The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

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It has been over a year since the release of v0.90 Warlords, and what a year it has been. In the span of time since that last update quite a lot has happened, all during an ongoing pandemic, and we would like to finally delve more publicly into what we have been up to! You may have already noticed the new addition to our title, it’s quite a specific number. To finally break our silence, that leap is the reason why things are taking a little longer to announce the next big update.

Sins of the Prophets 2 Logo

In case you missed it...


We have been building up to a v1.0 release for a long time now, but what that “finished'' version looked like eventually evolved into something beyond our original vision. That vision, and our team, have grown through the years, and it’s been a long twelve years. During that period the project changed hands several times, and the game that we’re working on top of has drastically changed. Before we even released Warlords we were in the process of taking a hard look back at the design decisions that had led us to that point. What we saw during that retrospective wasn’t as cohesive as we had wished it to be, but it gave us a moment of clarity for how to move forward towards something even better.


The Big 2

Sins of the Prophets 2 is a sequel, but it’s also us fulfilling a promise to deliver something greater than what has come before. Our prior releases have been built upon over a decade of legacy code, which has in some ways hampered performance across previous versions. The decision was made to start from scratch immediately after we had Warlords released and stable, and to approach every design choice from a fresh perspective. This has allowed us to create an error free build, rethink formerly daunting problems, and plan a consistent direction for a truly massive release.


So, what’s changing?

Literally everything is being tweaked or redone, ranging from overall balance to art. Let’s take a little dive into some of these changes:

Graphics

One of the biggest visual changes that has occurred is our teams adoption of the excellent shader work being done by the Sins Remastered team. Their new shaders convert Sins into a PBR (physically-based rendering) compatible game, which means some amazing things for the graphics. The shaders now support a ton of new modern rendering techniques, and allow us to push more detail rich materials. Not to overstate it, but when you see it in action you’ll hardly believe you’re playing the same game.


New UI

A completely brand new design of the interface has been built from the ground up, with more intuitive layouts, and a big focus on improved user experience. Every detail has been thought out to ensure the best possible usability, while modernizing the presentation. We’ve created a fresh and interpretable set of menus so that new and old players alike will be able to acclimate to any new changes in gameplay they might encounter. Likewise, a serious effort has been made to craft a UI that is just as detailed and satisfying to look at as everything it encapsulates, because it’s the core of how you, as the player, interact with the game.


Work in Progress UI Preview


Sound Effects

Something that cannot be underestimated is the need for excellent sound design, which helps to capture the sense and massive breadth of the battles possible in Sins of a Solar Empire. We have gone in a completely new direction regarding our soundscape, with the help of some excellent new sound designers. We’re not making only the visuals epic, but also providing an awesome listening experience as well. Every sound is in the process of being redone, and remastered to fill your speakers with something definitive and accurate to the scale.


Gameplay Features

Every aspect of both the existing factions is being reviewed to make new design choices, that lead to a balanced foundation to build off of for future expansions. Among the changes come new mechanics that opens the door to better boarding actions, and influence the way planetary invasions work. We will be talking more about these mechanics in the future, as we detail out the overall changes to each faction in their own articles later.


The Future

It’s been a long night of silence, but moving forward we will be keeping you all updated about the changes coming with Sins of the Prophets 2. We’re excited for what the future holds for both SotP and Halo as a whole - and we here at Chokepoint are working hard to create the best space-combat experience Halo has to offer. There’s a lot more to show, and we’re eager for you to see it!


What do you think about this announcement? Are you excited for Sins of the Prophets 2? Let us know in the comments and be sure to join the discussion on Discord!

The Utter State of AOTF2

The Utter State of AOTF2

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It's been a while since any update. What's going on with AOTF2?

The Future of AOTF

The Future of AOTF

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Over the last few weeks we've been dropping not-so-subtle hints that big changes are afoot. So let's get into it.

