Flight to Freedom

Review and rate user-made single and multiplayer campaigns and scenarios.

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MadMax
Posts: 1792
Joined: June 6th, 2004, 3:29 pm
Location: Weldyn, Wesnoth

Flight to Freedom

Post by MadMax »


Please specify your version of Wesnoth and Flight to Freedom.

(1) What difficulty level did you play the campaign on?

(2) How difficult did you find the campaign? (1-10)

(3) How clear and interesting did you find the dialog and storyline of the campaign?

(4) What were your major challenges in beating the campaign?

(5) How fun do you think the campaign is? (1-10)

(6) What, if any, are changes you would have made to the campaign to make it more fun?

(7) Any bugs, errors, or spelling mistakes?


Thank you for your time.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Flight to Freedom

Post by osaridsaris »

Please specify your version of Wesnoth and Flight to Freedom.

wesnoth 1.11.15 ; FtF 5.1.6.1

(1) What difficulty level did you play the campaign on?

easy

(2) How difficult did you find the campaign? (1-10)

7.5 with "river of skulls" included, probably 5 or 6 without with.. but I'm not a very good player :P

However, probably would be 5 or 6 with the bug in river of skulls now corrected.

(3) How clear and interesting did you find the dialog and storyline of the campaign?

Very interesting -- I got thrown for a bit of a loop with duplicate Theracars but things made much more sense after that bug was fixed.

(4) What were your major challenges in beating the campaign?

River of Skulls -- I had to try something like 6 different strategies before finally squeaking through.

(5) How fun do you think the campaign is? (1-10)

8

(6) What, if any, are changes you would have made to the campaign to make it more fun?

Legend of the Invincibles got me addicted to per-level bonuses. FtF explores this slightly
Spoiler:
, but more might be possible. However, I've never designed a campaign so probably, although this would make things more fun, it would also make attempts at balancing way harder.

(7) Any bugs, errors, or spelling mistakes?
Spoiler:
osaridsaris
Posts: 38
Joined: May 21st, 2014, 6:56 am

Re: Flight to Freedom

Post by osaridsaris »

regarding fun factor :
Spoiler:
Sarcasm
Posts: 7
Joined: November 26th, 2010, 3:13 am

Re: Flight to Freedom

Post by Sarcasm »

I'm on the current stable patch 1.12, and I'm unable to download the add-on. Everytime it finishes downloading Wesnoth closes and I don't get the add-on. Anything I should be doing differently or anywhere else I can download this?
MadMax
Posts: 1792
Joined: June 6th, 2004, 3:29 pm
Location: Weldyn, Wesnoth

Re: Flight to Freedom

Post by MadMax »

Sarcasm wrote:I'm on the current stable patch 1.12, and I'm unable to download the add-on. Everytime it finishes downloading Wesnoth closes and I don't get the add-on. Anything I should be doing differently or anywhere else I can download this?
Is this problem with just FtF, or with other addons from the server? It's most likely a Wesnoth issue.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Sarcasm
Posts: 7
Joined: November 26th, 2010, 3:13 am

Re: Flight to Freedom

Post by Sarcasm »

This is the only one that this happens with. All other addd-ons have downloaded perfectly fine.
shevegen
Posts: 497
Joined: June 3rd, 2004, 4:35 pm

Re: Flight to Freedom

Post by shevegen »

Could the map "River of skulls" be changed a bit?

I don't mind a challenging fight, but it's annoying that there are so
many different challenges all at the same time.

My units fly through the space, except for that fat pirate who can not
fly and is a liability, fight through dwarven bosses who all have a nearby
healing village, to finally end up in an area with an annoying spider
web (one of my units got stuck and could not move out of it anymore),
with mass naga that keep on being defensively blocking the area to
which the lead character has to go ... hmmm, no, that is not fun.

Why is a spider siding with naga anyway? And why do drakes
enter a cave when they are chased????? A cave with dwarves known
to kill dragons..... ok ok I get that dragons are not the brightest but
this is quite odd from the setup. I also burned more money for more
units but it does not help that much, primarily because there are some
choke-hold places.

