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.
Some Covenant assets graciously shared by HOMEFRONT. Additional miscellaneous assets provided by Covenant at War. Also, visit our Facebook page.
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SotP 0.87 Warfleet Update

Greetings Fleetmasters and Admirals!

Today we're releasing version 0.87 of the Sins of the Prophets public alpha!

This update includes balance changes, bug fixes, and some art asset overhauls. A full changelog will be available at the bottom of the post, but I'll quickly go over some of the more eye-catching updates here.

Balance

Balance tweaks you'll notice include things like changes to cloaking as well as the Artemis and DOS gaining the ability to decloak*. Ships added to gravity wells via the Outlaw Sectors DLC are now faction specific. Titans have a fixed level for balance reasons. Ship abilities no longer cost antimatter in preparation for the upcoming strikecraft overhaul. Marathons now have an ability called "Falchion AP Missiles" that debuff enemy shield regeneration and armor*. The Valiant now has an ability called "Indra EMP Missile" the debuffs a single target's damage and weapon cooldowns. CRS and Charon classes can now reinforce friendly planets*. Hornet Mine health has been nerfed*. Sahara mine laying has had its cooldown nerfed. Rear-firing point defense has been added to most ships. The Flood are in the process of being retooled - one should use them at their own risk - be warned! For the full list of balance updates and too see more info about the "*" marked items above, see it at the bottom of the page!

Bug Squashing

Bug fixes are also detailed in the changelog, but include things like fixing instances where the AI could build two titans, or confusion with building titans caused by the previous attempts to balance their very powerful nature and the AI's visceral lust to build them as fast as possible. We've also make attempts to fix an issue where ships would travel outside gravity wells in normal space for vast distances causing issues for players and AI opponents alike. To attempt to fix this we've shortened the distances between planets, which seems to curtail this very odd behavior. We're also going to reach out to Ironclad to see if they know more about what causes this bug and give them our findings.

Art Updates

The art portion of this update is pretty juicy! It includes minor things like the addition of Banished, Swords of Sanghelios, and new UNSC player icons, as well as updates to weapon effects, ship ability particle effects, and updated point defense guns based on information shown in Halo Warfleet! Updated ship models include the CPV-class Heavy Destroyer, Halberd-class Destroyer, and the OSS-class Battlecarrier. You can see beautiful renders of those ships below thanks to Malcontent1692!
Click the image to go to a larger version.

UI/UX Improvements

UI work continues - filling in absent ability icons, adding in more loading screens, creating unique launch and dock buttons for strikecraft (as seen below in gif form), info card tweaks, as well as event notification tweaks and fleet icons being given that SotP flair you all love so much (they're numbered too so you can keep track of each fleet as you play). Overall a lot of improvements that we hope you'll find enhances your immersion into our Halo experience.

unscUIlaunch


unscfleeticons covfleeticons

Download

Sins of the Prophets Alpha v0.87

Every drop of feedback we get goes into the next release, so please engage with us and our community at these locations:



Halo Warfleet

Halo Warfleet has finally released! Here's the official write-up for the book to give you an idea of what's inside:

Halo: Warfleet is the official, authoritative guide to spacecraft in the Halo universe, featuring ten intricately detailed full-color cross-sections of the franchise's most renowned ships--including the Pillar of Autumn, Truth and Reconciliation, Infinity, and Shadow of Intent. Discover encyclopedic information which reveals the secrets of Covenant, UNSC, and Forerunner weapons, sensors, fighters, planets, and more!

The book is currently 40% off ($16.72) over on Amazon and we highly recommend any Halo ship fan gets the book!



Changelog

Our full changelog for 0.87.0


Bug Fixes:

-Fixed bug allowing AI to build two titans.
-Fixed Strident debris issues.
-Made final Infinity and OAS research subjects unlock at tech level 8.
-Possible remedy to the infamous darkspace/sublight bug.
-Titan Construction has been changed to be more predictable.

Art:

-Added New Banished, Swords of Sanghelios and UNSC Navy Player Icons.
-New MAC Round model.
-New Halberd model.
-New CPV Model.
-New OSS Model.
-New Plasma Cannon Particle.
-Numerous string fixes.
-New Valiant and Marathon ability particles.
-New point defense guns based on info from Warfleet.
-Replaced SHMAC model with original ODP SMAC to prevent confusion.
-Revamped Plasma Torpedo effects.
-Texture updates to the ORS, Valiant, Halcyon, Epoch, DRP, and DSC.
-Tweaks to battle graveyards.
-Updated Archer texture.

UI:

-Additional ability icons.
-Event notification tweaks.
-General UI updates/fixes.
-Made titan research more intuitive.
-New Covenant CDA-class Battlestation ability Icons.
-New tactical Management Icons.
-New fleet grouping Icons.
-New resource and extractor Icons.
-New icons for docking/launching fighter wings for UNSC and Covenant.
-String tweaks based on new info from Warfleet.
-Traditional Super MAC stations are now called Moncton-class OWPs as per Warfleet.
-Updated loading screens.
-Updates to quick market menus.
-Usability updates to info cards.
-Updates to empire tree selection and notification icons.

