Difference between revisions of "Events at Cycle Change"

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m (Character-centered events)
(Global events)
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!  width="5%" | To be checked
 
!  width="5%" | To be checked
 
|-  
 
|-  
| Always  
+
| Always (*)
| None
+
| None (*)
 
| 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 [[NERON Announcements|Announcement]]  is made in this case.
 
| ?
 
| ?
 
|-  
 
|-  
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| [[NERON Announcements|Announcement]]
 
| [[NERON Announcements|Announcement]]
 
| '''Asphyxiation'''. If the ship has 0{{O2}}, a random character dies.
 
| '''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.
+
* If the selected character is holding an oxygen capsule, then that is used up instead. {{Confirm|(Lack of) announcement in this case?}}
 +
* {{Confirm|characters without capsule are selected first}}
 
| ?
 
| ?
 
|-  
 
|-  
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* Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax)
 
* 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.
 
* Asteroids deal damage only once after a certain amount of cycles.
* D1000 also deal damage ''during'' the cycle. {{todo|questionable}}
+
* D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
 +
| ?
 +
|-
 +
| Always
 +
| [[NERON Announcements|Announcement]]
 +
| If a [[Navigation|movement]] has been initiated last cycle, then the DAEDALUS reaches its destination
 +
| ?
 +
|-
 +
| Always
 +
| [[NERON Announcements|Announcement]]
 +
| If a [[Navigation|movement]] has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
 +
* The announcement is the same as when new hunters arrive
 
| ?
 
| ?
 
|-  
 
|-  
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| [[NERON Announcements|Announcement]]
 
| [[NERON Announcements|Announcement]]
 
| Signal loss: The connection with Sol has been lost
 
| Signal loss: The connection with Sol has been lost
 +
* The risk is lower as the signal strengthens
 
| ?
 
| ?
 +
|-
 +
| Random (*)
 +
| [[NERON Announcements|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)
 +
| ?
 +
|-
 +
| Random
 +
|
 +
| Communication attempt from a [[rebel base]] times out
 +
* {{todo|how does that work exactly?}}
 +
| ?
 +
|-
 +
| Random
 +
| None
 +
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''
 +
* This can happen only once a day per plant {{confirm|even C1?}}
 
|-  
 
|-  
 
| '''At Cycle 1'''
 
| '''At Cycle 1'''

Revision as of 16:54, 11 June 2014

This page lists all events that occur at cycle change.

Cautionicon.png 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.
Cautionicon.png 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

Character-centered events

Frequency Log Event To be checked
Always Icon Private Each character gains 1 Action Point
Always Icon Private Each character Laid.png lying down gains 1 Action Point
Always Icon Private Each character gains 1 Movement Point
  • Unless the Gravity Simulator is broken Icon Confirm: starting from the cycle at which it breaks?
 ?
Always Icon Private Each character gains 1 XP. (More with Icon Gold mode or SNC Kitchen.)
Always None Each human character gains 1 Glory  ?
Always None Each mush character loses 2 Glory (Mush)  ?
Always Icon Private One character in the same room as a Icon Logistics Expert gains 1 Action Point  ?
Always Icon Private Each character Laid.png lying down in the same room as a Icon Shrink gains 1 Morale.  ?
Always Icon Private Any Icon Antisocial character (Icon Raluca) in the same room as any other character loses 1 Morale  ?
Always Icon Private Any Icon Germaphobe character (Icon Finola) being Icon Dirty loses 1 Morale  ?
Always Any character with 0 Morale dies
  • This takes place after morale loss. Status Icon Suicidal gives a warning.
 ?
Always None Each character loses 1 Satisfaction  ?
Always Icon Private Any Starving.png Starving character (with 0 Satisfaction for at least 24 cycles) loses 1 Health Point  ?
Always Public Each character Laid.png lying down in the same room as a Icon Shrink while having a Icon Disorder gets therapy
  • For this the Shrink needs to be standing up Icon TODO: check
  • The log shows whether the disorder is actually healed
 ?
Random Icon Private Chances of getting a Icon Disease or a Icon Disorder (see Illnesses)  ?
(Varies) (Varies) Symptoms of having a Icon Disease, a Icon Disorder or an Icon Injury (see Illnesses)  ?
Random Icon Private Random healing of any Icon Disease, of Disorder Spleen or of Disorder Vertigo  ?
At cycle 1 Icon Private Each character loses 1 Morale  ?
At cycle 1 Icon Private Each character gains 1 Health Point  ?
At cycle 1 Icon Private If no character with Icon Mankind's only hope is alive, each character loses 1 Morale  ?
At cycle 1 Icon Private Some characters gain Skill-specific Action Points: 1Pa eng.png/2Pa garden.png/2Pa core.png/2Pa comp.png/1Pa heal.png/1Pa pilgred.png/2Pa shoot.png/4Pa cook.png
  • With a maximum of 2 days worth of points.
 ?

