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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Sins of the Prophets Alpha v0.75.1 Release Notes

Hello and welcome to Sins of the Prophets v0.75.1! (We've pushed out a quick patch to the mod updating her from 0.75 to 0.75.1, see bottom of article for changelog.)

For those of you who are totally new to SotP, I'll try to quickly explain what she is:

Sins of the Prophets (SotP) is a Halo total conversion mod for Sins of a Solar Empire: Rebellion v1.82 (SoaSE). The mod replaces nearly all assets from the stock game to create a new game based in the Halo universe. From ships and orbital structures, planets, weapons and other various effects, down to sound effects, voice-overs, and the soundtrack - all replaced with custom content worked on by the Halo community, especially the folks here at Slugfest Studios and our sister mod Homefront, a Homeworld 2 mod that you should check out when you've had your fill of SotP. The game itself is based around spaceship combat and empire building. In our mod you can play as either the UNSC or the Covenant, and many maps contain Insurrectionist elements and well as Forerunner AI and megastructures to conquer or explore.

Our last release was in July of 2014. Shortly after that we realized the mod's base code was from 2008 when the original team had begun work on the mod and it had several crashes and issues we couldn't hunt down. In the last year and four months we've completely rebuilt the mod from the ground up, as well as rebalanced the all units and updated nearly all graphical and audio elements in the mod. v0.75 is a wholly different beast to v0.56.1 and we sincerely hope you enjoy it! The following are some details about the new balance between the factions provided by one of our lead coders Cole Protocol, without going into specific stats so that you might discover it by yourself.

Hi everyone, Cole Protocol here, coder and balancer at SotP, to give you an update on the inner workings of the mod and its balance. Over the last few months, the coders at SotP have been in overdrive getting the balance of the mod at an all time best. Both the UNSC and the Covenant have undergone a complete and total rebalance, and absolutely nothing was left untouched. Next release you will find both factions to feature a refined and diversified playstyle. With that said, lets see some details on what those changes might be!


While the UNSC has kept its core strategy and defensive playstyle from our previous release, it has been revamped into a much more interesting faction. Fleet engagements with the UNSC are now even more focused on alpha striking your opponent; making that first volley count will either make or break your fleet. The UNSC is not nearly as durable as in the current release, and if a ship takes a series of hits it will more than likely be crippled, or entirely destroyed. Your ships will matter now, and losing them will be a hit to both you, and your fleet. While easy to rebuild, you will find the UNSC to now be slower when moving ships around, and more difficult to keep up a coordinated assault. However if you can keep up a coordinated attack, you will find the UNSC to be very effective at overwhelming opponents by sheer attrition.

The Covenant

Where the UNSC kept its traditional values, the Covenant has been made almost unrecognizable in comparison to its former self. Next release you will find the Covenant to be an entirely different faction, now focused on speed, and blitzkrieg like tactics as you overwhelm your opponents in a cloud of plasma, and burnt metal. While the UNSC is doubling down on the alpha strike, the Covenant are now focused on dealing consistent damage during an engagement. If you can keep most of your ships alive after the first volley, you will rend the enemy fleet before they know what happened. Covenant ships are also comparatively much stronger than the UNSC-- A single Covenant capital ship can more than easily pulverize a small UNSC fleet without consequence. Covenant fleets are no longer something you can take down with a single Shiva, their ships are stronger, their weapons more potent, and their speed unrivaled. When moving as a large cluster of ships, only sheer UNSC Alpha damage can hope to stop them.

We've had to throw out a quick patch to 0.75 updating her to 0.75.1

v0.75.1 Changelog:

  • Confusion over how to build UNSC starbases corrected. (Through Phoenix colony ship.)
  • Flood icons corrected.
  • Covenant AI improved.
  • Misc. UI fixes
  • Removed UNSC Structures on Covenant map starts.

