A Call to Arms: Difference between revisions

0novo (talk | contribs)
note on faction rep & misc. changes
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.ZoneParts|class=ScriptCallToArmsPart|method=HandleEvent|name="ScriptCallToArms.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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{{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}}
{{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 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 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=ScriptCallToArmsPart|method=spawnParties}}, making relying too heavily on the {{favilink|force projector|plural}} or any deployed turrets and mines risky.
*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.
*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]].