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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Greetings Fleetmasters and Admirals!

Today we're releasing version 0.88.5 of the Sins of the Prophets public alpha!

This update includes numerous balance changes, bug fixes, new abilities, and 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.


There’s been significant changes to components of the balance since last release to account for exploits and to prepare for the introduction of future systems. As a measure to prevent certain exploits the DRP and CPV have been completely rebalanced, now each have different stats and the CPV has a brand new energy projector ability.

CPV Firing Energy Projector

Titan supply costs have been reduced by 50 to incentivise players to actually use them. UNSC and Covenant economy research and stations have had assorted tweaks, most importantly the UNSC has regained the stacking effects of trade ports however at a reduced rate.

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The CDA now has a decloak ability that affects units in range of it similar to that of the DOS and Artemis. There are many more balance changes in this patch so make sure to check the patch notes below for the full list. We've also introduced differences in unit speed, which has been a long-planned change that was overlooked while we work to improve other balance mechanics. Units are now in one of three classes of speed (Fast, Normal, Slow). Units in the "normal" category for speed are unchanged and will function as they did before. Fast and slow are self explanatory. See the changelog below for the list of ships that have been affected by the Fast/Slow speed tweaks.



For this update we’ve worked on updating as many assets as possible in preparation for the next big release. We’ve added canon accurate turrets to many of the ships in the mod including naval coilguns on the Artemis, Phoenix, and Valiant.


The Cradle finally got its long-overdue canonical size, the Penitence has been given its 3 character designation (DRA) and the Phoenix got a custom Heron dropship particle for its bombardment effect. We've also updated the model for the Marathon-class Heavy Cruiser. This was a real treat to get finished in time and we think you'll love it!

Last but certainly not least, Malcontent has added the cherry on top for this update by completely remodeling and updating the old Artemis.

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The Arty is kitted out with updated effects courtesy of Cole Protocol, a hull that could make any spook shed a tear and a set of dual side mounted Spitfire naval coilguns for that added kick. Take a look for yourself when you get in game!


Sound-wise there have been a lot of voice lines altered and shifted around to better fit vessels including a completely new voiceover for the CCS-class voiced by Thesk Darram.

Bug Squashing

As with the previous releases we have been working tirelessly to find and counter any bugs that may crop up in the mod. In this patch we addressed a potential bug involving scouts and wormholes causing a "darkspace" event. To do this we resized wormhole gravity wells and altered the cloak on scouts. A bug where certain units and abilities were unable to attack Patrol Stations and Combat Platforms has been fixed, units should now be able to attack these at will. Lavo found a potential bug with Flood audio and subsequently fixed it. A minor bug with the Longsword having mesh errors was corrected. The DSC had an issue fixed where it would not auto join fleets.

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Sins of the Prophets Alpha v0.88.5


Our full changelog for 0.88.5

Art -

  • New Artemis model complete with abilities, effects and added Spitfire turrets.
  • Added new CCS voicelines voiced by Thesk Darram.
  • Added turrets to the Phoenix, as well as a new D20 Heron particle.
  • Added turrets to the Valiant.
  • The Penitence-class has been renamed to the DRA-class.
  • Updated the Cradle-class to reflect the new Canon size.
  • Mesh and texture tweaks to the Longsword, Marathon, Epoch, Valiant, CAS, OSS and ORS.
  • Tweaks to Archer missile effects.
  • Tweaks to the Phoenix and Infinity particles.
  • New Spitfire and updated MAC particle effects.
  • Swapped the Epoch and Eion VOs.
  • Old DDA model is now the trade ship as a placeholder.
  • Assorted UI, String and Icon changes and Updates.
  • Tweaks to loading screens.
  • Antimatter is now referred to as Supply.
  • Changed “Supply” referring to unit capacity back to “Fleet Capacity” as to differentiate it from the upcoming Supply system.

Balance -

  • Removed Covenant tax increase
  • Reduced baseline covenant capital ship xp gain rates by 25%
  • CPV rebalanced to remove a potential exploit.
  • Patrol station CPV’s now are more similar to their player controlled counterpart
  • New CPV Plasma Beam ability similar to that of the CAS
  • Reduced OAS EP range to 15000.
  • Covenant's CDA construction research now unlocks the DRA instead of unlocking the ability on the DRA.
  • CDA can now decloak cloaked units similar to the ability on the DOS and Artemis
  • DRP rebalanced in anticipation of future Fleet Supply updates as well as making it less spammable, it also gains torpedoes through research now.
  • The DRA-class (Penitence) is now the Covenant colony ship and starbase constructor.
  • Changed DSC formation rank by 2
  • Increased UNSC exp gain by 50%.
  • Made Marathon's Hard Burn and Missile Volley require the ship to be level 2 or higher before they can be used
  • Removed Flak burst ability from Stalwart
  • Increased UNSC additional capital ship crew research values by 1 for level 0, 1, 6, and 7, bringing their maximum capital ship numbers to 28
  • UNSC Hangar Defense now costs 2 tactical slots
  • Moved Cradle to formation 2 rank
  • Removed the effects of diminishing returns for UNSC trade ports allowing trade ports to stack their bonuses again (However at a significantly reduced amount)
  • Removed antimatter techs from the research menus for all factions
  • All researches, save population boosters, capital ship crew, and ship supply now require labs to exist in order to function.
  • Titan supply costs reduced by 50
  • Scout spammability reduced.
  • Increased cloak reveal range of DOS/Artemis to 15k from 10k

