Been playing Elemental for a short time now and really liking it. Good job.
Since 1.07 my crashes have mostly gone away and performance is much improved. 
Couple things to pass on not sure if they have all been covered all ready or not. But here goes.
When researching a spell if you open the spell book and add or delete any other spells to the que it will cause you to start researching the current spell over. Even if you only have 1 turn left.
Quest to clear the rats from the grave yard and return with the dead rat to the source of the quest. Source of the quest is unresponsive and will not allow me to complete the quest.
Moving a unit into the same space as other units sets the other units movement to zero. So it is not possible to move a unit into a city or square and then move someone else out.
Groups of soldiers share the same hit points, so if a monster gets one good hit the entire unit is distroyed. You are better off creating single units so that they can attack with out loosing your entire force in on shot. (one ogre took out 3 units of mace weilding footmen with over 48 def in three swings.
)
An alternate method would be to have each member of the unit make a seperate attack. With a +1 for every other member of the unit (att+members-1). And a +2 for defense for every member of the unit (defense+(member*2)-2).
This would give a bonus to the members fo the unit that would weaken as the unit lost members, but would not allow one hit from one monster to take out 5 soliders at once. Every time the monster hits it's damage would be applided to one member of the unit instead of the whole unit.
A bonus feat could be used to carry that damage over to one or more other member for special monsters. But the default would be one monster one kill.
Additionally if you have units with spears or long pole arms their attacks/counterattacks should always happen before units with say daggers and clubs. (remember the Illusionary soldiers in MOM, great cannon fodder cause they always got their attack in first before they were wiped out. A spell that would be nice to have in Elemental as well.)
Also if a partial unit returns to a city their numbers are not restored when they heal. Should at least have a options to retrain them.
Need an option to turn of the background partical effects while leaveing the spell and unit effect visable. this would allow better proformance on slower machines. (I still can't use the 3d overland map and combat is very slow, on my older pc.)
When combat damage is calculated there is no need to slowly count the numbers up and down. Just show the new amount of hit points or actions points. You can tell instantly if you hit the creature or if your unit is dead by looking at the info card which updates instantly.
It would help speed up the games profomance if it didn't have to do those unnecessary graphical displays and calculations. Things that I'm sure are not seen at all on a high proformance game machine.
Same thing goes for displaying the amount of research time left on the main map. This has to redispaly itself from 0 each and every turn. This is a huge waste of processor and time.
When you use the tablet to restore mana while in the combat screen it crashes the game.
If you happen upon the quest for the Arzor Armor and you are not ready to fight the spiders you lose the option to ever get it. Shouldn't that quest stay available so that I can prepare for it attack when I'm ready?
Loading/starting a game still takes about 2 minutes from the info splash screen till the map starts to load. I'm wondering if the wave effect on the picture in the background is taking up to much processing power for my weak system?
I use the cloth map only option but if I exit one game and then load another the 3d map shows up. I have to exit and check and uncheck the cloth only option to get it back to the cloth map.
Well that is enough for now.
Still liking the game good work, and thanks. 