Difference between revisions of "Events at Cycle Change"

From Mushpedia
Jump to: navigation, search
(Health and Morale)
(Corrections, changed setup of first table. Need comments)
Line 1: Line 1:
This page lists all events that occur at cycle change.  
+
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.
  
{{Caution|This is a recent page, there are all the more risks that it contains incorrect or incomplete data, even outside TODO's}}
+
{{Warn|This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!}}
  
 
+
== General Character Resources ==
== General Character Ressources ==
+
{|class="wikitable" width="100%"
{|class="wikitable"
+
!  width="15%" | Condition
!  width="10%" | Frequency
+
!  width="80px" | [[Privacy Levels|Log Privacy]]
!  width="10%" | Notification
+
!  width="80%" | Event
!  width="80%" | Event description and conditions
+
 
|-  
 
|-  
| Always
+
|
 +
* Always
 
| {{Privacy|Private}}
 
| {{Privacy|Private}}
| Each character gains 1 {{ap}}
+
| '''All characters''' gain 1 {{AP}}.
 
|-  
 
|-  
| Always
+
|
 +
* Character is {{Status|Lying down}}
 
| {{Privacy|Private}}
 
| {{Privacy|Private}}
| Each character '''[[file:Laid.png]] lying down''' gains 1 {{ap}}
+
| Character gains 1 {{AP}}.
 
|-  
 
|-  
| Always
+
|
 +
* Character is selected by {{Skill|Logistics Expert}}
 
| {{Privacy|Private}}
 
| {{Privacy|Private}}
| Each character gains 1 {{mp}}
+
| Character gains 1 additional {{AP}}.
* Unless the Gravity Simulator is broken {{todo| starting from the cycle at which it breaks?}}
+
 
|-  
 
|-  
| Always
+
|
 +
* [[Gravity Simulator]] is intact
 
| {{Privacy|Private}}
 
| {{Privacy|Private}}
| Each character gains 1 {{XP}}. (More with {{Gold}} mode or [[Vending_Machine|SNC Kitchen]].)
+
| '''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
| Each '''human''' character gains 1 {{Glory}}
+
| Character gains 1 {{Glory}}.
 
|-  
 
|-  
| Always
+
|
 +
* Character is {{Character|Mush}}
 
| None
 
| None
| Each '''mush''' character loses 2 {{Glory|Mush}}
+
| Character loses 2 {{Glory|Mush}}.
 
|-  
 
|-  
| Always
+
|
 +
* '''At Cycle 1'''
 
| {{Privacy|Private}}
 
| {{Privacy|Private}}
| One character in the same room as a {{Skill|Logistics Expert}} gains 1 {{ap}}
+
| 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'''
+
|
| {{Privacy|Private}}
+
* '''At Cycle 1'''
| Some characters gain [[Player_Resources#Skill-specific_Action_Points|Skill-specific Action Points]]: 1[[image:Pa eng.png]]/2[[image:Pa garden.png]]/2[[image:Pa core.png]]/2[[image:Pa comp.png]]/1[[image:Pa heal.png]]/1[[image:Pa pilgred.png]]/2[[image:Pa shoot.png]]/4[[image:Pa cook.png]]
+
| None
* With a maximum of 2 days worth of points.
+
| [[Actions]] with a '''daily limit''' become available again:
|-
+
* '''[[Doing the thing]]'''
| '''At Cycle 1'''
+
* '''[[Communications|Establish communications]]'''
| {{Privacy|Private}}
+
* {{Title|Commander}}: '''Issue mission'''
| Actions with a '''daily limit''' become available again:
+
* {{Character|Mush}}: 4x '''[[Extract a spore]]''' (limit shared between all {{Character|Mush}})
* ''[[Doing it]]'': 1x for any character
+
** -2 with Antispore Gas [[research]], +1 for each {{Skill|Fertile}})
* ''[[Communications|Establish communications]]'': 1x for any character
+
* {{Character|Mush}}: '''[[Infect]]'''
* ''Issue mission'': 1x for the {{Title|Commander}}
+
** 2x if {{Skill|Infector}}
* [[File:mush.png]] ''[[Extract a spore]]'': 4x for all Mush together (-2x with Antispore Gas [[research]], +1x for each {{Skill|Fertile}} mush)
+
* {{Skill|Doorman}}: free '''Door [[Sabotage]]'''
* [[File:mush.png]] ''[[Infect]]'': 1x for any Mush (2x for an {{Skill|Infector}})
+
* {{Skill|Defacer}}: '''Clear Logs'''
* [[File:mush.png]] ''Free [[Sabotage]] of a door'': 1x for any {{Skill|Doorman}}
+
* [[File:mush.png]] ''Clear Logs'': 1x for any {{Skill|Defacer}}
+
 
|}
 
|}
 
  
 
{{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
| {{todo|?}}
+
| 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 1 {{morale}}  
+
| Each character loses 2 {{morale}}
* Unless they are {{Skill|The Optimist}}
+
* 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}}.
| '''At Cycle 1'''
+
| {{Privacy|Private}}
+
| If no character with {{Skill|Mankind's only hope}} is alive, each character loses 1 {{morale}}
+
 
|}
 
|}
  
Line 170: Line 188:
 
| Random
 
| Random
 
| {{Privacy|Public}}
 
| {{Privacy|Public}}
| A fire does 2-3 points of damage directly to the {{Armor}} [[Ressources#Armor|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.

