Difference between revisions of "Events at Cycle Change"

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This page lists all events that occur at cycle change.
+
This page attempts to make an extensive list of '''all game events that occur at cycle change'''.
{{Caution|I use the '''"to be checked"''' column to ensure that at least 1 person verifies the info. Please remove the question mark if, to the best of your knowledge, this line is correct and complete.}}
+
  
{{Caution|This is still a work in progress (I plan to complete the missing elements). Do not hesitate to check/confirm all lines that need some proof-reading }}
+
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
== Character-centered events ==
+
 
{|class="wikitable"
+
 
width="10%" | Frequency
+
== General Character Resources ==
!  width="10%" | Log
+
{{main|Resources}}
!  width="75%" | Event
+
{|class="wikitable" width="100%"
width="5%" | To be checked
+
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
Event
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Always
 +
| '''All characters''' gain 1 {{AP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* {{Equipment|Gravity Simulator}} is intact (or has just broken down)
 +
| '''All characters''' gain 1 {{MP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Always
 +
| '''All characters''' gain 1 {{XP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is {{Status|Lying down}}
 +
* Character is {{Character|Mush}} or is not targeted with {{Skill|Nightmarish}}
 +
| Character gains 1 {{AP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is selected by {{Skill|Logistics Expert}}
 +
| Character gains 1 {{AP}}.
 
|-  
 
|-  
| Always
+
| {{Todo|?}}
| {{Privacy|Private}}
+
|
| Each character gains 1 {{ap}}
+
* Character has {{Skill|Lethargy}} and has been {{Status|Lying down}} continuously for '''4 cycles'''
 +
| Character gains 1 {{AP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is in {{Gold Mode}}
 +
| Character gains 1 {{XP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is '''Human''' and not {{status|inactive}}
 +
| Character gains 1 {{Glory}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is {{Character|Mush}}
 +
| Character loses 2 {{Glory|Mush}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character has {{Skill|Panic}} and half the crew is {{Character|Mush}}
 +
| Character gains 1 {{AP}} and 1 {{MP}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* '''At Cycle 1'''
 +
| {{Character|Chun}} gains 1 {{Glory}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* '''At Cycle 1'''
 +
| Characters with the following skills gain [[Player_Resources#Skill-specific_Action_Points|skill-specific Action Points]]:
 +
* {{Skill|Technician}}: 1 {{AP|Repair}} (up to 2)
 +
* {{Skill|Botanist}}: 2 {{AP|Gardening}} (up to 4)
 +
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4)
 +
* {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4)
 +
* {{Skill|Polymath}}: 1 {{AP|IT}} (up to 2)
 +
* {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2)
 +
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2)
 +
* {{Skill|Shooter}}: 2 {{AP|Free Shot}} (up to 4)
 +
* {{Skill|Chef}}: 4 {{AP|Chef}} (up to 8)
 +
|}
 +
 
 +
 
 +
== Titles and Statuses ==
 +
{{Main|Titles}}
 +
{{Main|Status}}
 +
 
 +
{|class="wikitable" width="100%"
 +
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
!  Event
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* Character has full {{ap}} and {{mp}} gauges {{todo|after getting this cycle's points?}}
 +
| Character becomes {{Status|inactive}}
 +
|-
 +
|
 +
|
 +
* Character has been inactive for 48 hours
 +
| Character becomes {{Status|highly inactive}}
 +
|-
 +
| {{Notification|None}}
 
|  
 
|  
|-
+
* Character has at least 1 '''[[Health#Satisfaction|Satisfaction]]'''
| Always
+
| Character loses 1 '''[[Health#Satisfaction|Satisfaction]]'''
| {{Privacy|Private}}
+
|-
| Each character '''[[file:Laid.png]] lying down''' gains 1 {{ap}}
+
| {{Notification|None}}
 
|  
 
|  
|-
+
* Character drops to 2 Satisfaction
| Always
+
| Character loses status {{Status|Full Stomach}}
| {{Privacy|Private}}
+
|-
| Each character gains 1 {{mp}}
+
| {{Notification|None}}
* Unless the Gravity Simulator is broken {{confirm| starting from the cycle at which it breaks?}}
+
| ?
+
|-  
+
| Always
+
| {{Privacy|Private}}
+
| Each character gains 1 {{XP}}. (More with {{Gold}} mode or [[Vending_Machine|SNC Kitchen]].)
+
 
