Difference between revisions of "Events at Cycle Change"

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(Health and Morale: removed duplicate)
(New style applied to 'Health and Morale')
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|-  
 
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|
 
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* 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 3 {{AP}}.
 
| Character gains 3 {{AP}}.
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| {{Notification|None}}
 
| {{Notification|None}}
 
| Character loses 2 {{Glory|Mush}}.
 
| Character loses 2 {{Glory|Mush}}.
 +
|-
 +
|
 +
* Character has {{Skill|Panic}} and half the crew is {{Character|Mush}}
 +
| {{Notification|Private}}
 +
| Character gains 1 {{AP}} and 1 {{MP}}.
 
|-
 
|-
 
|
 
|
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|-
 
|  
 
|  
* Always
+
* character has at least 1 [[Health#Satisfaction|Satisfaction]]
 
| {{Notification|None}}
 
| {{Notification|None}}
| Every character loses 1 [[Health#Satisfaction|Satisfaction]]
+
| Character loses 1 [[Health#Satisfaction|Satisfaction]]
 
|-  
 
|-  
 
|  
 
|  
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== Health and Morale ==
 
== Health and Morale ==
  
{|class="wikitable"
+
{|class="wikitable" width="100%"
width="10%" | Frequency
+
!  width="30%" | Condition
!  width="10%" | Notification
+
!  width="120px" | Notification
!  width="80%" | Event description and conditions
+
Event
|-  
+
|-
| Always
+
|  
 +
* '''At Cycle 1'''
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}.
+
| '''All characters''' gain 1 {{hp}}
 +
|-
 +
|
 +
* '''At Cycle 1'''
 +
| {{Notification|Private}}
 +
| '''All characters''' loose 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}}.
 
|-  
 
|-  
| Always
+
|  
| {{Notification|Public}}
+
* Character is in the same room as a crewmate
| 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}}
+
| {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}}
 
|-  
 
|-  
| Always
+
|  
 +
* Character is {{Status|Dirty}}
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Any {{Trait|Germaphobe}} character ({{Character|Finola}}) being {{Status|Dirty}} loses 1 {{morale}}
+
| {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}}
 
|-  
 
|-  
| Always
+
|
| Public
+
* Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}}
| [[file:Dead.png]] '''Fatal depression:''' Any character with 0 {{morale}} '''dies'''
+
| {{Notification|Private}}
* This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings.  
+
| Character gains 1 {{morale}}.
 
|-  
 
|-  
| Random
+
|  
 +
* Character is '''human'''
 +
* ''Random chance''
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Chances of getting a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
+
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
 
|-  
 
|-  
 +
|
 +
* Character has a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}}
 +
* Conditions depend on specific illness
 
| (Varies)
 
| (Varies)
| (Varies)
+
| Symptoms of the illness: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]])
| Symptoms of having a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}}: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]])
+
 
|-  
 
|-  
| Random
+
|  
 +
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}}
 +
* ''Random chance''
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Random healing of any {{Status|Disease}}, of {{Illness|Spleen}} or of {{Illness|Vertigo}}
+
| Character is cured.
|-
+
|-
| '''At Cycle 1'''
+
|
| {{Notification|Private}}
+
* Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}}
| Each character gains 1 {{hp}}
+
* The Shrink needs to be standing up {{todo|check}}
|-
+
| {{Notification|Public}}
| '''At Cycle 1'''
+
| Character gets therapy.
| {{Notification|Private}}
+
* The log shows whether the disorder is actually cured.
| Each character loses 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}}.
+
* '''Character has 0 {{morale}}'''  
 +
| {{Notification|Announcement}}  
 +
| [[file:Dead.png]] '''Fatal depression: character dies.'''
 +
* With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead.
 +
{{note|this happens ''only'' at cycle change, but after morale loss: statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. }}
 
|}
 
|}
  

Revision as of 19:11, 13 June 2014

This page attempts to list all game events that occur at cycle change.

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

Icon Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!

