@corby_ds
I recommend playing the original if you have not, though it will spoil the novelty of some of the new systems I am working on to add to the map.
The breeding system might seem random, but it's actually how the original game worked--you bred two monsters (male and female of any species) and they left on a honeymoon forever (I suppose it's a good deal given monsters were bound to you for eternal servitude if you did not breed or dismiss them

), but they left behind an egg, which most of the time was a completely new monster. If you really look at it though, it's equivalent to a fusion system, but that seems a bit unrealistic that monsters fuse together. Of course, if you try to imagine how monsters can breed at all (I mean how would a bird and a demon make a goblin zeppelin is beyond me) then things get very silly. That aspect is left to the gamer's imagination.
But introducing the breeding system also makes it more plausible to introduce new kinds of drops--specifically monster eggs that you can find and hatch (otherwise where did these eggs come from?).
In regards to how the breeding system will work with offspring, I do not have any answers yet. In the original game, the offspring generally inherited the stats of both parents and also all of their combined abilities. Fusion level in the original game only served two purposes: increasing the max level of the monster (that's right, each monster species had its own max lvl, e.g. Baby Dragon could not go past lvl 30, while a Hagon could naturally get to lvl 70 before maxing out), and also allow for more powerful breeds (e.g. 2x Jeti +15 fl gives a Magnataurus). Robbe collapsed the inheritance mechanic into fusion level, which gave a general increase of stats and attack as it increased.
Of course, in the original game, if you bred enough, it was possible to get a monster to max out all stats before reaching lvl 99 (the max level for any monster). This is because monsters would progressively accumulate more and more stats if you bred your monsters once they maxed out or gained most of their stats. Obviously the breeding mechanic was not balanced completely (but keep in mind it would still take hundreds of breeds--my old GBA game has 250 hours logged onto it), so I will need to keep those kind of players in mind.
So there will be some inheritance mechanic and this will encourage players not to just use the hardest to breed monsters, because any monster species, through good breeding, can be competitive.
@shico
There's a small community of people who play it over Battle.net using makemehost.com (there also used to be a bot that hosted the map on TFT 24/7 I believe). Keep in mind it won't matter what gateway you use, you can still play with people on different ones. That is where I play it too. I don't know much about the Garena community.
@future version
I've been chipping away at the outlines of some of the future systems/updates, but it's still going to be a while before a new version is released (possibly there will be some versions to be tested, remains to be seen). Optimistically a testable version will not be out until end of January, as I cannot dedicate full time to the project with other commitments (school and work).
I can however fix any bugs or glitches and release subsequent fixed versions of the current map if anyone tells me of these.
As for the status of the current changes, I've set up some of the core data structures to re-organize the old code and systems, and I've also begun re-doing some of the families.
I forgot to mention that beside the new material family, there will also be a new bug family, which means there will be a 1-1 correspondence of all the original families. The bug family has been the trickiest to do, since Warcraft 3 has a lack of diverse models for bugs (and most of these are spiders of some form anyway) but I've made good head way.
I appreciate everyone's patience, and again feel free to post here or send me a message if you've got questions, feedback, etc.