Difference between revisions of "Events at Cycle Change"
From Mushpedia
(→Health and Morale) |
(Corrections, changed setup of first table. Need comments) |
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| − | This page | + | 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. | Note that the majority of events are triggered by certain conditions, and, in many cases, chance. | ||
| − | {{ | + | {{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}} |
| − | + | == General Character Resources == | |
| − | == General Character | + | {|class="wikitable" width="100%" |
| − | {|class="wikitable" | + | ! width="15%" | Condition |
| − | ! width=" | + | ! width="80px" | [[Privacy Levels|Log Privacy]] |
| − | ! width=" | + | ! width="80%" | Event |
| − | ! width="80%" | Event | + | |
|- | |- | ||
| − | | Always | + | | |
| + | * Always | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | '''All characters''' gain 1 {{AP}}. |
|- | |- | ||
| − | | | + | | |
| + | * Character is {{Status|Lying down}} | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | Character gains 1 {{AP}}. |
|- | |- | ||
| − | | | + | | |
| + | * Character is selected by {{Skill|Logistics Expert}} | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | Character gains 1 additional {{AP}}. |
| − | + | ||
|- | |- | ||
| − | | | + | | |
| + | * [[Gravity Simulator]] is intact | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | '''All characters''' gain 1 {{MP}}. |
| + | * {{todo|Also on the cycle at which the Gravity Simulator breaks?}} | ||
|- | |- | ||
| − | | Always | + | | |
| + | * Always | ||
| + | | {{Privacy|Private}} | ||
| + | | '''All characters''' gains 1 {{XP}}. | ||
| + | |- | ||
| + | | | ||
| + | * Character is in {{Gold Mode}} | ||
| + | | {{Privacy|Private}} | ||
| + | | Character gains 1 {{XP}}. | ||
| + | |- | ||
| + | | | ||
| + | * Character is '''human''' | ||
| None | | None | ||
| − | | | + | | Character gains 1 {{Glory}}. |
|- | |- | ||
| − | | | + | | |
| + | * Character is {{Character|Mush}} | ||
| None | | None | ||
| − | | | + | | Character loses 2 {{Glory|Mush}}. |
|- | |- | ||
| − | | | + | | |
| + | * '''At Cycle 1''' | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | | + | | Characters with the following skills gain [[Player_Resources#Skill-specific_Action_Points|skill-specific Action Points]]: |
| + | * {{Skill|Technician}}: 1 {{AP|Repair}} (up to 2) | ||
| + | * {{Skill|Botanist}}: 2 {{AP|Gardening}} (up to 4) | ||
| + | * {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4) | ||
| + | * {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4) | ||
| + | * {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2) | ||
| + | * {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2) | ||
| + | * {{Skill|Shooter}}: 2 {{AP|Free Shot}} (up to 4) | ||
| + | * {{Skill|Chef}}: 4 {{AP|Chef}} (up to 8) | ||
|- | |- | ||
| − | | '''At Cycle 1''' | + | | |
| − | | | + | * '''At Cycle 1''' |
| − | | | + | | None |
| − | + | | [[Actions]] with a '''daily limit''' become available again: | |
| − | + | * '''[[Doing the thing]]''' | |
| − | + | * '''[[Communications|Establish communications]]''' | |
| − | + | * {{Title|Commander}}: '''Issue mission''' | |
| − | + | * {{Character|Mush}}: 4x '''[[Extract a spore]]''' (limit shared between all {{Character|Mush}}) | |
| − | * ''[[Doing | + | ** -2 with Antispore Gas [[research]], +1 for each {{Skill|Fertile}}) |
| − | * ''[[Communications|Establish communications]]'' | + | * {{Character|Mush}}: '''[[Infect]]''' |
| − | * ''Issue mission'' | + | ** 2x if {{Skill|Infector}} |
| − | + | * {{Skill|Doorman}}: free '''Door [[Sabotage]]''' | |
| − | * | + | * {{Skill|Defacer}}: '''Clear Logs''' |
| − | * | + | |
| − | + | ||
|} | |} | ||
| − | |||
{{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}} | {{Todo|Some cases where efficiency at repairing/shooting/whatever is reset to its base level?}} | ||
| Line 87: | Line 108: | ||
|- | |- | ||
| Always | | Always | ||
| − | | | + | | Public |
| '''Fatal depression:''' Any character with 0 {{morale}} '''dies''' | | '''Fatal depression:''' Any character with 0 {{morale}} '''dies''' | ||
* This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. | * This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. | ||
| Line 117: | Line 138: | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| {{Privacy|Private}} | | {{Privacy|Private}} | ||
| − | | Each character loses | + | | Each character loses 2 {{morale}} |
| − | * | + | * Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive. |
| − | + | * Additionally reduced by 1 for characters with {{Skill|The Optimist}}. | |
| − | + | ||
| − | + | ||
| − | + | ||
|} | |} | ||
| Line 170: | Line 188: | ||
| Random | | Random | ||
| {{Privacy|Public}} | | {{Privacy|Public}} | ||
| − | | A fire does 2-3 points of damage directly to the {{Armor}} [[ | + | | A fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]] |
|- | |- | ||
| Random | | Random | ||
Revision as of 10:41, 12 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 | Log Privacy | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
Character gains 1 |
|
|
Character gains 1 additional |
|
|
All characters gain 1 |
|
|
All characters gains 1 |
|
|
Character gains 1 |
|
None | Character gains 1 |
|
None | Character loses 2 |
|
|
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?
Health and Morale
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Each character |
| Always | Public | Each character |
| Always | |
Any |
| Always | |
Any |
| Always | Public | Fatal depression: 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 2
|
Hazards
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Random (15%) | Announcement | General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched) |
| 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 | Announcement | A fire spreads to an adjacent room. |
| Random | |
Any character in a room on fire loses 2 |
| Random (25%) | |
A fire is extinguished automatically by NERON Project Sprinkers |
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 | 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 | Notification | Event description and conditions |
|---|---|---|
| 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 |