Thank you for the review, deepstrasz! Thank you for reporting some bugs. I do have to set the record straight on a few of your comments though.
There's no cancel button for the Build abilities/commands. You have to select another unit or deselect the current worker first to escape the build menus.
Thank you! I am in the process of fixing and updating the way "advanced build" works. The update will bring back the cancel button and "advanced build" will run more smoothly.
Crusaders and Exemplars use hero models. They have glow and do not have decay animations.
Crusaders and Exemplars
do not use hero models, and their corpses
do have decay animations. I felt that I needed to distinguish the Crusader model from the Footman a bit more by adding a hero glow. Since I thought it would be odd if only Crusaders had the hero glow, I added hero glows to Exemplars, Justicars, and Avengers as well to round out the theme of their holiness.
Holy Ministry's last three researches should not be available if they cannot be enabled in a specific chapter.
Indeed, I did overlook this. Thank you!
All features that would not be possible to be used anymore due to choosing of the other techtree branch should not be visible anymore.
Choosing a tech tree branch
does not disable other tech branches. One can build another Town Hall and upgrade it to invest in other tech branches.
A nice edit that could use more custom spells rather than original game ones.
I am... kind of confused by this comment. I feel like my edit features a slew of custom spells. For example, all of Arthas's spells are customized to one degree or another, and I'm not even talking about the hero Focus attribute mechanic that I implemented.
None of Arthas's spells could function the way they do now without the use of trigger customizations:
Holy Light - now is an AoE using a target unit as a focal point, similar to Frost Nova, but still has to function like the original;
Halo - knocks back enemy forces that get too close to Arthas;
Zeal - An
active AoE attack rate and movement speed boost (shockingly not available in the original game, at least that I could see);
Redemption - on the surface may seem like the Avatar's Spirit of Vengeance of the Night Elf Warden, but is not auto-castable, and can raise multiple corpses at once (actually uses Animate Dead as a base).
Additionally, even some simple abilities work completely differently. Defend for example, reduces damage from
all attacks (not just Piercing) by 10, not percentage based, meaning it's great against low-damage attacks like Ghouls, but not so effective against high-damage attacks like the Abomination's cleaver. Not only that, but Defend only works if the Footman is being attacked head-on; he will take full damage if attacked from behind!
And even in the cases where I used spells that didn't require triggers to customize, like Heal, Raise Dead, and the like... these are good spells! I don't think one should throw out the baby with the bath water. Vanilla WC3 had a lot of great, no-brainer spells that do exactly what they need to and really do not need further customization.