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Soil is a space real time strategy game inspired by Homeworld and others. You have base, you mine asteroids, build ships and send them to their deaths. Ships are made of subsystems and hardpoints, destroying them removes functions of those subsystems and removes turrets. Debris from damaged or destroyed ships can be mined for more resources. Game features unfinished campaign and somewhat working multiplayer (there may be some desyncs, but if it doesn't happen too often games resyncs automatically) Game is primarily made for windows, but most likely runs on linux with WINE (at least it does on Ubuntu)

Post news Report RSS Soil - December 2023 update

This update features new mission, replays, and new model and capabilities for Xanthous resourcer, mission briefings and more.

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This update took a bit longer to put out and is not largest of updates, so let's look at what's in it. There are some small fixes and improvements,
like camera movement with keys being dependent on game speed, option to issue move command with two clicks (first is for XY plane, second for Z,
instead of using ctrl key to adjust height), option to click on mission objective to further highlight it, red cross flashing on minimap if ship
is under attack, and fighters and interceptor now also attack ships if there are no fighters to be attacked, instead of just sitting there.
There are also some small improvements in campaign so certain missions are more manageable (looking at you escort mission 07), and some missions
are harder to be broken.

There are also some minor improvements to multiplayer, namely auto-refresh in lobby, message sounds, map preview, and ability to save and load replays.
For now you don't have option to rewind replays, only fast forward. I've tried to implement rewind points you can instantly jump to, but I've ran into
some issues with saving, and given up when I came to the conclusion I would need to save physics state, which is 3rd party library, so I was not so keen
on diving into that.

xt resourcer2

I've also added secondary build queue, so your shipyard now has regular build queue, and "priority". This new "priority" queue will be preferred by first
shipyard on station, so you can e.g. if you have 10 frigates queued and you really need to build another resourcer, you add it here. You can also use it
to e.g. build frigates in regular queue, and resourcers in priority queue. In this way when your base has still two shipyards, each has its own queue.
You add ships to priority queue by right clicking on build UI (there is tooltip for that).
Related to shipyards, I've added shipyard "types" (regular, small, support). Xanthous has now in new mission such small shipyard which can build only
certain ships.
Xanthous also now has "resourcer station" instead of large number of small resourcers. This station moves rather slowly, mines a lot, and cargo ships
transfer resources to main base. This updated station (previously seen in some missions) can also build these cargo ships and also weapon platforms.
AI now also uses this station instead of old resourcers.

Speaking of resources, I've also added new ability to "spawn cargopods", that will create fighter sized cargoships that will head to random base (you usually have one).
This is currently only present on Viridian fleet carrier, but is meant to be primarily used in future by Viridian station where resourcers can unload
their cargo, and this station will keep sending cargopods to station.

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On the campaign front, I've finished briefings for all the missions, attempted to rebalance some missions, and added one new mission.
In this mission you fight against two AIs with small shipyards, and early on must repel new Xanthous siege cruisers (WIP model, same as shipyards)
that slowly fire inaccurate bombs at you from far away.

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