You should be able to choose whatever hero you'd like, not get only a specific one. The buffing should be done after choosing a desired hero.
The default heroes are meant to be played together, not alone, which is why you have the option to play two standard heroes or a buffed hero. Using a stand alone buffed default hero would serve no purpose.
The circles of power should tell you what abilities the heroes have to make you decide whether to choose or not. The best way to showcase a hero's abilities is to make the share the heroes with every player and pause/immobilize them. That way players, could read the ability descriptions in their ability menus.
Circles now showcases abilities.
Rather normal Warcraft III spells. You could import some custom ones if you have little experience making ones yourself:
Spells | HIVE
Some spells has been replaced, imported one new spell and made some others. Still some standard spells but not much.
New Resurrection stone has been activated. Well, it's more like the first one.
First one now says "Resurrection stone activated"
You can briefly see the whole map when the blue chooses a hero (singleplayer mode).
Fixed.
Units selected during cinematic mode.
Not sure how to fix this. I don't consider it very important.
With enough patience you can actually destroy the ice rock gate near Lars.
No longer possible.
You should turn down the volume on that wind sound.
Should be fixed. I am having some sound issues so this might still be too loud.
Pressed ESC somewhere in the gnoll zone (shallow water) where the little ones were and got the message: New Quest Received: Retrieve Lars' explosives.
Should be fixed.
The Healing Ward is name Serpent Ward. It also does't say how much it lasts.
Corrected.
You are forced to play with a healer so that Lars won't die in the second phase of the quest.
Not really, if you taunt with barbarian, or run ahead with warlock/mage and make sure Lars doesn't get any aggro. There are multiple ways to prevent him from dying
Skipping the scene where you meet the king, will move the camera to somewhere in the east. The same happens if you press ESC after the scene and you also get the same quest message again.
Should no longer be happening.
The robot voices are awful. They are totally annoying. I can't even concentrate on reading the text. I'd rather read the text and imagine how the voices would sound. If you really want voices in your map, please ask around:
Voice actors needed for a campaign near completion
Robot voices removed.
Shouldn't the king have a personal guard? Their expedition seems rather vulnerable.
King now has two royal guards.
The gameplay is rather linear.
Haven't been able to think of a way to work on this tbh.
Should you be able to choose the same spell on the next level up? Normally (in WcIII) you have to wait two level ups to do that.
I'm not sure why but setting level skip requirement to 2 doesn't change anything (you can choose the same spell two consecutive levels), and setting it to 3 makes you have to wait 3 levels (which is how it should work). I left it at 3 for now.
Feels unnatural for gnolls and wolves to be living in a windy and watery region.
Yeah, the gnolls and wolves in this world are strange creatures. They're rebellious as f**k, and doesn't heed advice regarding harsh weather and cold waters.
You can drag the wolves near the quest one, few by few.
No longer possible without aggroing the whole pack.
The hero selection zone should be hidden after heroes are chosen.
Fixed.
The Dire Frostwolf is weak alone and doesn't do anything special. Not even using mana probably because it was intended for Roar and that is used by the AI when there are allied units nearby.
AI of a lot of units has been overhauled, this unit included.
Didn't know wolves liked carrying necklaces and periapts
It says on the description of the necklace that it's found in the wolf's belly. No longer drops a periapt.
Actually, it looks like after every new quest+scene pressing the ESC key will make the cinematic mode quickly appear and disappear and the same quest message be given.
Fixed.
New Quest. What about, new main/optional quest?
Quests now says "new/optional etc"
Shouldn't the exclamation mark disappear after a quest is finished? Agnar still has it.
Should be fixed.
Shouldn't the shipyard have no boats?
Yes, and it should be a dwarven shipyard, not a human shipyard. It has been fixed.
You basically kill units on the map. I suggest some trigger and interesting mechanics implementation.
Haven't been able to implement this if you are thinking of secrets and obstacles etc. I guess I just need some inspiration.
Yeah, they're rather hateful.
The Dragonspawn Overseer is also weak alone. Doesn't do anything.
AI of a lot of units has been overhauled, this unit included.
Maybe, you'd like to work more on items as well since they're mostly regular ones.
Haven't been able to create more items. Lack of creativity I guess. It will come little by little in the future.
I've got at least 4 potions, none of which I need. I guess, they are for non-healer in the game plays? Or maybe, it's too easy because I'm having Devotion Aura+Rejuvenation?
Items has been altered, you no longer get as many potions or health stones as before.
You should trigger the neutral units to use their spells regardless of their coded priorities/situations.
AI of a lot of units has been overhauled, this unit included.
Reaching the Resurrection Stone near the Sea Behemoth, it does not activate. These neutral buildings don't show on the minimap.
It gets activated at another point in time.
Items get repetitive. Are they somewhat random? I've got three Health Stones.
Read previous statement about items.
