(LIVE) Elemental v1.4 Update Changelog

Key Features

Smarter AI- AI factions now found outposts reliably, grab nearby treasure, keep their armies together on an attack, size up fights before picking them, hunt monsters more aggressively, and more

Added Creature Type UI- Creature types are now visible where you need them, with a new icon on the main map unit panel showing whether a unit is a Champion, Beast, Undead, or another type, and the Unit Details window displaying that type in its title

Gameplay and Stability Improvements- Outposts keep their upgrades through saves and ownership changes, quest and monster battles no longer stack on the same spot, rally points deliver their units, and a crash when loading into or leaving a game is fixed


September 4th, 2026 Update


AI

  • AI leaders now grab nearby treasure. If a sovereign or champion is standing next to a goodie hut, they grab it before heading off to do anything else

  • AI factions now correctly build outposts, AI pioneers now settle instead of wandering, and AI factions expand into nearby territory as intended

  • AI keeps training pioneers and keeps expanding as the game goes on

  • AI armies that set out on an attack together stay together instead of abandoning the plan partway there

  • AI leaders only leave a city when it is safe without them

  • When an AI's target is unreachable, it moves on to its next-best option instead of standing idle

  • The AI keeps an accurate count of its scouts, pioneers, and caravans, so it no longer overbuilds one and neglects another

  • The AI pays the real cost when training groups of units and can no longer spend gildar it does not have

  • Early-game AI scouts explore land they have not seen yet instead of re-walking territory they already know

  • Units sent to a rally point now arrive and join the army

  • Fixed the AI directing diplomatic reactions at the wrong faction

  • The AI sizes up fights more accurately, so it picks battles it can win

  • AI more aggressive about going after monsters

Gameplay

  • Fixed the Tax Office and Treasury Vault not applying their Produce Wealth gildar bonuses

  • Outposts keep their upgrade modules when you save and reload, and when the outpost changes owners

  • Fixed quest battles and roaming monster battles triggering on the same spot, stacking two fights at once

  • Blizzard scrolls now cost 780 gildar to buy, 3 Clouded Topaz to craft, and 720 gildar to replace

Stability

  • Fixed a crash that could happen while loading into or leaving a game

UI

  • The unit panel on the main map now shows an icon for the unit's creature type, such as Champion, Beast, or Undead, with a tooltip naming the type

  • The Unit Details window now shows the unit's creature type as its title

  • The battle results screen no longer shows the sovereign's retreat mana cost on rows for defeated units

  • Fixed the Warlord's army maintenance tooltip showing placeholder text instead of its description

  • Fixed the endgame countdown showing internal placeholder names instead of proper unit type and stat labels

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The Tax Office line is the one I am most glad to see. Both buildings were not applying their wealth bonus, and this is a fault you cannot notice directly. You see only that your gildar grows slower than you had calculated, and then you assume you have planned badly.

Twice I rebuilt an economy because of this. So it is good to know the mistake was not mine.

The Warlord tooltip with the placeholder text I had also seen, and I thought it was only cosmetic. Now I wonder how long the two of them sat there together.