More specifically back to the map, I would suggest to change either
the map or the setup a bit. Perhaps rather than the spider + web I
would consider putting a very large golem there or so; and a door
area + wall before the lava area. That way, we could get rid of the
spider + spider web. And perhaps put another village closer to
that.
Major_Swampy
Posts: 175
Joined: June 26th, 2019, 2:20 pm

Re: Flight to Freedom

Post by Major_Swampy »

Please specify your version of Wesnoth and Flight to Freedom.
Wesnoth 1.14.12/FtF 5.3.2
(1) What difficulty level did you play the campaign on?
Hatchling (Easier)
(2) How difficult did you find the campaign? (1-10)
5.5 about the same scenario "River of Skulls", because the spider web terrain and Cave Naga are pretty annoying to me.

(3) How clear and interesting did you find the dialog and storyline of the campaign?

It's clear that all intro dialogue of scenarios is seems good enough.
(4) What were your major challenges in beating the campaign?
Scenario River of Skulls, Return to Morogor and Endgame.
(5) How fun do you think the campaign is? (1-10)
6
(6) What, if any, are changes you would have made to the campaign to make it more fun?
It seems the unique Drake Guerrillas are totally stronger enough, even under lvl 3 leadership. Also, I thought Pirate Legend needed to reworked because duplicated name units.
(7) Any bugs, errors, or spelling mistakes?
In intro of Betrayal, Theracar's dialogue said "LONG LIVE THE CHIEF!" makes me no sense.

Lastly, here's my statistics:
Spoiler:
Sorry for my english, I'm not english native.
Regards, Swampy.

(Already mastered the LotI as 4 times until the end, so wanna me to play it again!?)
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egallager
Posts: 568
Joined: November 19th, 2020, 7:27 pm
Location: Concord, New Hampshire
Contact:

Re: Flight to Freedom

Post by egallager »

Hi, MadMax has allowed me to take over maintainership of this campaign, so if any of this feedback is still applicable, please open issues about it in my GitHub repo for this campaign's sources:
https://github.com/cooljeanius/Flight_Freedom
I'm also more likely to check the Development thread on these forums than this one:
https://forums.wesnoth.org/viewtopic.php?f=8&t=1887
User avatar
egallager
Posts: 568
Joined: November 19th, 2020, 7:27 pm
Location: Concord, New Hampshire
Contact:

Re: Flight to Freedom

Post by egallager »

shevegen wrote: August 6th, 2018, 12:58 pm Could the map "River of skulls" be changed a bit?

I don't mind a challenging fight, but it's annoying that there are so
many different challenges all at the same time.

My units fly through the space, except for that fat pirate who can not
fly and is a liability, fight through dwarven bosses who all have a nearby
healing village, to finally end up in an area with an annoying spider
web (one of my units got stuck and could not move out of it anymore),
with mass naga that keep on being defensively blocking the area to
which the lead character has to go ... hmmm, no, that is not fun.

Why is a spider siding with naga anyway? And why do drakes
enter a cave when they are chased????? A cave with dwarves known
to kill dragons..... ok ok I get that dragons are not the brightest but
this is quite odd from the setup. I also burned more money for more
units but it does not help that much, primarily because there are some
choke-hold places.

More specifically back to the map, I would suggest to change either
the map or the setup a bit. Perhaps rather than the spider + web I
would consider putting a very large golem there or so; and a door
area + wall before the lava area. That way, we could get rid of the
spider + spider web. And perhaps put another village closer to
that.
I agree that River of Skulls is still a pain despite the changes I've been making to it; I'm tracking ideas for further changes in issue 13 in my GitHub repo for it: https://github.com/cooljeanius/Flight_Freedom/issues/13
One problem with adding villages for healing is that they also throw off the gold balance, so instead I'm thinking of adding oases to various spots on the map.
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