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Showing content with the highest reputation on 04/19/2018 in all areas

  1. Ever wanted to know what your most common immunities are, or how many animals have a fang gene? There isn't a quick way to do that in game. This panel would allow you to view important statistics at a glance - and double-click on a Nicheling's name to select them. This panel would be accessible by clicking on the 'Animals' wedge in the bottom right corner. It allows for sorting by name, age, sex, and many different genes. By default, only Name, Age, and Sex are shown. Clicking the 'Sort/Filter' in the top right-hand corner opens the second panel and allows you to add other attributes like immunities, colors, and snouts. Clicking one of these options opens the third panel, allowing you to select options to filter the results by. Double-clicking an animal's name closes the panel and auto-selects the animal. The panel can also be closed via the X in the top left corner. Example of alphabetical sort: All the various sortable categories: Only Nichelings that have either a 'B' or 'Home' immunity will be shown!
    3 points
  2. I'd like Derpsnout to have an additional ability based on its appearance. I want Derpsnout to have distasteful appearance since it visually is very asymmetrical and jarring; it doesn't look very appetizing to me! Thanks for the consideration!
    3 points
  3. I also have a 2nd improvement on Derpsnout that I'd like to be considered: I think Derpsnout's ears should aesthetically still be reflective of their ear slot genes. I can see it going 1 of 3 ways: 1) The small ear can still be round and deformed, but the larger ear should be reflective of whatever ear type they should express as the dominant phenotype. OR 2) Both ear SHAPES are reflective of whatever ear type they should express (e.g. both ears are pointy if they have normal or large ears), but one ear is still smaller than the other. I prefer this one. OR 3) The small ear is the one that is accurate in shape to whatever ear type they should express as the dominant phenotype, but the larger one is the current oddly formed larger ear of the Derpsnout. I would have suggested another option, that is, graying out the Derpsnout's ear genes like Spiky Body's tail genes and keeping Derpsnout's current ear structures while adding +3 hearing by default to Derpsnout, but that would negate hearing boons, like if you had +4 hearing from Big Ears.
    2 points
  4. I have a idea. We all know nichelings have normal, smooth animal fur. But what about having fur of feathers or scales? Wouldn't that be cool? There could also be fur lengths. I've been wanting this for a long time now. It would probably require doing every gene over in each fur type, so it's probably not possible. But hey, it would be amazing!
    2 points
  5. It annoys me a little that you're able to see fish on your vision sensors and find underwater dig sites only if you're standing next to them, but unable to see them when entering the smell/hearing screens. So as a solution that's both realistic and useful game-wise, I think the platypus beak and gills should be able to detect electric currents in the water. A platypus' beak has a whole bunch of sensors in them that allow them to utilize "electroreception," which just means they can sense electric currents to locate prey. Sharks also share this type of "sixth sense" in their snouts, which also helps make them excellent predators! I figured this change would work much like smell or hearing would, entering the screen would put a green highlight around prey (or predator), entities in the nearby tiles. It would make it easier to find dig sites for our platypus-beaked nichelings rather than the current method of hoping-you-happen-to-be-right-next-to-it. Maybe for the cases of fish, where there's no grass or anything that really "blocks" your sight of them, the electric currents can leave a trail outside your current sight-range that's stronger the closer you are to the schools of fish, and grows weaker (and eventually disappearing completely), the further away you are. It would also be an ability exclusive to the platypus beak and gills which would make them much more valuable to shoot for when making a water-dwelling tribe!
