Difference between revisions of "Events at Cycle Change"

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This page attempts to list all '''game events that occur at cycle change'''.
+
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.
 
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
  
{{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}}
 
  
 
==  General Character Resources ==
 
==  General Character Resources ==
 +
{{main|Resources}}
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
!   Event
+
! width="35%" | Condition
|-  
+
Event
 +
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Always
 
* Always
 +
| '''All characters''' gain 1 {{AP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| '''All characters''' gain 1 {{AP}}.
 
|-
 
 
|
 
|
* [[Gravity Simulator]] is intact
+
* {{Equipment|Gravity Simulator}} is intact (or has just broken down)
 +
| '''All characters''' gain 1 {{MP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| '''All characters''' gain 1 {{MP}}.
 
* {{todo|Also on the cycle at which the Gravity Simulator breaks?}}
 
|-
 
 
|
 
|
 
* Always
 
* Always
 +
| '''All characters''' gain 1 {{XP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| '''All characters''' gain 1 {{XP}}.
 
|-
 
 
|
 
|
 
* Character is {{Status|Lying down}}
 
* Character is {{Status|Lying down}}
 +
* Character is {{Character|Mush}} or is not targeted with {{Skill|Nightmarish}}
 +
| Character gains 1 {{AP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Character gains 1 {{AP}}.
 
|-
 
 
|
 
|
 
* Character is selected by {{Skill|Logistics Expert}}
 
* Character is selected by {{Skill|Logistics Expert}}
| {{Notification|Private}}
 
 
| Character gains 1 {{AP}}.
 
| Character gains 1 {{AP}}.
 
|-  
 
|-  
 +
| {{Todo|?}}
 
|
 
|
* Character has {{Skill|Lethargy}}
+
* Character has {{Skill|Lethargy}} and has been {{Status|Lying down}} continuously for '''4 cycles'''  
* Character has been {{Status|Lying down}} continuously for '''4 cycles'''
+
| Character gains 1 {{AP}}.
|
+
|-
| Character gains 3 {{AP}}.
+
| {{Notification|Private}}
|-  
+
 
|
 
|
 
* Character is in {{Gold Mode}}
 
* Character is in {{Gold Mode}}
| {{Notification|Private}}
 
 
| Character gains 1 {{XP}}.
 
| Character gains 1 {{XP}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
* Character is '''human'''
+
* Character is '''Human''' and not {{status|inactive}}
| {{Notification|None}}
+
 
| Character gains 1 {{Glory}}.
 
| Character gains 1 {{Glory}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Character is {{Character|Mush}}
 
* Character is {{Character|Mush}}
| {{Notification|None}}
 
 
| Character loses 2 {{Glory|Mush}}.
 
| Character loses 2 {{Glory|Mush}}.
 
|-
 
|-
 +
| {{Notification|Private}}
 
|
 
|
* '''At Cycle 1'''
+
* Character has {{Skill|Panic}} and half the crew is {{Character|Mush}}
 +
| Character gains 1 {{AP}} and 1 {{MP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| {{Character|Chun}} gains 1 {{Glory}}.
 
|-
 
 
|
 
|
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
 +
| {{Character|Chun}} gains 1 {{Glory}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 +
|
 +
* '''At Cycle 1'''
 
| Characters with the following skills gain [[Player_Resources#Skill-specific_Action_Points|skill-specific Action Points]]:
 
| 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|Technician}}: 1 {{AP|Repair}} (up to 2)
Line 71: Line 75:
 
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4)
 
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4)
 
* {{Skill|IT Expert}}: 2 {{AP|IT}} (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|Nurse}}: 1 {{AP|Heal}} (up to 2)
 
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2)
 
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2)
 
* {{Skill|Shooter}}: 2 {{AP|Free Shot}} (up to 4)
 
* {{Skill|Shooter}}: 2 {{AP|Free Shot}} (up to 4)
 
* {{Skill|Chef}}: 4 {{AP|Chef}} (up to 8)
 
* {{Skill|Chef}}: 4 {{AP|Chef}} (up to 8)
|-
 
|
 
* '''At Cycle 1'''
 
| {{Notification|None}}
 
| [[Actions]] with a '''daily limit''' become available again:
 
* '''[[Doing the thing]]'''
 
