Difference between revisions of "Events at Cycle Change"

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(General Character Resources)
(Swapped two columns)
Line 8: Line 8:
 
{{main|Resources}}
 
{{main|Resources}}
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Always
 
* Always
| {{Notification|Private}}
 
 
| '''All characters''' gain 1 {{AP}}.
 
| '''All characters''' gain 1 {{AP}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* [[Gravity Simulator]] is intact {{confirm|This happens after random equipment break down}}
 
* [[Gravity Simulator]] is intact {{confirm|This happens after random equipment break down}}
 +
| '''All characters''' gain 1 {{MP}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| '''All characters''' gain 1 {{MP}}.
 
|-
 
 
|
 
|
 
* Always
 
* Always
| {{Notification|Private}}
 
 
| '''All characters''' gain 1 {{XP}}.
 
| '''All characters''' gain 1 {{XP}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Character is {{Status|Lying down}}
 
* Character is {{Status|Lying down}}
| {{Notification|Private}}
 
 
| Character gains 1 {{AP}}.
 
| Character gains 1 {{AP}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Character is selected by {{Skill|Logistics Expert}}
 
* Character is selected by {{Skill|Logistics Expert}}
| {{Notification|Private}}
 
 
| 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 3 {{AP}}.
+
|-
|-  
+
| {{Notification|Private}}
 
|
 
|
 
* Character is in {{Gold Mode}}
 
* Character is in {{Gold Mode}}
| {{Notification|Private}}
 
 
| Character gains 1 {{XP}}.
 
| Character gains 1 {{XP}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Character is '''Human''' {{confirm|And not {{status|inactive}}}}
 
* Character is '''Human''' {{confirm|And not {{status|inactive}}}}
|  {{Notification|Private}}
 
 
| Character gains 1 {{Glory}}.
 
| Character gains 1 {{Glory}}.
|-  
+
|-
 +
| {{Notification|Private}}
 
|
 
|
 
* Character is {{Character|Mush}}
 
* Character is {{Character|Mush}}
| {{Notification|Private}}
 
 
| 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}}
| {{Notification|Private}}
 
 
| 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}}
| {{Character|Chun}} gains 1 {{Glory}}.
 
|-
 
 
|
 
|
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| {{Notification|Private}}
 
 
| 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 88: Line 88:
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  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?}}
| {{Notification|Public}}
 
 
| 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]]'''
| {{Notification|None}}
 
 
| Character loses 1 '''[[Health#Satisfaction|Satisfaction]]'''
 
| Character loses 1 '''[[Health#Satisfaction|Satisfaction]]'''
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* Character drops to 2 Satisfaction
 
* Character drops to 2 Satisfaction
| {{Notification|None}}
 
 
| 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
| {{Notification|None}}
 
 
| Character becomes {{Status|Starving}}
 
| Character becomes {{Status|Starving}}
|-  
+
|-
 +
| {{Notification|Private}}
 
|  
 
|  
 
* Character is {{Status|Starving}}
 
* Character is {{Status|Starving}}
| {{Notification|Private}}
 
 
| 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}}  
| {{Notification|neron}}
 
 
| '''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="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
 
|-
 
|-
 +
| {{Notification|Private}}
 
|  
 
|  
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| {{Notification|Private}}
 
 
| '''All characters''' gain 1 {{hp}}  
 
| '''All characters''' gain 1 {{hp}}  
 
|-
 
|-
 +
| {{Notification|Private}}
 
|  
 
|  
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| {{Notification|Private}}
 
 
| '''All characters''' loose 2 {{morale}}
 
| '''All characters''' loose 2 {{morale}}
 
* 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}}
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| {{Trait|Antisocial}} character ({{Character|Raluca}}) loses 1 {{morale}}
 
|-
 
 
|  
 
|  
 
* Character is {{Status|Dirty}}  
 
* Character is {{Status|Dirty}}  
| {{Notification|Private}}
 
 
| {{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}}.
 +
|-
 
| {{Notification|Private}}
 
| {{Notification|Private}}
| Character gains 1 {{morale}}.
 