|  
 
|  
|-
+
* After 24 cycles with 0 Satisfaction
| Always
+
| Character becomes {{Status|Starving}}
| None
+
|-
| Each '''human''' character gains 1 {{Glory}}
+
| {{Notification|Private}}
| ?
+
|-
+
| Always
+
| None
+
| Each '''mush''' character loses 2 {{Glory|Mush}}
+
| ?
+
|-  
+
| Always
+
| {{Privacy|Private}}
+
| One character in the same room as a {{Skill|Logistics Expert}} gains 1 {{ap}}
+
| ?
+
|-
+
| Always
+
| {{Privacy|Private}}
+
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}.
+
| ?
+
|-
+
| Always
+
| {{Privacy|Private}}
+
| Any {{Trait|Antisocial}} character ({{Character|Raluca}}) in the same room as any other character  loses 1 {{morale}}
+
| ?
+
|-
+
| Always
+
| {{Privacy|Private}}
+
| Any {{Trait|Germaphobe}} character ({{Character|Finola}}) being {{Status|Dirty}} loses 1 {{morale}}
+
| ?
+
|-
+
| Always
+
 
|  
 
|  
| Any character with 0 {{morale}} '''dies'''
+
* Character is {{Status|Starving}}
* This takes place ''after'' morale loss. Status {{Status|Suicidal}} gives a warning.
+
| Character loses 1 {{hp}}  
| ?
+
|-
|-
+
| {{Notification|neron}}
| Always
+
|
| None
+
* 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}}
| Each character loses 1 [[Health#Satisfaction|Satisfaction]]
+
| '''A-True adjustment:''' Title {{title|commander}}, {{title|comms}} or {{title|neron}} is assigned to a new character
| ?
+
|}
|-
+
 
| Always
+
== Health and Morale ==
| {{Privacy|Private}}
+
{{Main|Health}}
| Any [[Image:Starving.png]] '''Starving''' character (with 0 [[Health#Satisfaction|Satisfaction]] for at least 24 cycles) loses 1 {{hp}}  
+
{|class="wikitable" width="100%"
| ?
+
!  width="120px" | Notification
|-  
+
!  width="35%" | Condition
| Always
+
!  Event
| {{Privacy|Public}}
+
|-
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} while having a {{Status|Disorder}} gets therapy
+
| {{Notification|Private}}
* For this the Shrink needs to be standing up {{todo|check}}
+
|  
* The log shows whether the disorder is actually healed
+
* '''At Cycle 1'''
| ?
+
| '''All characters''' gain 1 {{hp}}
|-  
+
|-
| Random
+
| {{Notification|Private}}
| {{Privacy|Private}}
+
|  
| Chances of getting a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
+
* '''At Cycle 1'''
| ?
+
| '''All characters''' lose 2 {{morale}}
 +
* Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive.
 +
* Additionally reduced by 1 for characters with {{Skill|The Optimist}}.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is in the same room as a crewmate
 +
| {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}}
 +
|-
 +
| {{Notification|Private}}
 +
|  
 +
* Character is {{Status|Dirty}}  
 +
| {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}}
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}}
 +
| Character gains 1 {{morale}}.
 +
|-
 +
| {{Notification|Private}}
 +
|  
 +
* Character is '''Human'''
 +
* [[File:dice.png]] Random chance
 +
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
 
|-  
 
|-  
 
| (Varies)
 
| (Varies)
| (Varies)
+
|  
| Symptoms of having a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}} (see [[Illnesses]])
+
* Character has a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}}
| ?
+
* Conditions depend on specific illness
|-
+
| Symptoms of the illness: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]])
| Random
+
| {{Privacy|Private}}
+
| Random healing of any {{Status|Disease}}, of {{Illness|Spleen}} or of {{Illness|Vertigo}}
+
| ?
+
 
