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I'm slowly making my way through the second mission; it feels a bit off, like it has a rubbery taste. I'll write more about it later when I finally finish it. For now, here are some notes about the new upgrade that appears in the campaign for the first time on this map. I didn't like the appearance; it's too green with a poisonous tint, and using the "Scottish" pattern for the design wasn't a good decision. The griffins and angels suffered visually. The light green tone gives off a sickly, weak vibe. With this color scheme, they should be part of the Undead faction. In the cutscenes, Dominic is wearing a luxurious outfit: dark green with gold. Apparently, there wasn't enough of that fabric for the troops. In terms of functionality: I didn't use peasants in combat, so I'll skip that. Archers – two arrows, slightly higher initiative, very strong under Waren. Maybe not the best choice with other heroes. The armored infantry are very similar to their "white" counterparts; the difference isn't significant. Griffins – limited usefulness, a ridiculous creature. Its ridiculousness can be compared to Megara performing "Strike from the Heavens" and taking damage in return. Monks – simply supermen. Of all the possible upgrades, I would only choose them. Cavalry – an improved version of the "red" ones; use them if you like and depending on the situation. I liked the angels, if only because they duplicate all the light magic (similar to the light unicorn). They resurrect twice, but for some reason with a decrease in health (just like a hero would). I'm posting a few replays featuring the "green" army to illustrate their capabilities. (Watch with the NCF mod)