Greetings mod players!
First of all, I would like to apologize for the lack of detailed updates in 2023. Rest assured, the mod team has been very hard at work, even if it's been a little while since we’ve shown major features off.
The good news is we will have an update for you all this month! The bad news is that it will not be the final major update we planned for but a smaller update with the features that are currently ready for you to enjoy. A few things, like the Yuuzhan Vong Invasion event, simply needed more time and experimentation to reach the level of quality you expect from us. Also, to be perfectly honest, we got side tracked on a lot of nice smaller changes and polish that you will soon see. 🙂Keep reading for more details of what will be included in the Interregnum 2.5 update
Of course, we have to point out that it is Mod of the Year season once again. If you’ve enjoyed playing Interregnum over the years, we really appreciate your support and votes. It means a lot to know you’re enjoying what we’re doing, and helps us stay motivated to keep working hard.
2023 Mod of the Year Awards via ModDB
First of all, I need to give major thanks to the Interregnum Tester group for all the wonderful feedback they’ve given this year! Interregnum Beta 2.5 features another absolutely massive set of balance changes and bug fixes. A large number of problems and unimpressive features, many of which have not been changed since the first few versions of the mod almost 10 years ago, have gotten some nice TLC to make them do whatever they do better. You may not notice it at first glance, but hopefully you’ll eventually notice a lot more strategies are now viable to you.
The biggest feature of Interregnum 2.5 is a rework of the Pact system. We’ve held off doing much with pacts until all the main factions were completed. Previously, the Empire shared pacts with the TEC and Alliance shared with the Advent. While sadly Sins only allows a hard limit of 18 unique pacts, we have reworked them so that every faction now has their own unique combination of pacts. Galactic Empire and Warlords for example now have some different pacts suited to their unique play styles. As a result, you can always get some unique bonuses your faction doesn’t have by allying with any other subfaction.
A number of weaker pacts were also reworked to be more interesting, with some being essentially entirely new Pacts, like the Recovery and Underworld Pacts.
To try and make less populated planets more rewarding, the number of resource extractors has been increased at most lower tier planets. Volcanics and other full planets with under 100 population now generally have 6 extractors instead of 4, and Ice like planets with populations between 100-200 now have 4 asteroids instead of 3. The exact distribution and types of resources on planets have been recalibrated to maximize variety and give each planet type its own niche. The hope is this will improve the pacing of the game, and make refineries more viable to build.
In no particular order, here are some other things you can look forward to in Interregnum 2.5.
Mainly the Yuuzhan Vong Invasion random event and Campaign. There is also an absolutely huge overhaul to the mod’s particle effects that will really take the polish to the next level. Plus I’m sure the Tester group will probably somehow find a ton more bugs and balance changes to make as well.
If there is anything else you want to see, please let us know in the comments. This is the time to make requests, big or small.
Have a great holiday season, and we hope to have the really big new for you in 2024!
-GoaFan77
Like the classic Christmas Carol story, this news article looks at the Mod of the Year of the past, present, and future plans for the mod.
Find out more about the brand new Campaign Feature coming to Interregnum in the Beta 2 update.
We take a look at some of the most important balance changes coming to the mod in the upcoming Beta 2 update.
The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.98. This update fixes some bugs with the Beta 2.5 release along with...
A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Recommended to use our web based...
A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...
The full release version of Sins: Remastered v1.01 for Sins of a Solar Empire: Rebellion.
A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Recommended to use our web based...
A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...
I've run into a pretty serious bug where the hard AI Imperial factions either don't research or don't build propaganda stations, resulting in them get destroyed by culture without a fight. I've seen this occur with both the Warlords and the Galactic Empire.
Mod list is no heroes mod, interregnum, and 4x mod.
Unfortunately I've seen this even in vanilla Sins, without mods. Might be more likely to occur with aggressive AI. We give all homeworlds a little bit of culture generation automatically to try and buy them more time to build some against a culture rush, but indeed they might still manage to not do anything about it. :(
Will the New Republic/Rebel Alliance ever be able to have ISD's like in the Rogue Squadron books? Han solo's fleet that was hunting down Warlord Zsinj & Iron Fist, had 3 ISD's in his fleet along with Mon Remonda.
The Battle of Calamari campaign mission has them start with an ISD as in the Dark Empire comics. But not as a buildable unit. We like to keep units thematically with who they are most known for.
Are there any plans to rework how boarding and converting enemy units works? I was able to turn around what should have been a slam dunk against me into winning momentum just by spamming out ISD 1s. It feels a little strong
If you're taking personal feedback, I think I'd prefer it if the boarding ability was moved to the level 6 unlock and/or maybe even moved to the Victory 1 to encourage using it into the late game. The ISD 1 could get a point defense ability instead.
The ISD-1's Boarding Party is near identical to the vanilla TEC Corsev Battlecruiser's boarding party ability. Except that ship is only 50 fleet supply and can be built right away. :)
That said, you are right it is strong. ISD-I rush used to be a meta strategy for Warlords. However, we nerfed it by pushing it up one more rank. You used to unlock the ISD-I where the Procursator is now. By that late in the game, capturing ships is somewhat less strong as you're competing with other late/high level capitalships and probably starbases or even titans at that point, which boarding party can only damage.
Also, the shield mitigation buff from the ISD-I's current ultimate, Imperial Presence, is a very powerful and rare defensive buff for the entire fleet. I'd say it definitely is a more powerful ability.
Question for the devs.
How difficult would it be for someone to create a clone wars holdout or separtist holdout faction? I know it DEFINITELY doesnt fit the lore in this VERY finely crafted mod, but is there anything that can be done on that front?
Even as a minor faction, some forgotten pocket of clones that didnt age to death or some crazed geonosian who got his hands on some access codes for a factory complex.
was curious about the process that goes into that cuz i have a deep love for the clone wars era navies and I would love to see it brought to life in this with the vanilla factions maybe, idk, allying with the old clones or the seppies respectively. or trying to wipe them out, WHO KNOWS XD
There is actually a CIS holdout with the Intergalactic Banking Clan minor faction.
oooo
okay, must've had some bad luck with spawns then. Thanks man.
There was another mod that did clone wars factions very well imo, Sins of a Galactic Empire i think it was. maybe they could help with it?
Sins of a Galactic Empire has been out of development for many years.