A couple bugs I've noticed in the latest build:
1. In my three games of 1.09n so far, Orchards consistently do not provide any food. They also seem to be pretty plentiful, the damn taunting things. Haven't seen any winter wheat or pumpkin patch yet in 3 games on medium maps.
2. Once my cities reach lvl 5, I just destroy all the houses/apartments. Frees up lots of food and city tiles to build on, with no harmful repercussions. I imagine that cities full of homeless study faculty aren't exactly what you had in mind for this mechanic. It is useful though, seeing as the empire (playing as kingdom) cities I occupy retain their empire population leveling mechanics, but with kingdom housing mechanics. It takes a lot of houses to get that captured city to a metropolis.
2b. You city tile limits can be surpassed - I can build infinite buildings in a city. The easiest way to do it, capture at least one special resource tile with your city (so that it become incorporated into the city walls), build to the city tile limit (50), destroy the captured resource tile building (now at 46/50 city tiles), build 4 more city tiles worth of stuff, re-build the resource, viola! you now have negative city tiles, which you can theoretically build to -infinity. Personally I chose lots of studies. I wonder if this is why my game refuses to end turn for me now, except for after a relaunch/reload.
3. Blink works... for everyone but my sovereign. For the sovereign it tells me I don't have enough mana to cast, even when I have orders of magnitude more many that Blink costs.
4. Charisma prestige isn't working as advertised [prestige bonus = charisma/5]. It appears to be working more along the lines of [prestige bonus = (charisma - 10)/5].
5. After my first heir (which started with 3 attack speed), all follow on children had 1 attack speed. They will also use up to 4 attack speed/move points to move a single tile in tactical battle (as opposed to the 2 everyone else uses). Doesn't seem to be a problem for the AI offspring, as they all tend to be fine (and start with interesting swords of wrath, whereas my offspring start with nothing but clothes). This is somewhat offset by all my offspring's ubermenschen Daring Attacks. It doesn't show up as an ability, just as floating text during combat every time they strike. It appears to multiply their normal attack by 3x for the first attack, +x for each additional attack. So far my single biggest attack for one of my children was over 180, I'm so proud. This happens for both my bloodline and their spouses. Unfortunately none of my children inherited my channeling ability - all the AI ones do though.
6. By happenstance, I found that 1, mobility doesn't cost upkeep, and 2 mobility can be stacked ad infinitum as long as you have the mana to cast it. This really helps my late game transportation for my sovereign and his family squad. Between Teleport and moving 10+ tiles in a turn, I have no problem snagging every quest/goody hut on the map. I haven't bothered with Greater Mobility since my discovery.
As for general comments:
a. tactical spells do garbage damage. Just like archery, displayed damage numbers are right about as often as a stopped clock. Direct damage spells are worthless against mid to late game creeps. Against early game creeps they still aren't worth the mana cost. Perhaps Intelligence needs to help with resistance penetration as well as beef up damage more significantly for all spells?
b. tech research is the bottle neck in the game right now. It is too stretched out, especially for the civics and warfare tree. For instance, rather than having a single weapon for a tech, compress multiple weapons into the same tech - just differentiate their damage, abilities, and costs more for balance. As it stands, I only make 2 types of infantry units - glass cannons with no armor and max weapon damage I have, and a defense unit with the most armor and most attacks I can get. I've only seen 1 horse and 1 warg resource in my 3 medium sized games, but those bloody spider resources are everywhere.
c. what is up with resource finding techs? Do they spawn new resources when they are researched, rather than uncovering hidden resources? Every now and then resources just appear on my map in places they weren't before, even after I've maxed that tech out. I can only assume an AI made them spawn. If it is spawning resources, may I suggest you change it to uncover hidden ones instead? Having to rely on AI characters to help fill out the map with resources is lame, and it should give me an advantage over the other players rather than providing resources for all (if that is what it is doing) the mechanics of this need to be more explicit.
d. some jerk AI built a Great Mill improvement after I had built one myself. I thought this was supposed to be unique? Damn cheater.
e. An interface to see all current enchantments for my faction would be nice. Searching through all my channelers to see who cast imbue on that farmer that no longer needs it is tedious (imbue-return-unimbue, yay!), and what happens if the original caster dies?
f. why can't my sov wear traveling boots and a journeyman cloak? What determines who can wear the damn things? Can we put something in item descriptions to show what 'classes' of champions can use them? Also, I can't use the resource, and I can't train troops to ride wargs, but damned if I can't ride one myself - shouldn't stuff like this be faction/race linked?
In all, you guys are doing a good job. I had to walk away from Elemental for a couple months because the builds were pissing me off and I was having less fun with it than I did in Beta 2 back when I saw all its potential but hadn't yet seen it go in the pooper. That said I think Elemental is back on track now. There is still a lot of work to do, but I think the foundation is in place on which to build a really engaging, detailed, immersive game and I see hints that you are moving in that direction. Of course you could also unpleasantly surprise me and dump a shithole shanty on top of that great foundation. But I don't suspect you'd do that to your baby.