General Character Resources

Condition Notification Event
  • Always
Icon Private log All characters gain 1 Action Point.
  • Gravity Simulator is intact Icon TODO: Also on the cycle at which the Gravity Simulator breaks?
Icon Private log All characters gain 1 Movement Point.
  • Always
Icon Private log All characters gain 1 XP.
Icon Private log Character gains 1 Action Point.
Icon Private log Character gains 1 Action Point.
Character gains 3 Action Point.
Icon Private log Character gains 1 XP.
  • Character is human
None Character gains 1 Glory.
None Character loses 2 Glory (Mush).
  • Character has Icon Panic and half the crew is Icon Mush
Icon Private log Character gains 1 Action Point and 1 Movement Point.
  • At Cycle 1
Icon Private log Icon Chun gains 1 Glory.
  • At Cycle 1
Icon Private log Characters with the following skills gain skill-specific Action Points:
  • At Cycle 1
None Actions with a daily limit become available again:

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

Titles and Statuses

Condition Notification Event
  • 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
  • After 24 cycles with 0 satisfaction
None Character becomes Starving.png Starving
  • Character is Starving.png Starving
Icon Private log Character loses 1 Health Point
  • Previous holder of the title is Icon dead Icon Berzerker or Icon Inactive
  • Or a character with a higher order of succession is no longer Icon Inactive
Icon Announcement A-True adjustment: Title Icon Commander, Icon Communications Officer or Icon NERON Administrator is assigned to a new character

Health and Morale

Condition Notification Event
  • At Cycle 1
Icon Private log All characters gain 1 Health Point
  • At Cycle 1
Icon Private log All characters loose 2 Morale
  • Character is in the same room as a crewmate
Icon Private log Icon Antisocial character (Icon Raluca) loses 1 Morale
Icon Private log Icon Germaphobe character (Icon Finola) loses 1 Morale
  • Character is Laid.png lying down in the same room as a Icon Shrink
Icon Private log Character gains 1 Morale.
  • Character is human
  • Random chance
Icon Private log 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.
  • Character with Icon Disorder is Laid.png lying down in the same room as a Icon Shrink
  • The Shrink needs to be standing up Icon TODO: check
Icon Public log Character gets therapy.
  • The log shows whether the disorder is actually cured.
  • Character has 0 Morale
Icon Announcement Dead.png Fatal depression: character dies.

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

Hazards

Frequency Notification Event description and conditions
Random (15%) Icon Announcement General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched)
Random Icon 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.
  • Unless GPU is active
Random Icon TODO: ? Electrical spikes: all equipment of the room is damaged, any character in the room loses 3Health Point
  • Unless GPU is active
Random Icon Public log The room shakes: any character in the room loses 1-3Health Point
  • Unless GPU is active
  • The amount of Health Point lost is Icon Private
Random Icon Public log Metal plates: one character in the room loses 4-6Health Point
  • Unless GPU is active
  • The amount of Health Point lost is Icon Private
Random Icon Announcement Fire.png A fire starts.
  • Unless GPU is active
Random Icon Public log A fire damages equipment (except doors) and breaks/destroys items in the room.
Random Icon Public log A fire does 2-3 points of damage directly to the Armor Armor
Random Icon Announcement A fire spreads to an adjacent room.
Random Icon Private log Any character in a room on fire loses 2 Health Point
Random (25%) Icon TODO: ? A fire is extinguished automatically by NERON Project Sprinkers
  • Icon TODO: before or after the damage is done?

Icon TODO: break down by green jelly

Items and Equiment

Frequency Notification Event description and conditions
Always Icon TODO: ? Drones do their actions: extinguish a Fire.png fire (only with firefighters upgrade), attempt a Pa eng.png repair, or change room.
  • Icon TODO: firefighter works before or after the fire starts / the damage is done?
Always None Any item or equipment with charges restore 1 Charge.png
  • With some NERON Projects, Turrets (Rerouted Charges) and Young plants (Hydroponic Incubator) gain an additional 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 Notification Event description and conditions
Always (*) None (*) The ship consumes 1Oxygen
  • Does not happen with 20% chances if the Neron project Oxygenated Ducts is complete. An Icon Announcement is made in this case.
Always Icon Announcement Each broken oxygen tank makes the ship loose 1Oxygen
Always Icon Announcement Dead.png 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 TODO: (Lack of) announcement in this case?
  • Icon TODO: 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 TODO: 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 TODO: 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 TODO: no log, even if the plant dies?

Hunters, Navigation, and Communications

Frequency Notification Event description and conditions
Random Icon Announcement A wave of new hunters arrives
Always Icon Announcement If a movement has been initiated last cycle, then the DAEDALUS reaches its destination
Always Icon 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 Icon Announcement A Transporter arrives
Random Icon TODO: ? 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 Icon Announcement Signal loss: The connection with Sol has been lost
  • The risk is lower as the signal strengthens
Random (*) Icon 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 Icon TODO: ? Communication attempt from a Rebel Base times out
  • Icon TODO: how is the time chosen/known?