A Call to Arms: Difference between revisions

Felis77 (talk | contribs)
Tips: Edited to align better with the wiki's style guide; added tips on elemental resistances, collateral damage, disarming/dismembering, intentional EMP usage, morphogenetic weapons, and newfathers.
0novo (talk | contribs)
m fix class name in code reference
 
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{{Quest step|title=Defend Grit Gate|subtask=Defend {{favilink|Grit Gate}} from its assailants.
{{Quest step|title=Defend Grit Gate|subtask=Defend {{favilink|Grit Gate}} from its assailants.
Once all members of the attacking party have been killed or removed from the zone, the quest will be completed.{{Code Reference|namespace=XRL.World.Parts|class=ScriptCallToArmsPart|method=HandleEvent}}}}
Once all members of the attacking party have been killed or removed from the zone, the quest will be completed{{Code Reference|namespace=XRL.World.ZoneParts|class=ScriptCallToArms|method=HandleEvent|name="ScriptCallToArms.HandleEvent"}}}}.


==Rewards==
==Rewards==
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==Notes==
==Notes==
{{As of patch inline|2.0.201.71}}
{{As of patch inline|2.0.209.41}}
*The game will attempt to spawn two parties{{Code Reference|namespace=XRL.World.Parts|class=ScriptCallToArmsPart|method=HandleEvent}}, drawing in part from a generic table consisting of a {{favilink|Banner-Knight Templar}}, a {{favilink|Knight Templar}}, a {{favilink|Phylactery squire}}, a {{favilink|Newfather}}, and a {{favilink|Gunner-Knight Templar}}. The first party should consist of one {{favilink|Knight Commander of the Holy Temple}}, one randomly-chosen {{favilink|Banner-Knight Templar}}, {{favilink|Knight Templar}}, or {{favilink|Gunner-Knight Templar}}, and a mix of six randomly-chosen {{favilink|Gunner-Knight Templar|plural}} and {{favilink|Knight Templar|plural}} (with a 15% chance each to choose from the aforementioned generic table instead). The second party rolls for members three times, each time with an 80% chance to pick one entry from the generic table and a 20% chance of picking four {{favilink|templar squire|plural}}.<ref><code>PopulationTables.xml</code>, populations <code>Templar War Party Major</code> and <code>Templar War Party Minor</code></ref>
{{Missing info|missing the specific probability of Templar war parties EMPing on arrival; missing info on how long it takes for the war parties to arrive; missing info on where the war parties are spawned}}
*The Putus Templar will sometimes spawn in conjunction with a localized [[EMP]] pulse,{{Code Reference|namespace=XRL.World.Parts|class=ScriptCallToArmsPart|method=spawnParties}} making relying too heavily on the {{favilink|force projector|plural}} risky.
*The game will attempt to spawn two parties<ref name="ScriptCallToArms.HandleEvent" />, drawing in part from a generic table consisting of a {{favilink|Banner-Knight Templar}}, a {{favilink|Knight Templar}}, a {{favilink|Phylactery squire}}, a {{favilink|Newfather}}, and a {{favilink|Gunner-Knight Templar}}. The first party should consist of one legendary {{favilink|Knight Commander of the Holy Temple}}{{XML Reference|population|Templar War Party Major}}, one randomly-chosen {{favilink|Banner-Knight Templar}}, {{favilink|Knight Templar}}, or {{favilink|Gunner-Knight Templar}}, and a mix of six randomly-chosen {{favilink|Gunner-Knight Templar|plural}} and {{favilink|Knight Templar|plural}} (with a 15% chance each to choose from the aforementioned generic table instead). The second party rolls for members three times, each time with an 80% chance to pick one entry from the generic table and a 20% chance of picking four {{favilink|templar squire|plural}}{{XML Reference|population|Templar War Party Minor}}.
*The Putus Templar will sometimes spawn in conjunction with a localized 30-turn [[EMP]] pulse with a radius of 4{{Code Reference|namespace=XRL.World.ZoneParts|class=ScriptCallToArms|method=spawnParties}}, making relying too heavily on the {{favilink|force projector|plural}} or any deployed turrets and mines risky.
*If the player has a neutral [[reputation]] with the Putus Templar, they will not spawn hostile towards the player. Note that any turrets or mines deployed by the player through [[Deploy Turret]] or [[Lay Mine / Set Bomb]] will not target non-hostile creatures.
*For details on how the aftermath of the attack is scored, see [[The Assessment]].
*For details on how the aftermath of the attack is scored, see [[The Assessment]].


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*Using {{favilink|Portable wall|plural}} can create tactical advantages both in advance and during combat. They can be used to shield the more vulnerable Barathrumites such as {{favilink|Shem -1}}, isolate the war party drop points from the rest of Grit Gate, and obstruct the thrown [[grenades]] carried by most Templars. The {{favilink|force wall}} mutation can supplement the {{favilink|foamcrete}} walls while being more resistant to most grenades. Keep in mind that {{favilink|Wraith-Knight Templar|plural}} can pass through walls.
*Using {{favilink|Portable wall|plural}} can create tactical advantages both in advance and during combat. They can be used to shield the more vulnerable Barathrumites such as {{favilink|Shem -1}}, isolate the war party drop points from the rest of Grit Gate, and obstruct the thrown [[grenades]] carried by most Templars. The {{favilink|force wall}} mutation can supplement the {{favilink|foamcrete}} walls while being more resistant to most grenades. Keep in mind that {{favilink|Wraith-Knight Templar|plural}} can pass through walls.
*Using the {{favilink|3D Cobblers}} you can create narrow chokepoints to prevent the invaders from swarming in, or, with clever use of walls that can be shot over like the {{favilink|Low wall}}, you can create a shooting gallery that the invaders are mostly not equipped to escape.


*High or complete [[resistances]] to {{qud shader|R|heat}} and {{qud shader|C|cold}} are recommended, as {{favilink|gunner-knight templar|plural}} may carry {{favilink|freeze ray|freeze rays}} or {{favilink|flamethrower|plural}}, and most Templars may carry {{favilink|freeze grenade|plural}} and {{favilink|thermal grenade|plural}}.
*High or complete [[resistances]] to {{qud shader|R|heat}} and {{qud shader|C|cold}} are recommended, as {{favilink|gunner-knight templar|plural}} may carry {{favilink|freeze ray|freeze rays}} or {{favilink|flamethrower|plural}}, and most Templars may carry {{favilink|freeze grenade|plural}} and {{favilink|thermal grenade|plural}}.
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*Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites.
*Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites.
{{References|2.0.201.71}}
{{References|2.0.209.41}}
{{Quest Navbox}}
{{Quest Navbox}}
[[Category:Quests]][[Category:Main Questline]]
[[Category:Quests]][[Category:Main Questline]]