Indeed, there is some progress:
I have added a universal collision mechanism and it already works for players and structures (and it even has the "bounce when walking into pillar and stopping" behavior from WC3 version). Now I am adjusting projectiles to use that collision mechanism, and when that is done, spells can be ported and there will be lots of new things to show.
I will post some pictures this week.
I would like to ask your for some opinions:
Another discussion on this forum reminded me about the possibility of queuing actions (when you press shift in WC3). I thought this is a minor feature not needed in WL UDK, therefore I have not considered adding it.
However, I would like to ask you for opinion (as some of you surely play the game more than I do) - is action queuing important for you? I understand it may be a crucial element of somebody's strategy.
The feature may complicate the game a bit, however if the decision is made early enough (now), it should not be a big pain to add.
Order during spell's cast-time
A related question is: what should happen when you issue an order (move or another spell) when another spell is being cast at the moment?
Most spells have a casting time of at least 0.3 seconds, so if you click a spell and then something else, there is a high probability this situation may occur.
I think to achieve a fluid and intuitive control, we should remember ONE order issued during spell cast (the last order before spell finishes). So if you cast a fireball and then immediately a move command, the unit will wait 0.3 s, then shoot the fireball and then start moving.