(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