The Magnatuar Destroyer is supposed to be a miniboss but it's so weak that you don't even need to use the ultimates (with the druid in the team).
AI of a lot of units has been overhauled, this unit included.
The Resurrection Stone near the portal/strongest Magnatuar does not activate when nearing it with the heroes. OK, another one was activated after teleportation.
Activates at another point in time.
After teleportation, the heroes should face south, not north because north there is no path to go to.
Fixed.
You can see the Chaos Knight if you go close to the barriers. Why is the hero red?
Color was a warcraft version issue. Seeing the Chaos knight is ok as long as he can't be aggroed/attacked.
The Warrior can choose level two avatar at level 8 while the druid needs level 9 for the second level of the Locust Swarm ability (spirits).
Avatar replaced. All descriptions should be corrected.
Rarely used mana, mostly just for Rejuvenation. Now I've found Khadgar's Pipe of Insight.
Removed pipe. Hopefully you will use more mana next time.
To combine Ring of Protections, you need the same level for two (or how many?) items at a time?
Seems like you already found out.
Kind of weird to get material creatures from immaterial ones (spiderlings from ghosts).
Fixed, spawns ghosts instead.
The Succubus is also red.
Fixed. Version issue.
Would have been nice to combine the health and mana stones.
You no longer receive as many health/mana stones so no point combining them.
Bladebane armour and Lion of Stormwind both give Devotion Aura. Imagine that I have these items and I also have the Warrior.
Devotion aura replaced.
Fountains of Health are pretty much useless when playing with the warrior and druid.
One health fountain removed. Hopefully they are useful now that the game is harder.
The Healing Ward Spell doesn't say how much it heals. I assume it's the same as in the original game but still, tooltips should be explanatory:
Tooltip Tutorial
Creating Good Descriptions
Fixed.
Fixed. Version issue.
Melee heroes can't attack flying units... unless they have the luck to find an orb. What if you play with two melee heroes? Ignoring the units is not fun.
You will now receive a orb of venom from the magnataur.
First actual boss fight against the big nerubian+co. Sure, if I ran each time to use the fountains, it would've been boring.
No fountain near nerubian boss.
The ancient nerubian queen doesn't know how to go to corpses nearby and raise more dead so it can use Death Pact on them. Basically, if you drag the monster away from corpses, its mana becomes pretty useless.
It should be triggered to use death pact on nearby webspinners (they are classified as undead).
Not sure if intended but not all eggs hatched during the battle with their queen.
They should all hatch now, unless the boss dies.
Only Webspinners in the eggs. That could have been pretty bad for Death Pact since these nerubians have Raise Dead.
That was my intention. Makes it challenging

Hopefully not too hard.
The ancient nerubian queen's model doesn't have a decay animation. I assume it was intended to be a hero. Thus, the body remains quite some time on the ground before it disappears and there's a flickering purple effect on it.
Fixed. It is not removed from the game a couple of seconds after death.
Maybe, you'd like to use some custom icons for custom items.
Done.
Penguin hovering on a cloud. What kind of name is that?

It's too long.
Name changed to Penguin hovering on a cloud of ice
More item combinations in general won't hurt.
Coming in a patch in the future.
The Revenant mage doesn't do anything but attack. Mana for naught. Please, this is supposed to be an important creature in the game, not just a stronger unit.
AI of a lot of units has been overhauled, this unit included.
The skeletons beyond the Way Gate are way too weak and they keep running back and forth like crazy. The same with the zombies. The Skeletal Orcs are much better.
Buffed, no longer running.
Alright, the demon also runs like crazy when its reaching low hit points. It's probably because it belongs to a player that has an AI. It even exited trough a Way Gate south of it and ran somewhere north... and then if you go back to Ragnar your hero is paused and that's it. Weird thing is that when I loaded the game there was a dialog box with 5 or so Yes buttons.
Should no longer be running.
OK, the pit lord returned to the initial point but unbeknownst to me.
See above^
The game's Corrupted Ancients have a rooted attack animation bug. I suggest you replace such models with:
Rooted Corrupted Ancients attack animation bug and
Ujimasa Hojo's Resources Discussion
Models added, fixed it.
Treants don't use their mana. They have 0 armour so they're pretty much weak.
Treants are now stronger.
Protectors are weak (damge). Piercing deals little to heroes and the tower's attack speed is slow.
Protectors are stronger and now casts impale. No longer has piercing damage. Faster attack.
I don't think it's necessary for each Corrupted Protector to give a potion.
Fixed.
I suggest you make the keys in the optional quest variables (like runes) so you don't have to use space. My penguins were full too
Keys are now variables.
Since there's one space left for a spell on the hero (between the second ultimate and Patrol), you could either add a unique passive or an ability for each hero from the start or later.
I could, but I have been unable to fix the item cooldown when casting through the item so I have to leave it like this for now. I have no ideas for passive abilities yet so no rush with this.
