Update for SoaSE v1.85 compatibility included below as well as relevant changelog!
We are officially releasing version 0.81.2 of Sins of the Prophets to the public! We’ve been working the last few months on ways to increase player immersion and make SOTP a more complete experience, as well as updating content to fit closer with the new Halo: Fleet Battles expansions. We would like to thank everyone for providing feedback, suggestions, and bug reports from the previous iterations of the alpha. We read and discuss every issue and suggestion brought forth and work tirelessly to improve the player’s experience. We're eternally grateful for having such a passionate and helpful fanbase. Our fans are what drives this mod and we have some of the best!
Greetings from the SotP dev team!
Today we are releasing version 0.81 of Sins of the Prophets to the general public!
We’re hoping to improve the immersion of the player by making the experience as seamless as possible, as such we have been updating our content to be more contiguous and fit in with the Halo: Fleet Battles roster. We’ve taken feedback and suggestions from the community and used it to improve wherever possible within the limitations of the engine. We hope these changes make the experience that is SotP a much more enjoyable one. We thank you all, whether you’re new to the mod or have been actively following since the beginning, for your support and your interest in our little Halo project.
There have been many changes to this version of SotP, many of which are to do with new textures, models and UI elements. We were hoping to get the update out before E3 so that we could all enjoy the hype together, as such this update is relatively light compared to previous versions, but it adds some much needed improvements to get us that much closer to version 1.0. While you’re enjoying 0.81, this will give us time to do some more intensive work on future plans for the mod, which includes yet another rebalance of the units.
Notable Changes
- The Orion-class Assault Carrier has replaced the Phoenix-class Assault Ship as the starter capital of the UNSC.
- The DSC-class Support Ship, Stalwart-class Light Frigate and ORS-class Heavy Cruiser have had a complete redesign, including a new textures and/or models.
- The Haven starbase has been removed in anticipation of future developments.
- The Covenant refinery and hangar defense have had updated models and textures.
- The Epoch has had slight tweaking to its texture.
- New UI elements have been added, replacing many of the old placeholders and missing icons.
- Added DOS-class Supercruiser VO (Voiced by Tyler from Halo Collective).
- Updated Covenant UI VO (Randy Aguebor).
- Added several SFX for frigate and capital ship factories.
- Updated shield impact effects.
- Updated slipspace charge-up SFX.
- Minor tweaks and EQ changes on several VOs.
New and Improved
New
In our effort to utilize the amazing work Spartan Games is doing for 343 in the creation of the tabletop boardgame Halo: Fleet Battles, we’ve added some of their newer designs to our roster. Our 3D artists Malcontent1692 and Sookendestroy have worked in tandem to model and texture these ships to our high standards. The Orion-class Assault Carrier has replaced the Phoenix-class Assault Ship in its role as the colonizing capital ship and their DSC-class Support Ship has replaced our older design and has been updated to better represent HFB’s stats and roles.
Improved
We’ve been trying to make the ships in the mod more cohesive, as such we’ve unified the art style of many of the ships. The ORS has had an update to its texture and model, the Epoch has has some minor texture work and the Stalwart has been completely remodeled and retextured to closer resemble the IN Amber Clad from Halo 2 Anniversary, with SotP flair. Over time we’re going to be moving all Covenant ships to the purple standard other than those we and the Homefront team deem to look best in silver.
VO/UI/SFX
“The ancients grace us!” as our sound designer I_Am_Sancho, particle artists Cole Protocol and Sgt Toothpaste, and UI artist WyvernZu have been hard at work to beautify the mod. There has been a significant amount of improvement in the UI, almost all placeholders have been replaced and many of the existing content has been modified. The sounds and VO’s of the mod have been gradually improving since the last update. By the way, we are always looking for more voice overs so feel free to apply by contacting I_Am_Sancho! Finally, we’re trying to make the effects in the mod less intrusive and more immersive as such our resident FX artists have been working to improve these issues.
Scale Chart
We've taken the liberty of updating the scale chart to include the new and improved ships and reflect the current rosters. Thanks to the efforts of ElijahBl and WyvernZu it looks better than ever! Clicking the image above will take you to Eli's deviantArt page where you can download an 8K version of the chart. The chart is also included in the download for 0.81.1 of the mod.
Download
The mod can be downloaded from the link below. Please spread the word about this release and help us reach out to those in the Halo community who might want to play an experience like this, but don't yet know about the work we're doing!
We’re Recruiting!
Looking to help out the mod? Looking for a way to gain valuable experience and have your name on a highly acclaimed project? We at Sins of the Prophets are always looking for capable, creative and talented people to help out and join the team. If you can code, model, create effects, voice act, concept or have any number of other skills, we’re looking for you! Contact us at any of the links below for more details and should you be interested apply today! However, if you’re just looking to playtest the mod the only sure way to get that coveted position is to be active on our forum and submit clear and detailed bug reports following public releases!
Social media
Forum
Facebook
Twitter
Reddit
Wiki
A big thanks goes out to Sookendestroy for helping me throw this article together. Have fun in SotP version 0.81!