|-
 
|-
| '''At cycle 1'''
+
| {{Notification|Private}}
| {{Privacy|Private}}
+
|  
| Each character loses 1 {{morale}}  
+
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}}
* Unless they are {{Skill|The Optimist}}
+
* [[File:dice.png]] Random chance
| ?
+
| Character is cured.
|-  
+
|-
| '''At cycle 1'''
+
| {{Notification|Public}}
| {{Privacy|Private}}
+
|
| Each character gains 1 {{hp}}  
+
* 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
|-
+
| Character gets therapy.
| '''At cycle 1'''
+
* The log shows whether the disorder is actually cured.
| {{Privacy|Private}}
+
|-
| If no character with {{Skill|Mankind's only hope}} is alive, each character loses 1 {{morale}}
+
| {{Notification|Announcement}}  
| ?
+
|  
|-
+
* '''Character has 0 {{morale}}'''
| '''At cycle 1'''
+
| [[file:Dead.png]] '''Fatal depression: character dies.'''
| {{Privacy|Private}}
+
* With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. {{todo|notification in this case?}}
| Some characters gain [[Player_Resources#Skill-specific_Action_Points|Skill-specific Action Points]]: 1[[image:Pa eng.png]]/2[[image:Pa garden.png]]/2[[image:Pa core.png]]/2[[image:Pa comp.png]]/1[[image:Pa heal.png]]/1[[image:Pa pilgred.png]]/2[[image:Pa shoot.png]]/4[[image:Pa cook.png]]
+
{{note|this happens ''only'' at cycle change, but after morale loss: statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. }}
* With a maximum of 2 days worth of points.
+
| ?
+
 
|}
 
|}
  
{{Todo|other skill-specific events?}}
+
== Hazards ==
{{Todo|Mush stuff?}}
+
{{Main|Dangers}}
 
+
{|class="wikitable" width="100%"
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}}
+
!  width="120px" | Notification
 
+
!  width="35%" | Condition
== Room and items ==
+
!   Event
 
+
|-
{|class="wikitable"
+
| {{Notification|Announcement}}
width="10%" | Frequency
+
!  width="10%" | Log
+
!  width="75%" | Event
+
! width="5%" | To be checked
+
|-  
+
| Always
+
 
|  
 
|  
| [[Support Drone|Drones]] do their actions: extinguish a [[file:Fire.png]] fire (only with ''firefighters'' upgrade), attempt a [[file:Pa_eng.png]] repair, or change room.
+
* [[File:dice.png]] 15% chance with {{Project|General Patching Up|long}}
* {{Confirm|firefighter works before or after the fire starts / the damage is done?}}
+
| '''General Patching Up''' (GPU) is activated for this cycle
| ?
+
|-
|-
+
| {{Notification|Announcement}}  
| Always
+
(except for '''doors''')
| None
+
| Items with  '''charges''' restore 1 [[file:Charge.png]]
+
| ?
+
|-
+
| Random
+
| [[NERON Announcements|Announcement]] (*)
+
| [[file:broken.png]] Broken equipment
+
* There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event.
+
| ?
+
|-  
+
| Random
+
| [[NERON Announcements|Announcement]]
+
| [[file:Fire.png]] A [[fire]] starts.
+
| ?
+
|-
+
| Random
+
| {{Privacy|Public}}
+
| A fire damages equipment (except doors) and break/destroy objects in the room.
+
| ?
+
|-
+
| Random
+
| {{Privacy|Public}}
+
| A fire does 2-3 points of damage directly to the {{Armor}} [[Armor]]
+
| ?
+
|-
+
| Random
+
 
|  
 
|  
| A fire spreads to an adjacent room.
+
* [[File:dice.png]] Random chance, never when GPU is active
| ?
+
| An equipment becomes [[file:broken.png]] damaged
|-  
+
|-
| Random
+
| {{Notification|Announcement}}  
| {{Privacy|Private}}
+
|  Any character in a room in fire loses 2 {{HP}}
+
| ?
+
|-
+
| 25%
+
 
|  
 
|  
| A fire is extinguished automatically by [[NERON#List of NERON Projects|NERON Project Sprinkers]]
+
* {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier
* {{Confirm|before or after the damage is done?}}
+
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
| ?
+
 
