How invasions actually work
Heat, scouting, assault, cooldown — and the twenty settings behind them.
Base invasions in Soulmask are not random events on a timer. They are driven by a heat value your base accumulates, and they run in phases with separate durations. All twenty of the settings involved are in one category.
The cycle
- Heat builds. Heat accumulation rate multiplies how fast your base draws attention. Default 1.
- Scouting — 20 minutes by default (Invasion scouting minutes). This is your warning.
- Assault — 90 minutes (Invasion assault minutes).
- Cooldown — 1440 minutes (Invasion cooldown minutes), which is 24 hours.
How big it gets
| What | Setting | Default |
|---|---|---|
| Total attackers, lower bound | Invasion total enemies (min) | 8 |
| Total attackers, upper bound | Invasion total enemies (max) | 128 |
| Per wave, lower bound | Enemies per wave (min) | 3 |
| Per wave, upper bound | Enemies per wave (max) | 16 |
| Enemy level | Invasion enemy level | 1 |
| Enemy strength | Invasion enemy strength | 1 |
| Overall scale | Invasion scale | 1 |
| Simultaneous invasions | Concurrent invasions | 2 |
What they do when they arrive
Two coefficients decide whether an invasion is an inconvenience or a rebuild: Invasion burn coefficient (default 0.6) controls how much they burn, and Invasion slaughter coefficient (default 0.3) how much they kill. Both default below 1.0, so the shipped experience is deliberately not total destruction.
Turning it down, or off
Monster invasion is the master switch. Random invasions controls whether invasions can fire at random rather than on the heat cycle. Invasion window start hour and Invasion window end hour restrict them to a window — useful if your group plays at a predictable time.
Defending successfully pays out: Invasion reward interval sets how many consecutive successful defences it takes to earn a reward, currently 3.