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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Greetings Shipmasters and Admirals,

Today we are releasing version 0.80 of Sins of the Prophets for public consumption!

First, we'd like to thank everyone for providing feedback and bug reports about issues you ran into while playing 0.75.1. We read every report we received, and we're eternally grateful for having such a passionate, and helpful fanbase. A fan project like ours couldn't ask for anything better!

0.80 is a pretty massive upgrade to the mod. It includes new ships, structures, and game mechanics - such as to include a tiered defense system for the Covenant, that allows them to spawn in defensive fleets localized to gravity wells.

- Continued the process of revamping our UI system, and improved some of the spacing on our HUD.

- Additional VO work has been completed.

- Weapon effects, and ship explosions for both factions have been tweaked, and improved.

- We're in the process of revamping visible buff effects, and some of those changes have also made it in time to be included in this release.

We'll go into more detail below, and let you see what we're talking about, but first, we'd like to remind everyone to please read the installation instructions provided with the download before seeking tech support. During the initial two weeks after a release we get swamped by requests for help, and a majority of the issues spawn from not reading the installation instructions, and following the links provided. Installation Instructions.txt is love, Installation Instructions.txt is life.

New Ships



New ships in the mod include the Epoch-class Heavy Carrier, ADP-class Escort, and Lich. The Epoch and ADP are ships brought to the Halo universe via the new tabletop fleet strategy game Halo: Fleet Battles, while the Lich was introduced in Halo 4.

Model Updates


We've also introduced model updates for the RCS-class Armored Cruiser, Valiant-class Super-Heavy Cruiser, and the DOS-class Supercruiser.

Covenant Defense

This update has also introduced our Covenant Defense Fleet mechanic into the mod. To improve Covenant defensive abilities, while keeping the faction unique, the Covenant will have orbital structures called Patrol Stations. Upon the arrival of an enemy fleet the station will act as a beacon, pulling in groups of ships nearby to defend the planet. As you research more, and build more stations, the fleets get larger, and more powerful.

Effects Update



Cole Protocol, and Sgt. Toothpaste, have been hard at work revamping our particle effects for the mod, and we think you'll be mighty pleased with the fruits of their labor. From explosions to fleet buffs, we've taken care in attempting to improve the visual fidelity of the mod, to keep you focused on the battle at hand.

Scale Chart


Thanks to the hard work of ElijahBI, and WyvernZu, we've also created the most beautiful fleet scale chart for both factions we've ever had. Clicking the image above will take you to Elijah's deviantArt page, where you can download the file in all of it's radiant beauty. We've also included the chart as promotional material inside the download for 0.80

Download

The mod can be downloaded from the link below. Please spread the word about this release, and help us reach out to those in the Halo community who might want to play an experience like this, but don't yet know about the work we're doing!

Hotfix

SotP 0.80.1, a hotfix for 0.80, is live.
Fixes include:

  • player crash in Flood mode resolved
  • Epoch VO placeholder patch
  • Correction of CRS and SDV strings to correctly describe their role.

If you downloaded SotP 0.80, you will need to redownload the mod from the same link above.

Social Media

You can find Sins of the Prophets spread across the internet!

Covenant Defenses - The Patrol Station

Covenant Defenses - The Patrol Station

News 30 comments

In this update, we discuss an upcoming feature for the Covenant: The Patrol Station.

What's ahead for Sins of the Prophets in 2016

What's ahead for Sins of the Prophets in 2016

News 40 comments

Today we're going to discuss with you the immediate future plans the team is working on for the mod and where we hope to go in 2016.

Sins of the Prophets Rebellion Alpha v0.75.1 Released

Sins of the Prophets Rebellion Alpha v0.75.1 Released

News 35 comments

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...

Sins of the Prophets Dev Q&A April 2015

Sins of the Prophets Dev Q&A April 2015

News 17 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...

RSS feed Downloads
Sins of the Prophets Rebellion Alpha v.0.80.1

Sins of the Prophets Rebellion Alpha v.0.80.1

Demo 118 comments

FOR REBELLION ONLY - 14 April 2016 See Installation Instructions.txt inside the download for installation instructions, info, and links to various resources...

SoaSE:R v1.83 Patch for 0.80.1  (GOG.com)

SoaSE:R v1.83 Patch for 0.80.1 (GOG.com)

Patch 9 comments

This is a patch for those running version 1.83 of Sins of a Solar Empire: Rebellion. Typically the only individuals running this version have either bought...

Sins of the Prophets Rebellion Alpha v0.75.1

Sins of the Prophets Rebellion Alpha v0.75.1

Demo 138 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

Mapping Tool 25 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...

Comments  (0 - 10 of 14,631)
Unit757
Unit757

Hey guys! Great mod :).