|-  
 
|-  
| At cycle 1
+
| {{Confirm|{{Notification|Announcement}}}}
 
|  
 
|  
| Perishable food decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing'''
+
* [[File:dice.png]] Random chance, never when GPU is active
* Unless [[BIOS_Terminal#Foodstuff_Destruction|Foodstuff destruction]] is active (default value), in which case the perishable food is destroyed.
+
| '''Electrical spikes''':
| ?
+
* All equipment of the room is [[file:broken.png]] damaged
 +
* All characters in the room lose 3{{hp}}
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* [[File:dice.png]] Random chance, never when GPU is active
 +
| '''The room shakes''':
 +
* All characters in the room lose 1-3{{hp}}
 +
* The amount of {{hp}} lost is {{Privacy|Private}}
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* [[File:dice.png]] Random chance, never when GPU is active
 +
| '''Metal plates''':
 +
* One character in the room loses 4-6{{hp}}
 +
* The amount of {{hp}} lost is {{Privacy|Private}}
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance, never when GPU is active
 +
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 +
|- 
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with {{Project|Automatic Sprinklers|long}}
 +
| A fire is extinguished automatically '''before''' it does any damage
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 +
| [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room.
 +
* Items held in a character's inventory are protected
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 +
| The DAEDALUS loses 2-3{{Armor}}
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 +
| The fire spreads to an adjacent room.
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 +
|  Character in the room loses 2 {{HP}}
 +
* the event is independent for each character in the room
 
|}
 
|}
  
{{Todo|room shake}}
+
== Items and Equipment ==
 +
{{Main|Inventory}}{{Main|Equipment}}
 +
{|class="wikitable" width="100%"
 +
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
!  Event
 +
|- 
 +
| {{Notification|Public}}
 +
|
 +
*Always
 +
| [[Support Drone|Drones]] do their actions: extinguish a [[file:Fire.png]] fire (only with ''firefighters'' upgrade), attempt a [[file:Pa_eng.png]] repair, or change room.
 +
* Repairs happen before random equipment breakdown.
 +
* {{todo|firefighter works before or after the fire starts / the damage is done?}}
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* Always
 +
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]
 +
* Except in-flight '''[[Patrol Ship|patrol ships]]'''
 +
* With {{Project|Rerouted Charges|long}}, '''Turrets''' restore another 1 [[file:Charge.png]]
 +
* With {{Project|Hydroponic Incubator|long}}, [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore another 1 [[file:Charge.png]]
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default)
 +
| '''Perishable food''' is destroyed.
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off'''
 +
| '''Perishable food''' decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1'''
 +
* Also '''at Cycle 4''' with {{Project|Fission Coffee Roaster|long}}
 +
* '''Always''' if the '''[[PILGRED]]''' is repaired {{Bug|should be only Cycles 3, 5 and 7}}
 +
| [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again
 +
|}
  
== Global events ==
+
== Oxygen and Plants ==
{|class="wikitable"
+
{{Main|Oxygen}}{{Main|Gardening}}
width="10%" | Frequency
+
{|class="wikitable" width="100%"
!  width="10%" | Log
+
!  width="120px" | Notification
!  width="75%" | Event
+
!  width="35%" | Condition
width="5%" | To be checked
+
Event
|-
+
|-
| Always
+
| {{Notification|Announcement}}
| None
+
|
 +
* [[File:dice.png]] 20% chance with {{Project|Oxygenated Ducts}}
 +
| '''Oxygenated Ducts''' are activated for this cycle
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* Always, unless '''Oxygenated Ducts''' are active
 
| The ship consumes 1{{O2}}
 
| The ship consumes 1{{O2}}
| ?
+
|-
|-  
+
| {{Notification|None}}
| Always
+
| [[NERON Announcements|Announcement]]
+
| Each broken oxygen tank makes the ship loose 1{{O2}}
+
| ?
+
|-
+
| Always
+
| [[NERON Announcements|Announcement]]
+
| '''Asphyxiation'''. If the ship has 0{{O2}}, a random character dies.
+
* If the selected character is holding an oxygen capsule, then that is used up instead.
+
| ?
+
|-
+
| Always (*)
+
| None
+
| [[Hunters]] attack and deal damage (mainly to the ship's {{Armor}} [[Armor]] )
+
* Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax)
+
* Asteroids deal damage only once after a certain amount of cycles.
+
* D1000 also deal damage ''during'' the cycle. {{todo|questionable}}
+
| ?
+
|-
+
| Random
+
| [[NERON Announcements|Announcement]]
+
| A wave of new hunters arrive
+
| ?
+
|-
+
| Random
+
| [[NERON Announcements|Announcement]]
+
| A [[Trading|Transporter]] arrives
+
| ?
+
|-
+
| Random
+
 
