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Played the first mission on the new version, and it's definitely faster now.
Swiftfoot is an imbalanced unit, of course. It only takes a few basic units and a ritual to guarantee double moves every turn. The only thing that should be done is to make the ability go into a DISABLED state after two uses per day, so you can't use it three times (because mana is still deducted even if no moves are granted).
The new special ability is also very strong, both in terms of being able to overlap and block ranged units with air units at the beginning, and in the late game: the number of elementals scales well, and these stacks become very powerful. The previous special ability was rarely used, but the new one makes early and mid-game breakthroughs very easy; I think the elemental gain from level should be lower.
Regarding the playthrough itself - I took the brown boots, and I got lucky with the starting units. After struggling a bit, I killed the liches at the workshop and the ghosts, bought the units, and killed all the starting underground units without any losses. In the dolmens, I got Darkness (Dispel in the very first T3 shrine, Slow in the very first T1 on the surface). This was the setup when I emerged on the surface.
After that, I defeated everything without losses, got Light with Wind, and took Path of War by default. I mentored the units into Image. I reached the center even before the second scout emerged (although I could have done it faster if I had abused Swiftfoot more). The armies in the underground were quite strong, but I cut them all down with Furies under a Vampire without any major problems.
[spoiler=battles in the underground]




[/spoiler]
Final timing - 2 weeks, 4 months; 0 creature losses during the mission.
The only drawback I can mention is that the starting bonus no longer makes sense, because you get both pairs of boots right at the beginning of the playthrough (or was it just random luck?)
Swiftfoot is an imbalanced unit, of course. It only takes a few basic units and a ritual to guarantee double moves every turn. The only thing that should be done is to make the ability go into a DISABLED state after two uses per day, so you can't use it three times (because mana is still deducted even if no moves are granted).
The new special ability is also very strong, both in terms of being able to overlap and block ranged units with air units at the beginning, and in the late game: the number of elementals scales well, and these stacks become very powerful. The previous special ability was rarely used, but the new one makes early and mid-game breakthroughs very easy; I think the elemental gain from level should be lower.
Regarding the playthrough itself - I took the brown boots, and I got lucky with the starting units. After struggling a bit, I killed the liches at the workshop and the ghosts, bought the units, and killed all the starting underground units without any losses. In the dolmens, I got Darkness (Dispel in the very first T3 shrine, Slow in the very first T1 on the surface). This was the setup when I emerged on the surface.
After that, I defeated everything without losses, got Light with Wind, and took Path of War by default. I mentored the units into Image. I reached the center even before the second scout emerged (although I could have done it faster if I had abused Swiftfoot more). The armies in the underground were quite strong, but I cut them all down with Furies under a Vampire without any major problems.
[spoiler=battles in the underground]





[/spoiler]Final timing - 2 weeks, 4 months; 0 creature losses during the mission.
The only drawback I can mention is that the starting bonus no longer makes sense, because you get both pairs of boots right at the beginning of the playthrough (or was it just random luck?)
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