@Neonivek: Hm, maybe I'm just not observent (a possibility as I never had many bugs when playing Oblivion or Skyrim) but I haven't had many bugs. The one that I remember the most was a bug where loading a save game caused queued buildings to instantly be built for the computer but that's been fixed now. Stardock has released two patches since it came out late October that have fixed most of the major issues.
Copied from Steam page. It'll give you an idea of the bugs that have been fixed.
Content:
Add the Iru Elixir (replaces the Strong Healing Potion), it heals 80 damage and removes a random injury from the champion that drinks it, it can be found as loot
Added ability to have spell-like effects with no casting (i dont want pariden units to do their spellcast animation at the start of every battle)
Custom factions get a music theme now
The Flesh Bound Tome faction ability unlocks the Consume spell, which allows a player to destroy a shard in his territory for 200 mana
Added Dragonfly Bracers as a custom sovereign item (increases init by 2)
Added Rebels as a faction weakness (increases unrest)
Fixes
Fixed a crash if you create a sovereign with mods enabled and then disable mods
Fixed an issue where if you got a new unit form a random event and your sovereign was in a city it would be lost
Fixed an issue where negative enchantments could stick around on a city even after it was conquered
Fixed an issue where you may still be paying a summons maintenance even after the summon was dead if you save and reload before the end of the turn after the summon dies
Fixed a crash if you go from the tutorial to the scenario without restarting
Improvements that level up trained units now allow units that can select their level-up traits to pick all their level-up traits
Changing the game pace now also modified production times
Fixed an issue causing Trog Pioneers to go Beserk in battle (and then run away)
Fixed Propaganda to update if the cities essence changes
The Darkling Shaman's shrink ability now has a cooldown of 3
The Spellbooks tech correctly unlocks with the Decalon faction ability
When placing random quests during the game (like by using the Quest Map item), no longer chooses non-repeatable quests that have already been completed or are assigned to an existing quest location
Fixed an issue where shrunken units would play their death animations twice
Fixed a issue where units would play their last spell animation when shrunk
Fixed an issue where only the group leader would be grown/shrunk by spells with units with multiple members
Fixed a bug where units with shrink and growth both cast on them could get wonky
Fixed bug with paths where sometimes path dots would skip first tile
Fixed bug where path was not updated to show newly uncovered tiles when FoW was cleared
Fixed a memory leak that occured on each reload
Fixed bug where parchment background image of kingdom window would disappear after game within game
Fixed crashes (if anyone has had a crash with FE we have gotten the log and checked it out)
Fixed a crash in the custom faction color picker window (if you click a tab to leave that screen incorrectly)
Fixed tactical battle hang if you tamed the creature you are fighting, causing there to be no one left on the opponent's side of the battle
Fixed an issue where you units would be healed if you tamed a unit in combat (the "Jesus Bear" issue)
Fixed Death Ward (it was working before but now it displays it particles to give an indication of what is happening and correctly removes itself)
Fixed floating waterfalls
Fixed an issue where jamming on some keys (like the 'E' hotkey) can open multiple redudant windows
Fix for deadlocks (hangs)
Fixed the duration on the Prismatic Potion
Fixed an issue where you got no score if you won by the time limit
Fixed an issue keeping Raise Land from being able to be cast on ocean tiles
Lots of performance improvements both in between turn time and in smoothness of animations while other actions are occuring
Fixed bug that caused the loading screen not to show when loading up saved games
Spell Damage modifiers now work on CurHealth spells (like Shadowbolt)
Fixed a bug where negative player bonuses weren't being included in stat calculations (like the Vulnerable to Magic faction weakness)
Fixed the Infection spell
fixed Ritressa and Miredesi so they wouldn't be offered redundant Spell Resistance traits at levelup anymore
Fixed bug where if you went from one scenario map to another, then loaded a save from that second map, the champions that were carried over from the previous map would duplicate
