Difference between revisions of "Events at Cycle Change"

From Mushpedia
Jump to: navigation, search
m (Little stuff)
(General Character Resources)
Line 92: Line 92:
 
* {{Skill|Doorman}}: free '''Door [[Sabotage]]'''
 
* {{Skill|Doorman}}: free '''Door [[Sabotage]]'''
 
* {{Skill|Defacer}}: '''Clear Logs'''
 
* {{Skill|Defacer}}: '''Clear Logs'''
 +
* {{Skill|Metalworker}}: '''Search''' (for bonus items)
 
* '''Using the emergency Refectory shower''' when both shower are dismantled (limit shared between all characters)
 
* '''Using the emergency Refectory shower''' when both shower are dismantled (limit shared between all characters)
 
|}
 
|}

Revision as of 10:30, 15 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

See

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

See Health for more details.

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

See Dangers for more details.

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)

An equipment becomes Broken.png damaged
Icon Announcement An electrical equipment becomes Broken.png damaged
  • 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 room is on Fire.png 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 room is on Fire.png fire
Icon Public log The fire does 2-3 points of damage directly to the Armor Ship Armor
  • Dice.png Random chance when room is on Fire.png fire
Icon Announcement The fire spreads to an adjacent room.
  • Dice.png Random chance when room is on Fire.png fire
Icon Private log Character in the room loses 2 Health Point
  • Icon Confirm: the event is independent for each character in the room

Items and Equiment

Condition Notification Event
  • 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 All items or equipment with charges restore 1 Charge.png
None Turrets restore 1 Charge.png
None Plant youngling.png Young plants in Hydroponic Garden restore 1 Charge.png
Icon TODO: ? Perishable food is destroyed.
Icon TODO: ? Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
None Coffee.png The coffee machine becomes available again

Oxygen and Plants

See Oxygen and Gardening for more details.

Condition Notification Event
Icon Announcement Oxygenated Ducts are activated for this cycle
  • Always, unless Oxygenated Ducts are active
None The ship consumes 1Oxygen
  • Always, Icon Confirm: even with active Oxygenated Ducts
Icon Announcement Each broken oxygen tank makes the ship loose 1Oxygen
  • The ship has 0Oxygen
Icon Announcement Dead.png Asphyxiation: 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
  • Plant youngling.png Young plant is mature (reaches its Charge.png threshold)
None Plant youngling.png Young plant becomes adult
  • Dice.png Random chance (at most once per day per plant)
None Plant becomes Plant diseased.png Diseased
  • At Cycle 1
  • Plant is neither Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
  • Plant is not held in a character's inventory
None Each plant produce 1Oxygen each
  • 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
  • Plant is neither Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
  • Plant may be held in a character's inventory
Icon Public log Plant produces 1 fruit
  • At Cycle 1
  • Plant in Hydrophonic Garden has already produced 1 fruit
  • Dice.png 50% chance with NERON project Heat Lamps
Icon Public log Plant produces 1 fruit
  • 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

Condition Notification Event
  • Dice.png Random chance
Icon Announcement A wave of new Hunter icon.png hunters arrives
Icon Announcement The DAEDALUS reaches its destination
Icon Announcement A fraction of the Hunters and all Traxes catch up with the DAEDALUS
  • The announcement is the same as when new hunters arrive
  • Hunter icon.png Hunters surround the DAEDALUS
  • For a Hunter: unless it arrived at this or last cycle, and unless the ship has moved
  • For a Trax, an Arack or a D1000: unless it arrived at this or last cycle
  • For an Asteroid: this happens only once after a certain amount of cycles
None Hunters attack and deal damage (mainly to the Armor Ship Armor or Plasma Shield).
  • Each 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
  • With NERON project Plasma Shield
  • Icon TODO: unless it has been hit this cycle? or before the attack?
  • Icon TODO: even if not activated at the BIOS terminal?
None The Plasma Shield gains 5hp
  • Dice.png Random chance
  • The risk is lower as the signal strengthens
Icon Announcement Rebellion.png Signal loss: The connection with Sol has been lost
  • Contact with Sol is established
  • Once a day on days 2-7
  • Always the same cycle (random, but not Cycle 8)
Icon Announcement Comm icon.png Communication attempt from a Rebel Base
  • Dice.png Random chance
  • Icon TODO: how is the time chosen/known?
Icon Confirm: None Communication attempt from a Rebel Base times out