged*, and provided a route in and out. This is a
problem because I was commanded to kill all remaining elves from _inside_ the
caves, but one wounded elf escaped out. Only after chasing down this elf (who
was _outside_ the caves) (and discovering that all the other elves from
outside the caves had magically disappeared...) did I receive victory.

*) Also the side passages weren't closed properly, for both a castle hex was
left open. _Are all the coordinates in this scenario for transforming hexes
to cave wall by any chance off by one?_

--

Issues 1) and 2) are unfortunate. IMO "closing the gates" is a *splendid*
idea for a scenario, I just hope it can be realised in a smarter way.

Campaign design should strive to such fluency that you don't need to "save
and experiment" to see what the campaign designer _actually_ wants you to do.
(Also, any dialog warning about dwarves abandoned outside the caves should
occur _before_ the victory condition is triggered, if it doesn't already. As
I said, I didn't re-check how this was.)

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