Difference between revisions of "Events at Cycle Change"
(→General Character Resources) |
Franfran2424 (Talk | contribs) m (→Hunters, Navigation, and Communications: Confirmed some things, added new confirmation requests ofr others, fixed some stuff's order) |
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| − | This page attempts to list | + | This page attempts to make an extensive list of '''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. | ||
| − | |||
== General Character Resources == | == General Character Resources == | ||
{{main|Resources}} | {{main|Resources}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Always | * Always | ||
| − | |||
| '''All characters''' gain 1 {{AP}}. | | '''All characters''' gain 1 {{AP}}. | ||
| − | |- | + | |- |
| − | + | ||
| − | + | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| + | | | ||
| + | * {{Equipment|Gravity Simulator}} is intact (or has just broken down) | ||
| '''All characters''' gain 1 {{MP}}. | | '''All characters''' gain 1 {{MP}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Always | * Always | ||
| − | |||
| '''All characters''' gain 1 {{XP}}. | | '''All characters''' gain 1 {{XP}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is {{Status|Lying down}} | * Character is {{Status|Lying down}} | ||
| − | | {{ | + | * Character is {{Character|Mush}} or is not targeted with {{Skill|Nightmarish}} |
| Character gains 1 {{AP}}. | | Character gains 1 {{AP}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is selected by {{Skill|Logistics Expert}} | * Character is selected by {{Skill|Logistics Expert}} | ||
| − | |||
| Character gains 1 {{AP}}. | | Character gains 1 {{AP}}. | ||
|- | |- | ||
| + | | {{Todo|?}} | ||
| | | | ||
| − | * Character has {{Skill|Lethargy}} and has been {{Status|Lying down}} continuously for '''4 cycles''' | + | * Character has {{Skill|Lethargy}} and has been {{Status|Lying down}} continuously for '''4 cycles''' |
| − | + | | Character gains 1 {{AP}}. | |
| − | | Character gains | + | |- |
| − | |- | + | | {{Notification|Private}} |
| | | | ||
* Character is in {{Gold Mode}} | * Character is in {{Gold Mode}} | ||
| − | |||
| Character gains 1 {{XP}}. | | Character gains 1 {{XP}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
| − | * Character is '''Human''' | + | * Character is '''Human''' and not {{status|inactive}} |
| − | + | ||
| Character gains 1 {{Glory}}. | | Character gains 1 {{Glory}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is {{Character|Mush}} | * Character is {{Character|Mush}} | ||
| − | |||
| Character loses 2 {{Glory|Mush}}. | | Character loses 2 {{Glory|Mush}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character has {{Skill|Panic}} and half the crew is {{Character|Mush}} | * Character has {{Skill|Panic}} and half the crew is {{Character|Mush}} | ||
| − | |||
| Character gains 1 {{AP}} and 1 {{MP}}. | | Character gains 1 {{AP}} and 1 {{MP}}. | ||
|- | |- | ||
| + | | {{Notification|Private}} | ||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
| + | | {{Character|Chun}} gains 1 {{Glory}}. | ||
| + | |- | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| − | |||
| − | |||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
| − | |||
| Characters with the following skills gain [[Player_Resources#Skill-specific_Action_Points|skill-specific Action Points]]: | | 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|Technician}}: 1 {{AP|Repair}} (up to 2) | ||
| Line 75: | Line 75: | ||
* {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4) | * {{Skill|Designer}}: 2 {{AP|NERON}} (up to 4) | ||
* {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4) | * {{Skill|IT Expert}}: 2 {{AP|IT}} (up to 4) | ||
| + | * {{Skill|Polymath}}: 1 {{AP|IT}} (up to 2) | ||
* {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2) | * {{Skill|Nurse}}: 1 {{AP|Heal}} (up to 2) | ||
* {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2) | * {{Skill|Physicist}}: 1 {{AP|PILGRED}} (up to 2) | ||
| Line 81: | Line 82: | ||
|} | |} | ||
| − | |||
== Titles and Statuses == | == Titles and Statuses == | ||
| Line 88: | Line 88: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* Character has full {{ap}} and {{mp}} gauges {{todo|after getting this cycle's points?}} | * Character has full {{ap}} and {{mp}} gauges {{todo|after getting this cycle's points?}} | ||
| − | |||
