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I read somewhere about an idea that an item would give you a long range warp i.e. half of snipe, but with something crazy like a 10 second cast. could make things verily interesting and would solve the crucible gap problem
How would everyone like this balanced?
1. Should it do damage?
2. You suggest range of 40. Would you like it to be able to be cast into fog of war?
3. Would 3.5 seconds be enough of a cast time (otherwise you could just use teleport).
4. Cooldown time? (i reckon 40 sec).
"Dejavu Essence
Instant Cast, 27s cooldown, can cast while moving.
On Use: Abilities have 25% Reduced Mana Cost and Recharge 30% Faster for 6 Seconds
+6 Mana Regen
+250 Max Energy"
Ingame it says 25 Mana regen you mightve been thinking of the max energy when you typed it.
Ty Shiro_Sol !
Your bug hunting is awesome 
Anyway heres where i am at with 1.8
Still trying to get Golems hammer slam working. If anyone has any code for this it would save me alot of time. I am trying to get it to work as a secondary weapon with long cooldown as ptarth suggested.
Changing XP minotaurs from 2 units (2 units was OP) to 1, This minotaur will be 75% bigger than a standard minotaur and will have Damage and Health and Attack Speed that scales with the level that the unit was summoned at. Will retain the same XP buff.
Will look into changing the code for Albatross damage and mana drain to scale with level.
Added Mr Rappards Item Tree - Shop Mod.

Removed Tower of silence from achievement Items
Added Tower of silence as a consumable from shop (still needs some balancing for cost, suggestions?)
Will add slow ward into shop, but i think that i will leave it as a favor item as well. Might alter the buffs between the shop one and the favor version.
New Consumable:
Skeleton Key - Removes Enemy Caplocks, Adds Caplocks to Friendly Flags. Cooldown 50. Cost 750. Max 3 per stack. (item has been completed, just awaiting addition to consumable shop).
Still trying to get flag mine to work. Here is what i am trying to do, let me know what you think.
Flag Mine - applies altered caplock effect to flag. While applied, Flag Warscore Rate is doubled. The mine lasts for 1 minute or until 2 explosions have occured. Explosions will meta all nearby infantry (knock small units into the air). Flag is capable at all times, however you will have to move into the radius of the mine to be able to capture the flag, and as such you will set it off.
This item will be a consumable.
Still to add Invisible Cloak but i will see what i can do. I was thinking about adding this as a ward that makes a radius 12 invisible for 20 seconds. Would you guys like a particular one of these items or both?
Vortex Tower
Will remove the fire nova attack of the vortex tower and will add spike wave attack (as standard AOE has been used for thumper, this will give both towers a unique feel).
Tower Balance.
For Balance, I was looking at limiting the number of towers able to be made to 4, but boosting the individual tower damage. This would prevent the overkill of tower clusters that could potentially occur.
Note that Tower Balance is potentially going to be a major holdup on the release of this patch, as when mines were first released they were very OP, and ppl didnt enjoy the games they played as the IMBA items were always picked. As i spend most of my time coding atm, would anyone be interested in beta testing what i have done? In partiticular, the new towers.
Pls post up if you would be willing, if i can get a group that is willing to try it out then i will post it up. I really want to balance these items in 2v2+ as 1v1 is not a good indicator, and ai is horrible at playing against the new towers.
Exx 
Ok i have now also done:
Consumables:
Flag Mine - Looks like cap lock, flag will still be captureable. Capping the flag will remove the mine. Mine will explode when an enemy hero enters within 17 radius. 2 Explosions will occur before flag mine is removed. Minimum time between Explosions is 4 seconds. Lasts 60 seconds. 500 damage per explosion. Will knock back smaller infantry. Will also double the warscore rate of a flag for the duration of the mine. (ie so it will be worth taking the damage to remove the mine.
Warscore Manipulator - Looks like cap lock, flag will still be captureable. Capping the flag will remove the manipulator. This item will increase warscore obtained from capped flag by 5x for the duration of the maniplator (or until removed).
These items can be applied over top of eachother and over the top of a caplock
However, if any of these items ends, then they will remove all effects on the flag (ie if you canplock a flag and then add mine, when the mine explodes the second time it will remove the caplock). Also note warscore alteration gained will be dependent on which item is used last (mine or manipulator). I am looking into a fix for this last issue, as i think if you use a warscore multiplier on a mined flag then you should always recieve the higher buff.
Edit:
Vortex Tower Has Been completed- Now uses Spike Wave, Damage scales with level, Health Scales with Level.Spike wave applies a 5% speed debuff.

and heres another one:

Consumable- summons structure : Forge - Will add +2 gold per tick to allied team - cost 2500. Structure has 1250 health, so keep them safe! 60 second cooldown
New Xp minotaur - only 1 summonable ---- Big enough for you Mac? NB: minotaur on right is Xp minotaur, while the left one is standard idol.
