Difference between revisions of "Events at Cycle Change"
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{{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}} | {{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}} | ||
| − | == General Character | + | == General Character Resources == |
| + | {{main|Resources}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
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| | | | ||
* Character is '''Human''' | * Character is '''Human''' | ||
| − | | {{Notification| | + | | {{Notification|Private}} |
| Character gains 1 {{Glory}}. | | Character gains 1 {{Glory}}. | ||
|- | |- | ||
| | | | ||
* Character is {{Character|Mush}} | * Character is {{Character|Mush}} | ||
| − | | {{Notification| | + | | {{Notification|Private}} |
| Character loses 2 {{Glory|Mush}}. | | Character loses 2 {{Glory|Mush}}. | ||
|- | |- | ||
| Line 82: | Line 83: | ||
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}} | {{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}} | ||
| − | == | + | == Titles and Statuses == |
| − | + | {{Main|Titles}} | |
| + | {{Main|Status}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| Line 92: | Line 94: | ||
| | | | ||
* Character has full {{ap}} and {{mp}} gauges {{todo|after getting this cycle's points?}} | * Character has full {{ap}} and {{mp}} gauges {{todo|after getting this cycle's points?}} | ||
| − | | | + | | {{Notification|Public}} |
| Character becomes {{Status|inactive}} | | Character becomes {{Status|inactive}} | ||
|- | |- | ||
| Line 121: | Line 123: | ||
|- | |- | ||
| | | | ||
| − | * A title-holder is [[Image:P_dead.png|Icon]] '''dead''', {{status|Berzerker}} or {{status|inactive}}, or a character of higher rank is no longer {{status|inactive}} | + | * A title-holder is [[Image:P_dead.png|Icon]] '''dead''', {{status|Berzerker}} or has just become {{status|inactive}}, or a character of higher rank is no longer {{status|inactive}} |
| {{Notification|neron}} | | {{Notification|neron}} | ||
| '''A-True adjustment:''' Title {{title|commander}}, {{title|comms}} or {{title|neron}} is assigned to a new character | | '''A-True adjustment:''' Title {{title|commander}}, {{title|comms}} or {{title|neron}} is assigned to a new character | ||
|} | |} | ||
| − | == | + | == Health and Morale == |
| − | + | {{Main|Health}} | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
| Line 180: | Line 182: | ||
| | | | ||
* Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | * Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | ||
| − | * | + | * Even if the shrink is also lying down |
| {{Notification|Public}} | | {{Notification|Public}} | ||
| Character gets therapy. | | Character gets therapy. | ||
| Line 189: | Line 191: | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| [[file:Dead.png]] '''Fatal depression: character dies.''' | | [[file:Dead.png]] '''Fatal depression: character dies.''' | ||
| − | * With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. | + | * With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. {{todo|notification in this case?}} |
{{note|this happens ''only'' at cycle change, but after morale loss: statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. }} | {{note|this happens ''only'' at cycle change, but after morale loss: statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. }} | ||
|} | |} | ||
| − | == | + | == Hazards == |
| − | + | {{Main|Dangers}} | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
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|} | |} | ||
| − | == | + | == Items and Equipment == |
| − | + | {{Main|Inventory}}{{Main|Equipment}} | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
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|} | |} | ||
| − | == | + | == Oxygen and Plants == |
| − | + | {{Main|Oxygen}}{{Main|Gardening}} | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
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|} | |} | ||
| − | == | + | == Hunters, Navigation, and Communications == |
| − | + | {{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}} | |
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
| Line 407: | Line 409: | ||
|- | |- | ||
| | | | ||
| − | * [[file:hunter_icon.png]] [[Hunters]] surround the DAEDALUS | + | * [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS |
* For a '''Hunter:''' unless it arrived at this or last cycle, and unless the ship has moved | * For a '''Hunter:''' unless it arrived at this or last cycle, and unless the ship has moved | ||
* For a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this or last cycle | * For a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this or last cycle | ||
* For an '''Asteroid:''' this happens only once after a certain amount of cycles | * For an '''Asteroid:''' this happens only once after a certain amount of cycles | ||
| {{Notification|None}} | | {{Notification|None}} | ||
| − | | | + | | '''Hunters''' attack and deal damage (mainly to the {{Armor}} [[Ship Armor]] or [[Plasma Shield]]). |
* Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}} | * Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}} | ||
|- | |- | ||
Revision as of 09:21, 21 June 2014
This page attempts to list all game events that occur at cycle change.