| Character becomes {{Status|inactive}} | | Character becomes {{Status|inactive}} | ||
|- | |- | ||
| + | | | ||
| | | | ||
* Character has been inactive for 48 hours | * Character has been inactive for 48 hours | ||
| − | |||
| Character becomes {{Status|highly inactive}} | | Character becomes {{Status|highly inactive}} | ||
|- | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* Character has at least 1 '''[[Health#Satisfaction|Satisfaction]]''' | * Character has at least 1 '''[[Health#Satisfaction|Satisfaction]]''' | ||
| − | |||
| Character loses 1 '''[[Health#Satisfaction|Satisfaction]]''' | | Character loses 1 '''[[Health#Satisfaction|Satisfaction]]''' | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* Character drops to 2 Satisfaction | * Character drops to 2 Satisfaction | ||
| − | |||
| Character loses status {{Status|Full Stomach}} | | Character loses status {{Status|Full Stomach}} | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* After 24 cycles with 0 Satisfaction | * After 24 cycles with 0 Satisfaction | ||
| − | |||
| Character becomes {{Status|Starving}} | | Character becomes {{Status|Starving}} | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is {{Status|Starving}} | * Character is {{Status|Starving}} | ||
| − | |||
| Character loses 1 {{hp}} | | Character loses 1 {{hp}} | ||
|- | |- | ||
| + | | {{Notification|neron}} | ||
| | | | ||
* A title-holder is [[Image:P_dead.png|Icon]] '''dead''', {{status|Berzerker}} or has just become {{status|inactive}}, or a character of higher rank is no longer {{status|inactive}} | * A title-holder is [[Image:P_dead.png|Icon]] '''dead''', {{status|Berzerker}} or has just become {{status|inactive}}, or a character of higher rank is no longer {{status|inactive}} | ||
| − | |||
| '''A-True adjustment:''' Title {{title|commander}}, {{title|comms}} or {{title|neron}} is assigned to a new character | | '''A-True adjustment:''' Title {{title|commander}}, {{title|comms}} or {{title|neron}} is assigned to a new character | ||
|} | |} | ||
| Line 131: | Line 131: | ||
{{Main|Health}} | {{Main|Health}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
|- | |- | ||
| + | | {{Notification|Private}} | ||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
| − | |||
| '''All characters''' gain 1 {{hp}} | | '''All characters''' gain 1 {{hp}} | ||
|- | |- | ||
| + | | {{Notification|Private}} | ||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
| − | + | | '''All characters''' lose 2 {{morale}} | |
| − | | '''All characters''' | + | |
* Reduced by 1 for all characters if {{Skill|Mankind's only hope}} is present and alive. | * 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}}. | * Additionally reduced by 1 for characters with {{Skill|The Optimist}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is in the same room as a crewmate | * Character is in the same room as a crewmate | ||
| − | |||
| {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}} | | {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}} | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is {{Status|Dirty}} | * Character is {{Status|Dirty}} | ||
| − | |||
| {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}} | | {{Trait|Germaphobe}} character ({{Character|Finola}}) loses 1 {{morale}} | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | * Character is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | ||
| − | |||
| Character gains 1 {{morale}}. | | Character gains 1 {{morale}}. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character is '''Human''' | * Character is '''Human''' | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
| − | |||
| Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]]) | | Character gets a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]]) | ||
|- | |- | ||
| + | | (Varies) | ||
| | | | ||
* Character has a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}} | * Character has a {{Status|Disease}}, a {{Status|Disorder}} or an {{Status|Injury}} | ||
* Conditions depend on specific illness | * Conditions depend on specific illness | ||
| − | |||
| Symptoms of the illness: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]]) | | Symptoms of the illness: may include loss of {{hp}}, {{morale}}, {{ap}} etc. (see [[Illnesses]]) | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}} | * Character has a {{Status|Disease}}, {{Illness|Spleen}} or {{Illness|Vertigo}} | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
