Difference between revisions of "Events at Cycle Change"
From Mushpedia
(→Global events) |
(→Global events: -> split in two sections) |
||
| Line 192: | Line 192: | ||
{{Todo|room shake}} | {{Todo|room shake}} | ||
| − | == | + | == Oxygen and Plants == |
| + | See [[Oxygen]] and [[Gardening]] for more details. | ||
| + | |||
{|class="wikitable" | {|class="wikitable" | ||
! width="10%" | Frequency | ! width="10%" | Frequency | ||
| Line 217: | Line 219: | ||
| ? | | ? | ||
|- | |- | ||
| − | | | + | | Random |
| None | | None | ||
| − | | [[ | + | | A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge). |
| − | * Unless they | + | | ? |
| − | * | + | |- |
| − | * | + | | Random |
| + | | None | ||
| + | | A plant becomes [[Image:Plant_diseased.png]] '''Diseased''' | ||
| + | * This can happen only once a day per plant {{confirm|even C1?}} | ||
| + | | ? | ||
| + | |- | ||
| + | | '''At Cycle 1''' | ||
| + | | None | ||
| + | | Plants produce 1{{O2}} each | ||
| + | * Unless they are [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', or [[Image:Plant_dry.png]] '''Dried Out''' | ||
| + | * Unless they are held in a character's inventory | ||
| + | * This happens ''after'' asphyxiation | ||
| + | * {{Confirm|This happens after the [[Image:Plant_youngling.png]] '''Younglings''' have become adult, but before they become [[Image:Plant_diseased.png]] '''Diseased''' }} | ||
| + | |- | ||
| + | | '''At Cycle 1''' | ||
| + | | None | ||
| + | | Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]]) | ||
| + | * Unless they are [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', or [[Image:Plant_dry.png]] '''Dried Out''' | ||
| + | * Even if they are held in a character's inventory | ||
| + | | ? | ||
| + | |- | ||
| + | | '''At Cycle 1''' | ||
| + | | 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) {{{Confirm|no log, even if the plant dies?}}} | ||
| + | | ? | ||
| + | |} | ||
| + | |||
| + | == Hunters, Navigation, and Communications == | ||
| + | {|class="wikitable" | ||
| + | ! width="10%" | Frequency | ||
| + | ! width="10%" | Log | ||
| + | ! width="75%" | Event | ||
| + | ! width="5%" | To be checked | ||
| + | |- | ||
| + | | Random | ||
| + | | [[NERON Announcements|Announcement]] | ||
| + | | A wave of new [[hunters]] arrives | ||
| ? | | ? | ||
|- | |- | ||
| Line 236: | Line 274: | ||
| ? | | ? | ||
|- | |- | ||
| − | | | + | | 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. {{todo|all 3 at the same time, or anytime during the cycle?}} | ||
| ? | | ? | ||
|- | |- | ||
| Line 249: | Line 290: | ||
| | | | ||
| A [[Trading|Transporter]] leaves | | A [[Trading|Transporter]] leaves | ||
| − | * Always if it has been shot at during | + | * Always if it has been shot at during last cycle |
| + | | ? | ||
| + | |- | ||
| + | | Always | ||
| + | | None | ||
| + | | The [[Plasma Shield]] (if available) gains 5hp | ||
| + | * {{todo|unless it has been hit this cycle? before the attack?}} | ||
| + | * {{todo|even if not activated at the BIOS terminal?}} | ||
| ? | | ? | ||
|- | |- | ||
| Line 268: | Line 316: | ||
| Communication attempt from a [[rebel base]] times out | | Communication attempt from a [[rebel base]] times out | ||
* {{todo|how does that work exactly?}} | * {{todo|how does that work exactly?}} | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| ? | | ? | ||
|} | |} | ||
| − | |||
Revision as of 17:32, 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
Character-centered events
| 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 |
? |
| Always | |
Each character |
? |
| Always | |
Any |
? |
| Always | |
Any |
? |
| Always | Any character with 0
|
? | |
| Always | None | Each character loses 1 Satisfaction | ? |
| Always | |
Any |
? |
| Always | Public | Each character |
? |
| Random | |
Chances of getting a |
? |
| (Varies) | (Varies) | Symptoms of having a |
? |
| Random | |
Random healing of any |
? |
| At cycle 1 | |
Each character loses 1
|
? |
| At cycle 1 | |
Each character gains 1 |
? |
| At cycle 1 | |
If no character with |
? |
| At cycle 1 | |
Some characters gain Skill-specific Action Points: 1
|
? |
TODO: other skill-specific events?
TODO: Mush stuff?
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Room and items
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | Drones do their actions: extinguish a |
? | |
| Always | None | Items with charges restore 1 |
? |
| Random | Announcement (*) |
|
? |
| Random | Announcement | |
? |
| Random | Public | A fire damages equipment (except doors) and break/destroy objects 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 in fire loses 2 |
? |
| 25% | A fire is extinguished automatically by NERON Project Sprinkers | ? | |
| At cycle 1 | Perishable food decays one step in the series
|
? |
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 | ? |