hold until August 9
Edit: Inno went live so we're publishing!
This new age is not a copy/paste it is a new chapter.
There is a revamp of the way we use technologies, explore the continent map and colonies.
This will sound really complicated. It is not but there are new systems. These new systems all have a tutorial that is pretty good at explaining how it works and once you do it once it's pretty easy.
So to begin you advance into the Stellar Ages and leave the Space Ages behind.
Similar to the Arthur event they really did work on a story line for this age so you may as well read it instead of just skip, skip, skip like most ages.
While this age is new the next ages that follow will expand on this age and we're told to expect a faster turnaround time of about a year for the new ages as there is crossover in assets and story with the stellar ages. The new ages will just expand on what they're building now.
So once you research the first technology your old colony will go away and a new spaceport will appear.
This colony is different as it will be a permanent Stellar City. This is not a tiny colony.- You start with 9 expansions for free
- 9 diamond expansions
- 16 tech tree expansions that require FP AND resources from the Stellar Age(s)
Outside of completing quests we don't build or use buildings we unlock in the tech tree. While that will still be true for the main city for the Stellar City (SC) just going to use SC from now on, it will be very important. As you progress the tech tree you will unlock basic building then enhanced and then advanced buildings that scale resources.
New resources:
- Stellar Points - produced by Stellar Beacons, boosted by Stellar Relays and have a hard cap. Once you reach the cap it will no longer collect so don't let your FP bar get full, uh I mean SP bar.
- Stellar Capacity - produced by Capacity Beacons and boosted by Stellar Relays
- Fusion Cells - produced by Fusion Cell Reactors. This is how you power your Missions
- Engineers
- Explorers
- Scientists
Missions are used to acquire resources to support your SC and replace the campaign map. The old map is still there but this is the campaign map of the stellar ages.
A new off-grid building appears called a Mission Control Hub
There are three mission slots. The first one is open at the start and the next two open when you research techs. Hint. Prioritize these techs as the mission rewards and options make a huge difference early.The first slot that's opened at the start is "Rarity"
- common
- uncommon
- rare
- epic
- legendary
Mission objectives is to fight or negotiate
The second slot is "depth".
- orbital
- stellar
- interstellar
- galactic
- intergalactic
Orbital is unlocked when you start but the other four require you to research the techs.
This is what the mission window looks like.
You can see there are three choices for common missions and the rewards. This image was provided by inno and it shows a diamond reward. We did not see any diamond rewards in testing but were assured there were rewards just as there were on the old continent map.
The second red arrow will give you the choice to pick depth if you have those techs unlocked.
The first red arrow points to the difficulty shown by stars. Whatever you pick just make sure you can win. These mission difficulties are supposed to scale with your base attack and defense so start low and see what you can defeat. The idea is to make bonus from Kraken, Virgo Project and limited ally abilities useful if you save those abilities for missions.
Lastly if you don't like the missions or rewards you can reroll. They will refresh at reset.
Mission cost, time and rewards will depend on rarity and depth.
Along with the diamond in the picture above you see "Encoded Tablets" reward. You will get that with every mission depending on rarity.
There is a % chance of getting
- void shards
- goods
- special goods
- units
- BP
- fragments (what you didn't think there would be fragments?)
These rewards are random and NOT dependent on rarity but depth will play a role. What we understand is generally the deeper missions produce better rewards but there are some diamond rewards on shorter missions so this is wait and see because I don't trust it.
To launch a mission (similar to OF and AF harbors) there is a cost involved. The costs is
- fusion cells
- stellar capacity
- stellar points
The higher the rarity, duration etc. the higher the cost.
Sounds complicated but the first mission is a tutorial and honestly it's decent and all you'll need.
Branching tech tree:
Don't sweat this for SAD. They're just introducing it for this age and it won't be an issue until the next ages.
Once you decide to go down one path the other is locked forever. Fortunately for SAD both branches are the same just flipped the order so it doesn't matter.
Table of resources provided by inno
Now you can see the resource, where you'd use it and how you acquire it.
For units we'll copy/past from this post in July
FGX-103 Shadow light melee unit
- HP 10
- Damage 1780
- Armor 1910
- Range 3
- Initiative 70
- Move 30
- power 3000
- Has bonus against fast unit FGX-101 Skyrider attack and defense +12,500 added an additional 12,500 on rocks
Special skills:
- Stealth hides in plains AND rocks
- Contact always retaliates but still only had range of 3 in testing so it loses a lot of it's usefulness
- Frenzy deals splash damage to all enemy units within one tile of the targeted unit.
FGX-104 Hammer artillery unit
- HP 10
- Damage 1910
- Armor 1720
- Range 24
- initiative 80
- Move 10
- Power 3000
- Bonus against heavy units FGX-102 Anvil and FGX-100 Champion attack and defense +7,500
Special skills:
- MIRV +2 targets unit and up to 3 additional units in the 2 tile range
- Recharge +1 fires every other turn. So turn 1, 3, 5 etc.
