I've played a few scenarios with the new desert elf units, and they are a lot of fun! I found them much more interesting and fun to play than the old faction, where desert prowlers and stars were the only units worth using. I can't wait for the portraits etc. to be added!Bugs/Issues:
-The support ability makes it so your units will not cost upkeep for the entire rest of the scenario after spending only one turn next to the unit with support.
-Contrary to its description, the daze status also gives magical attacks a +10% chance to hit (at least, according to the attack dialog box).
-The moon shyde's moonwalk ability doesn't do anything.
-In S3 (Stirring in the night), Garak's damage type is not changed to fire when his weapon is blessed.
-In S4 (Descending Into Darkness), Kaleh mentions the old desert elf units when you enter the cave. Another dialogue advises giving the ring of speed to Kaleh which is no longer necessary since he gets +1 MP from his hunter AMLA - currently, Zhul is the one who needs it.
-After the units become more expensive to recruit, trying to check their unit description page from the recruit window will tell you the unit is unknown and you need to discover it.
-(Not sure if intentional) It is strange that the mounted units (scout line, tauroch line) have 50% defense on flat land, and only 40% on villages/castles etc.
-Tauroch riders have 50 HP at both level 1 and level 2. The level 2 Quenoth sun and moon singer also have 50 HP at level 2, seems they should have much less.
-The level 2 sun and moon singer have the flying movetype, when it seems they should use the walking movetype like the shaman.
A couple things unrelated to desert elves:
-In S2 (Across the Harsh Sands) the last ogre was surrounded and killed by bandits, which resulted in Nym running right into the middle of the bandit horde to release the dust devil. Maybe it could be changed so she runs and grabs the bottle, then runs back to her original location to release the dust devil.
-I think the dehydration mechanic would be more intuitive if units became dehydrated at the end
of daylight turns, instead of the beginning. Otherwise the player needs to place their units around healers during the last turn of night, which involves constantly checking the schedule to see which turn of The Long Dark it is.