The full version of Star Wars Interregnum for Sins of a Solar Empire Rebellion 1.98. This update reworks the Pact system and resource economy, adds new special abilities for a few units, and loads of balance changes and polish updates.
This download comes with both Interregnum and the Enhanced 4X Mod required to run it. Checksum with Enhanced 4X 1.88 is 222100667. WARNING: Do not apply Large Address Aware to this mod. See the technical forum for detailed installation instructions. See the full description for the changelog.
Patch Notes
New Units
- The TIE Heavy Bomber has replaced the TIE Bomber (B) as the Imperial "Antimodule" bomber. This bomber is now researched along with the TIE Interceptor.
Balance Changes
Global
- Pact Rework - See Enhanced 4X Changelog.
- Resource Rework - See Enhanced 4X Changelog.
- Temporary summoned units with strikecraft will now get a brief instant fighter build soon after the enter the gravity well.
- Reduced damage of AntiMedium (Long range Frigates) to VeryHeavy (Heavy Cruisers) from 0.75 to 0.55.
- Reduced damage of AntiVeryLight (fighters and flak) against Heavy, VeryHeavy, Capitalship, and Titan armor types.
- Reduced AntiVeryHeavy damage (Bombers) against Heavy armor (Flak/Support Cruisers).
- Reduced AntiModule damage (Antistructure Cruisers, Antistructure Bombers) against Heavy armor (Flak/Support Cruisers).
- Increase Antimodule Frigate durability by 50%, reduce speed from 450 to 400.
- Reduce Antimodule Bomber damage by 10%.
Imperial
- Grand Moff Ardus Kaine ability rework.
* New Ultimate Ability - Pentastar Talks. Gravity Well wide peace effect while he's in the system, including planet invulnerability. If used at a minor faction, it causes it to join your Empire until Kaine dies.
* Removed Deploy Defenders ability. Kaine's previous ultimate, New Order Enforcer, is now a non-ultimate ability that takes its place.
- Director Ysanne Isard's Krytos Virus ability now reduces culture rate rather than trade income. Slightly lowered the rate of planet/population death.
- 'Deploy Defenders ability on the Bellator Star Dreadnaught now last longer and can be used slightly more often at higher levels.
- Darth Vader no longer needs to face the target to use his Force Choke ability.
- Admiral Screed's Special Nergon Warheads ability damage increased to 40/60/80/100, shield restoration debuff doubled to 20/30/40/50.
- Admiral Screed can now be now be researched after completing only 14 technologies.
- Admiral Piett's Vengeance ability can now stack up to 10 times.
- Admiral Piett's Uncanny Surivor ability now has only two levels with a cooldown time of 600/300 seconds. Level 2 new restores 75% of Piett's hull.
- Admiral Piett's Intensify Forward Firepower now has a 4th level that lasts an addition 5 seconds, gives extra 10% to allied damage and enemy strikecraft vulnerability.
- Admiral Harrsk's Turbo Blitz ability damage increased to 60/80/100/120 per Turbolaser volley.
- Admiral Harrsk's Grand Enterance Damage Reduction bonus increased to 20/35/50%.
- Admiral Harrsk's Press the Enemy Weapon Cooldown bonus increased to 7.5/12.5% per stack.
- Admiral Harrsk's Fatal Strike ability now kills the target if its hull is reduced to less than 20%.
- Teren Rogriss' Reverse Gravity Generators no longer affects Titans. AM cost increased from 55 to 75 antimattter. Drains 4 antimatter a second at all levels. Range reduced from 8000 to 6000/6333/6666/7000.
- Teren Rogriss can now be now be researched after completing only 15 technologies.
- Activate Gravity Well Generators on Teren Rogriss and the Interdictor Star Destroyer cooldown increased from 10 seconds to 20 seconds.
- Ion Barrage ability on the Imperial II Star Destoryer reduced from 100 to 70, Cooldown time reduce to 60/57/54/50.
- Imperial II Star Destroyer's Induce Terror Antimatter cost reduced from 150 to 100, Cooldown time reduce from 120 to 100.
- Reduced Interdictor Star Destroyer's Gravitational Wave's Physical Damage reduction to 50/95/135/170%. It can now also be interrupted.
- Victory-II Star Destroyer's Target Communications ability now applies the debuff to all strikecraft in the gravity well. Increased debuff by 50%.
- Empire's Open the Gate ability research reduced from tier 7 to tier 6.
