Difference between revisions of "Events at Cycle Change"
From Mushpedia
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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|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 {{ | + | * This can happen only once a day per plant {{Confirm|even C1?}} |
| ? | | ? | ||
|- | |- | ||
| Line 278: | Line 288: | ||
| '''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) | + | | 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 | + | * {{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.
| 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. |
| 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 |
Contents
General Character Ressources
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | |
Each character gains 1 |
|
| Always | |
Each character |
|
| Always | |
Each character gains 1 |
? |
| Always | |
Each character gains 1 |
|
| Always | None | Each human character gains 1 |
? |
| Always | None | Each mush character loses 2 |
? |
| Always | |
One character in the same room as a |
? |
| At cycle 1 | |
Some characters gain Skill-specific Action Points: 1
|
? |
| At cycle 1 | |
Actions with a daily limit become available again:
|
? |
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 | |
Each character |
? |
| Always | Public | Each character |
? |
| Always | |
Any |
? |
| Always | |
Any |
? |
| Always | Any character with 0
|
? | |
| Random | |
Chances of getting a |
? |
| (Varies) | (Varies) | Symptoms of having a |
? |
| Random | |
Random healing of any |
? |
| Always | None | Each character loses 1 Satisfaction | ? |
| Always | |
Any |
? |
| At cycle 1 | |
Each character gains 1 |
? |
| At cycle 1 | |
Each character loses 1
|
? |
| At cycle 1 | |
If no character with |
? |
Room and items
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Random | Announcement (*) |
|
? |
| Random | Electrical spikes: all equipment of the room is damaged, any character in the room loses 3 |
? | |
| Random | Public | The room shakes: any character in the room loses 1-3
|
? |
| Random | Public | Metal plates: one character in the room loses 4-6
|
? |
| Random | Announcement | | |
| 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 |
? |
| Random | A fire spreads to an adjacent room. | ? | |
| Random | |
Any character in a room on fire loses 2 |
? |
| 25% | A fire is extinguished automatically by NERON Project Sprinkers | ? | |
| Always | Drones do their actions: extinguish a |
? | |
| Always | None | Items with charges restore 1 |
? |
| At Cycle 1 | Perishable food decays one step in the series
|
? | |
| At Cycle 1 (*) | None | The coffee machine becomes available again
|
? |
Oxygen and Plants
See Oxygen and Gardening for more details.
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always (*) | None (*) | The ship consumes 1
|
? |
| Always | Announcement | Each broken oxygen tank makes the ship loose 1 |
? |
| Always | Announcement | Asphyxiation. If the ship has 0 |
? |
| Random | None | A |
? |
| Random | None | A plant becomes |
? |
| At Cycle 1 | None | Plants produce 1 | |
| At Cycle 1 | None | Plants produce 1 fruit each (possibly 2 with Heat Lamps) | ? |
| At Cycle 1 | None | A plant becomes |
? |
| 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
|
? |
| Always (*) | None | Hunters attack and deal damage (mainly to the ship's |
? |
| Random | Announcement | A Transporter arrives | ? |
| Random | A Transporter leaves
|
? | |
| Always | None | The Plasma Shield (if available) gains 5hp | ? |
| Random | Announcement | Signal loss: The connection with Sol has been lost
|
? |
| Random (*) | Announcement | Communication attempt from a rebel base (provided the contact with Sol is established)
|
? |
| Random | Communication attempt from a rebel base times out | ? |