-When playing a Beastlord sovereign and taking an army of 3 units (Unit 1: Sovereign, Unit 2: 3man Militia, Unit 3: 3man Militia) against an army consisting of a single beast, if the beast is tamed, other units in the player's army which died in battle will be shown to be slain in the end of battle report, but will not suffer any combat damage and still still be in the player's army at the end of the battle, along with the tamed beast. It will record as a victory. Have not tested this against beast armies with more than 1 beast.
-If an enemy sovereign is defeated via 'Demand Surrender' before the player has settled their own first capital, the defeated vassal sovereign may have the settle ability and the player's sovereign may lose it. Also - enchantments belonging to the defeated sovereign, ON the defeated sovereign, remain in effect but are not listed in the enchantment window for the player (presumably because the player did not cast them, the system leaves ownership of the buffs on the vassal sovereign with the defeated entity). This has the annoying affect of not allowing the player to refresh 'old' buffs such as regeneration with fresh instances which are powered by newly captured life shards, for example.
-When a player moves a selected army onto an enemy city to attack it, if after the battle, the player has won, and the player's army deselects, and the player presses the X key (may be extraneous?), the army used to capture the city gains some sort of phantom queued movement action which the army defaults to using repeatedly. Saving and reloading said game induced crashes, but it was a ~500 turn game and had been acting a little wonky before this issue surfaced. Unsure if the steps provided actually induced the error.
-(Not a bug?) The initiative system seems to work by keeping track of the number of turns each unit has taken, and allowing a unit to move when it would be the next unit to move in the turn order based on what the tactical battle clock reads and how many actions that unit has taken with respect to it's current initiative. This gets a little silly when, 10 'rounds' into a combat, a player hastes an ordinarily very slow unit (lets say base init 10, and after the haste buff it's at 20 against the 20 initiative of every other unit in the battle) - suddenly this hasted unit is allowed to take many, many consecutive actions because it's turn taken count is so low (over the entirity of the battle) compared to what it should be given it's current initiative. Slow has a similar affect but opposite affect. I'm sure there's a simple fix for this, if it is in fact deemed an issue.
-Item 'Shield of the Sentinel' (spelling?): The Sentinel effect does not in fact 'fire' and grant bonus armour after every combat hit. Armour that is generated appears as a bonus to 'vs blunt' only, and vanishes at the end of combat. Update the description to more accurately reflect the effect's intended mechanics f this is not a bug.
-Spell "Drain Life": The spell appears to function correctly in all other respects excepting one - in addition to the casting unit being healed by the drain life effect, the Target of the spell is healed. This makes it very difficult (one might even say impossible
) to inflict serious harm with drain life.
If some of these bugs have already been posted, my apologies. I skimmed forum topic titles and looked over a few, but may have missed some reports.
Edit: After all that, I almost forgot to mention that I am really, really enjoying the game so far. Elemental has come a long way since E:WoM's release and I'm loving everything from the attack and defense types of the various arms and armour and how they play against one other to the wilderness factoin quests with the giant swamp monsters. I giggled heartily when my warlock sovereign toasted the ice elemental boss with an amped up flame dart. And now I shamelessly slip in a feature request! If the framework sn't already available to the playerbase through the modding system to generate spells/abilities which allow for the in-game enhancement of summoned units, 'pet' beasts, or other mundane units with abilities such as maul or counterattack, I would love to see that happen.
Edit 2: I have since realized that I was in fact playing version 0.915 when these bugs were encountered, and felt very foolish as a result.