Balance:

-Additional Outlaw Sectors tweaks.
-DOS and Artemis now have a passive de-cloak ability for uncovering stealth ships within a 10km proximity.
-Scouts now have 20 minutes of cloak time.
-Scouts must also leave a gravity well before re-cloaking once effected by the DOS/Artemis.
-Titans now have a fixed level as opposed to keeping their old levels or losing them all upon death.
-Removed antimatter capacity increases gained from artifacts and antimatter costs on all abilities.
-Capital ship colonization ability now gives you additional constructors for a time with the number and duration, respectfully, depending on the level of ability.
-OSS Micro-slipspace jump ability tweaks, now has an increased turning rate directly after jump and a decreased jump range making it equal to infinity.
-Infinity Micro-slipspace jump ability tweak, now has an increased turning rate directly after jump
-New Marathon ability : Falchion AP missiles- De-buffs shield regeneration by up to 21% and armour by -3 at maximum buff stacking; buffs applied to a given number of ships within the Marathon’s radius and the number of times the buff is fired changes with level.
-New Valiant ability: Indra EMP Missile - Can only be casted on single enemy capital ship, star base, or titan. This ability reduces enemy damage by 15% per shot and gives -25% to ability cooldown rates.
-CRS and Charon-class ships can now reinforce planets, healing them a small bit as long as they are out of combat and near the planet to encourage larger use of the ships (This ability must first be enabled to be used).
-Hornet Mines now have 5 HP to allow for detonation from point defense weapons.
-Sahara mine laying ability now has a 60 second cooldown up from the previous 30.
-All combat frigates and capital ships now have rear firing point defence weapons when applicable, save for the CAS.
-Changed up how Flood mode works; they are currently in an alpha state, use at your own risk.

Possible issues:

-Winter Edict. (No Display Image, Very long Phase Lanes)
-Alert Icons all turn into each other rather than a proper hover icon.
-Rare gravity well overlap.


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Changelog for v0.85.1: audio updates, AI fixes, more UI updates, balance updates.

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The Forerunner Remnant Revealed

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RSS Files
Sins of the Prophets Alpha v0.87

Sins of the Prophets Alpha v0.87

Demo 16 comments

This is version 0.87 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...

Sins of the Prophets Alpha v0.85.1 for SoaSE v1.9

Sins of the Prophets Alpha v0.85.1 for SoaSE v1.9

Demo 30 comments

This is version 0.85.1 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...

Sins of the Prophets Alpha v0.85 for SoaSE v1.9

Sins of the Prophets Alpha v0.85 for SoaSE v1.9

Demo 16 comments

This is version 0.85 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...

Sins of the Prophets Alpha v.0.81.2 (SoaSE v1.85)

Sins of the Prophets Alpha v.0.81.2 (SoaSE v1.85)

Demo 137 comments

Prior to installation, have Sins of a Solar Empire: Rebellion (SoaSE:R for future reference) installed. If you have played Sins of the Prophets before...

Comments  (0 - 10 of 15,508)
Guest
Guest

So will this mod ever be finished? I remember first coming across it freshmen year of college, in 2009....

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TrojanLucky
TrojanLucky

Are y’all going to change the model of the Punic to the version used in fleet battles?

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etaks2evil
etaks2evil

I’ve been curious about this as well. I love the current Punic model but I always end up seeing the Fleet Battles version and find myself wanting to add it to my fleet so badly.

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Guest
Guest

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zeratul23244
zeratul23244

would it be possilbe to add any of the vanilla races to this mod? not to download or anything i just wanted to see if it's possible for myself so i can mess around. im still new to modding and such and i wanted to do something like they did with the star wars mod but put them into this one ^-^

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InsurrectionAlpha
InsurrectionAlpha

It certainly is possible; I've done this myself. Just screwing around with the mod, seeing what I could make, and added them. Trouble is, their UI is incompatible with SotP, and some of the InfoCards are mispositioned, sometimes they don't show up at all. If you want them as playable races, you're gonna have to go in and manually create their player .entity files by using an existing faction (Covenant or UNSC) and put in all the string, orbital structure, ship and research entries. If you want to know more, PM me.

Oh, and contrary to what TheRedFireHawk said, the vanilla Sins races won't have more planets than you - they'll actually advance much slower than SotP AIs where planets are concerned. But again, we can talk more in PMs.

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TheRedFireHawk
TheRedFireHawk

I would think they'll have more planets because in vanilla in order to capture a planet, you have to have it under your, for lack of a better term, cultural rule. SotP doesn't have any real way to spread the culture

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InsurrectionAlpha
InsurrectionAlpha

On the contrary; Culture is still present, even in SotP. The SotP races merely have no structures that spread it. And one need not have aforementioned worlds under your cultural rule to colonize them. Culture just makes the planets more loyal to you. That being said, the vanilla Sins races advance slower because unedited, their ships are weaker than the SotP races and some of the militias present.

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TheRedFireHawk
TheRedFireHawk

Would be a little weird to add because there isn't any Culture victory or way to spread it in the mod, so the vanilla races would most likely have more planets then you

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