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If you're having trouble getting the purge to spawn now, just try moving the treasure guy around a bit, or clearing out a more open path from the entrance of your base, to the treasure coffer. Experiment a bit.
I hadn't used archers for defense against the old purge in many years, but they are essential for defense against higher level purges.
Close purges are more dangerous, specially if you don't put your defenders on a short chase distance and they wander into the invader camp and take the entire blunt of a wave or two. The purge can spawn out at about the render range for mobs and you don't want it spawning further than that.
Unless you want to risk the purge destroying your crafting stations, a separate purge base is recommended.
Yes, defending against the new purge is a bit of a "tower defense" problem. Finding a purge base design that works for you and your location is a large part of the fun of the new system.
First of all, doors certainly work fine. They had no problem making their way to my gate and destroying it
The thing that surprised me is the camp spawned literally 10 feet from the door in a tiny space I hadn't built, right in the middle of my base. So much for walls and fortifications, they just completely bypassed everything and popped right next to my treasure building
Things worked out in the end, some dead thralls, repairs needed to be done and so on. I just really wasn't expecting the camp to spawn where it did. So with that now in mind, I'll be preparing things differently in the future to make that less likely to happen
I'm wondering what would be a cheap way to prevent that. Throw a couple of foundations around anywhere you have some space in your base? Hopefully, others here can respond to that.
Seems the best thing to do is, just test with lvl 1 purges before going all in. It's what I intended to do, but I couldn't be bothered moving treasure around to lower the purge level. So that was my fault really
I'll probably play around with it sometime tonight
I moved the treasure to a different spot I was ok with, and it finally worked. Not only did it work, but the camp actually spawned a good distance away. The thralls crashed against my defenses and guards
What really surprised me was the amount of thralls that were sent. It was a massive zerg, even though it was just a level 1 purge. I couldn't really grasp how many there were the first time cause it spawned so close. It was way more fun than the old purges I would get, I'll tell ya that
I think part of me is still going to miss purges just happening, but I can see having fun with this. I'm looking forward to the future content
As a returning player the changes just confuse me, what is even the point of having to manually trigger a purge?
Before they were a threat if you weren't prepared and something to actually prepare for, now.......?