* '''[[Communications|Establish communications]]'''
 
* {{Title|Commander}}: '''Issue mission'''
 
* {{Character|Mush}}: 4x '''[[Extract a spore]]''' (limit shared between all {{Character|Mush}})
 
** -2 with Antispore Gas [[research]], +1 for each {{Skill|Fertile}}
 
* {{Character|Mush}}: '''[[Infect]]'''
 
** 2x if {{Skill|Infector}}
 
* {{Skill|Doorman}}: free '''Door [[Sabotage]]'''
 
* {{Skill|Defacer}}: '''Clear Logs'''
 
 
|}
 
|}
  
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}}
 
  
 
== Titles and Statuses ==
 
== Titles and Statuses ==
 +
{{Main|Titles}}
 +
{{Main|Status}}
 +
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
|-  
+
|-
 +
| {{Notification|Public}}
 
|
 
|
 
* 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?}}
|
 
 
| Character becomes {{Status|inactive}}
 
| Character becomes {{Status|inactive}}
 
|-
 
|-
 +
|
 
|
 
|
 
* Character has been inactive for 48 hours
 
* Character has been inactive for 48 hours
|
 
 
| Character becomes {{Status|highly inactive}}
 
| Character becomes {{Status|highly inactive}}
 
|-
 
|-
|
+
| {{Notification|None}}
* Previous holder of the title is [[Image:P_dead.png|Icon]] '''dead''' {{status|Berzerker}} or {{status|inactive}}  
+
|  
* Or a character with a higher order of succession is no longer {{status|inactive}}  
+
* Character has at least 1 '''[[Health#Satisfaction|Satisfaction]]'''
 +
| Character loses 1 '''[[Health#Satisfaction|Satisfaction]]'''
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* Character drops to 2 Satisfaction
 +
| Character loses status {{Status|Full Stomach}}
 +
|-
 +
| {{Notification|None}}
 +
|
 +
* After 24 cycles with 0 Satisfaction
 +
| Character becomes {{Status|Starving}}
 +
|-
 +
| {{Notification|Private}}
 +
|
 +
* Character is {{Status|Starving}}
 +
| Character loses 1 {{hp}}
 +
|-
 
| {{Notification|neron}}
 
| {{Notification|neron}}
 +
|
 +
* 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}}
 
| '''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 ==
 
== Health and Morale ==
 
+
{{Main|Health}}
{|class="wikitable"
+
{|class="wikitable" width="100%"
width="10%" | Frequency
+
!  width="120px" | Notification
!  width="10%" | Notification
+
!  width="35%" | Condition
!  width="80%" | Event description and conditions
+
Event
|-  
+
|-
| Always
+
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}.
+
|  
|-
+
* '''At Cycle 1'''
| Always
+
| '''All characters''' gain 1 {{hp}}  
| {{Notification|Public}}
+
|-
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} while having a {{Status|Disorder}} gets therapy
+
* For this the Shrink needs to be standing up {{todo|check}}
+
* The log shows whether the disorder is actually healed
+
|-  
+
| Always
+
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Any {{Trait|Antisocial}} character ({{Character|Raluca}}) in the same room as any other character  loses 1 {{morale}}
+
|  
|-  
+
* '''At Cycle 1'''
| Always
+
| '''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}}
 
| {{Notification|Private}}
| Any {{Trait|Germaphobe}} character ({{Character|Finola}}) being {{Status|Dirty}} loses 1 {{morale}}
+
|  
|-  
+
* Character is in the same room as a crewmate
| Always
+
| {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}}
| Public
+
|-
| [[file:Dead.png]] '''Fatal depression:''' Any character with 0 {{morale}} '''dies'''
+
* This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings.
+
|-
+
| Random
+
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Chances of getting a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
+
|  
|-
+
* Character is {{Status|Dirty}}  
| (Varies)
+
| {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}}
| (Varies)
+
|-
| Symptoms of having a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}} (see [[Illnesses]])
+
|-  
+
| Random
+
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Random healing of any {{Status|Disease}}, of {{Illness|Spleen}} or of {{Illness|Vertigo}}
+
|
 +
* Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}}
 +
| Character gains 1 {{morale}}.
 