|-
 
 
|  
 
|  
 
* Character is '''Human'''
 
* Character is '''Human'''
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{Notification|Private}}
 
 
| 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
| (Varies)
 
 
| 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
| {{Notification|Private}}
 
 
| 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
| {{Notification|Public}}
 
 
| 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}}'''  
| {{Notification|Announcement}}
 
 
| [[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="30%" | Condition
 
 
!  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}}
| {{Notification|Announcement}}
 
 
| '''General Patching Up''' (GPU) is activated for this cycle
 
| '''General Patching Up''' (GPU) is activated for this cycle
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
| {{Notification|Announcement}}
 
 
(except for '''doors''')
 
(except for '''doors''')
 
| 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
| {{Notification|Announcement}}
 
 
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
| An [[Green Jelly#Viable targets|electrical equipment]] becomes [[file:broken.png]] damaged
 
|-  
 
|-  
 +
| {{todo|?}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
| {{todo|?}}
 
 
| '''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 loose 3{{hp}}
 
* All characters in the room loose 3{{hp}}
|-  
+
|-
 +
| {{Notification|Public}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance, never when GPU is active
 
* [[File:dice.png]] Random chance, never when GPU is active
| {{Notification|Public}}
 
 
| '''The room shakes''':  
 
| '''The room shakes''':  
 
* All characters in the room loose 1-3{{hp}}
 
* All characters in the room loose 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
| {{Notification|Public}}
 
 
| '''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
| {{Notification|Announcement}}
 
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts.
 
|-   
 
|-   
 +
| {{todo|?}}
 
|  
 
|  
 
* [[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}}
| {{todo|?}}
 
 
| 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
| {{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.
 
* 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
| {{Notification|Public}}
 
 
| The fire does 2-3 points of damage directly to the {{Armor}} [[Ship Armor]]  
 
| The fire does 2-3 points of damage directly to the {{Armor}} [[Ship Armor]]  
|-  
+
|-
 +
| {{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
| {{Notification|Announcement}}
 
 
| 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
| {{Notification|Private}}
 
 
|  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}}
 
* {{confirm|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="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
 
|-   
 
|-   
 +
| {{todo|?}}
 
|  
 
|  
 
*Always
 
*Always
| {{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?}}
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* Always
 
* Always
| {{Notification|None}}
 
 
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]
 
| '''Charged''' items or equipments restore 1 [[file:Charge.png]]
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* With {{Project|Rerouted Charges|long}}
 
* With {{Project|Rerouted Charges|long}}
| {{Notification|None}}
 
 
| '''Turrets''' restore 1 [[file:Charge.png]]
 
| '''Turrets''' restore 1 [[file:Charge.png]]
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* With {{Project|Hydroponic Incubator|long}}
 
* With {{Project|Hydroponic Incubator|long}}
| {{Notification|None}}
 
 
| [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore 1 [[file:Charge.png]]
 
| [[Image:Plant_youngling.png]] '''Young plants''' in Hydroponic Garden restore 1 [[file:Charge.png]]
 
|-
 
|-
 +
| {{todo|?}}
 
|
 
|
 
* '''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)
| {{todo|?}}
 
 
| '''Perishable food''' is destroyed.
 
| '''Perishable food''' is destroyed.
 
|-
 
|-
 +
| {{todo|?}}
 
|
 
|
 
* '''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'''
| {{todo|?}}
 
 
| '''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}}
| {{Notification|None}}
 
 
| [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again
 
| [[File:coffee.png]] The '''[[coffee]]''' machine becomes available again
 
|}
 
|}
Line 321: Line 321:
 