| − | |||
| Character is cured. | | Character is cured. | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | * Character with {{Status|Disorder}} is '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} | ||
* Even if the shrink is also lying down | * Even if the shrink is also lying down | ||
| − | |||
| Character gets therapy. | | Character gets therapy. | ||
* The log shows whether the disorder is actually cured. | * The log shows whether the disorder is actually cured. | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* '''Character has 0 {{morale}}''' | * '''Character has 0 {{morale}}''' | ||
| − | |||
| [[file:Dead.png]] '''Fatal depression: character dies.''' | | [[file:Dead.png]] '''Fatal depression: character dies.''' | ||
* With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. {{todo|notification in this case?}} | * With {{Skill|Self-sacrifice}}, character loses 1 {{hp}} instead. {{todo|notification in this case?}} | ||
| Line 198: | Line 198: | ||
{{Main|Dangers}} | {{Main|Dangers}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] 15% chance with {{Project|General Patching Up|long}} | * [[File:dice.png]] 15% chance with {{Project|General Patching Up|long}} | ||
| − | |||
| '''General Patching Up''' (GPU) is activated for this cycle | | '''General Patching Up''' (GPU) is activated for this cycle | ||
| − | |- | + | |- |
| − | + | ||
| − | + | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
(except for '''doors''') | (except for '''doors''') | ||
| + | | | ||
| + | * [[File:dice.png]] Random chance, never when GPU is active | ||
| An equipment becomes [[file:broken.png]] damaged | | An equipment becomes [[file:broken.png]] damaged | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier | * {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier | ||
| − | |||
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged | | An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged | ||
|- | |- | ||
| + | | {{Confirm|{{Notification|Announcement}}}} | ||
| | | | ||
* [[File:dice.png]] Random chance, never when GPU is active | * [[File:dice.png]] Random chance, never when GPU is active | ||
| − | |||
| '''Electrical spikes''': | | '''Electrical spikes''': | ||
* All equipment of the room is [[file:broken.png]] damaged | * All equipment of the room is [[file:broken.png]] damaged | ||
| − | * All characters in the room | + | * All characters in the room lose 3{{hp}} |
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* [[File:dice.png]] Random chance, never when GPU is active | * [[File:dice.png]] Random chance, never when GPU is active | ||
| − | |||
| '''The room shakes''': | | '''The room shakes''': | ||
| − | * All characters in the room | + | * All characters in the room lose 1-3{{hp}} |
* The amount of {{hp}} lost is {{Privacy|Private}} | * The amount of {{hp}} lost is {{Privacy|Private}} | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* [[File:dice.png]] Random chance, never when GPU is active | * [[File:dice.png]] Random chance, never when GPU is active | ||
| − | |||
| '''Metal plates''': | | '''Metal plates''': | ||
* One character in the room loses 4-6{{hp}} | * One character in the room loses 4-6{{hp}} | ||
* The amount of {{hp}} lost is {{Privacy|Private}} | * The amount of {{hp}} lost is {{Privacy|Private}} | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance, never when GPU is active | * [[File:dice.png]] Random chance, never when GPU is active | ||
| − | |||
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | | [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | ||
|- | |- | ||
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with {{Project|Automatic Sprinklers|long}} | * [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with {{Project|Automatic Sprinklers|long}} | ||
| − | |||
| A fire is extinguished automatically '''before''' it does any damage | | A fire is extinguished automatically '''before''' it does any damage | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | * [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | ||
| − | |||
| [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room. | | [[file:broken.png]] The fire damages equipment (except doors) and breaks/destroys items in the room. | ||