|  
 
|  
| A [[Trading|Transporter]] leaves
+
* Always, even with active Oxygenated Ducts.
* Always if it has been shot at during the previous cycle
+
| Each '''broken {{equipment|Oxygen Tank}}''' makes the ship lose 1{{O2}}
| ?
+
|-
|-  
+
| {{Notification|Announcement}}
| Random
+
|
| [[NERON Announcements|Announcement]]
+
* The ship has 0{{O2}}
| Signal loss: The connection with Sol has been lost
+
| [[file:Dead.png]] '''Asphyxiation: a random character dies.'''
| ?
+
* Characters without {{Item|Oxygen Capsule}} are selected first
|-  
+
* If the selected character is holding an oxygen capsule, then that is used up instead. {{todo|(Lack of) announcement in this case?}}
| '''At Cycle 1'''
+
|-
| None
+
| {{Notification|None}}
| Plants produce 1{{O2}} each
+
|
* Unless they are [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', or [[Image:Plant_dry.png]] '''Dried Out'''
+
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold)
 +
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1'''
 +
* Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
 +
| Each plant produce 1{{O2}}
 
* This happens ''after'' asphyxiation
 
* This happens ''after'' asphyxiation
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* '''At Cycle 1'''
 +
* Plant is neither [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
 +
| Plant produces '''1 fruit'''
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* '''At Cycle 1''': [[File:dice.png]] 50% chance with {{Project|Heat Lamps}}
 +
* Plant is in '''Hydrophonic Garden''' and has already produced 1 fruit
 +
| Plant produces '''1 fruit'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* [[File:dice.png]] Random chance
 +
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1'''
 +
| A plant becomes [[Image:Plant_thirsty.png]] '''Thirsty''', or [[Image:Plant_dry.png]] '''Dried Out''' (if already thirsty), or '''dies''' (if already dried out) {{todo|no log, even if the plant dies?}}
 +
|}
 +
 +
== Hunters, Navigation, and Communications ==
 +
{{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}}
 +
{|class="wikitable" width="100%"
 +
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
!  Event
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance
 +
| A wave of new '''[[file:hunter_icon.png]] [[hunters]]''' arrives
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* DAEDALUS is [[Navigation|moving]]
 +
| The DAEDALUS reaches its destination
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* DAEDALUS has been [[Navigation|moving]]
 +
| A fraction of the '''Hunters''' and all '''Traxes''' catch up with the DAEDALUS
 +
* The announcement is the same as when new hunters arrive
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS
 +
* For a '''Hunter:''' unless it arrived at this cycle change or last cycle, and unless the ship has moved
 +
* For a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this cycle change or last cycle
 +
* For an '''Asteroid:''' this happens only once after a certain amount of cycles
 +
| '''Hunters''' try to attack and damage the {{Armor}} [[Ship Armor]] (or the [[Plasma Shield]] instead if it is built)
 +
Each D1000 tries to attack and deal damage 3 times during the cycle change.
 +
*They have aproximately a 50% chance of firing doing around 1-3 damage {{Confirm|numbers}}
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance
 +
| A '''[[Trading|Transporter]]''' arrives
 
|-  
 
|-  
| '''At Cycle 1'''
+
| {{Notification|Announcement}}
| None
+
|
| Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]])
+
* [[File:dice.png]] Random chance
* Unless they are [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', or [[Image:Plant_dry.png]] '''Dried Out'''
+
* Always if it has been shot at during last cycle
| ?
+
| A '''[[Trading|Transporter]]''' leaves
 +
|-
 +
| {{Notification|None}}
 +
|  
 +
* With {{Project|Plasma Shield|long}}
 +
| The [[Plasma Shield]] gains 5hp
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance
 +
* The risk is lower as the signal strengthens
 +
| [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* Contact with Sol is established {{Confirm|does it really need to be contacted at least once?}}
 +
* Once a day on days 2-7
 +
* Always the same cycle, but randomized between ships
 +
| [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]]
 
|-  
 
|-  
| Random
+
| {{confirm|{{Notification|None}}}}
| None
+
|
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge).
+
* [[File:dice.png]] Random chance
| ?
+
* {{todo|how is the time chosen/known?}}
 +
| The communication attempt from a [[Rebel Base]] '''times out'''
 +
|}
 +
 
