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Dawn of the Reapers .5 The Harvest Release Information


Hello again folks, your friendly neighborhood mod dev here. Our initial plan was to release .45 shortly after our last one. With bug fixes and few added features that we simply didn't have time for before our last release. Well the Sins 1.83 patch took longer than expected, and because of that we have pushed the release back farther than expected but with more added features than we have anticipated on adding. This patch will begin our work on the Reapers. Do not expect them to be perfect right off the bat, this will be a slow and steady balancing project that we aim to get right.

Overall


- Some minor UI fixes, including faction selection screen. To make it easier and more practical to switch between your desired factions.

- In-game navigation buttons have been overhauled to represent the ME theme we are going for.

- Tech trees for both Cerberus, and Council have been 99% completed.

- Abilities are trickling in, by the time of release the mod should have most if not all of the Cerberus and Council abilities done and working.

- Minimum game resolution has been increased to 1366x768, This is simply to create an experience with better quality for you the user.

- New unique planet types for your map making fun (Citadel, Omega, Mass Relay, Omega Relay)

Main Menu Harvest

- Some Small stat fixes

- Titan abilities have been added, and thanks to 1.83 the Themis (Synth Super Cap) is capable of literally destroying planets. You know if you want to.

- Multiple starbases, each starbase has pros and cons. Chose yours wisely or risk losing it. (Yes their weapons work now too)

New Release pics

One is meant to be offensive the other is used as a means of production. Both are from Bioware concept art


Council


- Council 99% complete, Salarians Included

- UI, Ship pictures, and build buttons have all been redone.

- Node system helps generates revenue for Council, ITS NEEDED!

- Paragon/Renegade split allows you to chose your fleet selection and play style.

- Council Extranet Hub has passive fleet defense ability that will call in a small picket fleet if the gravity well in question comes under attack. Once the well is cleared of enemies, the fleet leaves until its need again.

- Added Titan options due to hard limit increase in 1.83 opt in patch.

- Carriers are now neutral options, All Alliance vessels are accessible without faction choice. How they play will be dependent on your faction specific research.

New Release pics

Any thing highlighted in blue is paragon locked, with red being renegade locked.

You get to chose your play style.


Reapers


- We have begun work on the Reapers, REJOICE.

- Added units with stats

- Correct or appropriate voices for each unit.

New Release pics

The time of our return is coming.......



Assuming Control - Collectors - Mod DB


Special Thanks


At the end of this I want to throw out some special thanks to a number of people who have been MASSIVELY critical to getting the mod this far.

ZombieRus5 - Without him this mod wouldn't have gotten off the ground period.

Psychoak - Who has been of great help with some our more difficult abilities.

Skyline5GTR - Who helped give life to Cerberus in the early days of the mod, and is a generous tutor who helped me pick up the skills to continue on my own.

Waseem - His music creates the perfect atmosphere for the mod, it simply wouldn't be the same without it.

DiscoverME - His voice over and effect work have put this mod in a category all its own, and helped to properly immerse anyone who plays it in that Mass Effect atmos we all loved so much.

ChaosChild - Her photoshop skills formed all the pretty particle effects that you will see while playing, and added another level of immersion to this mod. Also created the concept art being used to create a number of ships soon to be in game.

Malcontent - Who is helping with the Salarian designs

Playtester Corp - There have been to many testers over the years to name them all, but all of them deserve a nod for helping me debug, test, and fix problems that would have otherwise gone unnoticed.

Release Information


Date - TBA (We will know within the next 3-4 days)


Playtester Corp Applications


We are still in need of good qualified testers, do you think you have what it takes? Feel free to apply Requirements are listed below

Requirements

-17 of age or older
-Must have skype and ability to have full use of it
-Be able to join in skype calls more than 1 time a month
-Be able to at least put 4 hours a week into helping develop the mod
-Have basic understanding of Mass Effect Lore
-Have the understanding of installing mods for SOASER
-Have more than 100 hours of play time from playing the vanilla or any other mod.(I.E. understand the ship stat values to be able to properly give feedback about balancing.)

*Previous testing experience desired but not required


Once an offer has been extended and accepted, you will be in a 4 week probationary period in which inability to meet the above requirements will result in a loss of your position and replacement. We understand this sounds strict but in order to provide a quality mod we need people who are just as invested in this project as we are and that requires strict standards.

To apply send emails to Paul@prolificstudios.net


From the Prolific Studios Staff we thank you for your patience.

Dawn of the Reapers .4 Release Information

Dawn of the Reapers .4 Release Information

News 12 comments

Change log, Pictures, Music, links, and more pictures.

Open Applications for Testers

Open Applications for Testers

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Prolific Studios has begun recruiting playtesters for Dawn of the Reapers.

Dawn of the Reapers V3 Onslaught Update

Dawn of the Reapers V3 Onslaught Update

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A small summary of the changes that will be in the next release of Dawn of the Reapers. We are also including the release date so that you folks can look...

