Difference between revisions of "Events at Cycle Change"

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(Finished formatting the page with Condition and Event separated. It looks big, but good.)
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{{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?}}
  
== Titles and Statuses ==
+
== [[Titles]] and Statuses ==
 +
 
 +
See
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
 
!  width="30%" | Condition
 
!  width="30%" | Condition
Line 134: Line 136:
  
 
== Health and Morale ==
 
== Health and Morale ==
 +
 +
See [[Health]] for more details.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
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== Hazards ==
 
== Hazards ==
 +
 +
See [[Dangers]] for more details.
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
Line 208: Line 214:
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance (15%) when [[NERON#List of NERON Projects|NERON Project '''General Patching Up''']] is complete
+
* [[File:dice.png]] 15% chance with [[NERON#List of NERON Projects|NERON Project '''General Patching Up''']]
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
 
| '''General Patching Up''' (GPU) is activated for this cycle
 
| '''General Patching Up''' (GPU) is activated for this cycle
Line 216: Line 222:
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
 
(except for '''doors''')
 
(except for '''doors''')
| [[file:broken.png]] An equipment breaks down
+
| An equipment becomes [[file:broken.png]] damaged
 
|-  
 
|-  
 
|  
 
|  
 
* {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier
 
* {{Skill|Green Jelly}} '''''slimed''''' equipment 1-4 cycles earlier
 
| {{Notification|Announcement}}  
 
| {{Notification|Announcement}}  
| [[file:broken.png]] An [[Green Jelly#Viable targets|electrical equipment]] breaks down
+
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
|-  
 
|-  
 
|  
 
|  
Line 250: Line 256:
 
|-   
 
|-   
 
|  
 
|  
*
+
* [[File:dice.png]] Random chance (25%) when room is on [[file:Fire.png]] fire with [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']]
* [[File:dice.png]] Random chance (25%) when [[file:Fire.png]] Room is on fire and [[NERON#List of NERON Projects|NERON Project '''Sprinkers''']] is complete
+
 
| {{todo|?}}
 
| {{todo|?}}
 
| A fire is extinguished automatically '''before''' it does any damage
 
| A fire is extinguished automatically '''before''' it does any damage
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
| {{Notification|Public}}
 
| {{Notification|Public}}
 
| [[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.
Line 262: Line 267:
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
| {{Notification|Public}}
 
| {{Notification|Public}}
| The fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]]  
+
| The fire does 2-3 points of damage directly to the {{Armor}} [[Ship Armor]]  
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
 
| The fire spreads to an adjacent room.
 
| The fire spreads to an adjacent room.
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance when [[file:Fire.png]] Room is on fire
+
* [[File:dice.png]] Random chance when room is on [[file:Fire.png]] fire
 
| {{Notification|Private}}
 
| {{Notification|Private}}
Any character in the room loses 2 {{HP}}
+
Character in the room loses 2 {{HP}}
 +
* {{confirm|the event is independent for each character in the room}}
 
|}
 
|}
  
 
== Items and Equiment ==
 
== Items and Equiment ==
{|class="wikitable"
+
 
width="10%" | Frequency
+
{|class="wikitable" width="100%"
!  width="10%" | Notification
+
!  width="30%" | Condition
!  width="80%" | Event description and conditions
+
!  width="120px" | Notification
 +
Event
 
|-   
 
|-   
| Always
+
|  
 +
*Always
 
| {{todo|?}}
 
| {{todo|?}}
 
| [[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.
 
* {{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?}}
 
|-  
 
|-  
| Always
+
|  
 +
* Always
 
| {{Notification|None}}
 
| {{Notification|None}}
| Any item or equipment with '''charges''' restore 1 [[file:Charge.png]]
+
| All items or equipment with charges restore 1 [[file:Charge.png]]
* With some [[NERON Projects]], Turrets (''Rerouted Charges'') and Young plants (''Hydroponic Incubator'') gain an additional 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'''
+
* With [[NERON#List of NERON Projects|NERON Project '''Rerouted Charges''']]
* Unless [[BIOS_Terminal#Foodstuff_Destruction|Foodstuff destruction]] is active (default value), in which case the perishable food is destroyed.
+
| {{Notification|None}}
 +
| '''Turrets''' restore 1 [[file:Charge.png]]
 
