Some issues of barbarian tutorial 3

Bug #674839 reported by kraileth
20
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Low
Unassigned

Bug Description

This is not a bug report but is meant as a suggestion.

First: Every new building in this mission is introduced by it's own objective; even the oxen breeding the player knows from the previous mission, has it's own objective. Yet neither the micro brewery nor the brewery get mentioned anywhere. I don't think this is ok the way it is. Since they play an important role, it would be reasonable to introduce them, too. Perhaps combine it with the warehouse objective?

Second: Also the mine enhancing that is mentioned briefly in the text could well use an own objective, so that it can be reread in the objectives window. For WL newbies it can be rather confusing otherwise.

Third: Why not leave the "explore further" active until the "Boldreth shouts out!" event is triggered? Otherwise it can happen that the player has no remaining objective and - confused by so much new economic systems (deeper mining, soldier training, ...) - forgets what he is meant to do. It would also be just a very simple change.

Related branches

Nasenbaer (nasenbaer)
Changed in widelands:
milestone: none → build17-rc1
Revision history for this message
Hans Joachim Desserud (hjd) wrote :

Second: This is actually covered briefly in barbarian tutorial two. However, I was surprised to learn this when I replayed it once, so I'm not sure if it is always triggered.

Third: Hm... sounds reasonable to me. Unless the map is completed, there should be at least one objective open.

More, slightly off-topic about the second: I have wondered for some time if we should have additional, shorter tutorials introducing some key aspects. Rather than a map with a longer story, just some pre-built bases where some specific thing should be done (like upgrading mines and producing weapons). I should probably file a separate report on this, but I haven't really decided on what I think is the best approach yet, especially now that the introduction replaces/duplicates some parts of the first campaign maps.

Changed in widelands:
importance: Undecided → Low
tags: added: barbarians campaign scenario
SirVer (sirver)
Changed in widelands:
status: New → Confirmed
Revision history for this message
SirVer (sirver) wrote :

Somehow this bug report is too vague to really trigger a change. Let's get concise people: what do we want to change?

Changed in widelands:
milestone: build17-rc1 → none
Revision history for this message
LAZA (laza74) wrote :

1/2 OT:
Searching for a bug i reported some months ago about the Barbarian tutorial 3 with the second trigger (build a Don Jon).... it is NOT in my bug list anymore, but this is an Launchpad problem.
If someone see it, pls ping me back.

+1 for shorter tutorials which focus on special items/problems/buildings/...
especially the Axe Factory, Metal Shop and so on need a lot more attention - and the problems if one of the buildings is missing.

But this would need a complete change of the Tutorials atm, so i'm voting this for 19-RC1... :-)

SirVer (sirver)
Changed in widelands:
status: Confirmed → Fix Committed
milestone: none → build19-rc1
GunChleoc (gunchleoc)
Changed in widelands:
status: Fix Committed → Fix Released
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build19-rc1.

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