- Open the Gate's cooldown reduced from 300 to 240 seconds.
- Galactic Empire Morale Penalty no longer applies to minor faction planets or units under their control.
- Warlord System Redesign research Damage/Hull/Shield bonus increased from 5% to 7.5% per level.
- Imperial temporary ships spawned by their various defense structures, E.g. the Starbases' Call for Reinforcements, now have their jump drives disabled.
- Broadside Cruiser's Diamond Boron Missile splash damage now has a target cap of 8.
- TIE Interceptors no longer need the Captain Rank research to unlock.
- Increase TIE Defender armor from 2.5 to 4, reduce antimatter cost from 100 to 85.
- TIE Defender research requirement lowered from Rear Admiral to Captain.
Alliance
- Mediator Star Defender Fleet Defender ability now increases its maximum shields by 2000/2750/3500/4250 for the duration of the ability, and instantly restores that number of shield points.
- Mediator Star Defender Invincible Superstructure Armor bonus doubled from 2/3/4/5 to 4/6/8/10.
- Mediator Star Defender Stabilizing Presence Damage Reduction doubled from 20/30% to 40/60%. Now also gives a 25/50% Damage Output buff to allies.
- Viscount Star Defender's Vanquish ability no longer needs to face its target.
- Garm Bel Iblis' Insurgency ability now places a jump point at the enemy planet while active.
- Reduced the level required to unlock Garm Bel Iblis' Raider and We Can and We Will Abilities to 4/6 respectively.
- Reduced the amount of technologies to unlock Hero Units Iblis/Isolder to 14.
- MC80 Command Cruiser's Cluster Shot ability Antimatter cost increased from 80 to 100, cooldown reduced from 50/47/43/40 to 25/24/22/20, damage increased from 75/88/101/115 to 90/120/150/180
- MC80B Star Cruiser's Tractor Array ability capture chance increased to 33/50%. Reduced AM Cost from 180 to 150. Reduced Cooldown from 90 to 80/70. Duration now fixed at 45.
- Liberty Star Cruiser's Ion Barrage ability on the Antimatter cost reduced from 100 to 70, Cooldown time reduce to 60/57/54/50.
- Assault Frigate Mrk II's Assault Shields ability shield regen bonus increased from 100% to 200%, shield mitigation bon us increased from 10% to 15%, and now gives it an additional 20% damage against structures and starbases while active.
- Proficient Cruiser's shield only Ion Damage increased by 66%.
- Reduced Cooldown and Antimatter cost of Proficient Cruisers Ion Disable ability.
- Reduced the Shield Bypass and Rate of Fire bonuses of the Marauder Cruiser's Torpedo Salvo ability to 10% each (The Proton Torpedo turret retains the previous values).
- The Y-wing no longer requires research to unlock.
- Alliance "New Coalition" research no longer requires prerequisites.
- Alliance Tactical Doctrine buff no longer gives units extra damage against structures and starbases. It now increases damage structures only take by 250%, but only triggers for 2 minutes no more often than every five minutes.
- Alliance Tactical Doctrine's bonus damage now applies only to structures, and no longer applies to Starbases.
Graphical Updates
- Interdictor Abilities now display a Gravity Well Generator particle above the ship, making it easier to identify which ship is using the ability.
- Interdictor Star Destroyer's Gravitation Waves ability now displays a particle to indicate its area of effect.
- New Icon for the Empire's "Starfighter Defenses" research.
Bug Fixes and General Improvements
- Endurance Fleet Carrier's AA Coordination ability now correctly damages hull as intended. Range buff no longer stacks with two Endurances.
- Activate Ray Shields on the Providence & RebelOne Destroyers can now be interrupted, in line with changes to other power surge like abilities.
- Viscount's Aegis of the Alliance ability will no longer cease and consume Only Hope if Only Hope is used in the middle fo the cast.
- MC80B's Tractor Array can now properly capture Corvettes.
- Teren Rogriss' Interdiction ability now correctly takes 5 seconds after being activated to apply like other Interdictors.
- Hapan Battledragon's Rotate Weapons can now be cast more than once as intended.
- Modified (Assassin) Corvettes no longer have a useless antimatter pool.
- Golan-I Defense Platform's Turbolasers now deal Anti-medium instead of Anti-light damage as intended.
- Modernized older abilities that apply buffs to units and planets outside the current gravity well to be more efficient.
- Corrected the research costs of several technologies.
