Halo © Microsoft Corporation. Sins of the Prophets was created under Microsoft's "Game Content Usage Rules" using assets from Halo. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
Covenant assets graciously shared by HOMEFRONT. Additional miscellaneous assets provided by Covenant at War. Also, visit our Facebook page.
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In this news update we answer the best questions posted by the community. We address concerns about balance, research, art assets, as well as the future of the mod.

Guest wrote:When will the next update come out?

When we're satisfied with the work we've done, the playtesters are satisfied with the balance and gameplay, and the build is stable. We don't give out release dates, even guestimate time periods. We mod for fun and posted release dates adds pressure and stress while siphoning some of the fun out of it. We even often miss internal release dates due to unforeseen circumstances. Unfortunately, modding is not very stable work.

Aaron wrote:Will there be a map released that will cover the entirety of the Human-Covenant War?

While we are working on improving existing maps and creating more maps we try very hard not to deliberately break the mod. Maps that large would crash often and we feel it would be setting you up for failure and ensuring negative experiences for new fans. It's just not solid business sense to include something that we know would cause crashes. However, if anyone feels like we're lacking in maps feel free to download the map creation tool and make us some maps, post them on the forums to be tested, and if they pass muster they may make it into the mod!

Josh wrote:Will you plan on ever adding playable subfactions like the Insurrectionists, SoS or the Remnant?

No. Adding more minor factions only increases the load on an already old and technologically outdated game. SoaSE is 32 bit, can only use a single processor core, and crashes upon reaching 2 Gb of used RAM. The LAA software we include with the mod only really ensures no other programs are intruding on that saved 2 Gb of space. We give you human and Covenant factions, you decide what they are, who they are, and what motivates them.

Matt wrote:Will you be adding heroes into the game?

We have plans for random events where ships from the lore from your faction will jump into the system that you will be able to control. They'll be powerful compared to the standard version of that class, but not game breakingly powerful. They'll die if used poorly or just overwhelmed. Halo is thematically built on stories of sacrifice and we don't want to keep you from experiencing your very own stories of that nature. Likely ships include the Everest, Spirit of Fire, Pious Inquisitor, and Shadow of Intent. Possibly more.

Kheenan wrote:Please let the Flood be a playable faction?

While the Flood will never be a playable faction in our mod, our sister mod Homefront intends on adding them as a playable faction after they finish up the UNSC and Covenant. Likely artist will be the one who made our current Flood Carrier, and so our Flood mechanic will have more ship classes and you'll be able to enjoy controlling Flood ships on the Homeworld Remastered mod.

alexandercorcoran wrote:(Paraphrased) Are you going to be adding any of the post Covenant War ships to the mod?

The only UNSC ships we currently plan on adding to the mod are the Infinity and Strident. We've been pretty vocal that we feel 343 missed the UNSC aesthetic with a lot of the UNSC ships they've shown in that era, especially the North Korean knockoff of our Athens they're calling the Epoch. We're hoping Halo 5 shows some more visually impressive ships that stay true to the UNSC look we all grew to love. Homefront has expressed interest in creating their own Covenant ORS-cruiser and if they do we'll find use for it as well.

Starfishprime wrote:Will you guys nerf the Flood?

No. Flood can be disabled in the Game Options menu before starting the match. The Flood, as a game mechanic, are not meant to be played with in every game you play. You should only turn Flood ON when you feel like playing a survival-type mode. Normal competitive play should include the Flood deactivated. The Flood are not a finished product and are subject to change, but it's unlikely they'll get less powerful. Many maps in the next release will include "No Flood" versions.

HaloLover123 wrote:After a while when fleets are large a lot of weapons stop showing up, what's up with that?

The particle limit in SoaSE is pretty low. Here is how to up it:

  1. Navigate to: C:\Users\Unikraken\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
  2. Find file: rebellion.user.setting and open with notepad
  3. Find the following lines and change their numbers to your suiting:
    MaxParticleCount 7200
    MaxParticleSimulationsCount 2400
  4. I typically change mine to 99999.
  5. Save file.
  6. Reopen game and enjoy splendor.

