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Showing content with the highest reputation on 05/17/2018 in all areas

  1. I was working on the landscape generation of a new Biome when this happened. Is it a Kiwi (Animal)? Still lot of work ahead
    4 points
  2. I call this one: STALIN (Because it dodges stuff and sends things to do its bidding) It works by dodging, and once in a safe spot launching a speedy drone that grabs the opponent and pushes them out of the ring. It is also really good at dodging on its own. I hope you like it.
    3 points
  3. I got it working! "The King" is my favorite
    3 points
  4. It would be nice to have more weather types in Niche, not only for immersion but for gameplay as well. The new antenna gene would also benefit from this change by having more weather to sense. I have compiled a list of possible new weather types below. Fog sight reduced by -2 white fur increases camouflage by +2 Thunderstorm all animals have a chance to be struck by lightning lightning has a chance to start a wildfire Hail all animals have a chance to be stunned animals are protected by taking shelter Suggestions on how these new weather types could be improved are welcome.
    2 points
  5. So, I just randomly had an idea for a new gene. It would maybe look kind of like a snake head, with frills on the sides. If a creature comes within a certain range (maybe three or four spaces?) the nicheling with the gene has an option to spit at it. The creature would be poisoned, and wouldn't take damage right away. Perhaps you could make puddles on certain spots, and creatures who step in them (including nichelings) would be poisoned. Edit: Based on people's suggestions, I think that I should change it to instead paralyze the target for a day or two, although only a few turns for larger creatures. However, there is also a very small chance to poison the target. Edit 2: Should probably add some possible unlock conditions. I think that it would be unlocked after eating a certain number of toxic berries and licking a certain number of times. Another option could involve picking from the carnivorous plant.
    2 points
  6. So, I've seen some people complain about the lack of use for underwater genes. So, I was thinking that perhaps there could be something like an atoll island, where the only land is a thin strip of beach with maybe some grass surrounding the "island", just in case you have nichelings that can't breathe underwater, and then the main part would be a giant pit in the middle, containing a coral reef. "Plants" Coral Bushes*- These would act similar to berry bushes, although wouldn't produce as much food and would look different. Water-breathing Coral- Normal coral that can sometimes be found in the game. Kelp- Normal kelp found in the game. Prey Parrastars- Parrastars would look kind of like a cross between a parrot fish and a sea star. They would eat the coral bushes, and if your nichelings attack them they get poisoned. Sea urchins- If you attack sea urchins, they can cause your nichelings to start bleeding, like a cactus. They are stationary. Normal fish- The normal kinds of fish you can currently find in-game. Predators *Eels- Eels could be found hiding inside some coral bushes. You should listen for them. When a nicheling gets close, the eel will lunge out and bite the nicheling, having a chance of removing all remaining turns. Shrids- Shrids would be attracted to bleeding nichelings. If a nichelings comes near it and isn't bleeding, then the shrid will ink them and run away. It looks kind of like a shark with large eyes and tentacles. Other Coral- You could also find coral that acts like rocks. An ability for Gills- some kind of ability that makes gills more viable as a head option. I am sorry if this is a bit too close to other ideas, this is mostly just a random idea for a single island (not all water in general).
    2 points
  7. 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
    2 points
  8. An interesting way to play this game is as a simulation of evolution, that is, with minimum input from yourself, to see what kind of form the nichelings would take based on their environment. This new mode beside story and sandbox would allow that playstyle to its full extent: As much or more pre-game customization as in sandbox mode, but AI-controlled nichelings ingame. You can: Look at their genetics, change the speed of the game (perhaps even automatic Day changes? If so, it should be disalbable), and a button to cause Migration (the youngest nichelings move to the Migration Plattform and then to the next Island). This way, Niche could serve as a simulator for evolution, population genetics, and ecology. The suggestion originally comes from my evo-devo prof who saw me and some friends play Niche in the cafeteria and started a conversation.