|-  
 
|-  
| '''At Cycle 1''' (*)
+
|  
 +
* With [[NERON#List of NERON Projects|NERON Project '''Hydroponic Incubator''']]
 
| {{Notification|None}}
 
| {{Notification|None}}
| The [[coffee]] machine becomes available again
+
| [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore 1 [[file:Charge.png]]
* 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}}
+
|
 +
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''on''' (default)
 +
| {{todo|?}}
 +
| '''Perishable food''' is destroyed.
 +
|-
 +
|
 +
* '''At Cycle 1''', if [[BIOS_Terminal#Foodstuff_Destruction|BIOS '''Foodstuff destruction''']] is '''off'''
 +
| {{todo|?}}
 +
| '''Perishable food''' decays one step in the series [[file:Food_unstable.png]] '''Unstable''', [[file:Food_hazardous.png]] '''Hazardous''', [[file:Food_decaying.png]] '''Decomposing'''
 +
|-
 +
|
 +
* '''At Cycle 1'''
 +
* Also '''at Cycle 4''' with [[NERON#List of NERON Projects|NERON Project '''Fission Coffee Roaster''']]
 +
* '''Always''' if the '''[[PILGRED]]''' is repaired {{Bug|should be only Cycles 3, 5 and 7}}
 +
| {{Notification|None}}
 +
| [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again
 
|}
 
|}
 +
 
== Oxygen and Plants  ==
 
== Oxygen and Plants  ==
 
See [[Oxygen]] and [[Gardening]] for more details.
 
See [[Oxygen]] and [[Gardening]] for more details.
  
{|class="wikitable"
+
{|class="wikitable" width="100%"
width="10%" | Frequency
+
!  width="30%" | Condition
!  width="10%" | Notification
+
!  width="120px" | Notification
!  width="80%" | Event description and conditions
+
Event
 
|-  
 
|-  
| Always (*)
+
|  
| {{Notification|None}} (*)
+
* [[File:dice.png]] 20% chance with [[NERON#List of NERON Projects|NERON Project '''Rerouted Charges''']]
 +
| {{Notification|Announcement}}  
 +
| '''Oxygenated Ducts''' are activated for this cycle
 +
|-
 +
|
 +
* Always, unless '''Oxygenated Ducts''' are active
 +
| {{Notification|None}}
 
| The ship consumes 1{{O2}}
 
| The ship consumes 1{{O2}}
* Does not happen with 20% chances if the Neron project '''Oxygenated Ducts''' is complete. An {{Notification|Announcement}}  is made in this case.
 
 
|-  
 
|-  
| Always
+
|  
 +
* Always, {{confirm|even with active Oxygenated Ducts}}
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| Each broken oxygen tank makes the ship loose 1{{O2}}
+
| Each '''broken oxygen tank''' makes the ship loose 1{{O2}}
 
|-  
 
|-  
| Always
+
|  
 +
* The ship has 0{{O2}}
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| [[file:Dead.png]] '''Asphyxiation'''. If the ship has 0{{O2}}, a random character dies.
+
| [[file:Dead.png]] '''Asphyxiation: a random character dies.'''
 
* 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?}}
 
* {{todo|characters without capsule are selected first}}
 
* {{todo|characters without capsule are selected first}}
 
|-  
 
|-  
| [[File:dice.png]] Random chance
+
|  
 +
* [[Image:Plant_youngling.png]] '''Young plant''' is mature (reaches its [[File:charge.png]] threshold)
 
| {{Notification|None}}
 
| {{Notification|None}}
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge).
+
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 
|-
 
|-
| [[File:dice.png]] Random chance
+
|  
 +
* [[File:dice.png]] Random chance (at most once per day per plant)
 
| {{Notification|None}}
 
| {{Notification|None}}
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased'''  
+
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''  
* This can happen only once a day per plant {{todo|even C1?}}
+
 
|-  
 
|-  
| '''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 not held'''  in a character's inventory
 
| {{Notification|None}}
 
| {{Notification|None}}
| Plants produce 1{{O2}} each  
+
| Each plant 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
 
