Difference between revisions of "Events at Cycle Change"
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(→General Character Resources: new status section + cosmetic changes) |
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| Line 8: | Line 8: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
| − | ! width="120px" | | + | ! width="120px" | Notification |
! Event | ! Event | ||
|- | |- | ||
| Line 36: | Line 36: | ||
| {{Notification|Private}} | | {{Notification|Private}} | ||
| Character gains 1 {{AP}}. | | Character gains 1 {{AP}}. | ||
| + | |- | ||
| + | | | ||
| + | * Character has {{Skill|Lethargy}} | ||
| + | * Character has been {{Status|Lying down}} continuously for '''4 cycles''' | ||
| + | | | ||
| + | | Character gains 3 {{AP}}. | ||
|- | |- | ||
| | | | ||
| Line 90: | Line 96: | ||
{|class="wikitable" width="100%" | {|class="wikitable" width="100%" | ||
! width="30%" | Condition | ! width="30%" | Condition | ||
| − | ! width="120px" | | + | ! width="120px" | Notification |
! Event | ! Event | ||
|- | |- | ||
| Line 99: | Line 105: | ||
|- | |- | ||
| | | | ||
| − | * | + | * Character has been inactive for 48 hours |
| | | | ||
| Character becomes {{Status|highly inactive}} | | Character becomes {{Status|highly inactive}} | ||
| Line 118: | Line 124: | ||
|- | |- | ||
| Always | | Always | ||
| − | | {{ | + | | {{Notification|Private}} |
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}. | | Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} gains 1 {{morale}}. | ||
|- | |- | ||
| Always | | Always | ||
| − | | {{ | + | | {{Notification|Public}} |
| Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} while having a {{Status|Disorder}} gets therapy | | Each character '''[[file:Laid.png]] lying down''' in the same room as a {{Skill|Shrink}} while having a {{Status|Disorder}} gets therapy | ||
* For this the Shrink needs to be standing up {{todo|check}} | * For this the Shrink needs to be standing up {{todo|check}} | ||
| Line 128: | Line 134: | ||
|- | |- | ||
| Always | | Always | ||
| − | | {{ | + | | {{Notification|Private}} |
| Any {{Trait|Antisocial}} character ({{Character|Raluca}}) in the same room as any other character loses 1 {{morale}} | | Any {{Trait|Antisocial}} character ({{Character|Raluca}}) in the same room as any other character loses 1 {{morale}} | ||
|- | |- | ||
| Always | | Always | ||
| − | | {{ | + | | {{Notification|Private}} |
| Any {{Trait|Germaphobe}} character ({{Character|Finola}}) being {{Status|Dirty}} loses 1 {{morale}} | | Any {{Trait|Germaphobe}} character ({{Character|Finola}}) being {{Status|Dirty}} loses 1 {{morale}} | ||
|- | |- | ||
| Always | | Always | ||
| Public | | Public | ||
| − | | '''Fatal depression:''' Any character with 0 {{morale}} '''dies''' | + | | [[file:Dead.png]] '''Fatal depression:''' Any character with 0 {{morale}} '''dies''' |
* This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. | * This takes place ''after'' morale loss. Statuses {{Status|Demoralized}} and {{Status|Suicidal}} give warnings. | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Private}} |
| Chances of getting a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]]) | | Chances of getting a {{Status|Disease}} or a {{Status|Disorder}} (see [[Illnesses]]) | ||
|- | |- | ||
| Line 149: | Line 155: | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Private}} |
| Random healing of any {{Status|Disease}}, of {{Illness|Spleen}} or of {{Illness|Vertigo}} | | Random healing of any {{Status|Disease}}, of {{Illness|Spleen}} or of {{Illness|Vertigo}} | ||
|- | |- | ||
| Always | | Always | ||
| − | | None | + | | {{Notification|None}} |
| Each character loses 1 [[Health#Satisfaction|Satisfaction]] | | Each character loses 1 [[Health#Satisfaction|Satisfaction]] | ||
|- | |- | ||
| Always | | Always | ||
| − | | {{ | + | | {{Notification|Private}} |
| Any [[Image:Starving.png]] '''Starving''' character (with 0 [[Health#Satisfaction|Satisfaction]] for at least 24 cycles) loses 1 {{hp}} | | Any [[Image:Starving.png]] '''Starving''' character (with 0 [[Health#Satisfaction|Satisfaction]] for at least 24 cycles) loses 1 {{hp}} | ||
|- | |- | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| − | | {{ | + | | {{Notification|Private}} |
| Each character gains 1 {{hp}} | | Each character gains 1 {{hp}} | ||
|- | |- | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| − | | {{ | + | | {{Notification|Private}} |
| Each character loses 2 {{morale}} | | Each character loses 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. | ||
| Line 179: | Line 185: | ||
|- | |- | ||
| Random (15%) | | Random (15%) | ||
| − | | | + | | {{Notification|Announcement}} |
| '''General Patching Up''' (GPU) is activated for this cycle (if the [[NERON Project]] has been researched) | | '''General Patching Up''' (GPU) is activated for this cycle (if the [[NERON Project]] has been researched) | ||
|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} (*) |
| [[file:broken.png]] An equipment breaks down | | [[file:broken.png]] An equipment breaks down | ||
* There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event. | * There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event. | ||
| Line 194: | Line 200: | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Public}} |
| '''The room shakes''': any character in the room loses 1-3{{hp}} | | '''The room shakes''': any character in the room loses 1-3{{hp}} | ||