    2 points
  9. I've had this issue quite a few times where a nicheling of mine will get hit on the head with the coconut and be stunned for that day. Which is fine, but then they get hit again the next day, and the next day, and the day after that. Once it happened so many times in a row that my newly grown nicheling had like, 10 less days to live via falling coconuts. I feel like there should be more of a delay between when they drop so you have the chance to move them out of the way instead of it happening day after day. This should only happen if you're just unlucky, but I've had it happen in several playthroughs so at this point I'm afraid whenever they run out of moves and happen to be under a palm tree. If you want more coconuts then you can just shake the tree, which all nichelings can do, so it wouldn't put a dent in food gathering. I'm not sure if this was fixed in the recent update, since it wasn't mentioned in the changelog.
    2 points
  10. The weapon tech tree is awesome and I think the game could really benefit from more focus on melee as well. For example, we can have variants like on guns but on melee (cryogenic, kinetic, plasma, etc...) inflicting enemies with the effect upon impact. It would be cool to see damage upgrades and maybe something like knockback? so that when you hit enemies they can get pushed back. (This would also include TNT except for the knockback, but it would have some sort of explosion radius? or maybe different ways to detonate [Impact, timed, button]) Some new melee weapons would also be awesome to see, like maybe a spear (So like a spike but longer) I don't have many ideas for different melee weapons but I think the upgrades would definitely add a lot themselves.
    2 points
  11. Hello! This is just a random idea I got! A grub trunk is a large fallen tree that is a tree trunk's height, and takes about 5 spaces. It is hollow inside, and has a decaying appearance. A grub trunk can fit baby niches and lean bodied creatures in it, however some grub trunks can be occupied by ram foxes or baby bearyenas, making it a bit risky unless you have well prepared nichelings. -Beaked nichelings can collect grubs from the grub trunk. -Nichelings with two nimble fingers can also collect grubs from the grub trunk. -Lean bodied, and baby niches can be fit into a grub trunk. -Eventaully a grub trunk will despawn/decay fully, in around 10-15 days. -Sometimes grub trunks may hold predators, or prey like rabbils.
    2 points
  12. Ok this is actually more of a role-play aspect of the game. Perhaps there should be a little bubble that you can write stuff about that particular niche. Maybe about the most successful babies born to that niche, roles in the tribe, or just little reminders to breed that niche with another! It would be really helpful to me, who often forgets about breeding my best niches together, and it would be fun to make a little story in the progress!
    2 points
  13. I like this, but I think stagmoles but no rabbils makes more sense since you are both underground and in the dark, and rabbils are more of a plains/forest animal. I would be weirded out if I walked into a cave and saw a bunch of rabbits hopping around, while I wouldn't be surprised to see a mole. I think the glowing mushrooms would be the main source of light for unfit nichelings. No matter how long you sit in the dark, your eyes will only adjust so much if you don't have nightvision of some sort. The glowing mushrooms would light up some parts of the cave and allow you to easily see, while other unlit parts would be completely dark and not visible unless the nicheling can see in the dark. I think this idea would work well with some sort of glow gene too.
    2 points
  14. I really like this idea. We could even add a new gene for night vision with which our creatures would be better at seeing in caves always (maybe shown by more lit up tiles) but in the overworld they would be really bad at seeing (like short sightedness). Why wouldn't we find moles since they live under the earth?
    2 points
  15. I think that like cats and dogs in real life, Nichelings should be able to hold their kits in their mouths. The baby could be carried as soon as it is born, and can be carried up until two gems. Maybe also big bodied or large bodied creatures could carry lean bodied creatures like how in the wild sometimes animals will carry the weaker members of their packs or family. It would really help out when you have this one baby that runs out of energy before making it to the port, and you can just pick them up and leave the island. It would also make it easier so that the blue birds couldn't reach the baby. - Niches can only carry their babies till 2 gems! - Babies that are carried up until two gems will not grow, and the child may take slight damage due to not being able to grow. They will be dropped onto available tiles next to the mother, if none than baby will stop growing until put down. - You CANNOT do anything besides walking when holding a kit in its mouth. - Rare chance that a bluebird may still attack a scruff carried nicheling, however parent can fight back.