{{Main|Oxygen}}{{Main|Gardening}}
 
{{Main|Oxygen}}{{Main|Gardening}}
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  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}}
| {{Notification|Announcement}}
 
 
| '''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
| {{Notification|None}}
 
 
| The ship consumes 1{{O2}}
 
| The ship consumes 1{{O2}}
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|  
 
|  
 
* Always, {{confirm|even with active Oxygenated Ducts}}
 
* Always, {{confirm|even with active Oxygenated Ducts}}
| {{Notification|Announcement}}
 
 
| Each '''broken oxygen tank''' makes the ship loose 1{{O2}}
 
| Each '''broken oxygen tank''' makes the ship loose 1{{O2}}
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|  
 
|  
 
* The ship has 0{{O2}}
 
* The ship has 0{{O2}}
| {{Notification|Announcement}}
 
 
| [[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)
| {{Notification|None}}
 
 
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 
| [[Image:Plant_youngling.png]] '''Young plant''' becomes '''adult'''
 
|-
 
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance (at most once per day per plant)
 
* [[File:dice.png]] Random chance (at most once per day per plant)
| {{Notification|None}}
 
 
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''  
 
| '''Plant''' becomes [[Image:Plant_diseased.png]] '''Diseased'''  
|-  
+
|-
 +
| {{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'''
 
* Plant '''is not held'''  in a character's inventory
 
* Plant '''is not held'''  in a character's inventory
| {{Notification|None}}
+
| Each plant produce 1{{O2}}  
| Each plant produce 1{{O2}} each
+
 
* This happens ''after'' asphyxiation
 
* This happens ''after'' asphyxiation
 
* {{confirm|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''' }}
|-  
+
|-
|  
+
| {{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 '''may be held'''  in a character's inventory
 
* Plant '''may be held'''  in a character's inventory
| {{Notification|Public}}
 
 
| 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
| {{Notification|Public}}
 
 
| Plant produces '''1 fruit'''
 
| Plant produces '''1 fruit'''
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| {{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 388: Line 388:
 
{{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}}
 
{{Main|Hunters}}{{Main|Navigation}}{{Main|Communications}}
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|
 
|
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{Notification|Announcement}}
 
 
| 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
 +
|-
 
| {{Notification|Announcement}}
 
| {{Notification|Announcement}}
| The DAEDALUS reaches its destination
 
|-
 
 
|  
 
|  
 
* DAEDALUS has been [[Navigation|moving]]  
 
* DAEDALUS has been [[Navigation|moving]]  
| {{Notification|Announcement}}
 
 
| 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
Line 413: Line 414:
 
* 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 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
| {{Notification|None}}
 
 
| '''Hunters''' attack and deal damage (mainly to the {{Armor}} [[Ship Armor]] or [[Plasma Shield]]).
 
| '''Hunters''' attack and deal damage (mainly to the {{Armor}} [[Ship Armor]] or [[Plasma Shield]]).
 
* Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
 
* Each D1000 deal damage 3 times during the cycle. {{todo|all 3 at the same time, or anytime during the cycle?}}
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|
 
|
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{Notification|Announcement}}
 
 
| A '''[[Trading|Transporter]]''' arrives
 
| A '''[[Trading|Transporter]]''' arrives
 
|-  
 
|-  
 +
| {{todo|?}}
 
|  
 
|  
 
* [[File:dice.png]] Random chance
 
* [[File:dice.png]] Random chance
| {{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
|-  
+
|-
 +
| {{Notification|None}}
 
|  
 
|  
 
* With {{Project|Plasma Shield|long}}
 
* With {{Project|Plasma Shield|long}}
 
* {{todo|unless it has been hit this cycle? or before the attack?}}
 
* {{todo|unless it has been hit this cycle? or 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
 
| 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
| {{Notification|Announcement}}
 
 
| [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost
 
| [[file:rebellion.png]] '''Signal loss:''' The connection with Sol has been lost
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|  
 
|  
 
* Contact with Sol is established
 
* Contact with Sol is established
 
* Once a day on days 2-7
 
* Once a day on days 2-7
 
* Always the same cycle (random, but not Cycle 8)
 