Bug Fixes -

  • Fixed issues with cloaking
  • Fixed possible audio bug with flood ships.
  • Fixed import mesh error on Longswords.
  • Resized Wormhole gravity wells to vanilla sizing as to mitigate another darkspace issue
  • Fixed Gladius using fighter attack
  • Fixed issues with Patrol Stations & Combat Platforms not being targetable by certain units and abilities.
  • Removed Phoenix Support Ship bug
  • Fixed DSC not auto joining fleets.

Speed Update -

  • Sahara turn rate decreased below that of other “Fast” ships.

Ships now have one of three tiers of speed:


  • UNSC
  • Covenant


  • UNSC
  • Covenant

Flood -

  • Added more variation to Flood fleets.
  • Flood Carrier speed tweaks.
  • Flood graveminds now have a limit per planet.
  • Numbers within Flood fleets have been slashed to lower lag significantly.

NOTE: The Flood gamemode is still in a highly experimental state. It is recommended that you play with it off for now.

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RSS Files
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This is version 0.88.5 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...

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Sins of the Prophets Alpha v0.87

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

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Comments  (0 - 10 of 15,651)

Where's canadaman?

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sookendestroy1 Creator

He comes around every once in a while to check how far the mods come and gives his graces. For quite some time now the lead dev has been Unikraken.

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Is it possible to build RCS cruisers or are they only in patrol fleets?

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sookendestroy1 Creator

Only in patrol fleets.

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is there a map editor available for the latest version of the mod?

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I enjoy this mod more than the base game itself, I tell ya. The thrill of being the UNSC and trying to preserve your essential capitals while surviving the Covenant onslaught is one of the best experiences I've ever had. kudos to you devs!

On a side note, I noticed that the UNSC AI isn't making their own Infinity titans anymore. Before v0.88.5 this was what allowed the UNSC AI to actually win fleet battles against the Covenant, albeit attrition-style. As the sole Infinity-user (of the match), I had to focus on defending crucial planets in order for the covies to not smash through my ally AI's territories. This happened in my current match, Will of the Gods (Flood survival turned off, God help me if that's turned on), while the covie AI throw out one OAS after another. I can still mount an offensive with another fleet defending, but it's hard when your ally AIs seem incompetent (UNSC AI already set to legendary difficulty, Heroic Cov AI still beats them with ease) and need some babysitting for them to survive.

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Just gonna leave this here for reply purposes, I forgot to log in before posting this comment, lol (yes, comment above is me)

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Disappointed that the OAS was not nerfed in this patch, that thing is way to OP makes playing as the humans dreadful and frustrating, please please nerf the OAS it really ruins this mod for me.

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sookendestroy1 Creator

Focus your fleet on killing the OAS first, its a multi target weapon, if you leave it alive past a volley it will kill your fleet. After that you need to micro manage your ships to deal with its accompanying fleet and use the time it takes for them to get their units back to push your advantage.

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Yeah I do all that and then the ai makes the oas again and again. Honestly I think the balancing in this game would be better if the human ships respectfully did more damage for example. When I am building a capital ship like the epoch carrier it’s description says that its a deadly ship that can hold its own against enemy covenant ships but when it’s built I look at the stats and the damage points are extremely low to me that doesn’t make sense when I’m looking at this ship I see two huge cannons on the front but they don’t do a dent to enemy ships. You see what I’m saying? The human ships do hardly any damage even when everything in armament is researched the human ships don’t be hold their own as these big heavy cruisers and carriers it baffles me.

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Malcontent1692 Creator

After reviewing our files i've found that there's nowhere in the mod where the Epoch carrier is described as particularly deadly or able to hold its own against Covenant capital ships. And if you're building Epochs as your main combat capital ships that is definitely not the right way to use them. They are tanky and have a lot of fighters, but that's about it.. You can look at the damage values of every ship in the build menu and see that there are stronger offensive ships, Epochs are for support.

If you're familiar with Halo lore, well that's the point of human ships. They don't do crazy amounts of damage and can't shred through covenant ships easily. You need to outnumber your enemy and bring the appropriate fleets to battle. However, a fully researched and properly managed UNSC fleet can effectively decimate Covenant fleets if you know your tactics.

Reply Good karma+2 votes

The UNSC inflicts a downright horrifying amount of alpha damage. The number listed in the tooltips when you mouse over a unit is the average damage that weapon does per second, which includes recharge time. The UNSC is more than capable of overwhelming the OAS.

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When facing OAS's your best bet is to attack them with Artemis cruisers. the Cov-Killer ability allows it to quickly deplete its shields. Epoch Carriers have mostly MAC Turrets like on the Phoenix; it's more crowd control than an actual MAC ship. And remember to bring in Valiants and Punics for fleet buffs (Valiant's range increase allows you to inflict damage before the Covs get within firing range.

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