    2 points
  6. I looked around for a topic already like this but I didn't find anything (besides one for gems specifically), so I thought it might be fun to talk about our strategies and methods in leading our little Nichelings and maybe get ideas from each other I like to set up 5 breeding pairs with compatible immunities (and making sure I keep the Home Island immunity going strong), who stay in a "nesting" area, and have them give me about 2 or 3 litters. From those I chose the next 5 pairs to linger in the nest area and send the others siblings and the original parents on their way to explore, hunt, gather, or defend against bearyenas (this usually means I end up with 30+ neichelings at any given time, it makes things quite chaotic!) I also like to set up gem colors as blue for hunters, pink for my breeding pairs, green for gatherers, orange for defenders, and yellow for scouts and explorers. I'd love for there to be more gem colors so I can micro-manage things even more, lol! For now my tribe is water-bodied, with a mix of cracker jaw and platypus beaks, fishing tails, and a mix of claws and runner legs, and some permanent ram horns (can't wait to get antlers!) It makes it easier to not worry about drowning and gives me a place to escape to (aka the ocean), if I managed to land on an island with some pesky apes. Plus fishing is an extra food source, if a bit annoying to track down. For now in the grasslands I like to clear out the grass to keep bearyenas from spawning right in the middle of my camp. But I feel that once I set sites for a jungle I'll keep everything grassy, just so I can make use of that camouflage boost. I haven't done too much in the game, I've unlocked quite a few genes but haven't lingered on any islands beyond the grassland and archipelago islands (I did manage to unlock stinky tail in the jungle by setting out a few "sacrificial" neichilings to harvest the smelly plant while everyone else stayed in the water. RIP those brave souls, the apes found 'em eventually). I'm trying to slowly unlock other genes by putting a tentative foot in the burning savannah or mountains and running away to the next port before my food store runs out. Eventually I'd like to unlock big body gene so I can tough out the mountains, as hunting is my favorite way of getting food, lol So how do you guys like to run your tribes? Do you like to chase off intruders or invite them in? Big or little tribes? Make little stories for your neichlings? What are your favorite set of genes for different islands? :3 Tell us about it!
    2 points
  7. @Draconiya I think it would be really cool to have it effect other creatures, I never even thought of that. The scent of a female nicheling could attract rouges while males drove them away and would probably repel away wanderers since they wouldn't want to enter a claimed territory. And though it may be a downside to scare off the rabbit creatures it could be useful for scaring them and wanderers away from your food sources
    2 points
  8. With the new wings update releasing sooner rather than later, a lot of tribes are going to consist entirely of airborne Nichelings. But what about food? There is no way to collect berries, a primary source of sustenance among many tribes, other than Nimble Fingers, Running Leg and Velvet Paw, which are all are paw genes: the very genes that need to be wings to allow a Nicheling to fly. So, I've been thinking: What about a much-needed new snout-type - one that gives you Collecting. This is the second idea of three, all of which have their own thread, like the Feature Requests subforum's rules tell you to do. The second idea would be a hummingbird beak, which fits a winged Nicheling rather well. It'd give +1-2 Collecting, because your Nicheling can use it to suck/"drink" all of the moisture and nutrients from a berry, just like a real hummingbird drinks nectar, leaving behind only a dried-out husk, thus consuming it. Maybe it could also give +1 Strength? That thing's pointy, dude, and a Nicheling-sized one has got to be pretty dangerous... An alternate possibility for a collecting beak would be a parrot beak that gives Collecting and possibly Cracking, too, as parrots gobble up fruit and crack nuts alike. I didn't want to make seperate suggestion threads for these two, as I felt they were too similar to split them up further.
    2 points
  9. I can't add any more reactions today, apparently. Love the idea and the illustration though!
    2 points
  10. I like this idea, but I would be concerned about balance - how would an active animal interacting with an inactive animal be handled? There aren't really 'safe spaces' an animal could hide in during it's non-active time, which seems like it would leave it vulnerable to attack.
    2 points
  11. @Aysling For your 7th suggestion: you can already do that! Just click anywhere on the map that isn't a tile with a Nicheling on it, and the genes/skills/mutations tab will close. You can also completely hide the UI by pressing the U key on your keyboard.
    2 points
  12. Want to make sure a particular Nicheling never breeds, even with wild animals? Neuter it! Similar to gene mutations, once an animal is neutered, it can't be reversed.
    1 point
  13. Adding a bit of a glow around the hexes that a selected Nicheling is sitting on would make it easier to identify which one is selected quickly.
