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=== Major threat generation === | === Major threat generation === | ||
− | Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's "schedule" is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack | + | Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's "schedule" is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deterioates (Biotech DLC). |
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points. | For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points. | ||
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=== Psychic wave === | === Psychic wave === | ||
---- | ---- | ||
− | Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]] | + | Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]]. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat. |
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep. | As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep. | ||
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==== Animal self-tamed ==== | ==== Animal self-tamed ==== | ||
[[File:Thrumbo self-tamed.png|300px|right]] | [[File:Thrumbo self-tamed.png|300px|right]] | ||
− | A random animal on the map becomes tame, and immediately joins the colony | + | A random animal on the map becomes tame, and immediately joins the colony. Previously tamed animals can self-tame, where they retain all training they previously had. |
+ | |||
+ | You should probably check the "Animals" tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted. | ||
− | |||
==== Aurora ==== | ==== Aurora ==== | ||
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[[File:Thrumbo herd migration.png|300px|right]] | [[File:Thrumbo herd migration.png|300px|right]] | ||
− | A large herd of [[animal]]s is passing through the area. They won't attack unless provoked | + | A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. |
This event only occurs in the following biomes: | This event only occurs in the following biomes: | ||
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[[File:Psychic soothe.png|300px|right]] | [[File:Psychic soothe.png|300px|right]] | ||
− | When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]] | + | When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]]. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days. |
{{Clear}} | {{Clear}} | ||
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==== Wild (wo)man wanders in ==== | ==== Wild (wo)man wanders in ==== | ||
− | A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims | + | A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued. |
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails. | Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails. | ||
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Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists. | Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists. | ||
− | You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans | + | You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans. |
− | Destroying and | + | Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids. |
{{Clear}} | {{Clear}} | ||
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==== Predator hunting ==== | ==== Predator hunting ==== | ||
− | A wild, hungry predator has targeted one of your colonists or | + | A wild, hungry predator has targeted one of your colonists or animals for killing and eating. Unlike the majority of threats in the game, predators will not stop attacking once a pawn is [[downed]]. |
+ | |||
+ | You may want to get this colonist or animal to safety. Drafted colonists will defend themselves. To defend your animals, if there is enough distance, zone them to safety. Otherwise, move a drafted colonist to fire on the predator. | ||
==== Prison break ==== | ==== Prison break ==== | ||
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==== About: Electricity ==== | ==== About: Electricity ==== | ||
− | Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] | + | Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infastructure required to mantain them. |
==== About: Getting advanced components ==== | ==== About: Getting advanced components ==== | ||
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When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees. | When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees. | ||
− | Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick "draft" and "undraft" for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans | + | Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick "draft" and "undraft" for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans obviously cannot attend. |
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back. | If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back. | ||
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* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer. | * [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer. | ||
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage | * [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage | ||
− | * [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60. | + | * [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60. |
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[Events#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature. | * [[Version/1.3.3066|1.3.3066]] - Fix: The [[Events#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature. | ||
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[[Category:Game mechanics]] | [[Category:Game mechanics]] |