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!
Contents
General Character Resources
Main article: Resources.
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
Character gains 1 |
|
|
Character gains 1 |
|
Character gains 3 | |
|
|
Character gains 1 |
|
|
Character gains 1 |
|
|
Character loses 2 |
| |
Character gains 1 | |
|
|
|
|
|
Characters with the following skills gain skill-specific Action Points: |
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Titles and Statuses
Main article: Titles.
Main article: Status.
| Condition | Notification | Event |
|---|---|---|
| |
Character becomes | |
|
Character becomes | |
|
None | Character loses 1 Satisfaction |
|
None | Character loses status |
|
None | Character becomes |
|
|
Character loses 1 |
| |
A-True adjustment: Title |
Health and Morale
Main article: Health.
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters loose 2
|
|
|
|
|
|
|
|
|
Character gains 1 |
| |
Character gets a | |
| (Varies) | Symptoms of the illness: may include loss of | |
| |
Character is cured. | |
| |
Character gets therapy.
| |
| |
|
Hazards
Main article: Dangers.
| Condition | Notification | Event |
|---|---|---|
|
|
General Patching Up (GPU) is activated for this cycle |
| (except for doors) |
An equipment becomes | |
|
|
An electrical equipment becomes |
| |
Electrical spikes: | |
| |
The room shakes:
| |
| |
Metal plates:
| |
| |
| |
|
|
A fire is extinguished automatically before it does any damage |
| |
| |
| |
The fire does 2-3 points of damage directly to the | |
| |
The fire spreads to an adjacent room. | |
| |
Character in the room loses 2 |
Items and Equipment
Main article: Inventory.
Main article: Equipment.
| Condition | Notification | Event |
|---|---|---|
|
|
Drones do their actions: extinguish a |
|
None | Charged items or equipments restore 1 |
|
None | Turrets restore 1 |
|
None | |
|
|
Perishable food is destroyed. |
|
|
Perishable food decays one step in the series |
|
None | |
Oxygen and Plants
Main article: Oxygen.
Main article: Gardening.
| Condition | Notification | Event |
|---|---|---|
|
|
Oxygenated Ducts are activated for this cycle |
|
None | The ship consumes 1 |
| |
Each broken oxygen tank makes the ship loose 1 | |
| |
| |
| None | | |
| None | Plant becomes | |
| None | Each plant produce 1 | |
| |
Plant produces 1 fruit | |
|
|
Plant produces 1 fruit |
|
None | A plant becomes |
Main article: Hunters.
Main article: Navigation.
Main article: Communications.
| Condition | Notification | Event |
|---|---|---|
| |
A wave of new | |
|
|
The DAEDALUS reaches its destination |
|
|
A fraction of the Hunters and all Traxes catch up with the DAEDALUS
|
|
None | Hunters attack and deal damage (mainly to the |
| |
A Transporter arrives | |
| |
A Transporter leaves
| |
|
None | The Plasma Shield gains 5hp |
| |
| |
|
|
|
| |
The communication attempt from a Rebel Base times out |
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Miscellaneous
| Condition | Notification | Event |
|---|---|---|
|
None | Actions with a daily limit become available again:
|
|
|
All |
As a consequence of events listed so far, the following can be triggered at cycle change. Those events may also happen at any time.
| Condition | Notification | Event |
|---|---|---|
| |
| |
|
|
All characters loose 1 |
| Character becomes | ||
| Character becomes |