* This happens ''after'' asphyxiation
* {{todo|This happens after the [[Image:Plant_youngling.png]] '''Younglings''' have become adult, but before they become [[Image:Plant_diseased.png]] '''Diseased''' }}
+
* {{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'''
+
|  
| {{Notification|None}}
+
* '''At Cycle 1'''
| Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]])
+
* 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'''
* 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'''
+
* Plant '''may be held'''  in a character's inventory
* Even if they are held in a character's inventory
+
| {{Notification|Public}}
 +
| Plant produces '''1 fruit'''
 
|-  
 
|-  
| '''At Cycle 1'''
+
|  
 +
* '''At Cycle 1'''
 +
* Plant in '''Hydrophonic Garden''' has already produced 1 fruit
 +
* [[File:dice.png]] 50% chance with [[NERON#List of NERON Projects|NERON Project '''Heat Lamps''']]
 +
| {{Notification|Public}}
 +
| Plant produces '''1 fruit'''
 +
|-
 +
|
 +
* '''At Cycle 1'''
 
| {{Notification|None}}
 
| {{Notification|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) {{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 356: Line 399:
  
 
== Hunters, Navigation, and Communications ==
 
== Hunters, Navigation, and Communications ==
{|class="wikitable"
+
 
width="10%" | Frequency
+
{|class="wikitable" width="100%"
!  width="10%" | Notification
+
!  width="30%" | Condition
!  width="80%" | Event description and conditions
+
!  width="120px" | Notification
 +
Event
 
|-  
 
|-  
 
|
 
|
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| A wave of new [[hunters]] arrives
+
| A wave of new '''[[file:hunter_icon.png]] [[hunters]]''' arrives
 
|-  
 
|-  
| Always
+
|  
 +
* DAEDALUS is [[Navigation|moving]]
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| If a [[Navigation|movement]] has been initiated last cycle, then the DAEDALUS reaches its destination
+
| The DAEDALUS reaches its destination
 
|-  
 
|-  
| Always
+
|  
 +
* DAEDALUS has been [[Navigation|moving]]
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| If a [[Navigation|movement]] has been initiated last cycle, a fraction of the hunters 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
 
|-  
 
|-  
| Always (*)
+
|  
 +
* [[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 '''Trax''', an '''Arack''' or a '''D1000:''' unless it arrived at this or last cycle
 +
* For an '''Asteroid:''' this happens only once after a certain amount of cycles
 
| {{Notification|None}}
 
| {{Notification|None}}
| [[Hunters]] attack and deal damage (mainly to the ship's {{Armor}} [[Armor]] )
+
| [[Hunters]] attack and deal damage (mainly to the {{Armor}} [[Ship Armor]] or [[Plasma Shield]]).
* Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax)
+
* Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
* 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?}}
+
 
|-  
 
|-  
 
|
 
|
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| A [[Trading|Transporter]] arrives
+
| A '''[[Trading|Transporter]]''' arrives
 
|-  
 
|-  
 
|  
 
|  
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
 
| {{todo|?}}
 
| {{todo|?}}
| A [[Trading|Transporter]] leaves
+
| A '''[[Trading|Transporter]]''' leaves
 
* Always if it has been shot at during last cycle
 
* Always if it has been shot at during last cycle
 
|-  
 
|-  
| Always
+
|  
| {{Notification|None}}
+
* With [[NERON#List of NERON Projects|NERON Project '''Plasma Shield''']]  
| The [[Plasma Shield]] (if available) gains 5hp
+
* {{todo|unless it has been hit this cycle? or before the attack?}}
* {{todo|unless it has been hit this cycle? before the attack?}}
+
 
* {{todo|even if not activated at the BIOS terminal?}}
 
* {{todo|even if not activated at the BIOS terminal?}}
 +
| {{Notification|None}}
 +
| The [[Plasma Shield]] gains 5hp
 
|-  
 
|-  
 
|  
 
|  
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{Notification|Announcement}}
 
| Signal loss: The connection with Sol has been lost
 
 
* The risk is lower as the signal strengthens
 
* The risk is lower as the signal strengthens
 +
| {{Notification|Announcement}}
 +
| [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost
 
