Will the purge spawn mechanic be adjusted?

Right now it’s common for purges to spawn inside stuff. If you build next to cliffs even though there are flat areas in front or around it often doesn’t spawn properly.

So will the spawn mechanic be adjusted to be smarter in terms of its spawn spawn point and pathing?

Or the only difference will be it’s gonna set a destination for your treasury and still have the same spawn issue?

This is a fine question. We are holding off collecting things until knowning what happens .

To answer the titular question. Unless changes happened since the last livestream, yes. The spawn mechanics are getting an overhaul in Chapter 2.

Whether its an improvement or not we’ll have to see. What I am hoping happened is they found a fix for purge spawning, but realized they could do way more with it and then decided to flesh it out and thus it took until partly into Age of War to implement. I really do.

But from what has been said in the livestream, the purge shouldn’t spawn in bases anymore. It will simply give you a message why they couldn’t spawn so you can adjust from there.

But I suspect those with skybases and undermesh bases, as well as those with pillar bases and water bases will likely not be able to participate in the new sieges with those bases. Its looking to be a bit more complicated than spawning NPCs at a point A and just rushing to point B. But we’ll see.

:face_with_raised_eyebrow: And just where did you get this tid bit? Or are you taking about a message to a private servers admin?

The livestream itself. Go watch it.

Purge will operate like a convergence trap

I guess my thing is the ability to have a base with three drop off cliffs but then one major flat approach into the base. The problem is current purges seem to lots of struggles not spawning into the cliff or the ability if they do spawn below to work their way up.

I’m just curious if the developers have found a way to solve that. If not then I’ll need to relocate.

I don’t under mesh or do sky bases but I do use natural topography to lessen the need for walls and just have one main approach the purge can use….

Didn’t know about the message that’s good. Maybe a message saying spawned inside the walls of the terrain…. Anyway. Curious

They also said something else would trigger a purge.

More over they said the raiders would set up camp out side your base and actually lay siege to you with war engines. Trebuchets vs cliff base.

Exactly. And it was said that our buildings would not protect us. Catapults will destroy foundations and walls.

With that in mind, I would suggest avoiding buildings on slopes. Sometimes this is very convenient, but you have to pile up a lot of foundations below to form a flat surface of the ground floor. If catapults work on such a building, then, most likely, all the lower piles of foundations can be destroyed, and the whole building will fall down or hang.

I actually employ pillars for structural stability underneath so I think i may be able to avoid some of that and I don’t stack foundations even before and ya slopes I’ve always struggled with so I stick to mostly flat. Just hoping it has a bit more smarts. I’m ok with siege engines firing. Just hoping the spending isn’t still an issue.

What I hope really happens with the new purge setup is that people with swords and bows not being able to damage hardened stone walls like they’re paper. But leave building damage to those with orbs, bombs, and siege devices.

Its a little better for immersion, and allows us to pick and choose what we want to engage. If we find out buildings vulnerable, we can focus our efforts on the enemies threatening them. Otherwise we might prefer to engage those attacking our pets and thralls instead. Instead of everything getting blitzed in a monolithic wave.

I’d like to see explosives obsolete. I know that won’t happen as I’m sure there would be a huge outcry against that. But I think it would be far more interesting having to slowly batter down doors and fire rocks than laying bimbs. Just not my kinda realism. But of course there’s not a lot of realism in the game.

Our clan build a special vault for the treasure room to avoid our nice and cosy main base to be raided and destroyed…
Hope it will work…

You can build a treasure room in a deep cave or underwater, out of reach of catapults.

We all going to lose base. No way new purge will work properly. Every 3 months the closer new update comes the more I’m scared…

Then what would be the purpose? If you don’t want to be raided don’t build a treasury.

The goal is to avoid the destruction of buildings by catapults. Let the living force attack.

Wouldn’t be a problem in a clan, just get the clan together every one grab 2 thralls and go out to the siege camp; think they said as much in the dev video.

But the devs are going to have to have some way for solo players to move a squad.

Surely the Stygian base cannot be damaged or destroyed.
But we were told that it would be possible to buy some kind of protection against attackers.
They said that it will be possible to buy it for the assets of the accumulated treasure. But I won’t be surprised if in the end it turns out that you have to pay in dollars :money_mouth_face:

I’m excited about the new purge system. And hope it’s smarter. But I’m also worried as hell becuase Funcoms updates are often game breakers in some aspects. I’m always surprised when the update games smoothly. But it’s likely to be either way. I just wish they would have a bunch of testers hell I’d volunteer to test the mechanics myself …… there are a number of patches in which you notice huge bugs within 1-10 mins and then over a day of playing flush out several others. It’s like I’ll gladly volunteer for Xbox testing …… sigh