    1 point
  16. So I had an idea that there could be a Firefly (AKA Lightning Bug) Body/Tail. It would be like the little lightbulb-like thing that fireflys have that they use to attract mates. It could: 1- Attract all creatures (at all times)(Rabbils, Wanderers, Rogue Males, Bearyenas, etc); 2- Simply give +1/+2 Attractiveness; or 3- It would act as a sort of mobile tree stump where the creature has a little button on itself (like purr snout does) that you click and it flashes the light, which then has the chance to attract a wanderer of the opposite sex (or it might work like Peacock tail where it only really works or males, though I'd prefer it to work on both genders). I don't know if it would be better as a tail or a body, but it might give +1 eyesight, since it glows so the creature would be able to see better, and if it was a body, then it could potentially give +1(+2,+3, whatever feels best) Flying if the creature has double wings. I might draw this on my tablet, and if I do, I'll post it in the comments. Let me know if you like this idea or not, and if you think it would be better as body or a tail
    1 point
  17. A body covered in scales that is unlocked in the mutation menu once you reach the swamp island, same as poison fangs, except instead of giving poison they cause an inability to be knocked out by the bugs since they wouldn't be able to bite through it's scales and add an extra +1 defense because again, scales, (though they wouldn't be as strong as the armored body so only 1 defense) and with the speed of medium body. this would be useful in the swamp area since its so overcrowded with bugs and stinky tale is unlocked in an entirely separate location, making it very hard to keep your nichelings from getting attacked by the bugs. Since it is a swamp and the poison fangs look so snake-like this feature would work really well there, I think this body type would have the colors of the poison body since it's not fur, it's scales. I used a screenshot of a nicheling as a model to kinda show what I mean:
    1 point
  18. Hi all! This is the first time making a suggestion so here goes. Many animals feed on insects so why not nichelings? Potential food sources could be the bug swarms already in game, logs, and termite mounds. Logs would be found in grasslands and maybe jungles too. They would function like berry bushes, yielding a certain ammount of insect food and replenishing their supplies overnight. Termite mounds would be found in the savannah and can be cracked open, respawning two days after initially being destroyed. Like carnivorous plants, they can spawn as hostile or non-hostile. Non-hostile termite mounds can be cracked open and gathered from safely. When a nicheling gathers from or cracks open a hostile termite mound, they will be swarmed. The termite swarm must be licked off by another nicheling before the day ends or the nicheling will be bitten and take damage. I have designed an insectivore head inspired by anteaters and pangolins. I call it the Sticky Tongue! I imagine it would give 3+ insect collecting and 3+ smell. And perhaps the beak gene could give 2+ insect collecting.
    1 point
  19. Not sure if this has been suggested already, sorry if it has. It's a dark idea, but I've had this issue for quite a while. It's my fault for not scanning the entire map after every move, but often times one (or a few) of my female nichelings will get impregnated by a rogue male (One time I looked the same turn and couldn't even find him? What's up with that?), then I have to move them all the way to a nest and wait for the ugly derp snout babies to grow up before I can kick them out of the tribe. But then they continue to wander the island and eat up all the berries until you kill them, which wastes precious turns, or they die from one reason or the other. It happens in real life, and it would be useful here. Not only for unwanted derpy offspring, but babies that are born sick and could potentially infect the rest of your tribe if you don't always keep them separated from everyone else, not to mention that kicking sick nichelings from your tribe just enables them to run loose and wander into your tribe, infecting more since you can no longer control where they go.
