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Blog RSS Feed Report abuse Latest News: Sins of the Prophets Update 02.16.15

16 comments by Unikraken on Feb 16th, 2015


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 of the mod is at an all time high. The updates may also make it look like the mod is ready to ship out, since the last news you saw from us mentioned having to rebuild the project. So, the SotP mod team would like to update you on the status of the game and the rebuild.

 Updated specular mapping for the iced worlds
"Updates to the ice world's specular map and Reach's texture."


The rebuild is about halfway done at this point. It's time consuming and monotonous work that takes longer to do due to the tedious nature of the project. While we have brought on two new coders that will eventually help us speed up tasks, they take time to train. Overall the project is picking up pace and should continue to do so.

"Work on the new HUD continues as we attempt to rebuild the UI
into something uniquely Halo and easy to visually digest in our fast-paced combat."

However, that isn't the only thing going on with the mod. We still have artists working on the project: fixing planet textures, working on the UI and HUD, fixing up aging engine and weapon effects, modeling and texturing ships that will eventually make it in-game.


"A shield world is encompassed in Flood biomass, but the battle
rages on between its AI caretakers and the parasite, visible on the night side."

Once the rebuild is complete, the process of fixing balancing issues, improving research trees, and general testing will begin. Before the rebuild the mod was rebalanced based on feedback from the July release of the mod, thanks to over 30,000 players and tons of feedback, so most of the testing will be centered around the UNSC Infinity and how new research affects the overall metagame.

"Work continues to improve Infinity and the Mantle's Approach, both visually and combat-wise."

"Thanks to VDNKh we've figured out a new trick that allows us
to use all engines on ships no matter the size discrepancy between them!"


We've fully customized SoaSE's Galaxy Forge map creation tool to use our custom planets, icons, and ships - allowing users to create multiplayer maps in the same way one can in Halo's Forge. We've also created a subforum on the mod's forum to post and rate user created maps. Highly rated maps may end up being part of the official mod, so get to work! (Click the image above to go to the Forgehub subforum, the download link below to download the tool itself.)

If you haven't seen any of the videos we've been posting of the Infinity in action yet, here is a little taste of what she can do with a little fleet power behind her!

The last item I want to share with you is a message we got from a Marine at MCAS-1 in Yuma.

Unsurprisingly, we're fans of the military here at SotP. I'm a veteran myself and it's truly awesome to get messages like this from our fans. This kind of stuff motivates us to work harder and produce a better product for all of you, especially those of you going into harm's way.

On the off chance you haven't downloaded the mod from our July 20th release in 2014, the following download link should accommodate you.

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SotP Galaxy Forge Map Editor v.0.56.1

SotP Galaxy Forge Map Editor v.0.56.1

Feb 11, 2015 Mapping Tool 14 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

Jul 20, 2014 Demo 177 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  (12020 - 12030 of 13,050)
kowkillar May 10 2010, 5:30am says:

I know your making the Flood a NPR, but I was wondering if your going to make Flood ships that look like the flood made it themselves or just took over other races ships which is the only thing we've seen them do.

+1 vote     reply to comment
atlas117 May 10 2010, 12:20pm replied:

good question

+1 vote     reply to comment
Kozer May 10 2010, 2:28pm replied:

The only thing flood do are take over ships. They kinda change the look of them but its just ships they take over.

+1 vote     reply to comment
Nakamura14 May 9 2010, 7:51am says:

I have only one problem with this vid: Why do ships here have such a rate of fire? And what sort of weapons are those beams which seam to be like ion canons in hw 2? There isn't such a weapon on the covie side. I think that someone said that those are pulse lasers... well I think that those who think so should look what pulsing means. Please decrease the rate of fire about 80% to make the mod a bit more Halo-like. The biggest problem is with the mac cannon and the plasma torpedoes. I'd make them count more and then you wouldn't have to fire so many of them. The missiles however were absolutely perfect.

+1 vote     reply to comment
Arbiter900 May 10 2010, 7:26pm replied:

actually if you read the Halo books, covenant(mainly Elite) ships can use all their ships power into a single shot.

+1 vote     reply to comment
Maxmaznz1 May 10 2010, 1:46pm replied:

be great full the mods even being made, i mean how often do we see space in halo

+1 vote     reply to comment
Dinoff May 10 2010, 7:52am replied:

dude not your mod dont make demands. state your opinions nicely instead of like an arrogant ***. if you are going to act like that then get off the forums because this mod is about the creator wanting to do this and him graciously giving us a chance eventually to play it not what you think should be part of the game.

+1 vote     reply to comment
Kozer May 9 2010, 5:56pm replied:

The video was shot 2-4x faster so it was not too long. The pulse laser are fine.

+1 vote     reply to comment
Myles87 May 9 2010, 4:20pm replied:

As has been mention in some other replies, the speed in the video is 2-4 times normal gameplay speed. I don't know why the video maker did that, but take solace that actual gameplay speed is not that fast.

+1 vote     reply to comment
thanas May 11 2010, 4:41pm replied:

I did it because I was stupid at the time and should have slowed down when there was actual combat and sped it back up again when there wasn't. It was an stupid error that I will correct in the next trailer and make sure it's done properly. Nobody gets anything 100% right the first time with no need for improvements.

+1 vote     reply to comment
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