I seem to have run into an issue however, I managed to convince a buddy to download this so we can play online, however every time, within less then an hour of playing the game will freeze for us both, and then boot one of us back to to the menu after hanging for 30s to a minute. It seems to be random which one of us looses it.

We both have the same mod version, same game version, proper mod version for the game version, strong internet, and good computers.

We ran into this issue from time to time playing STA3 as well, however it was not nearly as frequent, or consistent.

Any ideas whats causing the problem? Does ICO's servers just suck? We were thinking on trying to see if we can use himachi or something to simulate a LAN and play that way

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VOIDZ101
VOIDZ101

I'm a massive fan of your mod and I think you've all done an incredible job on it but I was wondering when the Forerunner Remnants will be playable? I only ask because there hasn't been any news on them in quite a while (Unless I can't see it XD) and I was just very curious. If you ever need testers or anything I would be happy to test versions and builds for you. Keep up the great work :)

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SFIR
SFIR

I believe the plan is to begin work on that, among other things, after an official 1.0 version has been released. Not sure if there's any demand for new testers currently, but you can hop over to the forum if you'd like to volunteer. There's a link on this page.

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xxWolfKingxx
xxWolfKingxx

This mod has many issues......

1: Hull points and Weapon Damage too high
2:Unsc Caps die too fast
3: Battles Happen to fast, leaving no real strategy.
4: Quick battles on lead to who ever spams the biggest fleet wins
5: Covenant Ships way to overpowered vs Unsc
6: Grav wells are way to massive for no reason. Battles happen quickly so the huge grav well give no advantage but to the Covenant.
7: This goes back to reason 3.. Scouts die instanly apon reaching the first grav well.
8: The unsc Mac cannon should be an ability. This allow players to toggle whether they want to waste it on certain ships.
9: You can max out a Unsc Starbase and This have it destroy in 15 seconds by the covenant.
10:Damage need to be reduced and ship speed sped up to allow for more strategic game play. Like say "If i move behind a cap ship my ship have advantage because the weapons on the back are no as strong."
11: Don't even get me started on the Ai

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SFIR
SFIR

You must not be a Halo fan.

1. Intentional to approximate the lore.
2. Halo is fast-paced and brutal. This is intentional.
3. Leveraging abilities, placement and weapon cooldowns, in addition to ship variety, create a good deal of strategy. It's somewhat unconventional, but it's very real.
4. Absolutely not true. Smaller Covenant fleets can overpower larger human fleets.
5. Intentional to fit the lore. UNSC fleets can match them with coordination and capital abilities.
6. Fairly certain gravity wells are the same as vanilla, if not unchangeable, but I'm open to being corrected.
7. This varies with a degree of randomness and stealth cooldowns. A sloop can easily map out a whole solar system.
8. That would involve a ludicrous amount of micro-managing. Selecting every individual ship to use an ability is just silly. You can just tell your ships to attack certain targets.
9. Anchors aren't meant to defend planets on their own. They support other defensive structures and function as the UNSC's only phase node.
10. Damage and speed values are intentional to reflect the lore. Human ships don't survive long enough to "get behind" a Covenant fleet.
11. The AI of Sins is completely hard coded, and there's very little you can do to get it to do what you want. It can't rightly handle the pace and differences of the mod from vanilla, and its current state is the best the team can manage at the moment without it sitting there doing nothing.

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ScrubHunter
ScrubHunter

The Covenant are supposed to be overpowered because this mod aims to capture the feel of the Halo lore. Same goes with UNSC; They are weak due to the Covenants technological advantage using plasma weapons and shielding while UNSC warships use MAC cannons to punch holes into Covenant warships.So Hull and weapon points are high on purpose.

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KryliaViru
KryliaViru

So, question, why are the neutron star and friends having been made into yellow stars? I mean the reasoning behind it, I did my own client side fix to that problem, since you know. I kind of like having those.

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Guest
Guest

Every time I play the ai gets an insane amount of "Credits from other sources"

Like, a game-breakingly high amount. They all have Titans within twenty minutes on easy...What gives?

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SFIR
SFIR

The AI can't handle the faster pace of the mod, as compared to the base game. The money is basically an incentive to get it going instead of sitting there doing nothing, as has been a problem in the past.

You can ignore the "enemy titan detected" message. Put simply, the AI has to build a "fake" titan which triggers the message, and the "real" titan spawns in later on. It still takes a lot longer for theirs to build than yours, they just have the resources to do it sooner.

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KryliaViru
KryliaViru

Ye. You notice that second titan in the titan factory ever? That's the AI titan. It does 0 damage, can't move, but has all the health, armor, (and shields) of a normal titan. It probably doesn't have any squadrons, either.

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