Hello there,
teozamait, here is my colorful review yet again.
This time I will focus on the Undead extra mission. I understand that this is like an alpha for the gameplay in
Path of the Damned Enhanced campaign, so there are crapload of bugs. I will give you a short list what I did not like about the gameplay and the what I think is a KUDOS idea.
The Bad: Obsidian Destroyers did not land.
No units were able to receive the item buff.
Ziggurats have still rather low food capacity maybe raise it to 15 to compensate for higher upkeep.
I could not upgrade my necromancers into archnecromancers.
The Nerubian caster seemed rather useless (maybe I was not playing him right).
The worst bug/thing I found with the new ziggurat upgrade, as much as I like it, it seems way overpowered. Undead are my weakest race and I often found the last chapter of their campaign harder than the remaining climactic missions, the new defensive structure is great but it needs to be nerfed the hell out. Also the unit that it creates is unclickable.
Lastly some spelling mistakes (its not something necessarily bad for alpha, but it bugs the hell out of me).
The Good: I really liked the idea of Wyrm riding Death Knight, although I think its pretty imbalanced for Arthas, even though he will receive this ability in last third of the campaign, it seems way too powerful for seventh Chapter "
The Siege of Dalaran." maybe give it to some slightly nerfed version of Death Knight, similar to Alliance Commander for Humans. Also me likey the Wyrm walking, can't wait what will the other Graveyard unit be.
I also like the new summoning undead spell and how its strength depended on the caster.
First I was not sure how to feel about the zombies, compared to ghouls they suck as front assault unit, but with the Walking Dead upgrade I find them strangely appealing as an alternative siege unit that (despite Frostwyrm usefulness against towers) the undead lack.
Aditional skeleton (wonder how it would work with ArchNecros) is a nice touch, it gives further the Zerg feel to the Undead. 2 full Meat Wagons and 8 fully upgraded necromancers were bestial combo for my finish of the mission.
I also like that the Red dragons could heal, it felt really lore friendly.
The Suggestions: I do not want to tell you what to do, since you probably already got it planned mostly, nevertheless here are some suggestions that might interest you.
First, I am speaking for the whole Undead-Fanbase (despite the fact that I don't include myself into it) I believe that Sylvanas should get a bigger role in Undead campaign, maybe a second captain like unit. It might also be cool if you could include the same mounting principle to Arthas as you did in SoL Enhanced. Both these things would be very neat, especially lorewise. You might also change the Archmage in chapter 5 to King Sunstrider.
You might also bring some Varimastras to aid the player more directly in last battle, I know I felt rather cheated of the Dreadlord experience in Vanilla.
Chapter One: Not sure if having Captain Falric right at the begging would not be little too overpowered (although I am not sure how will you strengthen the Alliance presence).
Chapter Two: Give little more story for the Sasquatch gag, I always found it funny, but I am still curious about it to this day.
Chapter Five: To raise the stakes, you might think of giving the messenger an escort or speed buff, to make it more difficult on Hard.
Chapter Six: Substitute the Horde' traditional troll units with the Forrest trolls.
That's about it for the Undead from my perspective.
I can not speak for the SoL Enhanced 2.0, as I have finished playing 1.95 just day prior its release and don't feel like doing it again, although I did peek into chapter seven and I like the alternative transport.
Keep up the good work.