Thanks for the reply, Marsh.
Now onto the subject of hotkeys:
The issue might be that you're using an un-changed default hotkey from warcraft 3. The effect is that whenever the map comes across a non-English version of Warcraft, all the default hotkeys are switched to that version's default hotkey. (In my case Rain of Chaos goes from R to D). I >think< that you could change it by setting the hotkey to the same as default one but manually. This is how I altered default hotkeys in my map to prevent it from colliding with other game localisations.
I see but the problem is: even if I set it manually the editor dosnt register it as being costomised by me (It dosnt highlight in pink) so not sure if this issue has been resolved.
About the doomdrop:
The issue here isn't that you can do it. That is fine. What irks me is that you can get out of the Nether before you get Kil'Jaeden by using a scroll of town portal, making it so that you don't even need to summon him. Perhaps making the summoning portals neutral as well would fix the issue? You'd have to move Pit Lords to them as well though.
Theres no way I can stop people teleporting units out the Nether, even if I removed the shop there they could just build another one.
Units can leave the Nether by opening the waygates anyway, if I made the waygates neutral then it would mean they'd be no way for enemies to destroy them and thus stop a legion attack.
Oh and Heavy demonic units like Nether Dragons/Infernal Machines and Doomgaurds can not be summoned without Kiljaeden in next version. So Legion will have to make do with the lesser demons until KJ is summoned.
And about Dreadlords: yes, I am. I've lost them to Sylvanas' Highborne Sisters and Yogg-Saron's charm quite a few times, all of them in this version.
Dalaran Agents (and all workers) don't have resistant skin, therefore making it possible for Highborne Sisters and Yogg-Saron to charm them. Same applies to Kirin Tor Archmages.
Well in that case I don't understand because I just tested this game and it would not let me charm a Dreadlord using a forsaken Sisters charm ability. I got the "Unit has resistant skin message".
I will give resistant skin to Dal Agents and workers though!
Another semi-bug I noticed: if you go Fel Elves, you lose access to the Farstrider mastery. The Sin'dorei Mastery also doesn't really seem to do anything in case of Fel and Wretched Sorceresses.
Well Fel elves arent supposed to ahve Farstriders and Sin'Dorei mastery dosnt seem very fitting. Maybe I need to add some kind of mastery for Fel Elves but I won;t look at that until after next ver, BE already ahve alot of content right now.
Are Fel Elf Shadowmancers supposed to cost wood? If yes, why? I can't think of any other unit (other than siege machines) that needs it.
Hmm i just checked and they dont cost any wood but maybe I must ahve fixed that since releasing V1.14.
I had a chance to get Maiev to level 10: her ultimate is over the top. 2000 bonus hp on level 1 is outright insane when she's equipped with 2 blink moves. I know that Illidan's tough in general, but it's still too much.
Your right, shes lost 300 hp in vengeance form. But tbh most people loose Maive very quick as they fail to find and kill Illidan intime.
Drek'thar's healing spell has no hotkey at all. Also he's VERY squishy like for a hero that can be lost forever. Perhaps buffing his health by a bit (100 at most) would help. Yes, I am aware that he gets HP from the special 300g mastery.
Fixed. And Drek'Thar no longer perma dies next ver, as I completly aggree hes very hard to keep alive.
Drek'thar's healing spell can be leveled at levels 0, 2, 4 and 6 instead of 1, 3, 5 and 7.
Fixed, Spells that are taken from units and made into hero spells automaticaly have 0 as the required level. This appears to be why so many have this issue.
Drek'thar's farsight at level 4 costs 50 mana, has no cooldown, reveals something around 33% of Lordaeron, shows invisible units and lasts 24 seconds. If you're teal and Green has managed to keep Drek alive AND get him to a high level, you're just unable to use dreadlords. If it's meant to have such a huge reveal radius, get rid of invisibility detection part on higher levels or reduce the radius and add some cooldown to it.
hmmm your right the level 4 radius is stupidly large, ive nerfed this spell alittle.
Tentacles/Tendrils are unaffected by spells because they're counted as wards by the game system. It also makes it much harder to kill them in a fight, because they have VERY low AI priority. Is it intended?
I think the game automaticaly assigns ward units a low priority? I have edited afew AOE spells to include wards now so hopefully this shud help.
You can still sink the book by putting a book carrier into the boat, then grabbing the book with a unit. The book won't be dropped if that unit goes into the boat. The other method is by getting a book on Falstad, flying far away from the land and then killing him with air. (you can do the same with Deathwing).
Next version uses new triggers that prevents the Book from being sunk, but thx for this I didnt realise it could also be sunk via units. Now the Book will auto drop only if it is carried by a non-hero unit trying to enter a transport.
Twilight's Cult can research the ensnare upgrade in barracks, but there's no unit in his lineup that would have the ability to ensnare units.
Fixed. Orc Spear Throwers are supposed to use this.
Twilight's Cult's Warlocks' default autocast spell is bloodlust. I know it's a matter of preference, but could it be changed to Shadow Curse, seeing how it's the autocast spell you start with?
The abilities for Twilights have been changed for the better next version.
Lady Vashj has only one level of her ultimate. Her elite summons' crushing wave spell uses a default hotkey, which is M in my localisation. You might want to change their hotkeys to the QWER system. Her blink has no cooldown and no hotkey.
Fixed
Power Generators in Dalaran Dungeons and Quel'Thalas no longer have an aura that prevents Blood Elves from turning Wretched, yet they still restore mana over time.
Fixed. They actually never prevented BEs from going wretched but your absolutely right it makes sense that they should have the Mana Feed ability.
Farstriders' and Silver Covenant Rangers' blink spell has no cooldown and no hotkey. In case of Farstriders the suggested blink hotkey (Q) is shared with windwalk.
Oops Farstriders are not supposed to have Blink anymore. Fixed. I ahve added a cooldown for Blink for the Covenant Rangers.
Blood Elven Sorceress' and Aethas Sunweaver's fire elemental summons are affected by curse of the wretched, which makes no sense.
Fixed, I have given them spell immunity so also a nice buff for the summons.
If Forsaken gets access to nerubian hive or nerubian workers, she can train infinite amount of crypt lords
Fixed, Next version requires Azjol Nerub Capital city in order to train these unit types which only Scourge is able to capture.
When you release Yogg-Saron from his chains, the exit portal from his cavern becomes vulnerable and can be destroyed by as little as your own AoE.
Fixed. His chamber has been moved to Ulduar now so no stupid waygate nessesary.
Falstad's passive has a very weird level requirement. I believe it's 1, 6, 8 and 10.
Oh this is for balance, alot of people complained it was op so I didnt want him getting level 4 until at much higher hero levels.
Tartek the abomination's skills are extremely vague in terms of description. You don't really know what they do until you use them. (description has too little info)
Gave them alittle more info.
That's all for now.