• I updated Cry of Inspiration's tooltip to document the fact that its Area of Effect increases with level. I think your recommendation for multi-spell blocks is certainly an interesting one, but it would take a fair deal of time to make and debug JASS to handle that, instead of just using the Rune of Shielding ability that it's based off of now. Do you think it levels up enough in light of the fact that its area increases (but wasn't documented in the tooltip)? It did seem to be a rather small increase: 700/750/800 area as it was originally.
My concern about the JASS for this one is that I don't think there is an event that could be registered for "A unit blocks a spell" if you think of it in terms of the trigger GUI. It would depend if blocking the spell counted as an "
EVENT_PLAYER_UNIT_SPELL_EFFECT" or not, and I'm inclined to think it might not. This would cause me to have to spend some significant time writing spell-block-detection events (to count N spell blocks then cease blocking), or something. I haven't looked into this; maybe it would be easier than I think.
• I increased Sea Turtles' price to 250 gold, and increased their health gained per growth interval to 45, like you suggested
• I haven't yet performed the Sky Hydra to Coatl swap, but I definitely see what you're thinking. Naresh/Worldtree91 suggested that I change the style of the units rather than swapping them; i.e. make the Sky Hydra model something smaller and befitting of a light air unit while keeping the same style, and then adding some visual beefy aspects to the Coatl to make it look like a larger, tougher, air unit (and by doing more than just +0.2 scaling value or something silly like that).
• Originally the Enlightened Tide actually
were the Naga, and they used several models like that Murgul Hut everybody uses (it's seriously in almost every naga race) and back then there were no credits to where the models in the home-brew project had come from. After playing FrozenFire's Naga Race, Rhamos Vhailejh's Naga/Murgul race, and the Naga in the Nirvana mod, there came a point at which Naresh/Worldtree91 and I came to the conclusion that there were too many Naga mods all using the same models and assets. For that reason, the Naga were deliberately removed from the Enlightened Tide and overwritten with models and characters that I made myself. For example, the
Murgul Hut model is honestly in
all three of those mods, at least and was also at one time in Heaven's Fall. Sure, it's good, but after years of work I was shocked to realize how much work I
hadn't done after playing their mods, so the removal of the Naga was part of a goal to make Heaven's Fall unique.
(The 'Murgul Hut' model was replaced with the Heaven's Fall
Storage Pools) The Murgul Hut wasn't the only case like this; the Naga Empress model and murgul Dream Eater models also fell into the category of recurring assets, and was out of the agenda to remove them that the Mur'soph Slavedriver and Mur'soph Emperor were made. We also wanted to remove them because Ben and Naresh (from current mod's Credits) had not kept a record of where the models came from, and I didn't use the Hive much back then. So, although I realize now they could all be tracked down, using them then was like an insult to their creators as the mod grew and still had no credits.
So there's a lot of Heaven's Fall development history. I really have nothing against Naga, but those are the reasons we removed it. And, having invented the Mur'soph lore, I'm not entirely sure whether Naga would fit in now lore-wise without a change.
• If you're curious about problems with the Dragon Turtle, you can see
this thread that I just started. I'm still not sure what to fix about it, because it does have "alternate" animations, but the way the game handles them is problematic. I'm hoping someone who knows the proper animation names for double-animations (rather than alternate second) might wander by and post there.