A Call to Arms: Difference between revisions

Tips: 3d cobblers's walls can make this trivial.
0novo (talk | contribs)
m verified information & references formatting
Line 5: Line 5:
}}
}}
{{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=ScriptCallToArmsPart|method=HandleEvent|name="ScriptCallToArms.HandleEvent"}}}}.


==Rewards==
==Rewards==
Line 14: Line 14:


==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>
*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 [[EMP]] pulse,{{Code Reference|namespace=XRL.World.Parts|class=ScriptCallToArmsPart|method=spawnParties}} making relying too heavily on the {{favilink|force projector|plural}} risky.
*The Putus Templar will sometimes spawn in conjunction with a localized [[EMP]] pulse{{Code Reference|namespace=XRL.World.ZoneParts|class=ScriptCallToArmsPart|method=spawnParties}}, making relying too heavily on the {{favilink|force projector|plural}} risky.
*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]].


Line 55: Line 55:


*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]]