Invasions keep giving up - a fixable problem

Hello,

I have been enjoying the UE5 Update so far, though I am still wating on some of my favourite mods to be ported to enhanced.

While playing I came upon a problem, which I had completely forgotten about.

Even though the Invasion Camps spawn without an issue, they keep giving up after a few minutes, because they think, that they can no longer reach the coffer.

Why had I forgotten about it? Because there was a mod on the Steam Workshop that fixed this issue called “Stubborn Purges”. It did so by extending an overly sensitive counter.

A quote from the mods description:

"Coffer purges check every 10 seconds for a path, and if it fails a check it adds to a counter, and if it succeeds it removes from the counter. Once that counter reaches 5, it fails. It really is that sensitive by default.

This mod changes that so that the max of that counter is 360 (1 hour total blockage) and completely resets the counter to 0 if it succeeds a check. This is so purges don’t go on forever if the attackers absolutely cannot reach the coffer, but effectively eliminates the check otherwise."

While I do not expect Funcom to go to this extreme in fixing it, it would be great if they made this check at least somewhat less sensitive and allow for a greater margin of error.

Especially since these are not unvoluntary purges. We chose to call an army down on our heads. We want them to test our defences. Please, make them stubborn enough to do so.

This was my TedTalk. Thank you for listening.

Same issue. I usually have a successful start to finish purge right after the morning reboot or before. Anything after that results in attackers can’t reach the coffer, even though nothing changed that would prevent the attackers. Hopefully it gets resolved soon.

A solution to this, without a mod, is to not have any flooring or stairs in your purge base.

My partner and I mostly got around that problem by building an open gladium.

Basically a 12 sided stadium with wide open archways and bleachers for the archers and the total area it covered was about 6 acres.

Then establishing the treasure coffer typically in the center as the lure.

This was to allow the purge base to spawn anywhere around us (as long as there was enough space around the main structure.

It got really hairy at times with all the chaos. But when you have a good compliment of archers with fighters all at max levels… you get the idea.

With higher level purges, we had to ensure we took out the “callers” before damage could be unleased on us.

Thank you for the suggestions, but I really like bulding my bases as functional settlements with a theme (like a specific culture) and some realism in mind.

Having to build around an unnecessary game limitation clashes with that. It’s also much less fun for me.