Fixed bug where sometimes the AI would force complete all of its construciton projects on the first turn after loading a game because it was using stale city defender power ratings (these are now recalced and cached while the game is loading)
Fixed an issue with some champions getting the Spell Resistance trait option twice
Fixed weapons that give mana from kills
Fixed a mod bug where random event quest mods would spawn the wrong quest when randomly chosen
Balance
Procipinee gets the Weak sovereign weakness instead of Inefficient
Marked the random even that spawns THE Dark Sorcerer as Epic (anyone who has faced him will agree)
Added Call of the Titans spell unlock on Breon's Letters tech
More quests made available to be placed by the Quest map
You have to have the Dances with Dragons tech to recruit Ashwake Dragons from the Temple of the Dragon
Typhoid Fever gives -1 to the army's hit points instead of -2
Ice Elemental Sanctum now gives loot
Novice difficulty level reduces AI money starting from 75% of base to 50%
Beginning increases HP penalty against AI from 1.0 to 0.75 of what the player has
Beginner reduces AI money starting from 100% to 50%
Easy reduces AI money starting from 100% to 50%
Fixed AI bug where challenging was rated at 1.25 instead of 1.30
Expert AI increases HP advantage of AI from 1.0 of player to 1.1
Ridiculous AI reduces HP advantage from 2.0 to 1.5
Ridiculous AI reduces sovereign HP advantage from 3.0 to 1.5
Ridiculous AI reduces intelligence from 10.0 to 3.0
Insane AI reduces economic advantage from 5X to 2X
Insane AI reduces HP advantage from 3.0 to 2.0
Insane AI reduces Sovereign HP advantage from 5X to 2X
Reduced the Krax blood trait to +8 defense (from +10)
Reduced the HSieldwall trait to +3 defense (from +5)
Stealth faction ability now costs 2
Increased the min distance between Ashwake and Clambercoil dragons and starting locations
Reduced the base level of the Great Wolf to 3 (from 5)
Tarth starts with the Rebels faction weakness
Irane starts with the Dragonfly Bracers instead of the Impulsive trait
Reduce the amount of lairs placed in the world at the default level slightly
Reduced the amount of monster placed arounf the players starting location slightly
Obsession's production bonus is no longer multiplied by the amount of materials in the city (I'm going to pretend like this is a balance change because it makes me feel better than admitting that I implemented it incorrectly)
Changed the starting positions on all tactical maps so that units arent squished together and blocking each other
Units that are immune to spells will be immune to spells even if they are marked as abilities
Tilda Herbs can be used in battle
Increased the duration of the Freeze and Tremor spell to 3 turns from 2
Fixed an issue with some champions getting the Spell Resistance trait option twice
Reduced Dagger init to +3 (from +4)
Reduced Maces to 15 attack (from 16), and increased init to -3 (from -4)
Increased Battle Axes to 17 attack (from 15) and decreased init to -1 (from 0)
Increased the Great Axe to 23 attack (from 21)
AI
Improved AI's decision making on what unit is best for a given city based on its cost
Monster AI is generally slightly less aggressive about attacking
Monsters are harder difficulties are even tougher
Monsters on easy difficulty (or lower) are less aggressive
Fixed bug that allowed monsters to roam far away from their original lairs
On challenging or less difficulty the lair monsters are less inclined to attack passing units
Verified Monsters on challenging or less attack humans as much as AI opponents
Fixed bug where recruiting champions wasn't charging them appropriate $$$
Made AI more aggressive about getting goodie huts when on challenging or higher difficulty levels
AI now determines when it is done "farming" monster lairs and eliminates them when they've..outlived their use
Increased value of the Towers of Magic to encourage AI to more aggressively pursue the spell of making victory
UI
Better display on the outpost window (showing whats building, and when it will be complete)
Mousing over the race on the custom faction screen shows you the race information
Build/Train window won't close when you auto-turn
Fixed the tooltip on the Enchanters faction ability to include the Scrying Pool
Fixed the tooltip for the Fire Adept III trait
Fixed tooltips on the Town Hall and Palace to reflect their ZoC bonuses
Fixed a typo with the Ram's Horn Longbow
Equipped accessories now show up in your unit window like weapons and armor