    1 point
  14. Hi! yay, Love this game. so I have been thinking about it for a while now, watching people play the game and playing the game myself. There is this, ever so slight, annoying thing that occurs. Remembering characters names is one, and the other is, who am I limiting myself to breed to. This also ties into another problem. As your speeding around your biome, having everyone doing their various tasks, once in a while. as I hover over the "..." and I prepare to, remove grass, leaches, crack a nut, dig a root, or in general, do something on a space that one Nicheling is on with another Nicheling. I occasionally accidentally hit that heart icon instead. That brief moment of cold sweet washes over me as I realize that the resulting baby might be double immunity as I quickly check their genes. I begin the rush of moving the mother far away to a nest away from the tribe. Usually resulting in the sad eventual sick baby that I must leave behind. It occurs to me that if only there had been a way to prevent this accidental twitching click of mine. So I Thought it over, watching the Jessimew videos (It's how I've been learning to play), hearing her referring to mates. I realized then, that it would be an amazing option too actually have a setting in your Nichelings profiles to designate a specific mate if you want one. This way. If your like me, with a trigger finger twitch, even if you hit that dreadful heart, if your accident female or even male already has a specified mate, instead of mating you get a failed breeding message, the reason being, "this female/male is already mated and has rejected you, better luck next time" or something like that. This will only stop you/me from accidentally breeding to a female or male that has a chosen mate I specified. All other aspects of the game would remain the same. And when a mate dies or is on another island, they will automatically drop from the mated menu. I have no art for preview as to how it should look, but this is my idea, Hope you guys like it and think it might work.
    1 point
  15. Hello all! I thought I would share a gene idea: Bat Head. We don't currently have a counter for the sleepy flies on the swamp islands, so I thought I would think of something to combat that. If a nicheling has a bat head, it is able to collect the flies as a food source since bats usually feed on insects. This head would disable ears and provide a high hearing ability. Bats are fantastic at detecting possible prey through echolocation. Basically, the bat hears echos from it's ultrasound vocalization (squeaks) and is able to track prey through that, hence the idea of a high hearing ability. Here's a little drawing I did in order to visualize what the head might possibly look like. Thanks for looking!
    1 point
  16. I think it would be great to have more settings for the sandbox mode. For example toggle buttons for all predator types (want to remove rogue males? Just switch them off). Maybe we could also define stuff like "Maximal tribe size" to add some extra challenge or "Maxium age of animals" so our critters can live longer. Or maybe even some special rules like "Only one male allowed in the pack" or "Tribe can only eat meat".
    1 point
  17. I think a really cool feature to have in the game would be scent marking so creatures can more efficiently separate into clans or tribes and make claims on territories. This could happen by a certain button on the keyboard (maybe P, would make sense but don't know if that already does something) that allows the creature to leave it's scent on the tile it's standing on. this 'scent' could then be seen in scent mode, maybe as the color of the gem the creature had who made it since different creatures would have different scents. I just thought of this right now so there's probably a lot of flaws in my idea, if anyone likes the idea of this or has some recommendations of how it could be fixed up to make more sense please let me know in the comments because I think this could be a cool addition to the game, especially for players with really large packs. Thanks for reading
    1 point
  18. I'd like Spiky Body to have an additional ability based on its appearance. I want Spiky Body to have the ability to pick cacti without losing health since Spiky Body looks hardy and looks like it would be afforded protection against similarly spiky organisms like cacti. Thanks for the consideration!
    1 point
  19. Hello all! This is mostly an idea, not incredibly fleshed out, but I thought I would share this since I haven't seen anything similar to it suggested. Currently, all nichelings are diurnal (active during the day) organisms. I thought it would be really cool to have a "night phase" in the game with resources and events only accessible to animals that are nocturnal in nature. For example, if an animal is nocturnal, it has no moves in the daylight phase of the day, but is able to use its 3 turns during the night phase. Generally speaking, there would most likely be higher spawn rates of both predators and smaller prey. Some species are exclusively active during the late hours, so it would be cool to see some 'night phase exclusive' NPCs as well. There are some flaws in this concept, however... How would the nocturnal or diurnal behavior of an animal be "passed down"? Nocturnal animals' physicality enables them to survive at night.They have superior eyesight, are usually slimmer and less heavy-coated to evade heat, along with a plethora of other traits that enhance their ability to survive in the hours past sunset. Perhaps there would be an eye gene that determined what phase of the day an animal is active? In short, adding the nocturnal mechanic would: Add a second part of a day Introduce new events and wildlife exclusive to animals who happen to be nocturnal Nichelings can only use turns during the appropriate "phase of the day" Possibly some new genes that would aid a nocturnal animal (?) Anyways there's my little idea. Thanks for looking!