* Items held in a character's inventory are protected | * Items held in a character's inventory are protected | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | * [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | ||
| − | + | | The DAEDALUS loses 2-3{{Armor}} | |
| − | | The | + | |- |
| − | |- | + | | {{Notification|Announcement}} |
| | | | ||
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | * [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | ||
| − | |||
| The fire spreads to an adjacent room. | | The fire spreads to an adjacent room. | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | * [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire | ||
| − | |||
| Character in the room loses 2 {{HP}} | | Character in the room loses 2 {{HP}} | ||
| − | * | + | * the event is independent for each character in the room |
|} | |} | ||
| Line 275: | Line 275: | ||
{{Main|Inventory}}{{Main|Equipment}} | {{Main|Inventory}}{{Main|Equipment}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
|- | |- | ||
| + | | {{Notification|Public}} | ||
| | | | ||
*Always | *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. | | [[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. | ||
| + | * Repairs happen before random equipment breakdown. | ||
* {{todo|firefighter works before or after the fire starts / the damage is done?}} | * {{todo|firefighter works before or after the fire starts / the damage is done?}} | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* Always | * Always | ||
| + | | '''Charged''' items or equipments restore 1 [[file:Charge.png]] | ||
| + | * Except in-flight '''[[Patrol Ship|patrol ships]]''' | ||
| + | * With {{Project|Rerouted Charges|long}}, '''Turrets''' restore another 1 [[file:Charge.png]] | ||
| + | * With {{Project|Hydroponic Incubator|long}}, [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore another 1 [[file:Charge.png]] | ||
| + | |- | ||
| {{Notification|None}} | | {{Notification|None}} | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| | | | ||
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default) | * '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default) | ||
| − | |||
| '''Perishable food''' is destroyed. | | '''Perishable food''' is destroyed. | ||
|- | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off''' | * '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off''' | ||
| − | |||
| '''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''' | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
* Also '''at Cycle 4''' with {{Project|Fission Coffee Roaster|long}} | * Also '''at Cycle 4''' with {{Project|Fission Coffee Roaster|long}} | ||
* '''Always''' if the '''[[PILGRED]]''' is repaired {{Bug|should be only Cycles 3, 5 and 7}} | * '''Always''' if the '''[[PILGRED]]''' is repaired {{Bug|should be only Cycles 3, 5 and 7}} | ||
| − | |||
| [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again | | [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again | ||
|} | |} | ||
| Line 321: | Line 315: | ||
{{Main|Oxygen}}{{Main|Gardening}} | {{Main|Oxygen}}{{Main|Gardening}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] 20% chance with {{Project|Oxygenated Ducts}} | * [[File:dice.png]] 20% chance with {{Project|Oxygenated Ducts}} | ||
| − | |||
| '''Oxygenated Ducts''' are activated for this cycle | | '''Oxygenated Ducts''' are activated for this cycle | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* Always, unless '''Oxygenated Ducts''' are active | * Always, unless '''Oxygenated Ducts''' are active | ||
| − | |||
| The ship consumes 1{{O2}} | | The ship consumes 1{{O2}} | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
| − | * Always, | + | * Always, even with active Oxygenated Ducts. |
| + | | Each '''broken {{equipment|Oxygen Tank}}''' makes the ship lose 1{{O2}} | ||
| + | |- | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| − | |||
| − | |||
| | | | ||
* The ship has 0{{O2}} | * The ship has 0{{O2}} | ||
| − | |||
| [[file:Dead.png]] '''Asphyxiation: a random character dies.''' | | [[file:Dead.png]] '''Asphyxiation: a random character dies.''' | ||
* Characters without {{Item|Oxygen Capsule}} are selected first | * Characters without {{Item|Oxygen Capsule}} are selected first | ||
* If the selected character is holding an oxygen capsule, then that is used up instead. {{todo|(Lack of) announcement in this case?}} | * If the selected character is holding an oxygen capsule, then that is used up instead. {{todo|(Lack of) announcement in this case?}} | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold) | * [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold) | ||