|-
 
|-
| Always
 
| {{Notification|None}}
 
| Each character loses 1 [[Health#Satisfaction|Satisfaction]]
 
|-
 
| Always
 
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Any [[Image:Starving.png]] '''Starving''' character (with 0 [[Health#Satisfaction|Satisfaction]] for at least 24 cycles) loses 1 {{hp}}  
+
|  
|-
+
* Character is '''Human'''
| '''At Cycle 1'''
+
* [[File:dice.png]] Random chance
| {{Notification|Private}}
+
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
| Each character gains 1 {{hp}}  
+
|-  
 +
| (Varies)
 +
|  
 +
* 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]])
 
|-
 
|-
| '''At Cycle 1'''
 
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Each character loses 2 {{morale}}
+
|  
* Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive.
+
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}}
* Additionally reduced by 1 for characters with {{Skill|The Optimist}}.
+
* [[File:dice.png]] Random chance
 +
| Character is cured.
 +
|-
 +
| {{Notification|Public}}
 +
|
 +
* 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.
 +
* The log shows whether the disorder is actually cured.
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* '''Character has 0 {{morale}}'''
 +
| [[file:Dead.png]] '''Fatal depression: character dies.'''
 +
* 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. }}
 
|}
 
|}
  
 
== Hazards ==
 
== Hazards ==
 
+
{{Main|Dangers}}
{|class="wikitable"
+
{|class="wikitable" width="100%"
width="10%" | Frequency
+
!  width="120px" | Notification
!  width="10%" | Notification
+
!  width="35%" | Condition
!  width="80%" | Event description and conditions
+
Event
|-  
+
|-
| Random (15%)
+
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
| '''General Patching Up''' (GPU) is activated for this cycle (if the [[NERON Project]] has been researched)
+
|
 +
* [[File:dice.png]] 15% chance with {{Project|General Patching Up|long}}
 +
| '''General Patching Up''' (GPU) is activated for this cycle
 +
|-
 +
| {{Notification|Announcement}}
 +
(except for '''doors''')
 +
|
 +
* [[File:dice.png]] Random chance, never when GPU is active
 +
| An equipment becomes [[file:broken.png]] damaged
 +
|-
 +
| {{Notification|Announcement}}
 +
|
 +
* {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier
 +
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
|-  
 
|-  
| Random
+
| {{Confirm|{{Notification|Announcement}}}}
| {{Notification|Announcement}} (*)
+
|  
| [[file:broken.png]] An equipment breaks down
+
* [[File:dice.png]] Random chance, never when GPU is active
* There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event.
+
| '''Electrical spikes''':  
* Unless GPU is active
+
* All equipment of the room is [[file:broken.png]] damaged
|-
+
* All characters in the room lose 3{{hp}}
| Random
+
|-
| {{todo|?}}
+
| '''Electrical spikes''': all equipment of the room is damaged,  any character in the room loses 3{{hp}}
+
* Unless GPU is active
+
|-  
+
| Random
+
 
| {{Notification|Public}}
 
| {{Notification|Public}}
| '''The room shakes''': any character in the room loses 1-3{{hp}}
+
|
* Unless GPU is active
+
* [[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}}
 
* The amount of {{hp}} lost is {{Privacy|Private}}
|-  
+
|-
| Random
+
 
| {{Notification|Public}}
 
| {{Notification|Public}}
| '''Metal plates''': one character in the room loses 4-6{{hp}}
+
|
* Unless GPU is active
+
* [[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}}
 
* The amount of {{hp}} lost is {{Privacy|Private}}
|-  
+
|-
| Random
+
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 +
|
 +
* [[File:dice.png]] Random chance, never when GPU is active
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
* Unless GPU is active
+
|- 
|-
+
| {{Notification|Announcement}}
| Random
+
|
 +
* [[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}}
 
| {{Notification|Public}}
| A fire damages equipment (except doors) and breaks/destroys items in the room.
+
|  
|-
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
| Random
+
| [[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}}
 
| {{Notification|Public}}
| A fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]]
+
|  
|-  
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
| Random
+
| The DAEDALUS loses 2-3{{Armor}}
 +
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| A fire spreads to an adjacent room.
+
|  
|-  
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
| Random
+
| The fire spreads to an adjacent room.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
Any character in a room on fire loses 2 {{HP}}
+
|
|- 
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
| Random (25%)
+
Character in the room loses 2 {{HP}}
| {{todo|?}}
+
* the event is independent for each character in the room
| A fire is extinguished automatically by [[NERON#List of NERON Projects|NERON Project Sprinkers]]
+
* {{todo|before or after the damage is done?}}
+
 