New Website!

New Website!

News 3 comments

We have as a studio decided to make a home for ourselves on the internet, please feel free to join us.

RSS feed Downloads
Dawn of the Reapers .4 Reprisal

Dawn of the Reapers .4 Reprisal

Demo 82 comments

The forth installment of Dawn of the Reapers, please read first comment.

Dawn of the Reapers: V .3 Onslaught

Dawn of the Reapers: V .3 Onslaught

Demo 83 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

Demo 83 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

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  (70 - 80 of 10,300)
Verenn
Verenn

Hey, I've got just one question. Can't you use original soundtrack and some sounds of the ships? Cause I've seen mod or two (Fantasy Fleet for Gratuitous Space Battles, and Mass Effect - Unification for Battlefront 2) that uses original sounds.
If it was answered before, then I'm sorry. I don't mean to annoy you or anything. I hope you'll keep up great work :)

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Lord_Setesh Creator
Lord_Setesh

For potential legal reasons, we do not use any material from or ripped from Mass Effect.

Reply Good karma+2 votes
Verenn
Verenn

Well, in the end while I respect your decision, I think that nothing that bad might happen if you would use those sounds. Lot of ME mods use them, I've asked team behind Unification if they fear any legal reasons. They've answered, that their argument is, and here let me quote:
"the presence of licensed sounds/music in MEU does not significantly impact the respective copyright holders' ability to profit from the original works.

Because honestly, if anything, we're improving their sales, haha"
And I think that it could work with your great mod too. Still, don't want to annoy, just expressing my opinion.

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DiscoverME Creator
DiscoverME

It is a breach of the EULA to do so. It is unwise, regardless of intent, to put yourself in a position where you can be prosecuted at any point in the future.

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Lord_Setesh Creator
Lord_Setesh

I have already given my answer.

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Verenn
Verenn

Makes sense, thanks for answer

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samcan244
samcan244

great work with the update and as i started the mod v0.4 up i was hoping the reapers had beed worked on and yes sovereign was added insted of the old crummy thing hopeing the next update is great continu to make great mods :)

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RaynerPL
RaynerPL

Great mod guys :) I am a fan of Mass Effect trilogy and it's nice to play a strategy game based on the series, but it's still quite early version of the mod, right? There are some details a bit distracting from "immersing" in the universe, like: icons from standard SOASER (ships, technologies, planets), tech descryptions (mentioning old weapons and factions), some ships have the same models, some "old voices" from standard SOASER and etc. Those are details but are you planning to do some changes to those in the next version? And a few questions if you have time to answer: are you planning to add some more techs to the Citadel faction (comparing to the others two, they seem to have a bit small ammount) and any defense structures? (I saw that ships can sometimes come to endangered gravity well, but with all those empty tactical slots... you know... maybe a hangar or something?) And about mechanics: is it a "game problem" that AI sometimes seems to be passive and stuck in few gravity wells, eventually starting to develop after some time in the game? Sorry for any language mistakes, languages are not my strong side :)

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UnknownEntity1234
UnknownEntity1234

For some reason the AI isn't working correctly on certain maps for me. For example, when I play on skillian blitz 1v1 against an insane cerberus aggressor AI, the AI will not take any planets but they'll just assemble a large fleet and then do nothing. They won't attack me, but they'll just move their fleets to the wormhole system one jump out of my capital and then sit there forever waiting for me to kill them. I've experienced this problem on other maps too where the AI will not even take any other planets.

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ZGames
ZGames

So, something that I noticed about the final battle in ME 3. When the fleets are forming up they are coming out of what has to be ship powered lightspeed jumps around the planet Jupiter. (Has to be a lightspeed jump because the mass relay in the Sol system what once was Pluto's moon Charon) We then see Joker say to Commander Shepard ready to engage on your command. They are not shown jumping back into a lightspeed mode and it is implied by the next shot that right after Joker says this they are on the cusp of engaging the Reapers at Earth. When the camera pans around you see that they are indeed at Earth.

So, unless they just decided not to show the second 'warp' jump, Shepard stood on the bridge next to Joker for a long, awkward, time. Hackett gave his speech and everything and everyone spent the next few hours just hanging out.

I guess at least it gave Garrus some more time for calibrations.

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Lockerd
Lockerd

the Mass Effect sublight engines can accelerate ships to near light speeds, about 90% of light speed. in theory it'd only take thirty minutes to an hour to get to earth, two hours if the apsis of the earth brings it closer to the sun IE Winter.

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Spetsnaz666
Spetsnaz666

was 4.5 delayed? Understandable considering that it was the holidays.

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Lord_Setesh Creator
Lord_Setesh

We are waiting for the Sins 1.83 patch which is due sometime this month, it allows for some very useful abilities and functions we have deemed critical to our next release. We are sorry for the delay.

Reply Good karma+3 votes
Grimjowl
Grimjowl

Awwwwh... Now I'm even more excited.:D

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