| − | |||
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult''' | | [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult''' | ||
|- | |- | ||
| − | |||
| − | |||
| {{Notification|None}} | | {{Notification|None}} | ||
| − | |||
| − | |||
| | | | ||
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
* Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out''' | * Plant is neither [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out''' | ||
| − | + | | Each plant produce 1{{O2}} | |
| − | + | ||
| − | | Each plant produce 1{{O2}} | + | |
* This happens ''after'' asphyxiation | * This happens ''after'' asphyxiation | ||
| − | + | |- | |
| − | + | | {{Notification|Public}} | |
| − | | | + | | |
* '''At Cycle 1''' | * '''At Cycle 1''' | ||
* Plant is neither [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out''' | * Plant is neither [[Image:Plant_thirsty.png]] '''Thirsty''', [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', nor [[Image:Plant_dry.png]] '''Dried Out''' | ||
| − | |||
| − | |||
| Plant produces '''1 fruit''' | | Plant produces '''1 fruit''' | ||
| − | |- | + | |- |
| + | | {{Notification|Public}} | ||
| | | | ||
* '''At Cycle 1''': [[File:dice.png]] 50% chance with {{Project|Heat Lamps}} | * '''At Cycle 1''': [[File:dice.png]] 50% chance with {{Project|Heat Lamps}} | ||
* Plant is in '''Hydrophonic Garden''' and has already produced 1 fruit | * Plant is in '''Hydrophonic Garden''' and has already produced 1 fruit | ||
| − | |||
| Plant produces '''1 fruit''' | | Plant produces '''1 fruit''' | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
| − | * ''' | + | * [[File:dice.png]] Random chance |
| + | | '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased''' | ||
| + | |- | ||
| {{Notification|None}} | | {{Notification|None}} | ||
| + | | | ||
| + | * '''At Cycle 1''' | ||
| A plant becomes [[Image:Plant_thirsty.png]] '''Thirsty''', or [[Image:Plant_dry.png]] '''Dried Out''' (if already thirsty), or '''dies''' (if already dried out) {{todo|no log, even if the plant dies?}} | | A plant becomes [[Image:Plant_thirsty.png]] '''Thirsty''', or [[Image:Plant_dry.png]] '''Dried Out''' (if already thirsty), or '''dies''' (if already dried out) {{todo|no log, even if the plant dies?}} | ||
|} | |} | ||
| Line 388: | Line 379: | ||
{{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}} | {{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}} | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
| − | |||
| A wave of new '''[[file:hunter_icon.png]] [[hunters]]''' arrives | | A wave of new '''[[file:hunter_icon.png]] [[hunters]]''' arrives | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* DAEDALUS is [[Navigation|moving]] | * DAEDALUS is [[Navigation|moving]] | ||
| − | |||
| The DAEDALUS reaches its destination | | The DAEDALUS reaches its destination | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* DAEDALUS has been [[Navigation|moving]] | * DAEDALUS has been [[Navigation|moving]] | ||
| − | |||
| A fraction of the '''Hunters''' and all '''Traxes''' catch up with the DAEDALUS | | A fraction of the '''Hunters''' and all '''Traxes''' catch up with the DAEDALUS | ||
* The announcement is the same as when new hunters arrive | * The announcement is the same as when new hunters arrive | ||
| − | |- | + | |- |
| + | | {{Notification|None}} | ||
| | | | ||
* [[file:hunter_icon.png]] '''[[Hunters]]''' surround the DAEDALUS | * [[file: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 '''Hunter:''' unless it arrived at this cycle change 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 a '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this cycle change or last cycle |
* For an '''Asteroid:''' this happens only once after a certain amount of cycles | * For an '''Asteroid:''' this happens only once after a certain amount of cycles | ||
| − | + | | '''Hunters''' try to attack and damage the {{Armor}} [[Ship Armor]] (or the [[Plasma Shield]] instead if it is built) | |
| − | | '''Hunters''' attack and | + | Each D1000 tries to attack and deal damage 3 times during the cycle change. |
| − | + | *They have aproximately a 50% chance of firing doing around 1-3 damage {{Confirm|numbers}} | |