0.81.1 Changelog (SoaSE v1.84 Compatibility Update)
- Updated mod to be Sins 1.84 compliant.
- Added DRP model.
- Nerfed DSC weapons.
- Fixed bug with DSC spawning fighters.
- Added new SMAC muzzle sound.
- Updated DSC textures.
- Fixed a number of broken unit pictures.
0.81.2 Changelog (SoaSE v1.85 Compatibility Update + Balancing)
- Necessary compatibility changes to work in SoaSE 1.85
- Sahara cloak now lasts 10 minutes, where 1 anti-matter(AM) = 1 minute of cloak (cloak ends when the Sahara is down to 5 AM)
- Sahara's AM regen has been changed and is slower compared to old rate
- Sahara's laser now is useful to light cov/unsc frigates and fighters
- HORNET mine activation radius increased to 1000 from 200. They are now deployed over a larger area than before. Ability cooldown was decreased to 30 from 90 and mine laying count was increased to 7 from 5. Increased mine clearing radius to accommodate the new HORNET activation range.
- Changed Paris armor type to match Halberd/Eion and fixed CRS armor type.
- Minor Covenant patrol ships XP set to zero.
- Re-added Haven starbase renamed as the CDA-class.
Wait, why did you not just keep the Haven in game until these future developments are finished? Won't that really throw off the balance of the game?
Not really, the advent of the Patrol station for the Covenant gave them a hardy defence, which made the Haven unnecessary and borderline OP when used in conjunction with them. We felt that until the new Covenant starbase is done, it would be best to remove it. Details regarding this starbase redesign should turn up soon.
Is it possible to make a mod that lets you play as the flood all of my life i have wanted to play as the flood
is it intentional to all computers build titans in under 18minutes in all difficulties? every single one of them builds a titan in the exact same moment in all difficulties before 18minutes have passed
Same here.
But there is always an easy answer to everything like that: computer players - OP.
Yeah this is still VERY unbalanced. The UNSC is ridiculously overpowered and the covenant doesn't get starbases. Or any good defensive buildings in general.
No defenses in general? Do you not build Patrol Stations?
or hangar defenses?
"GOOD" defensive structures. Like, the UNSC get's SMACS with 1000+ damage and 2 starbases per gravity well. Your ****** hangars and patrol stations aren't much in comparison.
I think you're forgetting that the covenant ships on average can take on multiple UNSC ships at once, and the Patrol station especially when upgraded allows you to call in basically a whole second fleet to support your main ones.
Also if you haven't realized the usefulness of seraph bombers from cov hangars (when one bombing pass can kill several UNSC ships, even Capital ships fairly easily I might add), then I don't know what else to tell you there champ. I invite you to have multiple patrol stations on one planet mid-late game and then come back and say that the cov defenses are not "good". I'll even get a snack and wait :)
Yeah they still aren't that good. My UNSC opponent just went all in on my most heavily defended system. I had my entire fleet there, max capacity, titan and all, tons of hangars and 3 patrol stations. But the UNSC is just so overpowered. They just tore my entire system to shreds in a matter of mere minutes. Allow the UNSC to build up any kind of momentum and you're royally screwed.
Just the simple fact that the UNSC can outnumber you like 4 to 1 makes it incredibly unfair. Especially due to the fact that as the Covenant you don't get any kind of static, pure damage dealing defense platforms or a starbase.
This comment is currently awaiting admin approval, join now to view.
Also mind that I had every single science upgrade. So my shields, hull and weapons were all as beefy as they could get.
And I get it. It's still an Alpha. I just think that these are the things that need to be balanced so I'm trowing it out there. So please keep that in mind next time you (or whomever it is) downvote my comments.
Over the next few weeks we will be addressing concerns such as these and doing further testing in hopes of verifying these issues and solving them. As we are concepting new ideas for the mod the balance will need to be fine tuned and adjusted in future updates. We hope you can understand this as we attempt to further SOTP and bring it closer to a more complete, enjoyable 1.0.
Do have a save game from right before or after the UNSC fleet jumps in? I'd like to take a look at the fleet compositions present and also attempt to fight out the battle myself, to see if it was one sided.
No I turn autosaves off. And it happened quite suddenly so I didn't really think about saving. But I can probably recreate the circumstances.
I assure you, I was not downvoting you at all, but i still disagree that the cov defenses aren't up to par. We have multiple people on the team that can easily defend against the UNSC as the Covies.
They have better ships, better and faster slipspace, better weapons, you can wipe out half a UNSC fleet in a matter of seconds with ease. And having just 2 patrol fleets in one system can allow you to call in nearly 100 ships by themselves, not to mention any main cov fleet you may already have. I've seen the AI (with how braindead it can sometimes be), hold off waves of enemy ships with just 2 patrol stations alone. I really cant quite understand why you'd be having that much trouble countering UNSC fleets. You just don't need a static defense as the Covenant (they had no SMAC-like defenses or anything like that in lore, they didnt need them...because they're the Covenant).
