(LIVE) Elemental v1.5 Update Changelog
Key Features
Smarter AI - AI factions now raise real field armies behind their champions and sovereigns, send their leaders out to clear threats instead of idling behind a full garrison, pick fights they can actually win, garrison their cities properly, train harder in wartime, and stop asking for peace the turn war breaks out.
Rebuilt Loot and Crafting Economy - Gear now drops about a third as often with crafting ingredients taking its place, bandits carry three times the gold, wolves drop pelts, and lairs award an item roughly a third of the time
A Safer Start on Easier Difficulties - On Novice, Beginner, and Easy, wandering monsters leave your cities alone until turn 500 while still fighting your armies in the field and raiding AI cities, giving new players room to find their footing
September 30th, 2026 Change Log
AI
AI factions now keep real field armies led by champions or sovereigns, scaled to how many cities they hold, instead of leaving their leaders sitting at home
AI cities keep a proper military garrison
Pioneers and caravans no longer count as defenders
AI cities that were stuck on research because they only trained pioneers will now train soldiers when the garrison or a champ army is short
AI pioneers weigh city sites and unclaimed resources on the same scale and will range further out from an established hub to claim them
Extra AI troops form support stacks that wear down an enemy city's defenses before the main army moves in
The AI picks off weaker enemies next to it without abandoning a longer march
AI opponents no longer beg for peace the turn war breaks out. They will not suggest peace for at least 20 turns, or 40 when a Kingdom is fighting an Empire
AI cities train troops more aggressively in wartime and will train the largest group they can afford instead of holding out for a full company
AI sovereigns and champions no longer sit idle in a well defended city while monsters roam nearby. They now count the escorts they would take with them when sizing up a fight
AI sovereigns only commit to a fight when they clearly outmatch the enemy, so they stop throwing themselves at armies that will kill them
Unrecruited neutral champions no longer pin an AI sovereign in their home city for the whole game
The AI can no longer equip the same item on two different units.
Gameplay
City build queues and resource totals now match what you saved when you load a game, instead of appearing empty and filling in afterward
Your treasury can no longer fall below -100 gildar. You can still run a deficit, but it will not overflow into a nonsense number
Unit, army, city garrison, and faction strength now read consistently across auto-resolve, tactical battles, and the interface
On Novice, Beginner, and Easy, wandering monsters no longer march on your cities before turn 500. They still fight your armies in the field, and they still raid AI cities. Normal and above are unchanged
A single scroll can no longer be cast by every champion in the same battle
Despair and Fireball scrolls now turn up less often
Units you finished training no longer disappear when you load that turn's autosave
Outposts can no longer be placed within 4 tiles of any city. The pioneer action and the outpost spell now tell you why a tile is refused
Loot Balance
Gear drops from monsters roughly a third as often, with crafting ingredients largely taking their place
Bandits now carry three times as much gold
Wolves now drop pelts
Great Wolf necklace and cloak drops fall from 34 percent to 12 percent
Wolf, bandit, and Hergling starter camps now give pelts or gold two thirds of the time, and their original item reward the rest
Lairs award an item 32 percent of the time instead of every time
Balance
Prowlers now appear less often.
Fixed Tower Shields duplicating in your inventory
Map Generation
Monster lairs no longer generate within 8 tiles of an AI capital.
Starting monster lairs no longer clump together next to each other.
Roughly fifteen starting area features, including Lost Libraries, Quendling Dens, Desert Oases, and Abandoned Caravans, now appear near starting positions as intended. Previously they could never be placed at all.
Localization
Fixed the Economics technology tooltip showing placeholder text instead of its Road Level bonus in non-English languages
Stability
Manual saves, autosaves, and campaign saves now go through one system, so ending two turns in quick succession no longer corrupts the autosave slot
A damaged or incomplete save now fails cleanly instead of loading with missing data
Fixed crashes when loading mods, and when returning to the main menu and starting a new game
Auto-resolving, skipping, or retreating from a battle no longer produces a combat text error
The cloud reveal at the start of a tactical battle no longer stutters or freezes while the battle loads
UI
Fixed the HP bar on the unit equipment screen replaying its fill animation every time the screen refreshed, such as when reading an XP scroll
Fixed treaty tooltips in a trade proposal describing the deal from the proposer's side, so an AI offering you tribute no longer reads as though you were paying it