Difference between revisions of "Events at Cycle Change"
From Mushpedia
(→Character-centered events: ->split in two) |
(→Room and items) |
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! width="5%" | To be checked | ! width="5%" | To be checked | ||
|- | |- | ||
| − | | | + | | Random |
| + | | [[NERON Announcements|Announcement]] (*) | ||
| + | | [[file: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. | ||
| + | | ? | ||
| + | |- | ||
| + | | Random | ||
| | | | ||
| − | | | + | | '''Electrical spikes''': all equipment of the room is damaged, any character in the room loses 3{{hp}} |
| − | + | ||
| ? | | ? | ||
|- | |- | ||
| − | | | + | | Random |
| − | | | + | | {{Privacy|public}} |
| − | | | + | | '''The room shakes''': any character in the room loses 1-3{{hp}} |
| + | * The amount of {{hp}} lost is {{Privacy|Private}} | ||
| ? | | ? | ||
|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Privacy|public}} |
| − | | | + | | '''Metal plates''': one character in the room loses 4-6{{hp}} |
| − | * | + | * The amount of {{hp}} lost is {{Privacy|Private}} |
| ? | | ? | ||
|- | |- | ||
| Random | | Random | ||
| [[NERON Announcements|Announcement]] | | [[NERON Announcements|Announcement]] | ||
| − | | [[file:Fire.png]] A [[fire]] starts. | + | | [[file:Fire.png]] A '''[[Fires|fire]]''' starts. |
| − | + | ||
|- | |- | ||
| Random | | Random | ||
| {{Privacy|Public}} | | {{Privacy|Public}} | ||
| − | | A fire damages equipment (except doors) and | + | | A fire damages equipment (except doors) and breaks/destroys items in the room. |
| ? | | ? | ||
|- | |- | ||
| Random | | Random | ||
| {{Privacy|Public}} | | {{Privacy|Public}} | ||
| − | | A fire does 2-3 points of damage directly to the {{Armor}} [[Armor]] | + | | A fire does 2-3 points of damage directly to the {{Armor}} [[Ressources#Armor|Armor]] |
| ? | | ? | ||
|- | |- | ||
| Line 184: | Line 189: | ||
| Random | | Random | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | Any character in a room | + | | Any character in a room on fire loses 2 {{HP}} |
| ? | | ? | ||
|- | |- | ||
| Line 191: | Line 196: | ||
| A fire is extinguished automatically by [[NERON#List of NERON Projects|NERON Project Sprinkers]] | | A fire is extinguished automatically by [[NERON#List of NERON Projects|NERON Project Sprinkers]] | ||
* {{Confirm|before or after the damage is done?}} | * {{Confirm|before or after the damage is done?}} | ||
| + | | ? | ||
| + | |- | ||
| + | | Always | ||
| + | | | ||
| + | | [[Support Drone|Drones]] do their actions: extinguish a [[file:Fire.png]] fire (only with ''firefighters'' upgrade), attempt a [[file:Pa_eng.png]] repair, or change room. | ||
| + | * {{Confirm|firefighter works before or after the fire starts / the damage is done?}} | ||
| ? | | ? | ||
|- | |- | ||
| − | | At | + | | Always |
| + | | None | ||
| + | | Items with '''charges''' restore 1 [[file:Charge.png]] | ||
| + | | ? | ||
| + | |- | ||
| + | | '''At Cycle 1''' | ||
| | | | ||
| Perishable food decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing''' | | Perishable food decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing''' | ||
* Unless [[BIOS_Terminal#Foodstuff_Destruction|Foodstuff destruction]] is active (default value), in which case the perishable food is destroyed. | * Unless [[BIOS_Terminal#Foodstuff_Destruction|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 {{Bug|actually, every cycle}} | ||
| ? | | ? | ||
|} | |} | ||
| − | |||
| − | |||
== Oxygen and Plants == | == Oxygen and Plants == | ||
Revision as of 18:30, 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
General Character Ressources
| 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 |
? |
| 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?
Health and Morale
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Always | |
Each character |
? |
| Always | Public | Each character |
? |
| Always | |
Any |
? |
| Always | |
Any |
? |
| Always | Any character with 0
|
? | |
| Random | |
Chances of getting a |
? |
| (Varies) | (Varies) | Symptoms of having a |
? |
| Random | |
Random healing of any |
? |
| Always | None | Each character loses 1 Satisfaction | ? |
| Always | |
Any |
? |
| At cycle 1 | |
Each character gains 1 |
? |
| At cycle 1 | |
Each character loses 1
|
? |
| At cycle 1 | |
If no character with |
? |
Room and items
| Frequency | Log | Event | To be checked |
|---|---|---|---|
| Random | Announcement (*) |
|
? |
| Random | Electrical spikes: all equipment of the room is damaged, any character in the room loses 3 |
? | |
| Random | Public | The room shakes: any character in the room loses 1-3
|
? |
| Random | Public | Metal plates: one character in the room loses 4-6
|
? |
| Random | Announcement | | |
| Random | Public | A fire damages equipment (except doors) and breaks/destroys items 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 on fire loses 2 |
? |
| 25% | A fire is extinguished automatically by NERON Project Sprinkers | ? | |
| Always | Drones do their actions: extinguish a |
? | |
| Always | None | Items 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 | 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 | ? |