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Dawn of the Reapers V.3 Onslaught has been uploaded.
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11 comments by Lord_Setesh 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.

before2
before1

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 65 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  (60 - 70 of 9,964)
Nenjamonky117
Nenjamonky117 Mar 22 2015, 7:51am says:

What priority are the Reapers in development? Will they be focused on next, or will you be finishing up the Alliance?

+1 vote     reply to comment
Pandemonium_Reaper
Pandemonium_Reaper Mar 22 2015, 7:08pm replied:

Council is what the devs are WIP

0 votes     reply to comment
Lord_Setesh Creator
Lord_Setesh Mar 22 2015, 5:00pm replied:

Reapers are last.

+2 votes   reply to comment
Nenjamonky117
Nenjamonky117 Mar 23 2015, 10:09am replied:

Also, as I'm not a modder, (and this is COMPLETELY out of curiosity) how hard would it be to animate a ship?

What I'm thinking is how hard would it be to add animations for the Reapers legs? Or the moving sphere on that one Quarian capital ship?

+1 vote     reply to comment
IonusTheForsaken
IonusTheForsaken Mar 23 2015, 12:40pm replied:

It's Pretty Simple To Do The Moving Sphere,The Legs're Possible,But The Waste Of Time Isn't Worthy it I Presume.

-3 votes     reply to comment
Lord_Setesh Creator
Lord_Setesh Mar 23 2015, 2:34pm replied:

It's not simple. Even basic effects require a bit of work and when you involve a mesh it becomes a lot more difficult. Also if an effect is persistent it becomes very taxing on the game and creates lag later on in game. So I repeat its not simple.

+4 votes   reply to comment
Levia18
Levia18 Mar 22 2015, 5:03am says:

Just of curiosity.
How will te Crucible work in the mod?
Will it be able to dock to the Citadel?
Will it somehow hold back the Reapers or delay their harvest?

+1 vote     reply to comment
Lord_Setesh Creator
Lord_Setesh Mar 22 2015, 5:02pm replied:

Please search before asking redundant questions.

Moddb.com

+2 votes   reply to comment
Alphawolffy1
Alphawolffy1 Mar 22 2015, 2:29am says:

Three things.
1. Love the mod

2. The mod hates the Steam Overlay. Crashes every other time I try and open it.

3. I had a thought about the resources. I know credits makes sense for all factions except the Reapers. But while I was playing a thought popped into my head. "What if instead of credits, the mod used "population"?" It would make sense, because just like credits, people would be generated by planets as well. It would allow the Reapers to make use of all three resources in a way that makes sense. And I feel it would fit the theme. Just a suggestion.

4. I know I said only three things, but while typing that I remembered another thing I thought of a while back. I vaguely remember some debate about a "Stealth" ability and after screwing around in SoaSE's code, I had the thought of maybe being able to re-skin the "Diplomatic Immunity" ability on diplomatic cruisers to work as a sort of "Pseudo-Stealth" ability. It wouldn't be perfect, of course, as players would still be able to see the ship, but it could simulate enemy ships not being able to detect the "Stealthed" ship.

Just some thoughts. Love the mod to death.

+4 votes     reply to comment
DiscoverME Creator
DiscoverME Mar 22 2015, 5:05am replied:

I'll reply to number three, since I already know the answer to that one. As fantastic as it'd be to rename the parameter, we are still debating over use of strings and canon story material. I am sure we will eventually come to an agreement further down the line as to what name should be given to civilian assets within the game.

Thanks for the suggestions, these are some things to consider! Enjoy the mod!

+1 vote   reply to comment
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