* Unless GPU is active | * Unless GPU is active | ||
| Line 200: | Line 206: | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Public}} |
| '''Metal plates''': one character in the room loses 4-6{{hp}} | | '''Metal plates''': one character in the room loses 4-6{{hp}} | ||
* Unless GPU is active | * Unless GPU is active | ||
| Line 206: | Line 212: | ||
|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} |
| [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | | [[file:Fire.png]] A '''[[Fires|fire]]''' starts. | ||
* Unless GPU is active | * Unless GPU is active | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Public}} |
| A fire damages equipment (except doors) and breaks/destroys items in the room. | | A fire damages equipment (except doors) and breaks/destroys items in the room. | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Public}} |
| A fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]] | | A fire does 2-3 points of damage directly to the {{Armor}} [[Resources#Armor|Armor]] | ||
|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} |
| A fire spreads to an adjacent room. | | A fire spreads to an adjacent room. | ||
|- | |- | ||
| Random | | Random | ||
| − | | {{ | + | | {{Notification|Private}} |
| Any character in a room on fire loses 2 {{HP}} | | Any character in a room on fire loses 2 {{HP}} | ||
|- | |- | ||
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|- | |- | ||
| Always | | Always | ||
| − | | None | + | | {{Notification|None}} |
| Any item or equipment with '''charges''' restore 1 [[file:Charge.png]] | | Any item 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]] | * With some [[NERON Projects]], Turrets (''Rerouted Charges'') and Young plants (''Hydroponic Incubator'') gain an additional 1 [[file:Charge.png]] | ||
| Line 254: | Line 260: | ||
|- | |- | ||
| '''At Cycle 1''' (*) | | '''At Cycle 1''' (*) | ||
| − | | None | + | | {{Notification|None}} |
| The [[coffee]] machine becomes available again | | The [[coffee]] machine becomes available again | ||
* Also at '''Cycle 4''' if the [[NERON Project]] Fission Coffee Roaster is complete | * Also at '''Cycle 4''' if the [[NERON Project]] Fission Coffee Roaster is complete | ||
| Line 269: | Line 275: | ||
|- | |- | ||
| Always (*) | | Always (*) | ||
| − | | None (*) | + | | {{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 | + | * Does not happen with 20% chances if the Neron project '''Oxygenated Ducts''' is complete. An {{Notification|Announcement}} is made in this case. |
|- | |- | ||
| Always | | Always | ||
| − | | | + | | {{Notification|Announcement}} |
| Each broken oxygen tank makes the ship loose 1{{O2}} | | Each broken oxygen tank makes the ship loose 1{{O2}} | ||
|- | |- | ||
| Always | | Always | ||
| − | | | + | | {{Notification|Announcement}} |
| − | | '''Asphyxiation'''. If the ship has 0{{O2}}, a random character dies. | + | | [[file:Dead.png]] '''Asphyxiation'''. If the ship has 0{{O2}}, 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}} | ||
|- | |- | ||
| Random | | Random | ||
| − | | None | + | | {{Notification|None}} |
| A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge). | | A [[Image:Plant_youngling.png]] '''Young''' plant becomes adult (depending on its charge). | ||
|- | |- | ||
| Random | | Random | ||
| − | | None | + | | {{Notification|None}} |
| A plant becomes [[Image:Plant_diseased.png]] '''Diseased''' | | A plant becomes [[Image:Plant_diseased.png]] '''Diseased''' | ||
* This can happen only once a day per plant {{todo|even C1?}} | * This can happen only once a day per plant {{todo|even C1?}} | ||
|- | |- | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| − | | None | + | | {{Notification|None}} |
| Plants produce 1{{O2}} each | | Plants 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 [[Image:Plant_youngling.png]] '''Young''', [[Image:Plant_diseased.png]] '''Diseased''', or [[Image:Plant_dry.png]] '''Dried Out''' | ||
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|- | |- | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| − | | None | + | | {{Notification|None}} |
| Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]]) | | Plants produce 1 fruit each (possibly 2 with [[NERON_Projects|Heat Lamps]]) | ||
* 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''' | * 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''' | ||
| Line 307: | Line 313: | ||
|- | |- | ||
| '''At Cycle 1''' | | '''At Cycle 1''' | ||
| − | | 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?}} | ||
|} | |} | ||
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|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} |
| A wave of new [[hunters]] arrives | | A wave of new [[hunters]] arrives | ||
|- | |- | ||
| Always | | Always | ||
| − | | | + | | {{Notification|Announcement}} |
| If a [[Navigation|movement]] has been initiated last cycle, then the DAEDALUS reaches its destination | | If a [[Navigation|movement]] has been initiated last cycle, then the DAEDALUS reaches its destination | ||
|- | |- | ||
| Always | | Always | ||
| − | | | + | | {{Notification|Announcement}} |
| If a [[Navigation|movement]] has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS | | If a [[Navigation|movement]] has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS | ||
* The announcement is the same as when new hunters arrive | * The announcement is the same as when new hunters arrive | ||
