Difference between revisions of "Events at Cycle Change"

From Mushpedia
Jump to: navigation, search
m (Titles and Statuses)
Line 169: Line 169:
 
|  
 
|  
 
* Character is '''human'''
 
* Character is '''human'''
* ''Random chance''
+
* [[File:dice.png]] Random chance
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
 
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]])
Line 181: Line 181:
 
|  
 
|  
 
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}}
 
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}}
* ''Random chance''
+
* [[File:dice.png]] Random chance
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 
| Character is cured.
 
| Character is cured.
Line 208: Line 208:
 
|-  
 
|-  
 
|  
 
|  
* [[NERON#List of NERON Projects|NERON Project '''General Patching Up''']] is complete
+
* [[File:dice.png]] Random chance (15%) when [[NERON#List of NERON Projects|NERON Project '''General Patching Up''']] is complete
* ''Random chance'' (15%)
+
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
 
| '''General Patching Up''' (GPU) is activated for this cycle
 
| '''General Patching Up''' (GPU) is activated for this cycle
 
|-  
 
|-  
 
|  
 
|  
* ''Random chance,'' never when GPU is active
+
* [[File:dice.png]] Random chance, never when GPU is active
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
({{Notification|none}} for '''doors''')
+
(except for '''doors''')
 
| [[file:broken.png]] An equipment breaks down
 
| [[file:broken.png]] An equipment breaks down
 
|-  
 
|-  
Line 225: Line 224:
 
|-  
 
|-  
 
|  
 
|  
* ''Random chance,'' never when GPU is active
+
* [[File:dice.png]] Random chance, never when GPU is active
 
| {{todo|?}}
 
| {{todo|?}}
 
| '''Electrical spikes''':  
 
| '''Electrical spikes''':  
Line 232: Line 231:
 
|-  
 
|-  
 
|  
 
|  
* ''Random chance,'' never when GPU is active
+
* [[File:dice.png]] Random chance, never when GPU is active
 
| {{Notification|Public}}
 
| {{Notification|Public}}
 
| '''The room shakes''':  
 
| '''The room shakes''':  
Line 239: Line 238:
 
|-  
 
|-  
 
|  
 
|  
* ''Random chance,'' never when GPU is active
+
* [[File:dice.png]] Random chance, never when GPU is active
 
| {{Notification|Public}}
 
| {{Notification|Public}}
 
| '''Metal plates''':  
 
| '''Metal plates''':  
Line 246: Line 245:
 
|-  
 
|-  
 
|  
 
|  
* ''Random chance,'' never when GPU is active
+
* [[File:dice.png]] Random chance, never when GPU is active
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
|-   
 
|-   
 
|  
 
|  
* [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']] is complete
+
*
* [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance (25%) when [[file:Fire.png]] Room is on fire and [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']] is complete
* ''Random chance'' (25%)
+
 
| {{todo|?}}
 
| {{todo|?}}
 
| A fire is extinguished automatically '''before''' it does any damage
 
| A fire is extinguished automatically '''before''' it does any damage
 
|-  
 
|-  
 
|  
 
|  
* [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
* ''Random chance''
+
 
| {{Notification|Public}}
 
| {{Notification|Public}}
 
| [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room.
 
| [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room.
Line 265: Line 262:
 
|-  
 
|-  
 
|  
 
|  
* [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
* ''Random chance''
+
 
| {{Notification|Public}}
 
| {{Notification|Public}}
 
| The fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]]  
 
| The fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]]  
 
|-  
 
|-  
 
|  
 
|  
* [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
* ''Random chance''
+
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| The fire spreads to an adjacent room.
 
| The fire spreads to an adjacent room.
 
|-  
 
|-  
 
|  
 
|  
* [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
* ''Random chance''
+
 
| {{Notification|Private}}
 
| {{Notification|Private}}
 
|  Any character in the room loses 2 {{HP}}
 
|  Any character in the room loses 2 {{HP}}
Line 333: Line 327:
 
* {{todo|characters without capsule are selected first}}
 
* {{todo|characters without capsule are selected first}}
 
|-  
 
|-  
| Random
+
| [[File:dice.png]] Random chance
 
| {{Notification|None}}
 
| {{Notification|None}}
 
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge).
 
