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Dawn of the Reapers V.3 Onslaught has been uploaded.
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11 comments by Lord_Set on Feb 11th, 2015

So with the rapid progress we have been making the last several weeks, I wanted to do an update to show you and demonstrate exactly whats to be expected with this glorious upcoming release. I want to start by introducing ARC, I would elaborate further but she is perfectly capable of doing that herself.

ARC will be almost constantly communicating with you in-game giving you updates, and telling you of galactic events.

On to the asset updates. Cerberus is almost done in terms of ships. Since the last release we have added 3 more Capital ships to each faction, as well as replace all the stock ships left in Cerberus. Each ship in game has been given its own respective voice overs courtesy of MEDiscovery who has been working overtime to help get Cerberus done! I spent two weeks updating all the skins on the Cerberus ships to better emulate the ones seen in Mass Effect. Included below are some simple before/afters for two of the ships that have undergone the update process.


With new bloom shaders that we have been provided the ships now have that pop that has been missing for so long.

Included below is a small playthrough/Interview I did with Gul_Dukat of SA3 that includes A LOT of the changes that will be included the following update.

We are releasing Version .3 Onslaught on
February 21st, 2015

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Dawn of the Reapers: V .3 Onslaught

Dawn of the Reapers: V .3 Onslaught

Feb 21, 2015 Demo 57 comments

Version 3 of Dawn of the Reapers, Please enjoy and keep in mind this is still an Alpha.

Dawn of the Reapers V .2

Dawn of the Reapers V .2

Aug 31, 2014 Demo 84 comments

Second release of Dawn of the Reapers, comes with a ton of updates almost too many to list.

The Sacrifice of the 55th

The Sacrifice of the 55th

Sep 19, 2012 Other 31 comments

Just the script to the live action trailer I hope to have enough time to work on sometime in the next few months.

Post comment Comments  (50 - 60 of 9,799)
CNCMarine Feb 25 2015, 10:06pm says:

so why do none of the ships have barriers

+1 vote     reply to comment
Lord_Set Creator
Lord_Set Feb 25 2015, 10:13pm replied:

They do in a sense, the ability Kinetic Barriers that all ships have mitigates all damage by 70% until your eezo supply runs out. Its more lore friendly.

+5 votes   reply to comment
Brutoni Feb 26 2015, 12:32pm replied:

Set. I don't think the barriers mechanic is working on all ships. Certainly in a recent game the Destiny Ascension was not using up any Eezo what so ever. Said Reaper cut through her like butter. Now I expected this to happen as it was the Reaper Titan but it was shocking to watch it cut through her and 2 capital ships. All while being attacked by over 24 squadrons of bombers. (3 super carriers and some cruisers).

On that note 3 squadrons for the council carrier seems quite low given that it sacrifices huge amounts of health and armour to get it. 1 more squadron of bombers for pretty much the same health as a cruiser. In the lore the Alliance do create dedicated carriers for sure however the impression I had was they have considerable waves of fighters that made them worth the risk :).

+1 vote     reply to comment
Shockmatter Feb 26 2015, 9:04pm replied:

Set is aware of of the DA barrier mishap. Rest assured, all of these issues will be addressed with throughout the progression of the mod. As impressive as everything looks and functions, we're still only in Alpha and in my opinion Set's work only gets better and better with each update. He's as knowledgeable of the lore as can possibly be.

+2 votes     reply to comment
Brutoni Feb 27 2015, 12:53pm replied:

Of course. Didn't mean to suggest he is not doing excellent work!! That we can almost play an Alpha with 2 effective factions (Cerberus loyal and renegade) like we would a Beta is pretty impressive. Also shows how close to the mark the team have got it :).

Just thought I should point these little bugs out. Even if the team can't get to them atm it will help them later to pick all this stuff up :).

+1 vote     reply to comment
CNCMarine Feb 25 2015, 10:17pm replied:

k gopd to know tired of going to the first planet offthe right anmd having my cap destroyed even with a patrol fleet

0 votes     reply to comment
Lord_Set Creator
Lord_Set Feb 26 2015, 12:19am replied:

This mod operates on a different mechanic than the stock game. Its operations are different and must be handled as such, expanding isnt made easy anymore. You will have to plan and calculate to gain ground. Don't just expect that all mods replicate the system stock sins uses.

+4 votes   reply to comment
Guest Feb 26 2015, 3:57am replied:

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DiscoverME Creator
DiscoverME Feb 25 2015, 1:35pm says:

Here is the link to the Awakening OST for those asking for it.

+1 vote   reply to comment
Guest Feb 25 2015, 1:13pm says:

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DiscoverME Creator
DiscoverME Feb 25 2015, 1:34pm replied:

We are currently working on Salarian ships right now.

+1 vote   reply to comment
Brutoni Feb 25 2015, 2:26pm replied:

So excited :). It must be quite hard to work out what to include for the council. At the end of the day just off the 4 major races (Human, Turian, Salarian and Asari) that is 12 ships if you do 1 for each tier. Before considering Geth, Quarian etcetc.

+1 vote     reply to comment
Borthonox Feb 25 2015, 5:07pm replied:

Korgan master race... But They have no space ships :(

+1 vote     reply to comment
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