(LIVE) Elemental Reforged v1.2 Update Changelog

Key Features

Smarter AI - AI now pushes back against runaway leaders, founds more cities on large maps, uses potions and scrolls in battle, and makes smarter spell targeting decisions

Overhauled Loot System - A new themed loot table system gives monsters like wolves and bears identity-matched drops, with wider variety, better drop rates on uncommon and rare items, and reduced plain gold payouts

Stability and Performance Fixes - Resolved multiple crash scenarios across tactical battles, city turns, battle previews, quick saving, and text rendering, plus faster combat predictions and smoother AI turns

June 18th, 2026 Change Log


Gameplay

  • Adjusted inventory so that items can be equipped to pets and summons, except for items that grant abilities or spells

  • Low tile yield regions now get a boost so they feel less punishing, and a rare handful of regions can roll exceptionally rich yields when founding new cities

  • Players are no longer able to make a sovereign with infinite points in the character creator

  • Resolved concerns of players being unable to recruit champions on large, huge, and gigantic maps

  • The Dragons Breath spell will work if the player is in the blast radius instead of blocking the spell from being casted

  • Ensured that the Wildlands properly clear out when defeating all of the monsters in the area

  • Fixed an issue where mercenary camps would spawn hunters with no attack

  • Made sure the Tower of Knowledge correctly unlocks when researching Refined Economics

  • Fixed issues where Noble's Legacy was causing extreme lag in the early game

  • Stinking Mud now correctly expires after 3 tactical rounds so affected units regain movement

  • Fixed battle previews so they no longer accidentally change unit HP, mana, or modifiers on your real units

  • Auto resolve now only triggers from the actual auto resolve button instead of other inputs

  • Fixed bosses wandering outside their wildland boundaries

  • Fixed defeated bosses not properly clearing their wildland

AI

  • AI during autoplay no longer wastes teleport spells like Tectonic Shift on occupied tiles

  • Resolved issues where AI would drain a player's mana in battles by spamming spells when auto resolving or auto battling

  • AI opponents on harder difficulties now push back against runaway leaders, applying stronger diplomatic and military pressure if you start wars or conquer cities while ahead

  • AI is better at founding more cities on larger maps

  • AI is less inclined to surrender and will fight back

  • Resolved issues where AI opponents would camp on player's quest locations for long durations

  • AI players will no longer recruit high-level champions extremely early into a game; they correctly obey fame now

  • AI is smarter about where it settles

  • AI players now get a small materials boost when founding new cities, helping them grow a bit faster without affecting human players

  • AI players are much better at using potions and scrolls in battle against the player

  • Resolved an issue where AI was struggling to recruit champions with their fame and gold

Loot

  • Added in more loot variety improvements

    • Monsters now drop a wider mix of potions, scrolls, wands, staves, arrowheads, rings, and crafting components instead of falling back on plain gold or the same few items

    • Drop rates on many uncommon and rare items were raised so they show up more reliably

    • Tightened the chance of receiving multiple items from a single kill so big multi-item drops are rarer while single drops are unchanged

    • Reduced plain gold payouts from monsters in favor of more reliable crafting ingredient drops across common, uncommon, and rare tiers

    • The Hergling was effectively a treasure piñata, dropping a large bundle of items per kill. Drop rates were brought down significantly so it now drops loot in line with other creatures of its rank

  • Added a new loot table system that gives specific monsters like wolves, bears, and ghouls themed drops instead of generic random rewards, with starter tables for several common creatures

Graphics

  • Resolved issues where some players may come across invisible enemies and units when playing after previously turning off a mod

  • Pillar of Granza now fits its portrait in the unit details

  • Fixed horse heads being tucked into their neck

Performance

  • Added in more performance optimizations resulting in faster combat outcome predictions and smoother AI turns

  • Resolved a bad animation state when fighting a Stinging Guard that took 10 seconds to finish its animation

  • Improved UI rendering stability to prevent flicker, missing elements, or crashes on screens using strip rendering

  • Closing the Options menu no longer triggers a slow mod reload unless you actually changed your mod settings

Stability

  • Fixed a rare hang in Chinese, Japanese, and Korean text rendering caused by malformed characters

  • Fixed a crash that can occur when casting Burning Hands in a tactical battle

  • Fixed a crash that can occur when ending a turn while looking through a city

  • Fixed a crash that can occur when the battle prediction UI pops up

  • Fixed a crash that can occur when cycling through the players units

  • Fixed a crash that can occur when shrinking the size of text in the game

  • Ensured that edge-case quick saving and loading does not cause crashes or stuck turns for players

  • Fixed several rare crashes and stability issues in the game's text and font rendering system, especially in menus and tooltips

  • Fixed a crash that could occur while the AI evaluated locations for new cities

  • Fixed a crash that could occur when hovering tiles to highlight spell targets

  • Fixed a crash tied to the end-turn button sound effect

  • Improved stability when cities change their hub type

  • Improved stability around AI outpost construction

Settings

  • The player’s prefs, debug.err have been moved to a new location \AppData\Local\Stardock\ElementalReforged

Text

  • Resolved lots of confusing and misleading text in tooltips throughout the game

  • Fixed a missing HP string in the Prelude final battle

  • Fixed a missing string when an AI player wants to offer the player a peace treaty

Change log Treasures of the Magi

Gameplay

  • Resolved quest rewards not mentioning gold rewards when completing a training ground quest

  • Ensured rewarded Golems are the level you battled against and not a lower level

Graphics

  • Resolved issues where if you used a transformation potion while on a mount, you became extremely large

UI

  • Added the Treasures of the Magi icon to the title screen to indicate that the player owns and is using the DLC

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