|}
 
|}
  
== Items and Equiment ==
+
== Items and Equipment ==
{|class="wikitable"
+
{{Main|Inventory}}{{Main|Equipment}}
width="10%" | Frequency
+
{|class="wikitable" width="100%"
!  width="10%" | Notification
+
!  width="120px" | Notification
!  width="80%" | Event description and conditions
+
!  width="35%" | Condition
 +
Event
 
|-   
 
|-   
| Always
+
| {{Notification|Public}}
| {{todo|?}}
+
|
 +
*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.
 
| [[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?}}
 
* {{todo|firefighter works before or after the fire starts / the damage is done?}}
|-
 
| Always
 
| {{Notification|None}}
 
| Any item or equipment with  '''charges''' restore 1 [[file:Charge.png]]
 
* With some [[NERON Projects]], Turrets (''Rerouted Charges'') and Young plants (''Hydroponic Incubator'') gain an additional 1 [[file:Charge.png]]
 
 
|-
 
|-
| '''At Cycle 1'''
+
| {{Notification|None}}
 
|  
 
|  
| Perishable food decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing'''
+
* Always
* Unless [[BIOS_Terminal#Foodstuff_Destruction|Foodstuff destruction]] is active (default value), in which case the perishable food is destroyed.
+
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]  
|-  
+
* Except in-flight '''[[Patrol Ship|patrol ships]]'''
| '''At Cycle 1''' (*)
+
* 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}}
 
| {{Notification|None}}
| The [[coffee]] machine becomes available again
+
|
* Also at '''Cycle 4''' if the [[NERON Project]] Fission Coffee Roaster is complete
+
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default)
* Also at '''Cycles 3, 5 and 7''' if the [[PILGRED]] is repaired {{Bug|actually, every cycle}}
+
| '''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
 
|}
 
|}
  
 
== Oxygen and Plants  ==
 
== Oxygen and Plants  ==
See [[Oxygen]] and [[Gardening]] for more details.
+
{{Main|Oxygen}}{{Main|Gardening}}
 
+
{|class="wikitable" width="100%"
{|class="wikitable"
+
!  width="120px" | Notification
width="10%" | Frequency
+
!  width="35%" | Condition
!  width="10%" | Notification
+
Event
!  width="80%" | Event description and conditions
+
|-
|-  
+
| {{Notification|Announcement}}
| Always (*)
+
|
| {{Notification|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}}
* Does not happen with 20% chances if the Neron project '''Oxygenated Ducts''' is complete. An {{Notification|Announcement}} is made in this case.
+
|-
|-  
+
| {{Notification|None}}
| Always
+
|
 +
* Always, even with active Oxygenated Ducts.
 +
| Each '''broken {{equipment|Oxygen Tank}}''' makes the ship lose 1{{O2}}
 +
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| Each broken oxygen tank makes the ship loose 1{{O2}}
+
|  
|-
+
* The ship has 0{{O2}}
| Always
+
| [[file:Dead.png]] '''Asphyxiation: a random character dies.'''
| {{Notification|Announcement}}
+
* Characters without {{Item|Oxygen Capsule}} are selected first
| [[file:Dead.png]] '''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. {{todo|(Lack of) announcement in this case?}}
 
* If the selected character is holding an oxygen capsule, then that is used up instead. {{todo|(Lack of) announcement in this case?}}
* {{todo|characters without capsule are selected first}}
+
|-
|-  
+
| Random
+
 
| {{Notification|None}}
 
| {{Notification|None}}
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge).
+
|  
 +
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold)
 +
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 
|-
 
|-
| Random
 
 
| {{Notification|None}}
 
| {{Notification|None}}
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''
+
|  
* This can happen only once a day per plant {{todo|even C1?}}
+
* '''At Cycle 1'''
|-
+
* Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out'''
| '''At Cycle 1'''
+
| Each plant produce 1{{O2}}
| {{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'''
+
* Unless they are held in a character's inventory
+
 
