Difference between revisions of "Events at Cycle Change"
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* Character is '''human''' | * Character is '''human''' | ||
| − | * | + | * [[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: | ||
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* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}} | * Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}} | ||
| − | * | + | * [[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 |
| − | + | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| '''General Patching Up''' (GPU) is activated for this cycle | | '''General Patching Up''' (GPU) is activated for this cycle | ||
|- | |- | ||
| | | | ||
| − | * | + | * [[File:dice.png]] Random chance, never when GPU is active |
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| − | ( | + | (except for '''doors''') |
| [[file:broken.png]] An equipment breaks down | | [[file:broken.png]] An equipment breaks down | ||
|- | |- | ||
| Line 225: | Line 224: | ||
|- | |- | ||
| | | | ||
| − | * | + | * [[File:dice.png]] Random chance, never when GPU is active |
| {{todo|?}} | | {{todo|?}} | ||
| '''Electrical spikes''': | | '''Electrical spikes''': | ||
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|- | |- | ||
| | | | ||
| − | * | + | * [[File:dice.png]] Random chance, never when GPU is active |
| {{Notification|Public}} | | {{Notification|Public}} | ||
| '''The room shakes''': | | '''The room shakes''': | ||
| Line 239: | Line 238: | ||
|- | |- | ||
| | | | ||
| − | * | + | * [[File:dice.png]] Random chance, never when GPU is active |
| {{Notification|Public}} | | {{Notification|Public}} | ||
| '''Metal plates''': | | '''Metal plates''': | ||
| Line 246: | Line 245: | ||
|- | |- | ||
| | | | ||
| − | * | + | * [[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:dice.png]] Random chance (25%) when [[file:Fire.png]] Room is on fire and [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']] is complete | |
| − | + | ||
| {{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 |
| − | + | ||
| {{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. | ||
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|- | |- | ||
| | | | ||
| − | * [[file:Fire.png]] Room is on fire | + | * [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire |
| − | + | ||
| {{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 |
| − | + | ||
| {{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 |
| − | + | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| Any character in the room loses 2 {{HP}} | | Any character in the room loses 2 {{HP}} | ||
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* {{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''' | ||
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! 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 | ||
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* 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 | ||
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* {{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.
Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!
Contents
General Character Resources
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
Character gains 1 |
|
|
Character gains 1 |
|
Character gains 3 | |
|
|
Character gains 1 |
|
None | Character gains 1 |
|
None | Character loses 2 |
| |
Character gains 1 | |
|
|
|
|
|
Characters with the following skills gain skill-specific Action Points: |
|
None | Actions with a daily limit become available again:
|
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Titles and Statuses
| Condition | Notification | Event |
|---|---|---|
| Character becomes | ||
|
Character becomes | |
|
None | Character loses 1 Satisfaction |
|
None | Character becomes |
| |
Character loses 1 | |
| |
A-True adjustment: Title |
Health and Morale
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters loose 2
|
|
|
|
|
|
|
|
|
Character gains 1 |
| |
Character gets a | |
| (Varies) | Symptoms of the illness: may include loss of | |
| |
Character is cured. | |
| |
Character gets therapy.
| |
| |
|
Hazards
| Condition | Notification | Event |
|---|---|---|
|
|
General Patching Up (GPU) is activated for this cycle |
| (except for doors) |
| |
|
|
|
| |
Electrical spikes: | |
| |
The room shakes:
| |
| |
Metal plates:
| |
| |
| |
|
|
A fire is extinguished automatically before it does any damage |
| |
| |
| |
The fire does 2-3 points of damage directly to the | |
| |
The fire spreads to an adjacent room. | |
| |
Any character in the room loses 2 |
Items and Equiment
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Drones do their actions: extinguish a |
| Always | None | Any item or equipment 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 | Notification | Event description and conditions |
|---|---|---|
| Always (*) | None (*) | The ship consumes 1
|
| Always | |
Each broken oxygen tank makes the ship loose 1 |
| Always | |
|
| |
None | A |
| |
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 | Notification | Event description and conditions |
|---|---|---|
| |
A wave of new hunters arrives | |
| Always | |
If a movement has been initiated last cycle, then the DAEDALUS reaches its destination |
| Always | |
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 |
| |
A Transporter arrives | |
| |
A Transporter leaves
| |
| Always | None | The Plasma Shield (if available) gains 5hp |
| |
Signal loss: The connection with Sol has been lost
| |
| |
Communication attempt from a Rebel Base (provided the contact with Sol is established)
| |
| |
Communication attempt from a Rebel Base times out |