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!
General Character Resources
TODO: Some cases where efficiency at repairing/shooting/whatever is reset to its base level?
Titles and Statuses
Health and Morale
| Frequency
|
Notification
|
Event description and conditions
|
| Always
|
Private
|
Each character lying down in the same room as a Shrink gains 1 .
|
| Always
|
Public
|
Each character lying down in the same room as a Shrink while having a Disorder gets therapy
- For this the Shrink needs to be standing up
TODO: check
- The log shows whether the disorder is actually healed
|
| Always
|
Private
|
Any Antisocial character ( Raluca) in the same room as any other character loses 1
|
| Always
|
Private
|
Any Germaphobe character ( Finola) being Dirty loses 1
|
| Always
|
Public
|
Fatal depression: Any character with 0 dies
|
| Random
|
Private
|
Chances of getting a Disease or a Disorder (see Illnesses)
|
| (Varies)
|
(Varies)
|
Symptoms of having a Disease, a Disorder or an Injury (see Illnesses)
|
| Random
|
Private
|
Random healing of any Disease, of Spleen or of Vertigo
|
| Always
|
None
|
Each character loses 1 Satisfaction
|
| Always
|
Private
|
Any Starving character (with 0 Satisfaction for at least 24 cycles) loses 1
|
| At Cycle 1
|
Private
|
Each character gains 1
|
| At Cycle 1
|
Private
|
Each character loses 2
|
Hazards
| Frequency
|
Notification
|
Event description and conditions
|
| Random (15%)
|
Announcement
|
General Patching Up (GPU) is activated for this cycle (if the NERON Project has been researched)
|
| Random
|
Announcement (*)
|
An equipment breaks down
- There is no announcement for broken doors, sabotaged equipment, or equipment that is damaged by a fire or electrical spike event.
- Unless GPU is active
|
| Random
|
TODO: ?
|
Electrical spikes: all equipment of the room is damaged, any character in the room loses 3
|
| Random
|
Public
|
The room shakes: any character in the room loses 1-3
- Unless GPU is active
- The amount of
lost is Private
|
| Random
|
Public
|
Metal plates: one character in the room loses 4-6
- Unless GPU is active
- The amount of
lost is Private
|
| Random
|
Announcement
|
A fire starts.
|
| Random
|
Public
|
A fire damages equipment (except doors) and breaks/destroys items in the room.
|
| Random
|
Public
|
A fire does 2-3 points of damage directly to the Armor
|
| Random
|
Announcement
|
A fire spreads to an adjacent room.
|
| Random
|
Private
|
Any character in a room on fire loses 2
|
| Random (25%)
|
TODO: ?
|
A fire is extinguished automatically by NERON Project Sprinkers
-
TODO: before or after the damage is done?
|
Items and Equiment
| Frequency
|
Notification
|
Event description and conditions
|
| Always
|
TODO: ?
|
Drones do their actions: extinguish a fire (only with firefighters upgrade), attempt a repair, or change room.
-
TODO: firefighter works before or after the fire starts / the damage is done?
|
| Always
|
None
|
Any item or equipment with charges restore 1
- With some NERON Projects, Turrets (Rerouted Charges) and Young plants (Hydroponic Incubator) gain an additional 1
|
| At Cycle 1
|
|
Perishable food decays one step in the series Unstable, Hazardous, Decomposing
|
| At Cycle 1 (*)
|
None
|
The coffee machine becomes available again
- Also at Cycle 4 if the NERON Project Fission Coffee Roaster is complete
- Also at Cycles 3, 5 and 7 if the PILGRED is repaired
Bug: actually, every cycle
|
Oxygen and Plants
See Oxygen and Gardening for more details.
| Frequency
|
Notification
|
Event description and conditions
|
| Always (*)
|
None (*)
|
The ship consumes 1
- Does not happen with 20% chances if the Neron project Oxygenated Ducts is complete. An Announcement is made in this case.
|
| Always
|
Announcement
|
Each broken oxygen tank makes the ship loose 1
|
| Always
|
Announcement
|
Asphyxiation. If the ship has 0 , 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?
-
TODO: characters without capsule are selected first
|
| Random
|
None
|
A Young plant becomes adult (depending on its charge).
|
| Random
|
None
|
A plant becomes Diseased
- This can happen only once a day per plant
TODO: even C1?
|
| At Cycle 1
|
None
|
Plants produce 1 each
- Unless they are
Young, Diseased, or Dried Out
- Unless they are held in a character's inventory
- This happens after asphyxiation
-
TODO: This happens after the Younglings have become adult, but before they become Diseased
|
| At Cycle 1
|
None
|
Plants produce 1 fruit each (possibly 2 with Heat Lamps)
- Unless they are
Thirsty, Young, Diseased, or Dried Out
- Even if they are held in a character's inventory
|
| At Cycle 1
|
None
|
A plant becomes Thirsty, or Dried Out (if already thirsty), or dies (if already dried out) TODO: no log, even if the plant dies?
|
Hunters, Navigation, and Communications
| Frequency
|
Notification
|
Event description and conditions
|
| Random
|
Announcement
|
A wave of new hunters arrives
|
| Always
|
Announcement
|
If a movement has been initiated last cycle, then the DAEDALUS reaches its destination
|
| Always
|
Announcement
|
If a movement has been initiated last cycle, a fraction of the hunters catch up with the DAEDALUS
- The announcement is the same as when new hunters arrive
|
| Always (*)
|
None
|
Hunters attack and deal damage (mainly to the ship's Armor )
- Unless they arrived at this or last cycle, and unless the ship has moved (exception: Trax)
- Asteroids deal damage only once after a certain amount of cycles.
- D1000 deal damage 3 times during the cycle.
TODO: all 3 at the same time, or anytime during the cycle?
|
| Random
|
Announcement
|
A Transporter arrives
|
| Random
|
TODO: ?
|
A Transporter leaves
- Always if it has been shot at during last cycle
|
| Always
|
None
|
The Plasma Shield (if available) gains 5hp
-
TODO: unless it has been hit this cycle? before the attack?
-
TODO: even if not activated at the BIOS terminal?
|
| Random
|
Announcement
|
Signal loss: The connection with Sol has been lost
- The risk is lower as the signal strengthens
|
| Random (*)
|
Announcement
|
Communication attempt from a Rebel Base (provided the contact with Sol is established)
- Once a day on days 2-7, always at the same cycle (not cycle 8)
|
| Random
|
TODO: ?
|
Communication attempt from a Rebel Base times out
-
TODO: how is the time chosen/known?
|