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
| − | |||
| A '''[[Trading|Transporter]]''' arrives | | A '''[[Trading|Transporter]]''' arrives | ||
|- | |- | ||
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
| − | |||
| − | |||
* Always if it has been shot at during last cycle | * Always if it has been shot at during last cycle | ||
| − | |- | + | | A '''[[Trading|Transporter]]''' leaves |
| + | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* With {{Project|Plasma Shield|long}} | * With {{Project|Plasma Shield|long}} | ||
| − | |||
| − | |||
| − | |||
| The [[Plasma Shield]] gains 5hp | | The [[Plasma Shield]] gains 5hp | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
* The risk is lower as the signal strengthens | * The risk is lower as the signal strengthens | ||
| + | | [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost | ||
| + | |- | ||
| {{Notification|Announcement}} | | {{Notification|Announcement}} | ||
| − | |||
| − | |||
| | | | ||
| − | * Contact with Sol is established | + | * Contact with Sol is established {{Confirm|does it really need to be contacted at least once?}} |
* Once a day on days 2-7 | * Once a day on days 2-7 | ||
| − | * Always the same cycle | + | * Always the same cycle, but randomized between ships |
| − | + | ||
| [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]] | | [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]] | ||
|- | |- | ||
| + | | {{confirm|{{Notification|None}}}} | ||
| | | | ||
* [[File:dice.png]] Random chance | * [[File:dice.png]] Random chance | ||
* {{todo|how is the time chosen/known?}} | * {{todo|how is the time chosen/known?}} | ||
| − | |||
| The communication attempt from a [[Rebel Base]] '''times out''' | | The communication attempt from a [[Rebel Base]] '''times out''' | ||
|} | |} | ||
| − | |||
| − | |||
| − | |||
== Miscellaneous == | == Miscellaneous == | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
| − | * ''' | + | * All '''humans''' are [[file:Dead.png]] dead {{todo|(or out of the ship?)}} |
| + | * This happens before asphyxiation | ||
| + | | A-True protocol: the DAEDALUS is '''destroyed''', {{status|Mush}} win. | ||
| + | |- | ||
| {{Notification|None}} | | {{Notification|None}} | ||
| + | | | ||
| + | * '''At Cycle 1''' | ||
| [[Actions]] with a '''daily limit''' become available again: | | [[Actions]] with a '''daily limit''' become available again: | ||
* '''[[Doing the thing]]''' | * '''[[Doing the thing]]''' | ||
| Line 483: | Line 476: | ||
** Limit shared between all characters | ** Limit shared between all characters | ||
|- | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* With {{project|NERON Participation}} | * With {{project|NERON Participation}} | ||
| − | | | + | | The {{project|NERON Project}} which has been advanced last (in green) '''progress by 5%''' |
| − | + | ||
|} | |} | ||
| Line 493: | Line 486: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
| − | |||
! width="120px" | Notification | ! width="120px" | Notification | ||
| + | ! width="35%" | Condition | ||
! Event | ! Event | ||
| − | |- | + | |- |
| + | | {{Notification|Announcement}} | ||
| | | | ||
* '''Character has 0 {{hp}}''' | * '''Character has 0 {{hp}}''' | ||
| − | |||
| [[file:Dead.png]] '''Character dies.''' | | [[file:Dead.png]] '''Character dies.''' | ||
| − | |- | + | |- |
| + | | {{Notification|Private}} | ||
| | | | ||
* A character dies (by anything ''except ''fatal depression) | * A character dies (by anything ''except ''fatal depression) | ||
| − | + | | All humans lose 1{{morale}} | |
| − | | All | + | {{confirm|this seems to happen before fatal depression.}} |
| − | {{ | + | |
|- | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* Character has 5 {{morale}} | * Character has 5 {{morale}} | ||
| − | |||
| Character becomes {{Status|demoralized}} | | Character becomes {{Status|demoralized}} | ||
|- | |- | ||
| + | | {{Notification|None}} | ||
| | | | ||
* Character has 1 {{morale}} | * Character has 1 {{morale}} | ||
| − | |||
| Character becomes {{Status|suicidal}} | | Character becomes {{Status|suicidal}} | ||
|- | |- | ||
| + | | Irrelevant? | ||
| + | | | ||
| + | * DAEDALUS has 0 {{Armor}} | ||
| + | | The DAEDALUS is '''destroyed''', {{status|Mush}} win. | ||
| + | |- | ||
|} | |} | ||
Latest revision as of 12:24, 9 April 2020
This page attempts to make an extensive list of all game events that occur at cycle change.