|-  
 
|-  
 
|  
 
|  
* [[File:dice.png]] Random chance (*)
+
* Contact with Sol is established
 +
* Once a day on days 2-7
 +
* Always the same cycle (random, but not Cycle 8)
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| Communication attempt from a [[Rebel Base]] (provided the contact with Sol is established)
+
| [[file:comm icon.png]] '''Communication attempt''' from a [[Rebel Base]]
* Once a day on days 2-7, always at the same cycle (not cycle 8)
+
 
|-  
 
|-  
 
|  
 
|  
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{todo|?}}
 
| Communication attempt from a [[Rebel Base]] times out
 
 
* {{todo|how is the time chosen/known?}}
 
* {{todo|how is the time chosen/known?}}
 +
| {{confirm|{{Notification|None}}}}
 +
| '''Communication attempt''' from a [[Rebel Base]] '''times out'''
 
|}
 
|}

Revision as of 16:34, 14 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 Notification Event
  • Always
Icon Private log All characters gain 1 Action Point.
  • Gravity Simulator is intact Icon TODO: Also on the cycle at which the Gravity Simulator breaks?
Icon Private log All characters gain 1 Movement Point.
  • Always
Icon Private log All characters gain 1 XP.
Icon Private log Character gains 1 Action Point.
Icon Private log Character gains 1 Action Point.
Character gains 3 Action Point.
Icon Private log Character gains 1 XP.
  • Character is human
None Character gains 1 Glory.
None Character loses 2 Glory (Mush).
  • Character has Icon Panic and half the crew is Icon Mush
Icon Private log Character gains 1 Action Point and 1 Movement Point.
  • At Cycle 1
Icon Private log Icon Chun gains 1 Glory.
  • At Cycle 1
Icon Private log 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?

Titles and Statuses

See

Condition Notification Event
  • Character has full Action Point and Movement Point gauges Icon TODO: after getting this cycle's points?
Character becomes Icon Inactive
  • Character has been inactive for 48 hours
Character becomes Icon Highly Inactive
None Character loses 1 Satisfaction
None Character becomes Starving.png Starving
  • Character is Starving.png Starving
Icon Private log Character loses 1 Health Point
Icon Announcement A-True adjustment: Title Icon Commander, Icon Communications Officer or Icon NERON Administrator is assigned to a new character

Health and Morale

See Health for more details.

Condition Notification Event
  • At Cycle 1
Icon Private log All characters gain 1 Health Point
  • At Cycle 1
Icon Private log All characters loose 2 Morale
  • Character is in the same room as a crewmate
Icon Private log Icon Antisocial character (Icon Raluca) loses 1 Morale
Icon Private log Icon Germaphobe character (Icon Finola) loses 1 Morale
  • Character is Laid.png lying down in the same room as a Icon Shrink
Icon Private log Character gains 1 Morale.
  • Character is human
  • Dice.png Random chance
Icon Private log Character gets a Icon Disease or a Icon Disorder (see Illnesses)
(Varies) Symptoms of the illness: may include loss of Health Point, Morale, Action Point etc. (see Illnesses)
Icon Private log Character is cured.
  • Character with Icon Disorder is Laid.png lying down in the same room as a Icon Shrink
  • The Shrink needs to be standing up Icon TODO: check
Icon Public log Character gets therapy.
  • The log shows whether the disorder is actually cured.
  • Character has 0 Morale
Icon Announcement Dead.png Fatal depression: character dies.

Icon Note: this happens only at cycle change, but after morale loss: statuses Icon Demoralized and Icon Suicidal give warnings.

Hazards

See Dangers for more details.

Condition Notification Event
Icon Announcement General Patching Up (GPU) is activated for this cycle
  • Dice.png Random chance, never when GPU is active
Icon Announcement

(except for doors)

