This Dev Journal covers what we are doing and what we are thinking of doing with Elemental: Reforged. We want to hear your thoughts!
Change #1: There are NO premade characters
Procipinee, Relias, Verga are still in the game, but they are no longer playable characters. We want this game to lean much more heavily into the sandbox, so you start the game by creating a character.

Change #2: You start out alone
No entourages. You are alone.

The starting area monsters have been rebalanced with this in mind.
Change #3: Rushing
I was surprised that we didn’t have this, but yes, you can now “rush build” in your cities.
Change #4: Crafting
Elemental: Fallen Enchantress didn’t have crafting but was in Sorcerer King. Crafting allows players to not be reliant on the RNG for buffing up their units.

Change #5: Unit design will have more depth
One of the ongoing themes of this game is that this is a sandbox game. The reality is that this game lives in a world where Age of Wonders 4 and Endless Legend 2 exist. I recommend both games and for different reasons. Contrary to what some people might say, those two games don’t compete against each other; they scratch different itches. We need to ensure Elemental: Reforged is very distinct from them. If it’s just “Endless Legend” with uglier graphics, then I might as well play Endless Legend. Similarly, if it is just Age of Wonders 4 with simpler tactical battles and I’m really into tactical battles, I might as well play AOW4.
One of the mistakes game developers make is that they think being 90% as good as some other game should get them some % of that user base. The reality is you get nothing, 0%, because people should always just get whatever is the best.
Our objective is to be the best as a “fantasy Civ-style sandbox game”.

Change #6: Terrain and Buildings
We still have work to do on this, and it won’t be ready any time soon, but we really want individual buildings to get benefits based on where you place it in the city.

So, pretend this screenshot has three rows of dots: Food, Materials, and Magic. Farms will produce more if you put them in tiles with more food. Studies do better if you put them on a tile with more magic. Workshops do better if you put them on a tile with more materials. We have a lot of UI work to do to make this simple.
Change #7: Free Champions are going to go away
In Fallen Enchantress, once got enough fame, Champions would just show up. This is going away. Instead, Fame is what will let you unlock the ability to recruit champions and other bosses around the map if you can pay for them.

Would you like to try recruiting Korgon, the Lord of Ogres? Have enough fame and treasure and he will join you. Note that recruiting a champion will require imbuing them with your Essence, which you have a finite amount of. You also don’t get their minions, but if you want a giant Spider as one of your champions, then go for it.

Change #8: BIGGER map sizes
We supported pretty big map sizes in Fallen Enchantress, but I wouldn’t call them massive either. There’s going to be a new map size: Massive. We also plan to have additional map generation options.
Change #9 Diplomacy is better
This is pretty basic currently, but now that crafting is a big deal, swapping crafting ingredients is going to matter a lot. We are going to stay away from trading units, but crafting ingredients seems like a pretty obvious win.

Change #10 Units can get equipment
This isn’t a game with huge armies. You can equip your units with items now to make them better, even after they have been trained.

The downside, of course is that if they are killed, you lose the item, so use carefully.
There are 10 things players will probably notice quickly, but some of these things are not in our current build. We’d love to hear from you!