    1 point
  20. Hi! I've always wanted more life to be in the sea so this is the Glauctapus. A mix between a blue sea slug (glaucus atlanticus) and an octopus, more details seen in the picture. -1 Attack - 3 Swimming - 1 Speed (only on beach, max 2 turns) - 3 Sight - 4 Fishing - Poisonous - Lifespan - 20 days - Neutral unless attacks if attacked is competing for food (sees you take its food) a leach is attached to it (uncommon, remove leach to tame) goes towards if creature has toxic body - Eats all types of fish as well as kelp - Can be found in all biomes with water and adaptation appearances (stinger tentacles are always blue) - Big body, medium body, armored body = latches onto creature for 2 turns, will do 1 attack for each action performed by creature, can be detached by attacking with another creature with 3 damage but will also poison the helping creature And I am well aware that breeding with this entity is not biologically realistic but this is Niche and why not, here are the hybrid genes: - Short-sighted eyes - Water body/Toxic body - Webbed hindlegs - Red/Yellow fur - No pattern - Stinger Tentacle Poisonous Poison resistance Remove leaches alone 1 Swimming (4 if both paws) Always slightly blue or vibrant in color - Octo Head 2 Camo in any biome 2 Underwater smelling Underwater breathing Color changes slightly depending on biome -Internal Ears 5 Underwater hearing - 2 Hearing (land)
    1 point
  21. Update: Half an hour later I tried again, and it worked. Hope it doesn't happen again!
    1 point
  22. Maybe it should looked at as not nessiarly a second phase of the day. What if instead you do it as a biome. Maybe a cave. Some of the biomes have creatures unique to it. So this way you can have a dark biome with all its unique critters that use the dark to their advantage with unique genes that would help in this biome but overall not nessiarly useful in others.
    1 point
  23. I personally probably won't need this, but if it helps other players I'm all for it!
    1 point
  24. How the cacties work currently: If you have 2 defense you can collect without being harmed. For example if you have armadillo body. If you have big body (and therefore) 1 defense, you only take 1 damage. Maybe the solution would be to give Spiky Body defense+?
    1 point
  25. We will add a beak head together with the wings Most likely it will give +1 collecting and + 1 digging. (Or maybe a bit higher). But more would be cool for sure!
    1 point
  26. @philo Oooo what a cool story! I absolutely adore Niche, you and the team have done a fantastic job! @sorathegoddessoflight Oh sweet! Veterinary science is really interesting, I hope you go far with it! That's cool that you have such a close relationship with animals. Good luck in college!!
    1 point
  27. Excellent idea! Would attempting to mate use up an action point if the nicheling is rejected?
    1 point
  28. Wow, I really love this! That’s all I wanted you to know!
    1 point
  29. A lot of my suggestions are focusing on finding Nichelings easier =) Being able to see the Nicheling's name either over their heads or under their feet would be helpful! Being able to toggle this off and on would help keep visual clutter to a minimum when not in use.
    1 point
  30. Im working on getting a Bachelor in Vet Tech or Vetionary Science. I am going into the collage this Aguest. I cant wait to get there either! I have way more knowledge on animals than the average person because i would go into the vet clinic when i was little and watched my mother work on animals ive even seen surgrys done on animals when i was only 2 years old. So i love animals since ive been raised around them my entire life. I am able to calm down animals easily and i am able to tell how the animal is feeling easily.
    1 point
  31. @Draconiya didn't know that, thanks!
