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  (60 - 70 of 14,081)
ShadowODST Nov 5 2015 says:

Curious here, but would it be possible to put a "block" as to how far a faction can level their research? I was thinking, more or less, in the theme of canon, that say one were to be doing the fall of reach campaign, the UNSC faction couldn't be able to reach a certain part of the research tree- for example, can not research post Covenant-Human War technology (IE: Autumn-Class, Infinity, shield refits, highest armor capable would be Titanium-A, etc). Now I know that one of the main goals is to make the mod as canon as possible- would it be possible to "control" the AI for certain missions as to how much they are able to research? Or is it hard code blocked? (To which if so hard coded, I know some ITs who can break hardcode surprisingly).

+1 vote     reply to comment
Captain_agigabyte Nov 10 2015 replied:

Pretty sure it isn't possible.

0 votes     reply to comment
Neil2891 Nov 3 2015 says:

Hey guys great work on the mod what a difference from the last update keep up the good work.
Just thought ad give you guys some feedback on the game I know you guys like to hear how we find your hard work.
Just to say I love the mod and the work that you guys have put into it really shows the two factions are now distinctly different to play now which I personally like.
I find that when playing as the UNSC the covenant don't attack very often and stop building ships at a certain point which can ruin the feel if the game is one sided. I have also found that when I attack the covenant starbase they can fall easily and there planets have little in the way of defence in late gameplay. I think that the balancing of the ships is much better and when I face a covenant ship in combat I am worried as to how it will turn out which I like.
When playing as the COVONANT I find that early game it can be difficult to get a steady economy which I suppose is to help so that you can't build too many ships but I think if you are keeping the orbital defence platforms buildable from the start then the covenant need something to help them in the early stages to take them out.
I have also found that the AI also just sits back until it can build the infinity then they attack all out which can be difficult to defend against as planetary defences for the covenant are in my humble opinion somewhat lacking.
I do like the new covonant Titan it's epic and I think it can fend off most of what the UNSC can send its way it can't however fend off against the infinity I think it should be able to handle infinity slightly better am not saying it should win but it should be able to last longer than 2 minutes.
Last peice of constructive criticism is that I find the maps a bit to dark I love the look of the ships and I feel that they can be hard to see and it would be nice to be able to see them I don't know if there is anything that you guys can do about that but I just thought I would say.

I love the game and I will continue to follow this mod for all time and I love how much hard work and time you guys put into the game for people to enjoy and play.
Thank you

+2 votes     reply to comment
weapon12machine Nov 3 2015 replied:

Feedback like this will be best seen on the forums. There's a number of threads there which you can post your feedback: www.sinsoftheprophets.com/forums

+2 votes     reply to comment
UnknownProphet Nov 3 2015 says:

Just a Few questions:

How do I get Strident Frigates?
Is the 1.0 update after this? (not including small patches, just major releases like this)
How do I change the skybox?

-1 votes     reply to comment
themetanator Nov 4 2015 replied:

Strident Frigates are not currently in the game. You can spawn them through black magic, but they are by no means balanced at the moment.

+1 vote     reply to comment
UnknownProphet Nov 7 2015 replied:

Black magic? Dev mode? That's how I spawned Forerunner ships.

+2 votes     reply to comment
sys2408 Nov 3 2015 says:

I just noticed I seems to be hearing Covenant themes all the time playing as UNSC, especially noticeble in battle themes. For previous versions, I remember hearing UNSC combat theme 2 quite a lot, but for now I almost always gets cov_bat_2_v2.

Not sure this is some bug or issue caused by base Sins. It was always confusing how base game assigns music to based on the situations. Any suggestions?

0 votes     reply to comment
fosters52 Nov 3 2015 says:

Have you ever thought about adding stuff from Halo 5 Guardians? For example the new Covenant ship designs and the Guardians themselves

+1 vote     reply to comment
Vilinius Nov 3 2015 says:

lol forerunner would be pretty OP. but balance was never their strongsuit. maybe just make all their ships like 200 cap and call it a day

0 votes     reply to comment
Captain_agigabyte Nov 10 2015 replied:

There are plans to balance it, young padawan.

0 votes     reply to comment
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