Icon TODO: other skill-specific events? Icon TODO: Mush stuff?

Icon TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?

Room and items

Frequency Log Event To be checked
Always Drones do their actions: extinguish a Fire.png fire (only with firefighters upgrade), attempt a Pa eng.png repair, or change room.
  • Icon Confirm: firefighter works before or after the fire starts / the damage is done?
 ?
Always None Items with charges restore 1 Charge.png  ?
Random Announcement (*) 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 Announcement Fire.png A fire starts.  ?
Random Public A fire damages equipment (except doors) and break/destroy objects in the room.  ?
Random Public A fire does 2-3 points of damage directly to the Armor Armor  ?
Random A fire spreads to an adjacent room.  ?
Random Icon Private Any character in a room in fire loses 2 Health Point  ?
25% A fire is extinguished automatically by NERON Project Sprinkers
  • Icon Confirm: before or after the damage is done?
 ?
At cycle 1 Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
  • Unless Foodstuff destruction is active (default value), in which case the perishable food is destroyed.
 ?

Icon TODO: room shake

Global events

Frequency Log Event To be checked
Always (*) None (*) The ship consumes 1Oxygen
  • Does not happen with 20% chances if the Neron project Oxygenated Ducts is complete. An Announcement is made in this case.
 ?
Always Announcement Each broken oxygen tank makes the ship loose 1Oxygen  ?
Always Announcement Asphyxiation. If the ship has 0Oxygen, a random character dies.
  • If the selected character is holding an oxygen capsule, then that is used up instead. Icon Confirm: (Lack of) announcement in this case?
  • Icon Confirm: characters without capsule are selected first
 ?
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 deal damage 3 times during the cycle. Icon TODO: all 3 at the same time, or anytime during the cycle?
 ?
Always Announcement If a movement has been initiated last cycle, then the DAEDALUS reaches its destination  ?
Always Announcement If a movement has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
  • The announcement is the same as when new hunters arrive
 ?
Random Announcement A wave of new hunters arrive  ?
Random Announcement A Transporter arrives  ?
Random A Transporter leaves
  • Always if it has been shot at during the previous cycle
 ?
Random Announcement Signal loss: The connection with Sol has been lost
  • The risk is lower as the signal strengthens
 ?
Random (*) 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)
 ?
Random Communication attempt from a rebel base times out
  • Icon TODO: how does that work exactly?
 ?
Random None A plant becomes Plant diseased.png Diseased
  • This can happen only once a day per plant Icon Confirm: even C1?
At Cycle 1 None Plants produce 1Oxygen each
  • Unless they are Plant youngling.png Young, Plant diseased.png Diseased, or Plant dry.png Dried Out
  • This happens after asphyxiation
At Cycle 1 None Plants produce 1 fruit each (possibly 2 with Heat Lamps)
  • Unless they are Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, or Plant dry.png Dried Out
 ?
Random None A Plant youngling.png Young plant becomes adult (depending on its charge).  ?
Random None A plant becomes Plant diseased.png Diseased
  • This can happen only once a day per plant Icon Confirm: even C1?
At Cycle 1 None A plant becomes Plant thirsty.png Thirsty, or Plant dry.png Dried Out (if already thirsty), or dies (if already dried out)  ?

Icon TODO: call from rebel base