Meyerm wrote:Will there be visible grows and change in appearance of flood controlled vessels, or just the greenish clouds?

Later, when we have more time, it's very likely we'll implement a system where Flood controlled ships show infection on the outer hull.

Fred wrote:Any work being done as of yet for Forerunners or are people still being brought on for that?

Homefront, our sister mod on Homeworld Remastered, and ourselves have agreed to cooperate on creating Forerunner factions for both of our mods when we've finished up our UNSC and Covenant factions, respectively. The Forerunner Remnant won't be a playable faction until after Sins of the Prophets reaches version 1.0 with fully finished UNSC and Covenant factions. The Forerunner release will be an official expansion and will include custom media to explain how and why Forerunners are returning.

Tak wrote:Since we all know the CSO won't be featured, what Titan will you be using for the Covenant?

This question is redundant, but it comes up often so there must be some confusion over this. The Covenant Titan will be the Battleship/Super Destroyer seen in the Second Battle of Harvest. The comic that shows the ship originally had it named the Super Destroyer, but later copies of the comic retconned the name to Battleship.

Nathan wrote:Do you feel like the Covenant in the current build is balanced as far as research goes? Will there be changes to it? Why dont they have diplomacy options like the UNSC does?

I'm going to answer the question I think you're trying to get at while staying polite. Why do the Covenant seem less complete than the UNSC? The answer to that is because they are less complete. Both factions are works in progress (WIP), but the UNSC has the most work put into it. Neither faction is near being done. We have lots of polish to add before we consider them anywhere near complete. You're getting early access to the mod. Part of that is dealing with the WIP status of the mod. The rebuild is nearly complete and we have begun working on massive changes to the economic structure of the mod as well as research. We're pretty excited about these changes, but not quite ready to talk about them yet. Expect more on that next month. (Keep in mind that you're playing version 0.56.1 of the mod, not version 1.0, that should tell you we have a ways to go before we're ready to call it finished.)

Jay wrote:Are retextures for Covies being worked on during the game rebuilding?

Most of our new/updated Covenant ships are produced by the Homefront team and shared through a mutual partnership with us. If you're curious about the pace of Covenant ships it's probably best to ask them. We are trying to train up some of our own artists on Covenant modeling, but we have nothing ready to show at this time.

Josh wrote:Will High Charity ever be added in some form?

This High Charity asset has been provided by Chakotay02. The texture was updated by Lord_Set. It is a placeholder model while Lord_Set creates an entirely new High Charity model that better captures the quality level expected in Sins of the Prophets

"High Charity has been provided by Chakotay02. Texture was updated by Lord_Set and is a placeholder asset while Lord_Set creates an entirely new High Charity model that better captures the quality level expected in Sins of the Prophets "

Sins of the Prophets Update 02.16.15

Sins of the Prophets Update 02.16.15

7 months ago News 45 comments

With the recent images and video of the UNSC Infinity, Mantle's Approach, and the various iterations of our fancy new UI, fervor over the next release...

Sound Department Update

Sound Department Update

10 months ago News 13 comments

Here is a nice preview of some of the things that the SotP Sound Department is working on. The Covenant is getting a UI overhaul thanks to I'mNotJamesEarlJones...

Sins of the Prophets Update 11.17.14

Sins of the Prophets Update 11.17.14

10 months ago News 24 comments

After watching the debacle that was the buggy release of Halo: The Master Chief Collection, it is with a sincere feeling of irony that I write this update...

Dev Q&A October 2014

Dev Q&A October 2014

1 year ago News 28 comments

The most common questions about the mod are answered.

A Halo mod for the critically acclaimed Sins of a Solar Empire, that aims to capture the fast paced intensity of the Halo series.
RSS Feed Downloads
SotP Galaxy Forge Map Editor v.0.56.1

SotP Galaxy Forge Map Editor v.0.56.1

7 months ago Mapping Tool 19 comments

Fully equipped Galaxy Forge (Rebellion only) ready to make maps for Sins of the Prophets v.0.56.1, including custom planet icons and links to tutorials...