- Only firing on odd turns makes this unit non-viable
FGX-105 Assassin range unit
- HP 10
- Damage 1650
- Armor 1910
- Range 10
- initiative 60
- move 16
- power 3000
- attack and defense bonuses against light unit +10,000 added 10,000 bonus on rocks
Special Skills:
- Power shot ignores most defensive skill and terrain
- Reactive Armor +4 cannot take more than 4 points of damage per attack. Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap. Also some units ignore reactive armor
- Stealth hides on rock terrain. There is not a lot of rock terrain in testing so that limits the usefulness
FGX-101 Skyrider fast unit
- HP 10
- Damage 1600
- Armor
2100changed to 2110 - Range 4
- initiative 80
- move 30
- power 3000
- bonus against artillery units +12,500 attack and defense
- Flying cannot be attacked by artillery units. Ignores terrain cost. If you use 8 flying units you can reach enemy units and make 8 hits unless enemy units also use flying units.
- Contact - always retaliates against attacks (range of 4)
- Force field absorbs up to 2 damage points but will allow a minimum of 1 damage point. Critical hit and keen eye bonus are calculated first so unit can still be one-shot. The damage reduction is applied after critical hit and keen eye calculations.
FGX-102 Anvil heavy unit
- HP 10
- Damage 1650
- Armor 2290
- Range 8
- initiative 45
- move 20
- power 3000
- bonus against range units +7,500 attack and defense edit added an additional 8,000 on plains
Special Skills:
- Reactive Armor +5 cannot take more than 4 points of damage per attack. Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap. Also some units ignore reactive armor
- Force field absorbs up to 2 damage points but will allow a minimum of 1 damage point. Critical hit and keen eye bonus are calculated first so unit can still be one-shot. The damage reduction is applied after critical hit and keen eye calculations.
- Stealth hides on hill terrain. There is not a lot of rock terrain in testing so that limits the usefulness
Notes: Artillery units have a bonus against heavy units and despite the defensive bonus they heavy units were routinely slaughtered
FGX-100 Champion -heavy
- HP 10
- damage 2040
- armor 2430
- range 8
- initiative 40
- move 20
- power 3300
- bonus against range units +8,000 attack and defense added 8,000 bonus on plain for attack and defense
Special Skills:
- Reactive Armor +5 cannot take more than 4 points of damage per attack. Units with Keen Eye or Critical Hit can deal damage that surpasses the damage cap. Also some units ignore reactive armor
- Blast - gain increased damage output for every tile closer to the target. Some of the units in SAD have a very short range so this works to the advantage of players using blast units. On auto-battle the AI will advance these champions as far forward as possible. That can be a problem for players using rogues. While the tool tip at this time doesn't state it champions ignore stealth and can hit stealth units at range regardless of what terrain they hide on.
- Morale - all your units start with 1 additional point of armor to your attack and defense boost. This does not stack.
Inno went out of their way to rock/paper/scissors this new age so there isn't one dominant unit.
So I know. Blah, blah blah what's the best?
For high attrition fighting I enjoyed 8 champions. Just plant a champion retreat in city, age up and collect on stellar warship.
Manual fighters will have a better time than auto-battle players. The short range of some of the units get exploited by blast ability
Stealth didn't seem all that powerful in testing but frenzy did.
Light units weren't useless.
Artillery would be awesome if it didn't take every other turn off. Because of that artillery isn't the best or even a good choice in SAD
Range units killed easily and had a lot of survivability. Manual fighters will love it. (One of us used range+rogue and thought it to be the best combination)
I used 8 fast units more than anything. You always hit first. Even if the enemy troops have 4 fast units you still get the first 6 hits. With crit and keen eye you should be able to take-out half their troops on that first wave. It has a bonus against range which is what tipped the scale ahead of range units for me. Fast unit abilities are really useful and the short range works to your advantage as enemy units hitting it triggers contact. Not trying to spoil anything but getting fast units early is pretty easy.
Heavy unit was ok and better than the heavy units of previous years but it pales in comparison to the champions.
Early testing had units with range of 1 so improvement I guess.
So the simple answer is try it, play it, see what works best for you. Unlike recent ages there are no bad units. Even the light unit is ok but I enjoyed fast units best and only switched to champions for unlimited attrition fighting on trial 12. Another tester used range and rogues. 4 champions + rogue did really well for full attrition on simulation.
Any or all of this can change before it goes live but this is where we're at right now.
Great Building
The Shattered Horizon Siphon max level 200
The first thing that needs to be discussed is this will be a WIP Great Building. That means when Inno figures out the final version of their prestige system for GB this can and will change for people on Beta.
For live servers you're going to get a completely different GB that will then for sure change when the prestige system comes online.
So for Beta players
copper - attack and defense (base) boost multiplier of your existing boost
silver - contribution bonus to gold tier (similar to Arc) does not stack or give any bonus to bronze or silver
For live server
All we got was TBD but it will give supplies and red and blue attack and defense
For live server people just unlock levels to 200 ASAP