 +
== Miscellaneous ==
 +
 
 +
{|class="wikitable" width="100%"
 +
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
!  Event
 +
|-
 +
|  {{Notification|Announcement}}
 +
|
 +
* All '''humans''' are [[file:Dead.png]] dead {{todo|(or out of the ship?)}}
 +
* This happens before asphyxiation
 +
| A-True protocol: the DAEDALUS is '''destroyed''', {{status|Mush}} win.
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* '''At Cycle 1'''
 +
| [[Actions]] with a '''daily limit''' become available again:
 +
* '''[[Doing the thing]]'''
 +
* '''[[Communications|Establish communications]]'''
 +
* {{Title|Commander}}: '''Issue mission'''
 +
* {{Character|Mush}}: 4x '''[[Extract a spore]]'''
 +
** -2 with {{Research|Antispore Gas}}, +1 for each {{Skill|Fertile}}
 +
** Limit shared between all {{Character|Mush}}
 +
* {{Character|Mush}}: '''[[Infect]]'''
 +
** 2x if {{Skill|Infector}}
 +
* {{Skill|Doorman}}: free '''Door [[Sabotage]]'''
 +
* {{Skill|Defacer}}: '''Clear Logs'''
 +
* {{Skill|Metalworker}}: '''Search''' for bonus items
 +
* '''Using the emergency Refectory shower''' when both shower are dismantled
 +
** Limit shared between all characters
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* With {{project|NERON Participation}}
 +
| The {{project|NERON Project}} which has been advanced last (in green) '''progress by 5%'''
 +
|}
 +
 
 +
 
 +
As a consequence of events listed so far, the following can be triggered at cycle change. '''Those events may also happen at any time.'''
 +
 
 +
{|class="wikitable" width="100%"
 +
!  width="120px" | Notification
 +
!  width="35%" | Condition
 +
!  Event
 +
|-
 +
| {{Notification|Announcement}}
 +
 +
* '''Character has 0 {{hp}}'''
 +
| [[file:Dead.png]] '''Character dies.'''
 +
|-
 +
| {{Notification|Private}}
 +
 +
* A character dies (by anything ''except ''fatal depression)
 +
| All humans lose 1{{morale}}
 +
{{confirm|this seems to happen before fatal depression.}}
 
|-  
 
|-  
| Random
+
| {{Notification|None}}
| None
+
|
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''
+
* Character has 5 {{morale}}
* This can happen only once a day per plant {{confirm|even C1?}}
+
| Character becomes {{Status|demoralized}}
 
|-  
 
|-  
| At Cycle 1
+
| {{Notification|None}}
| None
+
|
| A plant becomes [[Image:Plant_thirsty.png]] '''Thirsty''', or [[Image:Plant_dry.png]] '''Dried Out''' (if already thirsty), or dies (if already dried out)
+
* Character has 1 {{morale}}
| ?
+
| Character becomes {{Status|suicidal}}
 +
|-
 +
| Irrelevant?
 +
|
 +
* DAEDALUS has 0 {{Armor}}
 +
| The DAEDALUS is '''destroyed''', {{status|Mush}} win.
 +
|-
 
|}
 
|}
{{Todo| call from rebel base}}
 

Latest revision as of 12:24, 9 April 2020

This page attempts to make an extensive list of all game events that occur at cycle change.

Note that the majority of events are triggered by certain conditions, and, in many cases, chance.


General Character Resources

More info Main article: Resources.

Notification Condition Event
Icon Private log
  • Always
All characters gain 1 Action Point.
Icon Private log All characters gain 1 Movement Point.
Icon Private log
  • Always
All characters gain 1 XP.
Icon Private log Character gains 1 Action Point.
Icon Private log Character gains 1 Action Point.
Icon TODO: ? Character gains 1 Action Point.
Icon Private log Character gains 1 XP.
Icon Private log Character gains 1 Glory.
Icon Private log Character loses 2 Glory (Mush).
Icon Private log
  • Character has Icon Panic and half the crew is Icon Mush
Character gains 1 Action Point and 1 Movement Point.
Icon Private log
  • At Cycle 1
Icon Chun gains 1 Glory.
Icon Private log
  • At Cycle 1
Characters with the following skills gain skill-specific Action Points:


Titles and Statuses

More info Main article: Titles. More info Main article: Status.