* Always the same cycle (random, but not Cycle 8)
| {{Notification|Announcement}}
 
 
| [[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?}}
| {{confirm|{{Notification|None}}}}
 
 
| The communication attempt from a [[Rebel Base]] '''times out'''
 
| The communication attempt from a [[Rebel Base]] '''times out'''
 
|}
 
|}
Line 461: Line 461:
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
|-  
+
|-
 +
| {{Notification|None}}
 
|
 
|
 
* '''At Cycle 1'''
 
* '''At Cycle 1'''
| {{Notification|None}}
 
 
| [[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 483:
 
** Limit shared between all characters
 
** Limit shared between all characters
 
|-
 
|-
 +
| {{confirm|{{Notification|None}}}}
 
|
 
|
 
* With {{project|NERON Participation}}
 
* With {{project|NERON Participation}}
| {{confirm|{{Notification|None}}}}
 
 
| All {{project|NERON Projects}} with at least 1% '''progress by 5%'''
 
| All {{project|NERON Projects}} with at least 1% '''progress by 5%'''
 
|}
 
|}
Line 493: Line 493:
  
 
{|class="wikitable" width="100%"
 
{|class="wikitable" width="100%"
!  width="30%" | Condition
 
 
!  width="120px" | Notification
 
!  width="120px" | Notification
 +
!  width="35%" | Condition
 
!  Event
 
!  Event
|-  
+
|-
 +
| {{Notification|Announcement}}
 
|   
 
|   
 
* '''Character has 0 {{hp}}'''  
 
* '''Character has 0 {{hp}}'''  
| {{Notification|Announcement}}
 
 
| [[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)  
| {{Notification|Private}}
 
 
| All characters loose 1{{morale}}  
 
| All characters loose 1{{morale}}  
 
{{todo|does this also happen before fatal depression?}}
 
{{todo|does this also happen before fatal depression?}}
 
|-  
 
|-  
 +
| {{todo|?}}
 
|   
 
|   
 
* Character has 5 {{morale}}  
 
* Character has 5 {{morale}}  
|
 
 
| Character becomes {{Status|demoralized}}
 
| Character becomes {{Status|demoralized}}
 
|-  
 
|-  
 +
| {{todo|?}}
 
|   
 
|   
 
* Character has 1 {{morale}}  
 
* Character has 1 {{morale}}  
|
 
 
| Character becomes {{Status|suicidal}}
 
| Character becomes {{Status|suicidal}}
 
|-  
 
|-  
 
|}
 
|}

Revision as of 10:06, 21 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

More info Main article: Resources.

Notification Condition Event
Icon Private log
  • Always
All characters gain 1 Action Point.
Icon Private log
  • Gravity Simulator is intact Icon Confirm: This happens after random equipment break down
All characters gain 1 Movement Point.
Icon Private log
  • Always
All characters gain 1 XP.
Icon Private log Character gains 1 Action Point.
Icon Private log Character gains 1 Action Point.
Icon TODO: ? Character gains 1 Action Point.
Icon Private log Character gains 1 XP.
Icon Private log
  • Character is Human Icon Confirm: And not Icon Inactive
Character gains 1 Glory.
Icon Private log Character loses 2 Glory (Mush).
Icon Private log
  • Character has Icon Panic and half the crew is Icon Mush
Character gains 1 Action Point and 1 Movement Point.
Icon Private log
  • At Cycle 1
Icon Chun gains 1 Glory.
Icon Private log
  • At Cycle 1
Characters with the following skills gain skill-specific Action Points:

Icon TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?

Titles and Statuses

More info Main article: Titles. More info Main article: Status.

Notification Condition Event
Icon Public log
  • 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 drops to 2 Satisfaction
Character loses status Icon Full Stomach
None
  • After 24 cycles with 0 Satisfaction
Character becomes Icon 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

More info Main article: Health.