Also, if you're playing games where you've allowed the UNSC to get to the point that they're overwhelming you that badly, you're not playing the Covies correctly. The entire point of their play style is to NEVER let the UNSC get anywhere near that point.
eeehhh..yeah the cov are great in being op....but i do have to say that cov defenses need to be looked at....im not saying they are underpowered (one game i was fighting a UNSC AI and they attacked one of my planets, i had 2 patrol stations and a full fleet of 22 CCS with 3 CAR Assault carriers. took 1 hour to get that system locked down cuz the AI kept bring in ships as fast as i could kill them...idk if thats due to poor defense or to much firepower?) but i felt that after losing 4 patrol stations and 40+ CCSs (yes they died alot lol) i think the cov need there own turrents or something... just letting u guys know what i think... nothing bad ^^
The Cov I find are pretty effective at being OP against the UNSC, until you hit lategame. If you have a fleet of Punic-Class Supercarriers, the Infinity, and whatever other filler ships you can throw in there, it can tear the Covenant Apart. However Marathons, Autumn-Class, Epoch-Class, etc. all will be ripped to shreds by the Covenant. Seraph bombers will annihilate your SMACs too.
But if the Covie fleet has the chance to level up because of the assaults, even Punics and the Infinity will have problems.
You have to be very careful to prevent that from happening.
UNCS player tactics i feel are more used on defending chokepoint with massive fortifications and then using overwhelming numbers o any and all planets. never keep that strike fleet in one place. the idea with this tactic is a "wither on the vine" cut the cov supply chains if the cov responds us a second fleet to hit another area. if the cov doesnt just nickel and dime it to death. sure you might lose one fleet but you still got a kill.
the cov tactics i feel are more based on building a small fleet and start glassing. build more small fleet and keep your space patrolled. while the main fleet just burns everything in sight. try this. for every 6 ships you build send 2 to the main fleet and the other 4 to the patrol fleets. good thing with the strategy here is that as you keep expanding out if and keep your patrol fleet out on the outer rim of your empire you can send them to back up the main fleet if it come across a UNSC stronghold. "Rolling Thunder" tactics at its finest.
The UNSC is very overpowered on defence. that is true. its there shining trait. that said try to attack with them.
UNSC player: "Die alien scum!"
Cov player: "ahahahaha burn little men burn!!!"
they get slaughtered. one on one the cov just wipe the floor with the UNSC.
Goodbye "Spirit of Fire".
Don't worry we have halo wars 2 now.
I like this new path of working with new developments on ship design.
Edit: solved, got mod to work by using your v1.83 patch.
Thanks for a great mod, my son gonna get a great surprise.
Have ODPs been buffed? They seem to shoot at incredibly high rate
What happened to the Galaxy Forge? I liked making my won maps but it sems the galaxy forge has disappeared from the downloads?
It comes with the download now. It's in the folder.
Great but stopped working on the 1.84 sins of a solar empire update. Please resolve the issue. Thanks
It's not working at all for me in 1.84 too. Please look into this. I really want to play sins of the prophets again.
Mine isnt working with the new Sins Of a Solar Rebellion 1.84 when ive tried everything but when i enable the mod nothing changes. Does anyone know how to fix this?
Will the new dlc break the MOD?
Would like to know as well.
I've got mod folder 1.85, so I can't play this...future patch for it?
This comment is currently awaiting admin approval, join now to view.
Yeah my game crashes randomly and usually only a few minutes into a game, don't know why.
will you add the phoenix class assault ship back as a combat vessel or auxiliary craft or are you getting rid of it all together?
We have plans for this ship class in the future.
Is this compatible with the new Sins DLC?
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Is it possible to ad a new race to the game based off of the created from halo 5?
Are there any plans to add the CSO-Class Supercarrier?
well its a 28 km ship so if the oas or infinity can do all this mess in the game just imagine what the cso can do ! i think that it will ruin the game because the biggest unsc sip is just 5.5 km vs a 28 km ship !
i just looked at how big it is and really hope they do.
i have a little question ! plz help ! in my gameplay the ai use always normal vessels like css or covenent heavy destroyer or ors cruise.........https://elijahbi.deviantart.com/art/UNSC-and-Covenant-Fleet-Scale-Chart-v2-0-603078535 ! but one time i have spot that on of the ai use the RCS armored cruiser and the new ecort ship and CSS comand cruiser and some others (the ships added on previous patch0.81.1) !
THE PROBLEME : when i play with the covenent i cant build those ships at all ! i cant find them ! and even the ai almost never use them ! i saw them on battelfield ( or battlespace) only fewtimes ! are they patrol ships used only on planetary defence or what ? and there is a way to let me use them on battle ?
My game crashes when I play as the unsc or if any of the AI are the unsc. Anyone have a fix?
launch the LAA first then lanch the game ! hapend to me too before i know that its because i didnt launch Laa
How do you use galaxy forge? i wanna make my maps ive had galaxy forge since it came out but I cant figure out how to open it (or play it or what ever) cuz the make maker in the base game sucks