    1 point
  32. With the new wings update releasing sooner rather than later, a lot of tribes are going to consist entirely of airborne Nichelings. But what about food? There is no way to collect berries, a primary source of sustenance among many tribes, other than Nimble Fingers, Running Leg and Velvet Paw, which are all are paw genes: the very genes that need to be wings to allow a Nicheling to fly. So, I've been thinking: What about a much-needed new snout-type - one that gives you Collecting. This is the third idea of three, all of which have their own thread, like the Feature Requests subforum's rules tell you to do. My third suggestion is a new snout gene that resembles the head of a fruit bat, to go along with the bat wings the devs are planning on implementing. It'd give Collecting and possibly superb hearing, overrriding the ear slot, since fruit bats eat fruit, as their name suggests, and have very acute ears, as far as I know. This is the final post of the collecting snout trio, I hope you don't mind the spammage!
    1 point
  33. EDIT TO GIVE EACH SUGGESTION IT'S OWN SEPERATE POST With the new wings update releasing sooner rather than later, a lot of tribes are going to consist entirely of airborne Nichelings. But what about food? There is no way to collect berries, a primary source of sustenance among many tribes, other than Nimble Fingers, Running Leg and Velvet Paw, which are all are paw genes: the very slots that need two wings to allow a Nicheling to fly. So, I've been thinking: What about a much-needed new snout-type - one that gives you Collecting. My first idea for this would be a snout gene that kind of looks like the Digging Trunk, but gives your Nicheling a long, prehensile tongue, like a giraffe's, or an ant-eater's. It could be used to wrap around a berry and thus plausibly be able to collect it. But that would probably give only one or two berries at a time, not much in the grand scheme of things. So how about a new type of spawn: an anthill! If your Nicheling has the Digging Paw, you can dig up this anthill and get a couple pieces of food from it, effectively destroying it. However, a Nicheling with the prehensile tongue could continually harvest ants from it, giving 1-3 food each time. Maybe there could be termite hills in the Savannah and/or Oasis biomes, too, adding some more variety to the rather boring Burning Savannah. These anthills/termite dens would spawn on the islands in the same way bunnil burrows do, however instead of spawning bunnils, you might see a number of tiny black ant-shaped dots on the outside, which show the number of ants currently outside the hill, thus the ones you can collect from it. These refresh each day, just like berries, but rain might scare the ants deep into their hill, unlike regrowing berries, leaving it bare for a few days. - The prehensile tongue suggestion could possibly be merged in with healing saliva as well, since giraffes, which this idea is based upon, have an antiseptic saliva which effectively prevents infections of any thorns that do manage to pierce the tough inside of their mouth. Now take that real property a little further, add some properties inducing quickened cell regeneration, and you've got yourself some healing saliva. However, this might make the prehensile tongue too overpowered, if it could collect, eat ants, and heal, too. Maybe seperating the ant-eater-like tongue and the giraffe-like tongue with healing saliva into two different genes is a better idea. The former might give 1 Collecting, as well as ant-eating, and the latter might give 1-2 Collecting, and the ability to heal your tribemates by licking their wounds. I cannot wait for the new update, and am excited to see what y'all think of this suggestion!
    1 point
  34. For a added risk. You could have two ant hill types, one being fire ants and another black ants
    1 point
  35. I kind of like that, actually. And maybe the scent would repel Rogue Males and/or wandering Nichelings, or attract them depending on either the colour or what kind of marker you had the Nicheling leave? And the drawback could be it attracting bearyenas and/or scaring bunnils away? So many possibilities with this idea, both for the gameplay and the story.
    1 point
  36. I really love the Japanese Ryukin variety. Look at these gorgeous lads and ladies! The calico ones are especially pretty.
    1 point
  37. Yes, either a bit less than +4 or maybe +4 but they only work when swooping and not when attacking normally.
    1 point
  38. If you unlock an achievement while steam is not connected, you'll get it the next time you start the game and are online The Homecoming and Globetrotter Achievements are buggy. We hope to fix them together with the Whale update.
    1 point
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