Difference between revisions of "Events at Cycle Change"

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(Room and items)
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| 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]]
 
| 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]]
 
* With a maximum of 2 days worth of points.
 
* With a maximum of 2 days worth of points.
 +
| ?
 +
|-
 +
| '''At cycle 1'''
 +
| {{Privacy|Private}}
 +
| Actions with a '''daily limit''' become available again:
 +
* ''[[Doing it]]'': 1x for any character
 +
* ''[[Communications|Establish communications]]'': 1x for any character
 +
* ''Issue mission'': 1x for the {{Title|Commander}}
 +
* [[File:mush.png]]''[[Extract a spore]]'': 4x for all Mush together (-2x with  Antispore Gas [[research]], +1x with {{Skill|Fertile}})
 +
* [[File:mush.png]]''[[Infect]]'': 1x for any Mush (2x with {{Skill|Infector}})
 +
* [[File:mush.png]]''Free [[Sabotage]] of a door'': 1x for any Mush with {{Skill|Doorman}}
 +
* [[File:mush.png]]''Clear Logs'': 1x for any  Mush with {{Skill|Defacer}}
 
| ?
 
| ?
 
|}
 
|}
  
{{Todo|other skill-specific events?}}
 
{{Todo|Mush stuff?}}
 
  
 
{{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?}}
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| None
 
| None
 
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''  
 
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''  
* This can happen only once a day per plant {{confirm|even C1?}}
+
* This can happen only once a day per plant {{Confirm|even C1?}}
 
| ?
 
| ?
 
|-  
 
|-  
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| '''At Cycle 1'''
 
| '''At Cycle 1'''
 
| 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) {{{Confirm|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) {{Confirm|no log, even if the plant dies?}}
 
| ?
 
| ?
 
|}
 
|}
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|  
 
|  
 
| Communication attempt from a [[rebel base]] times out
 
| Communication attempt from a [[rebel base]] times out
* {{todo|how does that work exactly?}}
+
* {{todo|how is the time chosen/known?}}
 
| ?
 
| ?
 
|}
 
|}

Revision as of 19:13, 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

General Character Ressources

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  ?
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.
 ?
At cycle 1 Icon Private Actions with a daily limit become available again:  ?


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

Health and Morale

Frequency Log Event To be checked
Always Icon Private Each character Laid.png lying down in the same room as a Icon Shrink gains 1 Morale.  ?
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
 ?
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.
 ?
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  ?
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  ?
At cycle 1 Icon Private Each character gains 1 Health Point  ?
At cycle 1 Icon Private Each character loses 1 Morale ?
At cycle 1 Icon Private If no character with Icon Mankind's only hope is alive, each character loses 1 Morale  ?

Room and items

Frequency Log Event To be checked
Random Announcement (*) Broken.png An equipment breaks down
  • There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event.
 ?
Random Electrical spikes: all equipment of the room is damaged, any character in the room loses 3Health Point  ?
Random Public The room shakes: any character in the room loses 1-3Health Point  ?
Random Public Metal plates: one character in the room loses 4-6Health Point  ?
Random Announcement Fire.png A fire starts.
Random Public A fire damages equipment (except doors) and breaks/destroys items 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 on fire loses 2 Health Point  ?
25% A fire is extinguished automatically by NERON Project Sprinkers
  • Icon Confirm: before or after the damage is done?
 ?
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  ?
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.
 ?
At Cycle 1 (*) None The coffee machine becomes available again
  • Also at Cycle 4 if the NERON Project Fission Coffee Roaster is complete
  • Also at Cycles 3, 5 and 7 if the PILGRED is repaired Icon Bug: actually, every cycle
 ?

Oxygen and Plants

See Oxygen and Gardening for more details.

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
 ?
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 Plants produce 1Oxygen each
  • Unless they are Plant youngling.png Young, Plant diseased.png Diseased, or Plant dry.png Dried Out
  • Unless they are held in a character's inventory
  • This happens after asphyxiation
  • Icon Confirm: This happens after the Plant youngling.png Younglings have become adult, but before they become Plant diseased.png Diseased
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
  • Even if they are held in a character's inventory
 ?
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 Confirm: no log, even if the plant dies?  ?

Hunters, Navigation, and Communications

Frequency Log Event To be checked
Random Announcement A wave of new hunters arrives  ?
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
 ?
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?
 ?
Random Announcement A Transporter arrives  ?
Random A Transporter leaves
  • Always if it has been shot at during last cycle
 ?
Always None The Plasma Shield (if available) gains 5hp
  • Icon TODO: unless it has been hit this cycle? before the attack?
  • Icon TODO: even if not activated at the BIOS terminal?
 ?
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 is the time chosen/known?
 ?