Homestead night raids
A home on the frontier
Regular homestead night raids belong to Adventure. They can begin near a frontier home once your recorded furthest reach is at least 80. This record measures the greatest total of horizontal and vertical steps from home while on the overworld. Returning home does not lower it. You must be within 25 horizontal and vertical steps of home when a raid is checked. The Wilds skips this regular raid pass. A scenario can disable new raid warnings.
Homes that are protected
A home within 200 tiles of the original starting point on both axes is protected from these raids. Moving home beyond that square can expose it. A home inside a settlement footprint is also protected. The settlement check includes the eight points 5 tiles north, south, east, west and diagonally from home, so many homes just outside a settlement are protected too.
Early protection
Raid attempts are blocked while both conditions hold: fewer than 18000 turns have elapsed and fewer than 10 counted structures have been built. Reaching either limit ends this early protection. The structure count is a lifetime total. Ordinary floor and path builds do not count, and demolishing a structure does not subtract from it. Frontier distance, home protection and the other raid conditions still apply.
The warning
Distant war drums start a countdown from 3. The drums grow louder before the final wave is placed. Daylight, moving more than 25 horizontal and vertical steps from home or moving home into a protected area cancels the warning when the raid pass next runs. Existing raiders and the nightly limit can pause the regular raid pass. Open ground must be available outside nearby defences for enemies to be placed.
The waves in the current build
The final war-drum wave approaches from the north. At reach 80 to 159 it aims for 1 Ravenkin Scout. At 160 to 189 it aims for 2 Ravenkin Scouts. At 190 to 219 it aims for 3 Ravenkin Raiders. At 220 to 259 it aims for 4 Soured Affineurs. At 260 or higher it aims for 5 Grey Legionaries. Blocked ground can leave fewer creatures. These are the regular waves produced by the current final arrival step.
Later raids in the same night
The regular pass allows at most 1 wave per night below reach 160, 2 at reach 160 to 219 and 3 at reach 220 or higher. A placed wave counts towards that limit. The current wave sets a cooldown of 180 turns below reach 160, 150 at reach 160 to 189, 130 at reach 190 to 219, 110 at reach 220 to 259 and 90 at reach 260 or higher. Another wave also needs a successful night check and no remaining raider bodies in the active or frozen creature lists. Dawn resets the nightly count.
Damage to buildings
Until 22000 turns have elapsed, raider swings cannot reduce a targeted structure's health, except for a Beacon. Raiders can still approach and swing during this protection. Spike Wall thorns and Barricade slowing still work. Later, the raider's separate structure damage is taken directly from the building's health. Settlement-owned structures remain protected from this attack handler. A nearby Beacon can draw a fighting raider away from you, while a raider already fleeing continues its retreat.
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