* This happens ''after'' asphyxiation
 
* This happens ''after'' asphyxiation
* {{todo|This happens after the [[Image:Plant_youngling.png]] '''Younglings''' have become adult, but before they become [[Image:Plant_diseased.png]] '''Diseased''' }}
+
|-
|-  
+
| {{Notification|Public}}
| '''At Cycle 1'''
+
|
 +
* '''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}}
 
| {{Notification|None}}
| Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]])
+
|  
* 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'''
+
* [[File:dice.png]] Random chance
* Even if they are held in a character's inventory
+
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''  
|-  
+
|-
| '''At Cycle 1'''
+
 
| {{Notification|None}}
 
| {{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?}}
 
| 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 ==
 
== Hunters, Navigation, and Communications ==
{|class="wikitable"
+
{{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}}
width="10%" | Frequency
+
{|class="wikitable" width="100%"
!  width="10%" | Notification
+
!  width="120px" | Notification
!  width="80%" | Event description and conditions
+
!  width="35%" | Condition
|-  
+
Event
| Random
+
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| A wave of new [[hunters]] arrives
+
|
|-  
+
* [[File:dice.png]] Random chance
| Always
+
| A wave of new '''[[file:hunter_icon.png]] [[hunters]]''' arrives
 +
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| If a [[Navigation|movement]] has been initiated last cycle, then the DAEDALUS reaches its destination
+
|  
|-  
+
* DAEDALUS is [[Navigation|moving]]  
| Always
+
| The DAEDALUS reaches its destination
 +
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| If a [[Navigation|movement]] has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
+
|  
 +
* 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
 
* The announcement is the same as when new hunters arrive
|-  
+
|-
| Always (*)
+
 
| {{Notification|None}}
 
| {{Notification|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)
+
* [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS
* Asteroids deal damage only once after a certain amount of cycles.
+
* For a '''Hunter:''' unless it arrived at this cycle change or last cycle, and unless the ship has moved  
* D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
+
* 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
| Random
+
| '''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}}
 
| {{Notification|Announcement}}
| A [[Trading|Transporter]] arrives
+
|
 +
* [[File:dice.png]] Random chance
 +
| A '''[[Trading|Transporter]]''' arrives
 
|-  
 
|-  
| Random
+
| {{Notification|Announcement}}
| {{todo|?}}
+
|  
| A [[Trading|Transporter]] leaves
+
* [[File:dice.png]] Random chance
 
* Always if it has been shot at during last cycle
 
* Always if it has been shot at during last cycle
|-
+
| A '''[[Trading|Transporter]]''' leaves
| Always
+
|-
 
| {{Notification|None}}
 
| {{Notification|None}}
| The [[Plasma Shield]] (if available) gains 5hp
+
|
* {{todo|unless it has been hit this cycle? before the attack?}}
+
* With {{Project|Plasma Shield|long}}
* {{todo|even if not activated at the BIOS terminal?}}
+
| The [[Plasma Shield]] gains 5hp
|-  
+
|-
| Random
+
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| Signal loss: The connection with Sol has been lost
+
|  
 +
* [[File:dice.png]] Random chance
 
* The risk is lower as the signal strengthens
 
* The risk is lower as the signal strengthens
|-
+
| [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost
| Random (*)
+
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| Communication attempt from a [[Rebel Base]] (provided the contact with Sol is established)
+
|  
* Once a day on days 2-7, always at the same cycle (not cycle 8)
+
* 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}}}}
| {{todo|?}}
+
|  
| Communication attempt from a [[Rebel Base]] times out
+
* [[File:dice.png]] Random chance
 
* {{todo|how is the time chosen/known?}}
 
* {{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.}}
 +
|-
 +
| {{Notification|None}}
 +
 +
* Character has 5 {{morale}}
 +
| Character becomes {{Status|demoralized}}
 +
|-
 +
| {{Notification|None}}
 +
 +
* Character has 1 {{morale}}
 +
| Character becomes {{Status|suicidal}}
 +
|-
 +
| Irrelevant?
 +
|
 +
* DAEDALUS has 0 {{Armor}}
 +
| The DAEDALUS is '''destroyed''', {{status|Mush}} win.
 +
|-
 
|}
 
|}

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.