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
Contents
General Character Resources
Main article: Resources.
| Notification | Condition | Event |
|---|---|---|
| |
|
All characters gain 1 |
| |
|
All characters gain 1 |
| |
|
All characters gain 1 |
| |
|
Character gains 1 |
| |
|
Character gains 1 |
| |
|
Character gains 1 |
| |
|
Character gains 1 |
| |
|
Character gains 1 |
| |
|
Character loses 2 |
| |
Character gains 1 | |
| |
|
|
| |
|
Characters with the following skills gain skill-specific Action Points: |
Titles and Statuses
Main article: Titles.
Main article: Status.
| Notification | Condition | Event |
|---|---|---|
| |
Character becomes | |
|
Character becomes | |
| None |
|
Character loses 1 Satisfaction |
| None |
|
Character loses status |
| None |
|
Character becomes |
| |
|
Character loses 1 |
| |
A-True adjustment: Title |
Health and Morale
Main article: Health.
| Notification | Condition | Event |
|---|---|---|
| |
|
All characters gain 1 |
| |
|
All characters lose 2
|
| |
|
|
| |
|
|
| |
|
Character gains 1 |
| |
Character gets a | |
| (Varies) | Symptoms of the illness: may include loss of | |
| |
Character is cured. | |
| |
Character gets therapy.
| |
| |
|
Hazards
Main article: Dangers.
| Notification | Condition | Event |
|---|---|---|
| |
|
General Patching Up (GPU) is activated for this cycle |
| (except for doors) |
An equipment becomes | |
| |
|
An electrical equipment becomes |
| |
Electrical spikes: | |
| |
The room shakes:
| |
| |
Metal plates:
| |
| |
| |
| |
|
A fire is extinguished automatically before it does any damage |
| |
| |
| |
The DAEDALUS loses 2-3 | |
| |
The fire spreads to an adjacent room. | |
| |
Character in the room loses 2
|
Items and Equipment
Main article: Inventory.
Main article: Equipment.
| Notification | Condition | Event |
|---|---|---|
| |
|
Drones do their actions: extinguish a |
| None |
|
Charged items or equipments restore 1
|
| None |
|
Perishable food is destroyed. |
| None |
|
Perishable food decays one step in the series |
| None |
|
|
Oxygen and Plants
Main article: Oxygen.
Main article: Gardening.
| Notification | Condition | Event |
|---|---|---|
| |
|
Oxygenated Ducts are activated for this cycle |
| None |
|
The ship consumes 1 |
| None |
|
Each broken Oxygen Tank makes the ship lose 1 |
| |
| |
| None | | |
| None | Each plant produce 1
| |
| |
Plant produces 1 fruit | |
| |
|
Plant produces 1 fruit |
| None | Plant becomes | |
| None |
|
A plant becomes |
Main article: Hunters.
Main article: Navigation.
Main article: Communications.
| Notification | Condition | Event |
|---|---|---|
| |
A wave of new | |
| |
|
The DAEDALUS reaches its destination |
| |
|
A fraction of the Hunters and all Traxes catch up with the DAEDALUS
|
| None |
|
Hunters try to attack and damage the Each D1000 tries to attack and deal damage 3 times during the cycle change. |
| |
A Transporter arrives | |
| |
A Transporter leaves | |
| None |
|
The Plasma Shield gains 5hp |
| |
| |
| |
| |
| |
The communication attempt from a Rebel Base times out |
Miscellaneous
| Notification | Condition | Event |
|---|---|---|
| |
A-True protocol: the DAEDALUS is destroyed, | |
| None |
|
Actions with a daily limit become available again:
|
| None |
|
The |
As a consequence of events listed so far, the following can be triggered at cycle change. Those events may also happen at any time.
| Notification | Condition | Event |
|---|---|---|
| |
| |
| |
|
All humans lose 1 |
| None | Character becomes | |
| None | Character becomes | |
| Irrelevant? | The DAEDALUS is destroyed, |