Notification Condition Event
Icon Public log
  • Character has full Action Point and Movement Point gauges Icon TODO: after getting this cycle's points?
Character becomes Icon Inactive
  • Character has been inactive for 48 hours
Character becomes Icon Highly Inactive
None Character loses 1 Satisfaction
None
  • Character drops to 2 Satisfaction
Character loses status Icon Full Stomach
None
  • After 24 cycles with 0 Satisfaction
Character becomes Icon Starving
Icon Private log Character loses 1 Health Point
Icon Announcement A-True adjustment: Title Icon Commander, Icon Communications Officer or Icon NERON Administrator is assigned to a new character

Health and Morale

More info Main article: Health.

Notification Condition Event
Icon Private log
  • At Cycle 1
All characters gain 1 Health Point
Icon Private log
  • At Cycle 1
All characters lose 2 Morale
Icon Private log
  • Character is in the same room as a crewmate
Icon Antisocial character (Icon Raluca) loses 1 Morale
Icon Private log Icon Germaphobe character (Icon Finola) loses 1 Morale
Icon Private log
  • Character is Laid.png lying down in the same room as a Icon Shrink
Character gains 1 Morale.
Icon Private log
  • Character is Human
  • Dice.png Random chance
Character gets a Icon Disease or a Icon Disorder (see Illnesses)
(Varies) Symptoms of the illness: may include loss of Health Point, Morale, Action Point etc. (see Illnesses)
Icon Private log Character is cured.
Icon Public log
  • Character with Icon Disorder is Laid.png lying down in the same room as a Icon Shrink
  • Even if the shrink is also lying down
Character gets therapy.
  • The log shows whether the disorder is actually cured.
Icon Announcement
  • Character has 0 Morale
Dead.png Fatal depression: character dies.
  • With Icon Self-sacrifice, character loses 1 Health Point instead. Icon TODO: notification in this case?

Icon Note: this happens only at cycle change, but after morale loss: statuses Icon Demoralized and Icon Suicidal give warnings.

Hazards

More info Main article: Dangers.

Notification Condition Event
Icon Announcement General Patching Up (GPU) is activated for this cycle
Icon Announcement

(except for doors)

  • Dice.png Random chance, never when GPU is active
An equipment becomes Broken.png damaged
Icon Announcement An electrical equipment becomes Broken.png damaged
Icon Confirm: Icon Announcement
  • Dice.png Random chance, never when GPU is active
Electrical spikes:
  • All equipment of the room is Broken.png damaged
  • All characters in the room lose 3Health Point
Icon Public log
  • Dice.png Random chance, never when GPU is active
The room shakes:
  • All characters in the room lose 1-3Health Point
  • The amount of Health Point lost is Icon Private
Icon Public log
  • Dice.png Random chance, never when GPU is active
Metal plates:
  • One character in the room loses 4-6Health Point
  • The amount of Health Point lost is Icon Private
Icon Announcement
  • Dice.png Random chance, never when GPU is active
Fire.png A fire starts.
Icon Announcement A fire is extinguished automatically before it does any damage
Icon Public log
  • Dice.png Random chance when room is on Fire.png fire
Broken.png The fire damages equipment (except doors) and breaks/destroys items in the room.
  • Items held in a character's inventory are protected
Icon Public log
  • Dice.png Random chance when room is on Fire.png fire
The DAEDALUS loses 2-3Armor
Icon Announcement
  • Dice.png Random chance when room is on Fire.png fire
The fire spreads to an adjacent room.
Icon Private log
  • Dice.png Random chance when room is on Fire.png fire
Character in the room loses 2 Health Point
  • the event is independent for each character in the room

Items and Equipment

More info Main article: Inventory.More info Main article: Equipment.

Notification Condition Event
Icon Public log
  • Always
Drones do their actions: extinguish a Fire.png fire (only with firefighters upgrade), attempt a Pa eng.png repair, or change room.
  • Repairs happen before random equipment breakdown.
  • Icon TODO: firefighter works before or after the fire starts / the damage is done?
None
  • Always
Charged items or equipments restore 1 Charge.png
None Perishable food is destroyed.
None Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
None Coffee.png The coffee machine becomes available again

Oxygen and Plants

More info Main article: Oxygen.More info Main article: Gardening.