Icon Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!

General Character Resources

Condition Log Privacy Event
  • Always
Icon Private All characters gain 1 Action Point.
Icon Private Character gains 1 Action Point.
Icon Private Character gains 1 additional Action Point.
Icon Private All characters gain 1 Movement Point.
  • Icon TODO: Also on the cycle at which the Gravity Simulator breaks?
  • Always
Icon Private All characters gains 1 XP.
Icon Private Character gains 1 XP.
  • Character is human
None Character gains 1 Glory.
None Character loses 2 Glory (Mush).
  • At Cycle 1
Icon Private 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?

Health and Morale

Frequency Notification Event description and conditions
Always Icon Private Each character Laid.png lying down in the same room as a Icon Shrink gains 1 Morale.
Always Public Each character Laid.png lying down in the same room as a Icon Shrink while having a Icon Disorder gets therapy
  • For this the Shrink needs to be standing up Icon TODO: check
  • The log shows whether the disorder is actually healed
Always Icon Private Any Icon Antisocial character (Icon Raluca) in the same room as any other character loses 1 Morale
Always Icon Private Any Icon Germaphobe character (Icon Finola) being Icon Dirty loses 1 Morale
Always Public Fatal depression: Any character with 0 Morale dies
Random Icon Private Chances of getting a Icon Disease or a Icon Disorder (see Illnesses)
(Varies) (Varies) Symptoms of having a Icon Disease, a Icon Disorder or an Icon Injury (see Illnesses)
Random Icon Private Random healing of any Icon Disease, of Disorder Spleen or of Disorder Vertigo
Always None Each character loses 1 Satisfaction
Always Icon Private Any Starving.png Starving character (with 0 Satisfaction for at least 24 cycles) loses 1 Health Point
At Cycle 1 Icon Private Each character gains 1 Health Point
At Cycle 1 Icon Private Each character loses 2 Morale

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 (*) 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.
  • Unless GPU is active
Random Icon TODO: ? Electrical spikes: all equipment of the room is damaged, any character in the room loses 3Health Point
  • Unless GPU is active
Random Public The room shakes: any character in the room loses 1-3Health Point
  • Unless GPU is active
  • The amount of Health Point lost is Icon Private
Random Public Metal plates: one character in the room loses 4-6Health Point
  • Unless GPU is active
  • The amount of Health Point lost is Icon Private
Random Announcement Fire.png A fire starts.
  • Unless GPU is active
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 Armor Armor
Random Announcement A fire spreads to an adjacent room.
Random Icon Private Any character in a room on fire loses 2 Health Point
Random (25%) Icon TODO: ? A fire is extinguished automatically by NERON Project Sprinkers
  • Icon TODO: before or after the damage is done?

Items and Equiment

Frequency Notification Event description and conditions
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 Any item or equipment with charges restore 1 Charge.png
  • With some NERON Projects, Turrets (Rerouted Charges) and Young plants (Hydroponic Incubator) gain an additional 1 Charge.png
At Cycle 1 Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
  • Unless 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 Icon Bug: actually, every cycle

Oxygen and Plants

See Oxygen and Gardening for more details.

Frequency Notification Event description and conditions
Always (*) None (*) The ship consumes 1Oxygen
  • Does not happen with 20% chances if the Neron project Oxygenated Ducts is complete. An Announcement is made in this case.
Always Announcement Each broken oxygen tank makes the ship loose 1Oxygen
Always Announcement Asphyxiation. If the ship has 0Oxygen, 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
Random None A Plant youngling.png Young plant becomes adult (depending on its charge).
Random None A plant becomes Plant diseased.png Diseased
  • This can happen only once a day per plant Icon TODO: even C1?
At Cycle 1 None Plants produce 1Oxygen each
  • Unless they are Plant youngling.png Young, Plant diseased.png Diseased, or Plant dry.png Dried Out
  • Unless they are held in a character's inventory
  • This happens after asphyxiation
  • Icon TODO: This happens after the Plant youngling.png Younglings have become adult, but before they become Plant diseased.png Diseased
At Cycle 1 None Plants produce 1 fruit each (possibly 2 with Heat Lamps)
  • Unless they are Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, or Plant dry.png Dried Out
  • Even if they are held in a character's inventory
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

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
  • The announcement is the same as when new hunters arrive
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. Icon TODO: all 3 at the same time, or anytime during the cycle?
Random Announcement A Transporter arrives
Random Icon TODO: ? A Transporter leaves
  • Always if it has been shot at during last cycle
Always None The Plasma Shield (if available) gains 5hp
  • Icon TODO: unless it has been hit this cycle? before the attack?
  • Icon TODO: even if not activated at the BIOS terminal?
Random Announcement Signal loss: The connection with Sol has been lost
  • The risk is lower as the signal strengthens
Random (*) Announcement 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)
Random Icon TODO: ? Communication attempt from a Rebel Base times out
  • Icon TODO: how is the time chosen/known?