Notification Condition Event
Icon Private log
  • At Cycle 1
All characters gain 1 Health Point
Icon Private log
  • At Cycle 1
All characters loose 2 Morale
Icon Private log
  • Character is in the same room as a crewmate
Icon Antisocial character (Icon Raluca) loses 1 Morale
Icon Private log Icon Germaphobe character (Icon Finola) loses 1 Morale
Icon Private log
  • Character is Laid.png lying down in the same room as a Icon Shrink
Character gains 1 Morale.
Icon Private log
  • Character is Human
  • Dice.png Random chance
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.
Icon Public log
  • Character with Icon Disorder is Laid.png lying down in the same room as a Icon Shrink
  • Even if the shrink is also lying down
Character gets therapy.
  • The log shows whether the disorder is actually cured.
Icon Announcement
  • Character has 0 Morale
Dead.png Fatal depression: character dies.
  • With Icon Self-sacrifice, character loses 1 Health Point instead. Icon TODO: notification in this case?

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

Hazards

More info Main article: Dangers.

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

(except for doors)

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

Items and Equipment

More info Main article: Inventory.More info Main article: Equipment.

Notification Condition Event
Icon TODO: ?
  • Always
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?
None
  • Always
Charged items or equipments 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

More info Main article: Oxygen.More info Main article: Gardening.

Notification Condition Event
Icon Announcement Oxygenated Ducts are activated for this cycle
None
  • Always, unless Oxygenated Ducts are active
The ship consumes 1Oxygen
Icon Announcement
  • Always, Icon Confirm: even with active Oxygenated Ducts
Each broken oxygen tank makes the ship loose 1Oxygen
Icon Announcement
  • The ship has 0Oxygen
Dead.png Asphyxiation: a random character dies.
  • Characters without Icon Oxygen Capsule are selected first
  • If the selected character is holding an oxygen capsule, then that is used up instead. Icon TODO: (Lack of) announcement in this case?
None
  • Plant youngling.png Young plant is mature (reaches its Charge.png threshold)
Plant youngling.png Young plant becomes adult
None
  • Dice.png Random chance (at most once per day per plant)
Plant becomes Plant diseased.png Diseased
None
  • 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
Each plant produce 1Oxygen
  • 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
Icon Public log
  • 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
Plant produces 1 fruit
Icon Public log
  • At Cycle 1: Dice.png 50% chance with NERON project Heat Lamps
  • Plant is in Hydrophonic Garden and has already produced 1 fruit
Plant produces 1 fruit
None
  • At Cycle 1
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

More info Main article: Hunters.More info Main article: Navigation.More info Main article: Communications.

Notification Condition Event
Icon Announcement
  • Dice.png Random chance
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
None
  • 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
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?
Icon Announcement
  • Dice.png Random chance
A Transporter arrives
Icon TODO: ?
  • Dice.png Random chance
A Transporter leaves
  • Always if it has been shot at during last cycle
None
  • 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?
The Plasma Shield gains 5hp
Icon Announcement
  • Dice.png Random chance
  • The risk is lower as the signal strengthens
Rebellion.png Signal loss: The connection with Sol has been lost
Icon Announcement
  • Contact with Sol is established
  • Once a day on days 2-7
  • Always the same cycle (random, but not Cycle 8)
Comm icon.png Communication attempt from a Rebel Base
Icon Confirm: None
  • Dice.png Random chance
  • Icon TODO: how is the time chosen/known?
The communication attempt from a Rebel Base times out


Icon TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?

Miscellaneous

Notification Condition Event
None
  • At Cycle 1
Actions with a daily limit become available again:
Icon Confirm: None All NERON project NERON Projects with at least 1% progress by 5%


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
Icon Announcement
  • Character has 0 Health Point
Dead.png Character dies.
Icon Private log
  • A character dies (by anything except fatal depression)
All characters loose 1Morale

Icon TODO: does this also happen before fatal depression?

Icon TODO: ?
  • Character has 5 Morale
Character becomes Icon Demoralized
Icon TODO: ?
  • Character has 1 Morale
Character becomes Icon Suicidal