- Star Wars factions now gain the intended amount of diplomatic bonus from their final relations technology.
- Fixed problems with Mandalore's spawn chance on many maps.
Other Improvements
- Names and icons for the 8 new "E4X" artifacts (Hidden Academy etc) have been replaced with Star Wars lore versions (the original Sins artifacts had already been adjusted). None of the effects of the artifacts have changed.
- Added unique fire and impact sounds for Proton Bomb weapons.
- Shortened the Imperial Alarm sound (used on Superweapon Activations, Titan launches etc) to a single blare.
Cant wait to try it out when i get home from work. Been following this mod since i was in highechool. Its awesome to see how far it has come. Thank you all and merry christmad and happy holidays to the team and community.
cant download for whatever reason
Same, but the message makes it seem like the issue is on MOD.db side, may just need to try again later.
This is the error I'm getting:
"The file you have selected (Star_Wars_Interregnum_Beta_2.5.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes."
Try it again, I now have it downloading!
This is so great thank you!
alr it works now
Been following this mod for some years now and absolutely love it! Though with the 2.5 the Venator, on the Warlords side, came out of the shipyard and looks like a Doritos chip lol
You must have enabled all the graphics minimods. Some of them are old April Fools jokes. :)
We highly recommend you use our online Mod Manager tool to setup your minimods. There's none of the joke options here. Goafan77.github.io
Sweet, an early gift for the holidays! :) I assume the graphics (esp. Sins:Re) and gameplay minimods need an update before working with 2.5?
Yes. Some old ones might work, but try at your own risk.
sweet dude!
Thanks, and happy holidays! In the last game I played (the first one in this version), I've encountered something regarding the temporary reinforcement fleet summoned by the Jovan Starbase, wherein at times, the fleet just stayed where they were when they entered a planet's gravity field and didn't engage the enemy ships. I'm not sure though if it was due to their jump drives being disabled, some minimod version incompatibility issues, or something else. Will have to check again some other time. Other than that, solid update!
Will the minimods from 1.87 work with 1.88 or we are waaitin for these?
We are working on the updated minimods. Use the old ones as your own risk, they may not work.
i love when updates happen on my birthday, i missed it but its still nice thanks for all the hard work.
whats with dec 20th updates anyway not just here on moddb but steam and others always seem to do content drops on that date
Happy Birthday! :)
We were trying to get it out for Mod of the Year, but we only got it out at the very end of that window. xD
Hey GoaFan77 and team. Thanks heaps for this update, this have been my go to Star Wars mods since you released it years ago. I don't know if anyone else had mentioned this glitch yet, but with the Empire and Warlods faction, from the Starbase with the Reinforcements abilty when you summon the units, they just sit at the edge of the system not engagin, they also don't want to leave the system and will just sitting at the edge chagring their drives, but never jumping. Thanks for all your efforts. ;)
One of the updates listed in the Patch notes is that these reinforcements can no longer leave the gravity well that they are summoned in.
As for your other point they don't engage right away, but you can give them commands immediately, I have found that it does take them a while to start moving to engage if there are enemies in the system, but they will engage.
It seems like that change is messing up the unit AI for some reason. We may need to revert it. :(
so far the last version of mini mods seem to be working fine
I have been expecting this version to come and perhaps it would be more stable, but I keep getting crashes no matter what I try.... I have more success playing as Empire, where I have 75% chance of completing a map without any crashes. As Rebelion, it is 90% chance that the game will crash...
I hardly play with other factions to evaluate.
That's way too high. Is your checksum 222100667? If the crashes are random, you might want to try reducing your ship/planet/structure graphic setting a bit to see if it improves stability.
Checksum 1223156700
settings already reduced to medium... everything looks blurry :(
I assume you're using minimods. Without minimods the checksum should be 222100667.
That is correct!
I just saw there's a patch for the mini-mods, which I just appllied
Still crashing after patch... takes over 6hr this time though
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Tested today with Alliance
Crashed in less than 1 hour into the game
Ram is 1.5GB, so clearly it is not settings
Was it intended for the .galaxy files to use the RevealMapFlag and make the phase lanes and planets visible for most (all?) of the Interregnum maps?
This should only be the case for versus maps, which are intended for more PVP focus, and campaigns.
Ahh, gotcha. I must have been attempting the versus ones only when checking. Certainly makes it easier to snag minor factions in the earlier stages. Thanks for the info!