An equipment becomes Broken.png damaged
Icon Announcement An electrical equipment becomes Broken.png damaged
  • Dice.png Random chance, never when GPU is active
Icon TODO: ? Electrical spikes:
  • All equipment of the room is Broken.png damaged
  • All characters in the room loose 3Health Point
  • Dice.png Random chance, never when GPU is active
Icon Public log The room shakes:
  • All characters in the room loose 1-3Health Point
  • The amount of Health Point lost is Icon Private
  • Dice.png Random chance, never when GPU is active
Icon Public log Metal plates:
  • One character in the room loses 4-6Health Point
  • The amount of Health Point lost is Icon Private
  • Dice.png Random chance, never when GPU is active
Icon Announcement Fire.png A fire starts.
Icon TODO: ? A fire is extinguished automatically before it does any damage
  • Dice.png Random chance when room is on Fire.png fire
Icon Public log Broken.png The fire damages equipment (except doors) and breaks/destroys items in the room.
  • Items held in a character's inventory are protected
  • Dice.png Random chance when room is on Fire.png fire
Icon Public log The fire does 2-3 points of damage directly to the Armor Ship Armor
  • Dice.png Random chance when room is on Fire.png fire
Icon Announcement The fire spreads to an adjacent room.
  • Dice.png Random chance when room is on Fire.png fire
Icon Private log Character in the room loses 2 Health Point
  • Icon Confirm: the event is independent for each character in the room

Items and Equiment

Condition Notification Event
  • 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 All items or equipment with charges restore 1 Charge.png
None Turrets restore 1 Charge.png
None Plant youngling.png Young plants in Hydroponic Garden restore 1 Charge.png
Icon TODO: ? Perishable food is destroyed.
Icon TODO: ? Perishable food decays one step in the series Food unstable.png Unstable, Food hazardous.png Hazardous, Food decaying.png Decomposing
None Coffee.png The coffee machine becomes available again

Oxygen and Plants

See Oxygen and Gardening for more details.

Condition Notification Event
Icon Announcement Oxygenated Ducts are activated for this cycle
  • Always, unless Oxygenated Ducts are active
None The ship consumes 1Oxygen
  • Always, Icon Confirm: even with active Oxygenated Ducts
Icon Announcement Each broken oxygen tank makes the ship loose 1Oxygen
  • The ship has 0Oxygen
Icon Announcement Dead.png Asphyxiation: 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
  • Plant youngling.png Young plant is mature (reaches its Charge.png threshold)
None Plant youngling.png Young plant becomes adult
  • Dice.png Random chance (at most once per day per plant)
None Plant becomes Plant diseased.png Diseased
  • At Cycle 1
  • Plant is neither Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
  • Plant is not held in a character's inventory
None Each plant produce 1Oxygen each
  • This happens after asphyxiation
  • Icon Confirm: This happens after the Plant youngling.png Younglings have become adult, but before they become Plant diseased.png Diseased
  • At Cycle 1
  • Plant is neither Plant thirsty.png Thirsty, Plant youngling.png Young, Plant diseased.png Diseased, nor Plant dry.png Dried Out
  • Plant may be held in a character's inventory
Icon Public log Plant produces 1 fruit
Icon Public log Plant produces 1 fruit
  • 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

Condition Notification Event
  • Dice.png Random chance
Icon Announcement A wave of new Hunter icon.png hunters arrives
Icon Announcement The DAEDALUS reaches its destination
Icon Announcement A fraction of the Hunters and all Traxes catch up with the DAEDALUS
  • The announcement is the same as when new hunters arrive
  • 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 Trax, an Arack or a D1000: unless it arrived at this or last cycle
  • For an Asteroid: this happens only once after a certain amount of cycles
None Hunters attack and deal damage (mainly to the Armor Ship Armor or Plasma Shield).
  • Each D1000 deal damage 3 times during the cycle. Icon TODO: all 3 at the same time, or anytime during the cycle?
  • Dice.png Random chance
Icon Announcement A Transporter arrives
  • Dice.png Random chance
Icon TODO: ? A Transporter leaves
  • Always if it has been shot at during last cycle
  • With NERON Project Plasma Shield
  • Icon TODO: unless it has been hit this cycle? or before the attack?
  • Icon TODO: even if not activated at the BIOS terminal?
None The Plasma Shield gains 5hp
  • Dice.png Random chance
  • The risk is lower as the signal strengthens
Icon Announcement Rebellion.png Signal loss: The connection with Sol has been lost
  • Contact with Sol is established
  • Once a day on days 2-7
  • Always the same cycle (random, but not Cycle 8)
Icon Announcement Comm icon.png Communication attempt from a Rebel Base
  • Dice.png Random chance
  • Icon TODO: how is the time chosen/known?
Icon Confirm: None Communication attempt from a Rebel Base times out