Some spells like Avatar don't mention any values but the duration once learned. Please rectify such descriptions.
All descriptions should be rectified, and Avatar is replaced.
You could add some abilities to the Corrupted Tree of Eternity (summon other treants, stun etc.).
AI of a lot of units has been overhauled, this unit included.
Avoid playing music through the sound channel.
I have set music volume to 0 from map initialization, because I just couldn't get the music to stop playing through the normal music triggers (stop currently playing music and stop current theme or something). So I need my sounds to be played somehow.
The Forgotten One fight is another example of how boss fights should be.
When the northern glaive thrower's elevator went down, the lever remained invulnerable. Also, I don't think it's necessary to pause the fight with the cinematic mode each time. Players should just keep an eye on the elevators after they are shown the first one lowering.
I haven't been able to replicate this, hopefully it's not a recurring issue.
Wards should be immune to magic. The Healing Ward can be destroyed by Lightning Shield.
Fixed.
Forgotten One's selection circle is too small.
Fixed, also set selection circle for many other units.
Too bad Treant Explosion doesn't work on buildings (Forgotten One).
Haven't done anything about this yet.
The Snow Elf froze animation (except the glaive spinning) after breaking free.
Fixed.
It's not necessary to see the elf go through the Way Gate in cinematic mode. Also, for a split second, the elf turned back.
Fixed, no longer have to watch him go.
Snow Elf's Scepter also gives Diablo III-esque wings. Is it intended for the Anti-Magic Shell to be cast on enemy units as well? It should cast the ability directly through it not adding it to the hero, occupying an ability slot.
Read answer about spells in this spot and item cooldowns further up.
Well, the pit lord was so far away from Ragnar that they could've ran a long time ago.
Yeah but Ragnar doesn't know the city, the pit lord does.
Again, cinematic mode isn't advised when Ragnar and co. leave unless you can skip it as units might get blocked by the heroes standing between the barricades.
the reason for this is because they return to the camp to assume positions. When they exit the waygate they get teleported instantly. It would have looked dumb if they just disappeared, so I locked camera until they disappear. The units won't be blocked as the heroes are triggered to move to a point beyond the crates.
The spells don't mention their current level in the description (title).
Fixed.
Because the Succubus is red coloured but belonging to the purple player, the mirror images are purple and the demoness red. Not only that but a spell like Life Drain is compromising the real hero anyway. The illusions don't disappear/die when the succubus is killed.
AI of a lot of units has been overhauled, this unit included.
The elven mages are so weak, you can beat them without using ultimates and only one healing spell. Well, of course, you could use no spells at all, attack them, retreat to fountains and return.
AI of a lot of units has been overhauled, this unit included.
The Infernals are not immune to magic. Some might appear behind the summoner unable to do anything. The trapped one ran somewhere after the Summoner was destroyed.
No units are immune to magic due to blood warlock and mage.
I suggest more unit types for the Summoner to call: magic immune ones, non-magic immune ones, ranged ones, melee ones, each with spells etc.
AI of a lot of units has been overhauled, this unit included.
The Ghost Keeper's animation was frozen. Well, wouldn't it have been safer not to open the barrier? How could the ghost's spirit rest without knowing if the heroes would be able to defeat the evil first?
Fixed.
The penguins should be moved beyond the barrier in the last quest zone.
Fixed.
Got 4 new resurrection stone activated messages after the scene with the weird sounds finished beyond the above mentioned barrier.
Fixed.
Funny thing is that I've pressed ESC and the barrier disappeared while getting messages about the previous quest.
Fixed.
Dead Snow Elf Warlock is red.
Version issue, fixed.
Shadow Spawns are way too weak for that part of the level.
Shadow spawn is a lot stronger, and casts finger of pain.
Freezing Flame doesn't seem to be using any mana apart from to cast Frost Armour.
AI of a lot of units has been overhauled, this unit included.
Apparently there should have been one more optional quest. No idea where to get it.
Fixed.
Shadow Spawns attack the heroes during the scene after the big boss was killed.
Fixed.
Those Treants sure kill everything.
They might be a bit overpowered, but I have tested it against a lot of bosses and imo it's not too much.
I feel as if you should have used the platform where the Sludges are for more diversity, not one time only.
Done, the platform is now used in multiple instances.
Why is Ragnar and co. near a boat near the king instead of in the camp?
I hope they're still not trying to drown themselves. I haven't been able to replicate this more than 1-2 times and I have no idea why they do this. I suspect an AI issue.
The king didn't face the heroes when talking.
Fixed.
The Peasants stopped at the edge of the camera in both scenes. The heroes+king stopped a few seconds before the black out came (camera/scene changed).
They went all the way in 1.26, but in 1.29+ they don't due to widescreen differences. Not a really big issue though.
Only the red hero got into the cavern.
Should be fixed.