|- | |- | ||
| Always (*) | | Always (*) | ||
| − | | None | + | | {{Notification|None}} |
| [[Hunters]] attack and deal damage (mainly to the ship's {{Armor}} [[Armor]] ) | | [[Hunters]] attack and deal damage (mainly to the ship's {{Armor}} [[Armor]] ) | ||
* Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax) | * Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax) | ||
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|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} |
| A [[Trading|Transporter]] arrives | | A [[Trading|Transporter]] arrives | ||
|- | |- | ||
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|- | |- | ||
| Always | | Always | ||
| − | | None | + | | {{Notification|None}} |
| The [[Plasma Shield]] (if available) gains 5hp | | The [[Plasma Shield]] (if available) gains 5hp | ||
* {{todo|unless it has been hit this cycle? before the attack?}} | * {{todo|unless it has been hit this cycle? before the attack?}} | ||
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|- | |- | ||
| Random | | Random | ||
| − | | | + | | {{Notification|Announcement}} |
| Signal loss: The connection with Sol has been lost | | 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 | ||
|- | |- | ||
| Random (*) | | Random (*) | ||
| − | | | + | | {{Notification|Announcement}} |
| Communication attempt from a [[Rebel Base]] (provided the contact with Sol is established) | | Communication attempt from a [[Rebel Base]] (provided the contact with Sol is established) | ||
* Once a day on days 2-7, always at the same cycle (not cycle 8) | * Once a day on days 2-7, always at the same cycle (not cycle 8) | ||
Revision as of 21:39, 12 June 2014
This page attempts to list all game events that occur at cycle change.
Note that the majority of events are triggered by certain conditions, and, in many cases, chance.
Warning: This page has been created fairly recently. Data may be incomplete or phrased improperly; please contribute!
Contents
General Character Resources
| Condition | Notification | Event |
|---|---|---|
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
All characters gain 1 |
|
|
Character gains 1 |
|
|
Character gains 1 |
|
Character gains 3 | |
|
|
Character gains 1 |
|
None | Character gains 1 |
|
None | Character loses 2 |
|
|
|
|
|
Characters with the following skills gain skill-specific Action Points: |
|
None | Actions with a daily limit become available again:
|
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Titles and Statuses
| Condition | Notification | Event |
|---|---|---|
| Character becomes | ||
|
Character becomes | |
| |
A-True adjustment: Title |
Health and Morale
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Each character |
| Always | |
Each character |
| Always | |
Any |
| Always | |
Any |
| Always | Public |
|
| Random | |
Chances of getting a |
| (Varies) | (Varies) | Symptoms of having a |
| Random | |
Random healing of any |
| Always | None | Each character loses 1 Satisfaction |
| Always | |
Any |
| At Cycle 1 | |
Each character gains 1 |
| At Cycle 1 | |
Each character loses 2
|
Hazards
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Random (15%) | |
General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched) |
| Random | |
|
| Random | |
Electrical spikes: all equipment of the room is damaged, any character in the room loses 3
|
| Random | |
The room shakes: any character in the room loses 1-3
|
| Random | |
Metal plates: one character in the room loses 4-6
|
| Random | |
|
| Random | |
A fire damages equipment (except doors) and breaks/destroys items in the room. |
| Random | |
A fire does 2-3 points of damage directly to the |
| Random | |
A fire spreads to an adjacent room. |
| Random | |
Any character in a room on fire loses 2 |
| Random (25%) | |
A fire is extinguished automatically by NERON Project Sprinkers |
Items and Equiment
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always | |
Drones do their actions: extinguish a |
| Always | None | Any item or equipment with charges restore 1
|
| At Cycle 1 | Perishable food decays one step in the series
| |
| At Cycle 1 (*) | None | The coffee machine becomes available again
|
Oxygen and Plants
See Oxygen and Gardening for more details.
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Always (*) | None (*) | The ship consumes 1
|
| Always | |
Each broken oxygen tank makes the ship loose 1 |
| Always | |
|
| Random | None | A |
| Random | None | A plant becomes |
| At Cycle 1 | None | Plants produce 1 |
| At Cycle 1 | None | Plants produce 1 fruit each (possibly 2 with Heat Lamps) |
| At Cycle 1 | None | A plant becomes |
| Frequency | Notification | Event description and conditions |
|---|---|---|
| Random | |
A wave of new hunters arrives |
| Always | |
If a movement has been initiated last cycle, then the DAEDALUS reaches its destination |
| Always | |
If a movement has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
|
| Always (*) | None | Hunters attack and deal damage (mainly to the ship's |
| Random | |
A Transporter arrives |
| Random | |
A Transporter leaves
|
| Always | None | The Plasma Shield (if available) gains 5hp |
| Random | |
Signal loss: The connection with Sol has been lost
|
| Random (*) | |
Communication attempt from a Rebel Base (provided the contact with Sol is established)
|
| Random | |
Communication attempt from a Rebel Base times out |