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Walls are still undiggable, with the only way getting through them being Underminers (Which the AI doesn't even seem to use at the moment).
While starting the campaign, I considered if I wanted to make it a "WftO campaign", or a completely faithful remake. The truth is, War for the Overworld is a very different game, and I feel like trying to make it something its not is near impossible without sacrificing what makes it unique. I figured that if I wanted a Dungeon Keeper gameplay, I'd just go back to said game.
This campaign will have adjustments to it to satisfy those who prefer a dungeon-keeper-esque style, hence undiggable walls, slower research speed, and the maps themselves being accurate to the original, but that's about all I can give before I'm straight up trying to make it a completely different game.