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge).
 
|-
 
|-
| Random
+
| [[File:dice.png]] Random chance
 
| {{Notification|None}}
 
| {{Notification|None}}
 
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''  
 
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''  
Line 367: Line 361:
 
!  width="80%" | Event description and conditions
 
!  width="80%" | Event description and conditions
 
|-  
 
|-  
| Random
+
|
 +
* [[File:dice.png]] Random chance
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| A wave of new [[hunters]] arrives
 
| A wave of new [[hunters]] arrives
Line 387: Line 382:
 
* D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
 
* D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
 
|-  
 
|-  
| Random
+
|
 +
* [[File:dice.png]] Random chance
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| A [[Trading|Transporter]] arrives
 
| A [[Trading|Transporter]] arrives
 
|-  
 
|-  
| Random
+
|  
 +
* [[File:dice.png]] Random chance
 
| {{todo|?}}
 
| {{todo|?}}
 
| A [[Trading|Transporter]] leaves
 
| A [[Trading|Transporter]] leaves
Line 402: Line 399:
 
* {{todo|even if not activated at the BIOS terminal?}}
 
* {{todo|even if not activated at the BIOS terminal?}}
 
|-  
 
|-  
| Random
+
|  
 +
* [[File:dice.png]] Random chance
 
| {{Notification|Announcement}}
 
| {{Notification|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
 
* The risk is lower as the signal strengthens
 
|-  
 
|-  
| Random (*)
+
|  
 +
* [[File:dice.png]] Random chance (*)
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| Communication attempt from a [[Rebel Base]] (provided the contact with Sol is established)
 
| 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)
 
* Once a day on days 2-7, always at the same cycle (not cycle 8)
 
|-  
 
|-  
| Random
+
|  
 +
* [[File:dice.png]] Random chance
 
| {{todo|?}}
 
| {{todo|?}}
 
| Communication attempt from a [[Rebel Base]] times out
 
| Communication attempt from a [[Rebel Base]] times out
 
* {{todo|how is the time chosen/known?}}
 
* {{todo|how is the time chosen/known?}}
 
|}
 
|}

Revision as of 21:16, 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
None Character becomes Starving.png Starving
  • Character is Starving.png 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

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
  • Dice.png 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

Condition Notification Event
Icon Announcement General Patching Up (GPU) is activated for this cycle
  • Dice.png Random chance, never when GPU is active
Icon Announcement

(except for doors)

Broken.png An equipment breaks down
Icon Announcement Broken.png An electrical equipment breaks down
  • Dice.png Random chance, never when GPU is active
Icon TODO: ? Electrical spikes:
  • All equipment of the room is Broken.png damaged
  • All characters in the room loose 3Health Point
  • Dice.png Random chance, never when GPU is active
Icon Public log The room shakes:
  • All characters in the room loose 1-3Health Point
  • The amount of Health Point lost is Icon Private
  • Dice.png Random chance, never when GPU is active
Icon Public log Metal plates:
  • One character in the room loses 4-6Health Point
  • The amount of Health Point lost is Icon Private
  • Dice.png Random chance, never when GPU is active
Icon Announcement Fire.png A fire starts.
Icon TODO: ? A fire is extinguished automatically before it does any damage
  • Dice.png Random chance when Fire.png Room is on fire
Icon Public log Broken.png The fire damages equipment (except doors) and breaks/destroys items in the room.
  • Items held in a character's inventory are protected
  • Dice.png Random chance when Fire.png Room is on fire
Icon Public log The fire does 2-3 points of damage directly to the Armor Armor
  • Dice.png Random chance when Fire.png Room is on fire
Icon Announcement The fire spreads to an adjacent room.
  • Dice.png Random chance when Fire.png Room is on fire
Icon Private log Any character in the room loses 2 Health Point

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
Dice.png Random chance None A Plant youngling.png Young plant becomes adult (depending on its charge).
Dice.png Random chance 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
  • Dice.png Random chance
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?
  • Dice.png Random chance
Icon Announcement A Transporter arrives
  • Dice.png Random chance
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?
  • Dice.png Random chance
Icon Announcement Signal loss: The connection with Sol has been lost
  • The risk is lower as the signal strengthens
  • Dice.png Random chance (*)
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)
  • Dice.png Random chance
Icon TODO: ? Communication attempt from a Rebel Base times out
  • Icon TODO: how is the time chosen/known?