You can download the mod here:

Sins of the Prophets Rebellion Alpha v0.75.1

ConorChaos took a look at the mod! See below:
Sins of the Prophets Dev Q&A April 2015

Sins of the Prophets Dev Q&A April 2015

7 months ago News 16 comments

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...

Sins of the Prophets Update 02.16.15

Sins of the Prophets Update 02.16.15

9 months ago News 47 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

11 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

1 year ago News 26 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...

RSS feed Downloads
Sins of the Prophets Rebellion Alpha v0.75.1

Sins of the Prophets Rebellion Alpha v0.75.1

1 month ago Demo 90 comments

FOR REBELLION ONLY - 23 October 2015 See readme.txt inside the download for installation instructions, info, and links to various resources for the mod...

SotP Galaxy Forge Map Editor v.0.56.1

SotP Galaxy Forge Map Editor v.0.56.1

9 months ago Mapping Tool 21 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 14,081)
AdmiralNithin Nov 24 2015 says:

When will there be a galaxy forge available for .75.1?

+1 vote     reply to comment
AdmiralNithin 9hours 25mins ago replied:

Or does the galaxy forge map editor from .56 work for .75.1?

+1 vote     reply to comment
Battlemage1 Nov 22 2015 says:

Perhaps, it is time to show us something new?

+2 votes     reply to comment
jannik2099 Nov 20 2015 says:

could you like uh... massively increase the hitpoints of the titans? im sick of titan-sniping

-2 votes     reply to comment
Battlemage1 Nov 22 2015 replied:

Titan is just another ship. Yes, it's most powerful vessel in it's fleet, but not absolutely invulnerable.

Now all Titans are in adequate stance. But, perhaps, OAS really could use a little durability buff to withstand more MAC/SMACs' rounds. Armor? More HP? Will see...

But you can edit these values yourself in your mod files. Read about that in web.

+1 vote     reply to comment
Guest Nov 16 2015 says:

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

Battlemage1 Nov 17 2015 replied:

1 ship> 1 debris. If debris are applied to that model.

You shouldn't try to increase their time until they vanish, because it will cause heavy lags in multiplayer.

+1 vote     reply to comment
weapon12machine Nov 18 2015 replied:

He was saying if its possible to allow more debris to spawn after a battle...

In relation to the previous comment, Battlemage is right. Ship debris is based on the superstructure of the ships in-game (unlike vanilla, which is random ship parts), so it wouldn't make sense if a UNSC Frigate spawned three frigate debris models. I've heard increasing the particle limit does allow more ship debris to spawn, so yes.

+1 vote     reply to comment
CommanderReese Nov 15 2015 says:

Unikrken im having problems even when i did read the readme it did not work and my Infinity is red and when a large battle starts my game turns off like what the hell am i doing wrong i really need help with the Large addree aware step 1 thur 3 can someone help me i have not yet enjoyed this game since the new update and its ******* me off i cant it lol

+1 vote     reply to comment
Reaper_Armada Nov 19 2015 replied:

Try using the mirror download and try downloading from google chrome. I had the same problems as you. The game would shut down for no reason after about 10 mins. When applying the LAA, apply it to the sins launcher in steam only. Don't apply it to the mod. Try those and see if it works.

+1 vote     reply to comment
Battlemage1 Nov 16 2015 replied:

About LAA
1) Find .exe file, launching your game (Not DEV launcher!!!)
2) Choose this file for replacement
3) Confirm changes to implement (set mark in frame)
4) Finish it
5) Delete your old .exe from desk and add icon from new .exe (technomagic. Somehow works)
6) Start new game, build 150 Halcyons and go to test the game. If something wrong, then your game defenitely will crash (after such number of ships and effects).

+3 votes     reply to comment
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This is our DOS-class Supercruiser, named for her artillery-style support role and her capability in combat. T.co

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@MitchellKoch117 too easy for you?

Oct 30 2015

What's your favorite little detail in the mod? T.co

Oct 29 2015

@SamuelCzepil Work on the Forerunners will begin once we ship version 1.0 of the mod.

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