Notification Condition Event
Icon Announcement Oxygenated Ducts are activated for this cycle
None
  • Always, unless Oxygenated Ducts are active
The ship consumes 1Oxygen
None
  • Always, even with active Oxygenated Ducts.
Each broken Oxygen Tank makes the ship lose 1Oxygen
Icon Announcement
  • The ship has 0Oxygen
Dead.png Asphyxiation: a random character dies.
  • Characters without Icon Oxygen Capsule are selected first
  • If the selected character is holding an oxygen capsule, then that is used up instead. Icon TODO: (Lack of) announcement in this case?
None
  • Plant youngling.png Young plant is mature (reaches its Charge.png threshold)
Plant youngling.png Young plant becomes adult
None
  • At Cycle 1
  • Plant is neither Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
Each plant produce 1Oxygen
  • This happens after asphyxiation
Icon Public log
  • At Cycle 1
  • Plant is neither Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
Plant produces 1 fruit
Icon Public log
  • At Cycle 1: Dice.png 50% chance with NERON project Heat Lamps
  • Plant is in Hydrophonic Garden and has already produced 1 fruit
Plant produces 1 fruit
None
  • Dice.png Random chance
Plant becomes Plant diseased.png Diseased
None
  • At Cycle 1
A plant becomes Plant thirsty.png Thirsty, or Plant dry.png Dried Out (if already thirsty), or dies (if already dried out) Icon TODO: no log, even if the plant dies?

Hunters, Navigation, and Communications

More info Main article: Hunters.More info Main article: Navigation.More info Main article: Communications.

Notification Condition Event
Icon Announcement
  • Dice.png Random chance
A wave of new Hunter icon.png hunters arrives
Icon Announcement The DAEDALUS reaches its destination
Icon Announcement A fraction of the Hunters and all Traxes catch up with the DAEDALUS
  • The announcement is the same as when new hunters arrive
None
  • Hunter icon.png Hunters surround the DAEDALUS
  • For a Hunter: unless it arrived at this cycle change or last cycle, and unless the ship has moved
  • For a Trax, an Arack or a D1000: unless it arrived at this cycle change or last cycle
  • For an Asteroid: this happens only once after a certain amount of cycles
Hunters try to attack and damage the Armor Ship Armor (or the Plasma Shield instead if it is built)

Each D1000 tries to attack and deal damage 3 times during the cycle change.

  • They have aproximately a 50% chance of firing doing around 1-3 damage Icon Confirm: numbers
Icon Announcement
  • Dice.png Random chance
A Transporter arrives
Icon Announcement
  • Dice.png Random chance
  • Always if it has been shot at during last cycle
A Transporter leaves
None The Plasma Shield gains 5hp
Icon Announcement
  • Dice.png Random chance
  • The risk is lower as the signal strengthens
Rebellion.png Signal loss: The connection with Sol has been lost
Icon Announcement
  • Contact with Sol is established Icon Confirm: does it really need to be contacted at least once?
  • Once a day on days 2-7
  • Always the same cycle, but randomized between ships
Comm icon.png Communication attempt from a Rebel Base
Icon Confirm: None
  • Dice.png Random chance
  • Icon TODO: how is the time chosen/known?
The communication attempt from a Rebel Base times out

Miscellaneous

Notification Condition Event
Icon Announcement
  • All humans are Dead.png dead Icon TODO: (or out of the ship?)
  • This happens before asphyxiation
A-True protocol: the DAEDALUS is destroyed, Icon Mush win.
None
  • At Cycle 1
Actions with a daily limit become available again:
None The NERON project NERON Project which has been advanced last (in green) progress by 5%


As a consequence of events listed so far, the following can be triggered at cycle change. Those events may also happen at any time.

Notification Condition Event
Icon Announcement
  • Character has 0 Health Point
Dead.png Character dies.
Icon Private log
  • A character dies (by anything except fatal depression)
All humans lose 1Morale

Icon Confirm: this seems to happen before fatal depression.

None
  • Character has 5 Morale
Character becomes Icon Demoralized
None
  • Character has 1 Morale
Character becomes Icon Suicidal
Irrelevant?
  • DAEDALUS has 0 Armor
The DAEDALUS is destroyed, Icon Mush win.