A Call to Arms: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
Line 17: Line 17:
*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{{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 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.Parts|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]].
== Tips ==
{{Opinion}}The difficulty of the defense can vary wildly based on the composition of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.
*{{favilink|Portable wall|plural}} can help separate the attackers from the defenders and keep the Barathrumites out of combat. However, {{favilink|Wraith-Knight Templar|plural}} can pass through walls and harass living creatures on the other side, making any {{favilink|Phylactery squire|plural}} present in the war parties high-priority targets.
*Low-tech, EMP-resistant means of crowd control are invaluable, such as {{favilink|freeze grenade|plural}}, {{favilink|sleep gas grenade|plural}}, or {{favilink|stun gas grenade|plural}}. Mutations that give the same capabilities include {{favilink|freezing ray}}, {{favilink|cryokinesis}}, and {{favilink|sleep gas generation}}.
*For more complex, EMP-vulnerable tools (such as {{favilink|hologram bracelet|plural}} or {{favilink|freeze ray|plural}}), modifying them to be [[electromagnetically-shielded]] will protect them from the Templar's [[EMP]] pulse.
*Techscanning, such as from a {{favilink|telemetric visor}}, a {{favilink|VISAGE}}, an {{favilink|optical technoscanner}} or an {{favilink|optical multiscanner}}, will reveal the natures of any grenades, projectile weaponry, or implants carried by the invaders so you can adjust your tactical priorities accordingly. Keep in mind that equipment-based sources of techscanning will also need to be [[electromagnetically-shielded]].
*Time is of the essence - the sooner the Templar die, the less chance they have to wreak havoc on the compound. {{favilink|Teleportation}} is very useful for moving between incursion points swiftly, especially if you've walled them off completely. Players without the mutation can still access it via eating {{favilink|voider gland|plural}} or {{favilink|yondercane|plural}}, cooking the right meal with [[teleport-based cooking effects]], or equipping and powering on a pair of {{favilink|ninefold boots}}. If you've been fortunate enough to have the Templar try to raid the front entrance, you can even use a {{favilink|Grit Gate recoiler}} to jump in on them.
*Most Barathrumites won't restock their inventories, which means that you can trade them {{favilink|salve injector|plural}} or {{favilink|urberry|plural}} over the course of your run leading up to A Call to Arms and they'll have them ready and available as emergency heals. You can trade healing items to {{favilink|Mafeo}}, {{favilink|Sparafucile}}, and {{favilink|Jacobo}} immediately before the invasion and they likely won't restock them away.
*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 those in [[wander mode|Wander]] or [[roleplay mode|Roleplay]] modes can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change where they appear. This can be better or worse for you and the Barathrumites.
{{References|2.0.201.71}}
{{References|2.0.201.71}}
{{Quest Navbox}}
{{Quest Navbox}}
[[Category:Quests]][[Category:Main Questline]]
[[Category:Quests]][[Category:Main Questline]]

Latest revision as of 19:10, 29 April 2024

Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

A Call to Arms
Level

20

Rewards

Ereshkigal has detected an imminent attack by the Putus Templar on Grit Gate.

Journal

Optional: Prepare Defenses

XP: 0

Defend Grit Gate

XP: 0

Once all members of the attacking party have been killed or removed from the zone, the quest will be completed.[1]

Rewards

Accomplishment

You valiantly defended Grit Gate from an attack by the Putus Templar.

Notes

This information is reliable as of patch 2.0.201.71.

Tips

This section is opinion-based. Your mileage may vary.

The difficulty of the defense can vary wildly based on the composition of the war parties and the different potential breach locations. Certain equipment or capabilities can be invaluable to controlling the engagement.

References

This information is reliable as of patch 2.0.201.71.
  1. XRL.World.Parts.ScriptCallToArmsPart, method HandleEvent
  2. XRL.World.Parts.ScriptCallToArmsPart, method HandleEvent
  3. PopulationTables.xml, populations Templar War Party Major and Templar War Party Minor
  4. XRL.World.Parts.ScriptCallToArmsPart, method spawnParties