Some info card tweaks to make more item type info cards throughout the game show either shop cost, labor cost, or customization cost as appropriate, since most tooltips were just defaulting to shop value even when it wasn't really relevant
Fixed bug where if you opened the kingdom wnd while the build list wnd was open, it didn't get hidden and it went back into the city construction mode in a bad state
Faction power window is no longer dragable (players were accidently getting it dropped places)
When you finish the tutorial, instead of rolling the credits, added a message box that says basically "thanks for playing the tutorial" and then takes you to the title wnd when you hit the OK button
In the customize faction and create sovereign screens, the race/faction spinner tooltip now updates when changing the spinner selection with the buttons
Fixed bug in the intro book where only 4 of the 5 available slots were used to show faction traits
The "Improvement Destroyed" message now includes a button to go to the site of the former improvement
Amarian units don't need to pause to activate their Noble Legacy ability at the start of combat anymore
Scenario
Items don't "transform" in the scenario anymore (most commonly the Yew Longbow into a Banishing Staff)
Fixed a missing icon on the Lannarg Plant Seeds
Fixed a missing map icon on the Umberdroth Lair
Fixed bad references for the Krax faction in the campaign
Gnarri starts with the Muscle and Strength traits so he can wield that Maul
Fixed Blessing of Restoration to give a viable Heal ability
Fixed an issue allowing K'uo Sian to get the Finesse trait twice
Fixed a crash loading the 2nd map of the scenario if the player didn't have rights
Added functionality to the KillChampion trigger so that we can give all of the dead champ's items/equipment to the sovereign
Updated custom campaign versions of the city to match the sandbox game, so they now produce Research
Weakened Cutting stat on the Sword of Wrath from 25 to 15
Fixed bug where ‘dummy' versions of the human villages of Ammarkan and Bruka were spawning in each other's spots instead of their own
The naming of the "Timber Warg Meat" is now consistent throughout "Taevish's Quest."
Fixed bug where the Crystal Shield didn't provide defense like other shields.
Changed the model scale on the custom campaign version of the Lurk from 1.0 to 2.0 on the main map, and 1.5 to 2.0 in tactical combat. This makes it easier for players to spot them when trying to complete the Abbey quest chain
Added a few triggers that fire when a player's champion dies, and bring up a conversation to remind the player that he can buy a potion in the minor civ city which will heal injuries
The chapter 5 campaign book no longer lists "found new settlements" as an objective
Added Optional Objective entry to "The Fugitive" campaign book screen
Empty Objectives panel no longer appears for the map 3 "The Crypt of the Tazzars" campaign book
Can no longer purchase "Quendar Wine" quest item from the map 3 minor civ city
Fixed bug where map 3 "Demon Lair" cloth map icon wasn't showing
Fixed bug where map 1 "Traveler's Tent" cloth map icon wasn't showing
Fixed "the the" & "also and" in the map 1 "Journey's End" campaign book
Changed "taken back" to "taken aback" in the map 1 "The Path" campaign book
Changed "fine breastplate" to "fine piece of armor" in the map 1 conversation with Garen
Fixed "saly" to "slay" in "The Gates of Redstone" Quest
Added missing word to the description for Procipinee's Amulet
Fixed a shadow that appeared on the medallions of some of the scenario units
Fixed an issue that could cause units to get dropped if you had more than 9 going into a tactical battle
Reduced the level of the River Slag on map 2 and reduced the amount of Mire Skaths in that battle form 4 to 2
As for the game itself, I like it. It's got a lot of mechanics that give a nice sense of power to magic beyond casting spells in combat. I can enchant cities with Bless to quell unrest or curse enemy cities to increase unrest, I can cast a volcano on an enemy town to obliterate it off the map or summon a meteor to strike a specific area. I can enchant heroes with permanent buffs to give them increased armour and resistances at the cost of a mana upkeep.
One of the selling points was the ability to make custom units and the mechanic is sound, though sometimes there seems to be little reason why I would give a unit anything but the best equipment available beyond the build time being high.
If you've played Master of Magic, it is quite a worthy successor though lacking in the racial differences. So there's no choosing Dark Elves for increased mana generation or Halflings for slingers or Klackons for xenophobia.