For the Union

For the Union

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Your guilt has already been determined. Your trial is only to display your guilt to the Cardassian people, that they might see justice being done.

Christmas 2020 with Stellar Parallax

Christmas 2020 with Stellar Parallax

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With Christmas descending upon us like a ravenous elven tide, we hope you'll join us as we hunker down to celebrate the season from the relative safety...

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Stars 3.70

Stars 3.70

Stars Full Version 10 comments

IDEA: more realistic universe VERSION: 3.70 COMPATIBLE: Rebellion 1.95

Stars 3.69

Stars 3.69

Stars Full Version

IDEA: more realistic universe VERSION: 3.69 COMPATIBLE: Rebellion 1.95

Stars 3.68

Stars 3.68

Stars Full Version

IDEA: more realistic universe VERSION: 3.68 COMPATIBLE: Rebellion 1.95

Stars 3.67

Stars 3.67

Stars Full Version

IDEA: more realistic universe VERSION: 3.67 COMPATIBLE: Rebellion 1.95

Ultimate Campaign - lvl 06

Ultimate Campaign - lvl 06

CAMPAIGN --- Sins of a Solar Empire: Ultimate Campaign Full Version 2 comments

Ultimate Campaign lvl 06 COOP - CAN BE PLAYED WITH FRIENDS Playtime: ~ 2 Hours

Stars 3.66

Stars 3.66

Stars Full Version

IDEA: more realistic universe VERSION: 3.66 COMPATIBLE: Rebellion 1.95

Comments  (0 - 10 of 246)
jrjr1
jrjr1

Is it just me but I think a "the expanse" mod is perfect for this game.

Reply Good karma Bad karma+6 votes
Fenrir808s
Fenrir808s

MCRN has some sexy ships indeed.

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Rishi_Raj_Jain
Rishi_Raj_Jain

Love the Mod, but Can u add just one thing that the planets sholud be in orbits around Sun rather that just being scattered, and if Possible if they may revolve around the sun, Poeple will die for it...

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allenzack8
allenzack8

I rarely call anyone a fool, but this merits a special occasion:
the phase lanes would become distorted. you would no longer be able to effectively outmaneuver your opponent on the galactic scale because of these fluctuations. you'd be better off trying to fight off a starbase in a corvette than trying to deal with that ****.

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kyubbi67
kyubbi67

Unfortunately it can't be done. Sins maps are coded to have the planets be stationary and scattered.

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jrjr1
jrjr1

Hi there can somebody help me... So I am new to this modding thing so just practiced it on the Dawn of the reapers mod. Did some tinkering to some of the values of the ships and it worked then I decided to put some of the existing skill on the game to some of the capital ship and it still worked after that I decide to make adjustments to the skills and make new ones based on already ingame skills and then when I open the game in Dev.exe it said *stringSrc == _T('"') and if I try to skip or break a bunch of other errors started to pop out, so decided to undo my changes to the skills and delete the new ones but still shows *stringSrc == _T('"') when I open. So decided to start anew deleted the folder of DOTR the reinstalled it with new one but it still pops out *stringSrc == _T('"'). What should I do? Please someone help...

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111duffy111
111duffy111

I also have this problem but have not attempted to alter any values. did you manage to fix this?

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Exakter
Exakter

This is not the place for that sort of help. Go to the modding forum for Sins of a Solar Empire (they have an official one). That said, sounds like you missed an entry in the strings file. Editing existing skills is one thing, but creating new ones means creating new entries in the requisite files.

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jrjr1
jrjr1

Thank you so much for replying. I will look at the strings file again and ask in the modding forums if anything else goes wrong

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jawa105
jawa105

Is the Iron Engine, the engine I presume this game is running on, written in C? Either C++ or C#? I'm interested in helping another Mod that I heard lost their programmer.

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Sins of a Solar Empire: Rebellion
Platforms
Windows
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Ironclad Games
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Stardock
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Nov 14 2012 by ZombiesRus5

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