Sins of the Prophets Rebellion Alpha v.0.56.1

Sins of the Prophets Rebellion Alpha v.0.56.1

1 year ago Demo 225 comments

FOR REBELLION ONLY - 20 July 2014 See Installation Instructions and Info.txt inside the download for installation instructions, info, and links to various...

Post comment Comments  (0 - 10 of 13,705)
Admiral_Chris_Rayya 38mins 28secs ago says:

Seeing as halo 5 is coming out will you at any point in the future be implementing the gaurdians as forerunner ships?

+1 vote     reply to comment
Unikraken Creator Online
Unikraken 9mins 5secs ago replied:

If they actually perform combat in the game we'll likely find a place for them in some manner.

+1 vote   reply to comment
tigersebel 10hours 35mins ago says:

This is the best mod ever. I absolutely love it. keep up the great work.

+1 vote     reply to comment
Guest 11hours 56mins ago says:

This comment is currently awaiting admin approval, join now to view.

Unikraken Creator Online
Unikraken 4hours 8mins ago replied:


+1 vote   reply to comment
Battlemage1 Oct 7 2015 says:

And about your most special HUD.

Will UNSC players have useful tactical greed changes? With distances, angles and fringes of gravity wells? Stylized weapon ranges and other interesting, beautiful and helpful things.
Like in Battlefleet Gothic Armada or other worthy space simulators.

We play as space commanders after all.

Also, it would be good if Shivas and all other AoE weapon will have a visible 'Calculated Area of Effect' untill its detontaion, and red timer before it. With circles of damage, red in center and more yelowish to sides, as damage spreads from epicenter.

+2 votes     reply to comment
Unikraken Creator Online
Unikraken Oct 7 2015 replied:

"Also, it would be good if Shivas and all other AoE weapon will have a visible 'Calculated Area of Effect' untill its detontaion, and red timer before it. With circles of damage, red in center and more yelowish to sides, as damage spreads from epicenter."

That's a great idea! Let's see if it's possible in Sins.

+1 vote   reply to comment
Starfishprime 13hours 27mins ago replied:

is it also possible for an indicator on the shiva with radioactive emblem moving towards the target like the red nuclear sign when you click on the ability

+1 vote     reply to comment
Battlemage1 Oct 7 2015 replied:

Don't forget to add ON/OFF function.

It won't be good, if in cinema mod there will be such bright effects.

+1 vote     reply to comment
Rhett-Wellington Oct 7 2015 says:

when is the next update released estimated to be released ?, it seems the mod has been dead for a while

-4 votes     reply to comment
DarkPrinceRob Oct 8 2015 replied:

probably 2552

+1 vote     reply to comment
Cole_Protocol Oct 7 2015 replied:

Dead? I think the 5+ new ships we have shown off is a sign we are quite alive. We do not disclose release dates, but I can tell you we are making incredible progress towards meeting release goals.

+2 votes     reply to comment
Rhett-Wellington Oct 7 2015 replied:

Ahh ok, i just assumed it was dead bcoz the 2.16.15 article was 7 months ago thats all

-3 votes     reply to comment
Battlemage1 Oct 7 2015 replied:

They're really don't care about strangers (and loyal fans) interests.

It's a pity, but don't dangerous. Sit back and relax, perhaps, one day your grandson or granddaughter will see it alive ) They said 2552, remember?

-2 votes     reply to comment
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RT @LNCGaming: @SinsOfProphets you guys should consider integrating the composer into forerunner gameplay somehow!

3hours 26mins ago

@LNCGaming We plan to. :) T.co

3hours 27mins ago

@Vulcanman59 There will still be Forerunner militia units.

4hours 27mins ago

The Forerunners are coming to SotP, find out more here: T.co T.co

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Finally fixed the orientation on this ship you may have ran into once or twice. T.co

Oct 7 2015

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@rex00991 we don't rip audio from the games. Could get shut down for that.

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Sins of the Prophets
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