Hazards
Hazards are random events that make life aboard the Daedalus more difficult. They have a chance of occurring at the start of each cycle, increasing in frequency as time passes aboard the ship.
Types of incidents
| Incident | Cost[1] | Probability | Target | Effect |
|---|---|---|---|---|
| Tremors | 2 | 20.4% | Rooms with crew members | All crewmates in the room lose 1-3 |
| Broken door | 3 | 20.4% | Functional doors | A random door breaks down. |
| 4 | 12.2% | Rooms without an ongoing fire | A fire starts in a random room. | |
| Panic attack | 2 | 10.2% | Human crewmates | The targeted crewmate loses 3 |
| Oxygen leak | 3 | 6.1% | Functional oxygen reservoirs | An oxygen tank malfunctions. |
| Electrical spike | 8 | 6.1% | Any room | Breaks all equipment in the room (except doors). All crewmates present lose 3 |
| Steel plate | 2 | 6.1% | Crewmates in any room | The targeted crewmate loses 4-6 |
| Fuel leak | 3 | 6.1% | Functional fuel tanks | A fuel tank malfunctions. |
| Equipment failure | 3 | 6.1% | Functional equipment | A random piece of equipment breaks down. |
| Disease | 3 | 6.1% | Human crewmates | A human crewmate contracts a |
Accidents
Many actions have a 1% chance of triggering clumsiness, causing the crewmate to lose 2
. These include:
- Picking up any Item.
- Repairing an item or piece of equipment.
- Reinforcing the Daedalus's hull.
- Installing or uninstalling a
Camera. - Working on PILGRED.
The likelihood of accidents can be reduced by holding the
Protective Gloves, or by completing the
Underfloor Heating project.
Difficulty system
The Daedalus accumulates incident points each cycle, which are then spent to trigger mishaps.
Incident points
Once Mush selection has occurred (either when 16 players have joined the ship, or the ship has reached Cycle 8 of Day 3), the Daedalus will begin to gain incident points at the start of each cycle. Incident points accumulate according to the following rules:
| Base points | Day 1 | Day 2 | From Day 3 onward |
|---|---|---|---|
| +1 point per cycle | +2 points per cycle | +1 point per cycle | |
| Difficulty bonus | Hard mode (starting from Day 5): +1 + (current day - 5) additional points
Very hard mode (starting from Day 10): +2 + hard mode bonus + (current day - 10) additional points Activity overload (dynamic difficulty):
| ||
Incident triggering
At each cycle, if the Daedalus has accumulated incident points:
- A random roll determines whether incidents occur (probability = incident points ÷ 18).
- If successful, the game determines the list of valid incidents:
** The Daedalus must have enough points to "purchase" the incident ** The incident must have at least one valid target (for example, it is impossible to break a fuel tank if both are already broken).
- Points are then spent to trigger valid incidents until there are no more valid incidents or no more points to spend.
- Each type of incident has a cost in incident points and a weight (relative probability of being selected).
Protection: General Patching Up
The
General Patching Up project provides a 15% chance per cycle to cancel all incidents during the cycle in which it activates.
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- ↑ In incident points, see sections below