Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
In the past, if the purge couldn't find a way into your base, like your base was built on a cliff or something, then the purge would just spawn right in the middle of it. That doesn't really work with the new way the purge functions, so now everybody has to play around with base configurations and locations trying to figure out the specifics of what causes it to break.
That would be because the 'wreckers' broke the route to your coffer. Once the purge reaches your coffer, the wreckers start wrecking everything around and that can easily end up breaking the path to your coffer.
You need a large flat area for the purge to spawn. I myself have found spawning problems were caused by the area available for the purge to spawn, not the coffer room.
* Do not put any placeable, thrall or build piece within 2 foundations of the front of your coffer. (It seems to be just fine if its back is against a wall.)
https://steamcommunity.com/sharedfiles/filedetails/?id=3173999945
Edited to add: when I first tried it I was very disappointed to see that building huge defensive castles is completely ineffective as the purge attack pathfinding will fail miserably. If people want to invest huge amounts of time and materials in to building the defensive base of doom then they should benefit from that investment. That being said, I guess AI pathfinding is a hard problem so we're left with what we currently have.
Yeah, I hated this part too. First purge base was a three-floor funhouse of jacked bearers, carefully curated zerks and Crom-only-knows how many golems and archers and tar pots. All it ever did was summon piles of NPCs that tripped over themselves to the point of crashing the game or lagging out the area (for myself and others, it seemed).
Made a much smaller two-room job on Siptah with three zerks that didn't completely suck. Much cleaner pathing, no lagging, no crashing, same rewards as the funhouse.
Oh, and while we're on the subject of rewards -- why are Siptah named bearers a T10 purge reward? They're utter garbage. I get good EL named bearers at T1. Loot's okay, but could be a lot better. (What about throwing in some new unique-looking thralls with some backstory and make me want to do a T10?!)
Agreed. Bearers were minimally useful before they all got a 0.5 x damage multiplier which made them universally useless for any combat encounter. Some unique thralls with suitable back stories would have been nice to see on Siptah.
They push the purge feature only cause it's cheap and easy to implement.