I too wanted to post my first impressions/ bugs/ thoughts, and here was a convenient thread for it. Sorry if its a bit of a wall. I played for an hour or two, more of a casual game (custom sov/ normal difficulties/ Tarth kingdom) to look around more than trying to power game or really test the AI . .that comes later. I didn't play much of the previous patch so I might mention 1 or 2 things that were more from a previous patch, but there shouldn't be too much.
I did want to say lots of props though to Stardock for the changes. The base game felt like it had more strategic depth to it, and while the game has run pretty smooth since the pre-release versions, the game play was smooth and I didn't feel distracted often by the technical aspects like the UI and could enjoy aspects of the art and such a bit more while playing. It definitely doesn't feel totally balanced yet (of course), but it makes a good game a lot better IMO. I probably would have gave the original Elemental (after the first stability patches) about a 65-70, this beta patch feels more like an 80-85.
Things I noticed I really liked:
UI is much improved - especially the build menu. Still some improvement possible, but it felt a lot easier to get along with.
I enjoyed some of the art enhancements. New magic spell art, the slightly richer color palate, some of the elegant dresses I noticed. The ability to change my unit card. The widened variety of tactical maps, etc.
Is there a bit more music and ambient sound now or am I just noticing it more? Either way I found myself enjoying what I heard a bit more than before.
Again, felt more strategic, especially the mana upkeep I think was done well. The question of enchant vs imbue vs summon seems a much more in depth decision, esp with latter spells costing hundreds of mana so a high regen is likewise desirable. If anything I almost think that summons are now the worst choice, with some of the balance issues, and instant recruit spells.
I tried to focus on magic, and it did feel more . .magical. It may not be the strongest most power game-y path yet, but I liked unlocking books, locking down shards, casting in combat, deciding how many imbue / enchants I wanted vs how many heals I wanted to cast. It was a big focus for my admittedly short test so far, but again, big step in right direction IMO.
On the first 30 turns:
I know it was a big focus, so my thoughts on it I thought were important to say early on. A bit of a mixed bag for me, and I'm sure some is luck of the draw on starts. I did get two quests (kill rat, find horse) early on, which were nice right off the bat, I also had an air shard and a farm, and that was it. In a way it almost seemed a bit slower just in the sense that I had to build the beacon to get pop faster to build the workshop, then build the farm with the mats, then build the hut before I could branch out - which is about 15 turns or so of set in stone building that unless I found mats in a caravan drop that I really can't skip. And all that before I can build a study or lab to get some tech going (didn't pick meditative or anything this game since I wanted a weapon and all the spell books). There were also far far fewer roaming monsters than the last few builds. Perhaps 2 wolves in the first 50 turns. I thought maybe a guaranteed caravan drop for mats and maybe instead of the beacon of hope (or in addition) a starter enchant on the base city for added pop that wore off after 10 turns, just to let the player branch out a bit faster. Maybe just a couple more start quests nearby, but again, I know some of it is luck of the draw. I found it fun, just not especially faster or more dangerous.
Things I thought were bugs / oversights (as in yes actually bugs not just "I want it balanced please"):
One crash, which was about the same as before, took about an hour.
When hiring a champ with escorts, they say you're hiring them and the escort, but the escorts remain neutral as "Solider - NPC" or the like, and wander off as neutrals forever.
I was attacked by a NPC Champ without provocation, won, then had the "you murdered some poor innocent" screen come up. He attacked me magistrate, I swear!
"City not building" popups sometimes occur multiple times within the same turn, but don't let you build something before the next one comes up. In all I might like this toggle able by city, as I found myself doing many more outposts and few main cities.
In one battle I had a spider with 0/11 hp (after a counterattack) and it still lived until I smacked it again to kill it on my turn.
Slight land tearing (faint enough I hesitate to call it tearing, more like grooving) on closest zoom, noticed on leveled land in kingdom area near shores and up against one high mountain.
When I reloaded from my crash I noticed that both my and the AI's cities influence was messed up. We both had outpost cities with nothing but the town center, with radius 2 influence to grab resources that were 2 tiles away from the center. When reloading, the city influence on both was down to 1 tile, so resources were out of bounds. I had to rebuild the upgrades on both tiles, though it may be the crash took me to right before they were fully build (not 100% sure).
Ambient music plays with game minimized (very minor)
A few thoughts for balance:
I did like the influence spread a bit more, felt good to have my capital spread a ton of influence pretty fast, and my outposts stay small. Good stuff, though city spam to build more units at once is still sort of possible, though only with weak 1 unit squads, its more of a resource lockdown thing.
World did feel more barren but in a good way- the resources felt much more important.
Balance on mana seemed good, and food seemed the other big limiting resource, but the other aspects seemed a bit out of whack. The only civic tech I learned was the first harvesting, only researched 1 tech of the resource discovery. Ultimately, I only had one gold mine, but felt super rich, and never once thought about costs of building anything, or needing more merchants or tech. I felt like I could easily spam 50x studies + 50x labs in my capitol if I wanted - way more mats than needed, way more gold, even with just 1 mine, tons of pop with a level 3/4 city, as I didn't have to raise an army because of the next issue . . .
Champions. I picked bard as my start background, and I had and army of Champions in the first 100 turns. Probably 25-30 of them. This was without researching any recruitment adventuring techs. I had a ton of gold, so suited them all up whenever I wanted, hardly ever felt like building a normal unit. Perhaps this is a valid gameplay style and I was focused enough to being champ friendly that its actually good, but I did want to mention it seemed a bit over the top. Also Champions run away from sov/ other champs, making it a bit hard to recruit them sometimes (really just a sidenote)
Again, gear costs seemed low now, think taxes are worth too much offhand. I'm sure it'll all be worked out, but definitely felt like most of my planning was how to get food, which shards to take, and do I want to level a city vs build a new one with my food, but I never once outside the first 20 turns looked at my pop limit or my gold/ mats. It may be more of an issue endgame but at least arcane wise I felt I was almost already there within 2 hours.
Because I could spam a ton of labs and studies my tech and arcane research went fast as I wanted it to, grabbing level 7 spells way way before I could ever hope to case due to mana costs. Seemed a bit out of balance.
A few other tweaks/ wonderment:
I noticed the spell Storm has no mana cost associated with it. I decided this was intentional since its relatively low powered, but at first I was sure it had to be a bug. Just wanted to be sure as I don't think the description mentioned it being free to cast, which is a rather important distinction from other combat spells. (Though I did have fun casting it about 5x a turn, esp with a dagger equipped so I got more actions)
Thinking of recasting spells, any chance to have a quick one click to ready the last cast spell? Either quick key or radial menu /right click caster/ something? Its a bit of a pain to click 5-6 x just to cast another storm or heal in a row.
Salted Pork. Everyone has it, it must be like the jack links beef jerkey. Even bears have it. And spiders. I liked the idea of drops a lot. But too much pork.
Anyways, I'm sure there will be more, and other things of note, but just my first impressions. Again, liking the direction of the game. It still is the same Elemental I bought some months ago, but its come a long way. Again, props to all involved, looking forwards to more, and I'm sure giving more feedback on this beta patch to help continue to polish it all up.