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Echolumination

A real-time strategy game with a custom delayed-light rendering engine for visuals -- light is slower than sound here! · By iria-1342

Patch Notes Sticky

A topic by iria-1342 created 31 days ago Views: 54 Replies: 4
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Developer

One reply per build update, newest at the bottom. The notes are generated from the game's own change records and the stat lines come from the same data file the game reads, so a number here shouldn't disagree with the build you're playing. The version number is visible on the title screen (it shows a date in DD/MM/YYYY format).

Two notes on cadence:

  • Small fixes ship continuously and ride along with whichever update they land in; not every push gets a devlog announcement, but every push gets a reply here.
  • The full running history is also inside the game itself; the manual's revision notes ship with each build.

Here's everything since the previous build:

Developer (1 edit)
Build 2026-08-22 — transports, death effects, editor overhaul
Transports
  • Both sides can build a transport at the starport: the Alpha Carryall and the Beta Transporter (250 minerals, unarmed, 8 cargo slots). A 1-supply units takes one slot, larger units take up their supply cost (rounded up to an even number) number of slots, an MCV takes four.
  • Load by order-clicking a transport with ground units selected, or by order-clicking units with the transport selected — it flies out to load them. Only ground units allowed and a depolyed units need to pack up first.
  • Three ways to unload: Unload (drops the unit at the current location) , Unload At a target location, and Attack-Unload (select drop off location and then the an attack target — units attack-move the moment they are unloaded).
  • The Carryall has a Repair Bay passive where loaded units heal 5 HP/s. The Transporter is Stealthed — immune to sonar effects.
Stealth and the beacon
  • Reworked passive Stealthed: now just comes immune to sonar effects (it wont appear as blips on the minimap/battlefield).
  • New debuff Global Beacon: if you lose your last command structure, every MCV you own (or the transport carrying it) gains this debuff that pings its position to the enemy every 2 seconds until a command structure is rebuilt. (This is to prevent stalling by hiding MCVs)
Death effects
  • The old salvaging mechanic has been totally removed. Ground units leave a decal scorch mark now.
  • New passive Salvageable (Destroyer and Guardian only): makes it so that a destroyed mech leaves a wreck (the wreck has 50% of the max hp of the mech). A worker can rebuild an allied wreck on site (right-click the wreck, or use the Repair button), for half the cost, in half the build time. The mech's supply is charged the moment you start the repair; the wreck can be destroyed and disappears after 45 s if not repaired.
  • New passive Death Sonar (every Alpha unit except the Destroyer): when the unit dies it emits a sonar pulse 8 tiles on your battlefield and minimap (shows current enemy locations and the like). Stealthed units are immune.
  • New passive  Collector (every Beta unit except the Guardian): when it dies, 20% of its cost plus whatever it was already holding is transferred to allied unit within 8 tiles. That unit carries it as Held resources (shown in its status) and send it to the player the moment it stands in a powered area connected to one of your command structures. If no units are in range, the carried resources are lost.
Powered areas and other unit changes
  • Alpha units attack 15% faster inside their own powered area (Power Field). Beta units — and Beta turrets — deal **15%** increased damage from inside theirs (Overcharge). Any unit with an EP pool regains +2 EP/s inside its owner's area (Field Charge). All three show as passives and light up as chips on the overlay when they apply.
  • The Destroyer's Seismic Ping is a sonar now: while it walks it pings enemies within 12 tiles to your map every 3 seconds. It's intended for checking a patches of grass before walking in.
  • Air units now have a Flying passive (indicates it can move over all terrain).
Movement and terrain
  • Trooper, Grunt, Sky Sweeper and Aerial Enforcer now gain the Climber passive: they cross mountains at 30% speed.
Map editor
  • UI has been overhauled with unit inspector object added (to apply behavior or unit stat adjustments).
  • Placed units can start damaged or low on energy (sliders in the inspector; `spawn` in a script takes the same).
  • Bodies can be Neutral now, and a script can hand them to a player mid-mission.
Controls and settings
  • Hold the middle mouse button to drag the map. A scroll-speed dial, and optional WASD scrolling were added to the options menu.
  • Option settings (volume, layout, colors, toggles) are now persistent between sessions.

Known issues: none new.

Developer (3 edits)
Build 2026-08-25 — saves & replays, four-player skirmish, observer mode, smarter AI
Saving, loading and replays
  • Save from the pause menu or the end-of-game banner. A save records the orders you gave, not the map state — loading replays them from the start at full speed (a late game loads in about a minute; the bar is the real fraction done).
  • Autosaves: every 5 minutes of game time (3 kept) and at every victory or defeat (3 kept), oldest overwritten — the six slots on the stage select's Load tab. Either kind can be switched off in Options.
  • Manual saves are files; Export on the Load tab keeps an autosave as one. The title screen's Load button opens the Load tab.
  • A save belongs to the build and the balance numbers that wrote it — a mismatched save is listed but refuses to load, with the reason. Tutorial levels and games touched by a debug tool cannot be saved.

Four players, and the new lobby

  • Up to 4 players (1 human + 3 CPU) can be placed on a map. A  new four-player map Pinwheel: (size 150×150) added with shared expansions on the seams, and a 16-node ring at the center.
  • Added 8 new maps in the skirmish list, and the seven older ones are re-authored to the ladder pool's standard.
  • Player slots can be removed and re-added (minimum two to launch); slots keep their numbers, and the map preview numbers each start position in its slot's color.
  • Faction choice can now be set as Random and difficulty handicaps to HP and damage dealt are now enabled.
  • Starting resources for minerals and biomass have more options.

Observer mode

  • Observer mode is added (can watch 2-4 AI opponents play each other. Simply select observer mode in the skirmish screen to watch. View modes can toggle for each player and the global true state.

Computer opponents

  • Computer-controlled opponents are smarter now in what they build and where they build. But this is an ongoing optimization process.

Terrain

  • Ground cleared by fire grows back: 60 s ± 5 s after the flames go out, then the ordinary regrowth clock. Flames shouldn't be as debilitating to forests now.
  • Bugfix: Death Sonar and Seismic Ping no longer mark mineral nodes, rubble or walls.

Options, text and the manual

  • The Options screen now has autosave toggles.

Known issues: none new.

Developer (1 edit)
Build 2026-08-25
Bug fixes and mission objective guardrails:
  • Adjusted mission objective behaviors to allow sequence breaking without soft-locks.
  • Added new flags for certain objectives to make units unable to be selected or use abilities to prevent some sequence-breaks and soft-locks.
Developer unlocked this topic
Developer

Build 2026-09-05

  • The Mobile Command Vehicle now needs only the Factory/Vehicle Production Facility (no longer requires tech). Price and build time unchanged.
  • Shift-queued moves now wait for shift-queued attacks (bug fix).
  • Mission 2 early objectives have been tweaked.
  • A selected group's portraits are 50% larger (2 rows 15 per row, multiple pages possible)
  • The unit card's link figure is now called "Echo delay" (was "Round trip").
  • The field manual has been restructured.
  • Sound: another batch of arrival, death and UI cues moved onto the new sound packs.