    1 point
  20. I recently started a save where I wanted to test out the new preview branch when I discovered this glitch. I was attempting to move a breeding pair to an island port, when the nicheling decided to stay in place. The action options and visibility appear at the area I jumped to, while the creatures move around all over the screen whenever I move the camera. I've left two pictures of what it looks like. One is of the nichelings sitting in the ground or air, and the other is of the action action to banish thin air. I've tried to restart steam and the game multiple times, and it hasn't worked. I've yet to try and switch islands to see if it fixes it though. I do not know what triggered it as it happened after I tried to move through the grass.
    1 point
  21. For a challenge, I think it would be fun if there was a hard or killer island where trees fall. Seeming easy at first, it would be a forest in which there are plenty of oak trees to shake for nuts. However, trees will fall every now and then. When a tree falls, any creature in its path will be killed. It doesn't matter whether the creature is a nicheling, a bearyena, a rabbil, or something else - it will still die while in the path of a falling tree. If a winged nicheling is sitting in a tree as it falls, that nicheling will be killed as well. A felled tree will show up as a log and cover a few spaces for a few days. Then, the log would disappear and anything that was covered by it would reappear as a random tile.
    1 point
  22. After the newest beta update, sicness has not spread in my tribe! Is this a bug or am I just super lucky? Or have you updated the immunity system? I have kept some of my sick creatures next to helthy ones over night and it hasn't spread!
    1 point
  23. I made a story mode tribe with the intent of getting aaaaaaall the genes possible before finally moseying my way to Adam's Island, it will be the first time I see the "story ending," and with my first save file too! We've cheesed the water genes to easily survive 70% of the islands, survived the jungle long enough to get stinky tail, and survived the swamps enough to get the toxic body, and now we've finally made it to the icy mountains. We managed to struggle the cold winds enough to get Big Body. We've taken down the balance bear, we've survived the sudden snow piles, and we got through our first winter. And with every ancient rock we broke we got a new ancient gene, it was all going so smoothly, we nearly had them all. another few icy island hops and we were golden - and then it'd be off to the promise lands except apparently we've just been lucky with ancient genes you don't get strictly new ones when you break another one open megaloceros antlers were no where to be found, and I had wanted that gene the most and now there were no ports to more mountains. my only option was to go right. I had to send 5 Mountain-Evolved Nichelings to the jungle yeah we got Rekked™ A smelling ape spawned almost immediately, one nicheling got chomped by a carnivorous plant in our rush and we had no time to save him, and by the exit port where I planned on popping out a few once we'd lost that first smelling ape, a second smelling ape decided he'd pay us a visit, and then the first ape caught up to us. We nearly lost our Home immunity and our next tiny island had a few inbreds to get through And here we are at the mountains again. Our only ports are a grass island to the left, and a 5 port jungle to the right. 2 out of 3 ancient rocks have been broken. A nicheling has found last one under the snow. I break it open... Mammoth foot. And I close my game.
    1 point
  24. Hello, I am Gryffbirb, but you can call me Gryff or Birb, whichever you prefer! I am a 26 year old artist that loves playing Niche to relax. I may not be the greatest player, but I have fun with it. I am so far loving what all it has to offer, including the update beta. I also will have to look into the new game you all are doing soon as well since I had no idea you all were doing another one!
    1 point
  25. Yep some more control over the hinge is no bad idea. We will look at the laser split. Seems more like a bug to me
    1 point
  26. Upvoted. I suggested logs for insectivorous nichelings to feed from and this is expands on the idea really nicely.
    1 point
  27. Bird themed names (Finnish) Varpunen (sparrow) Rastas (trush) Korppi (raven) Varis (crow) Sulka (feather) Lokki (seagull) Nokka (beak) Siipi (wing) Lintu (bird) Naakka (jackdaw) Tiainen (tit) Lento (flight) Taivas (sky) Sulat (fethers) Haukka (hawk) Kotka (eagle) Sinilintu (bluebird) Perhonen (butterfly) Huuhkaja (eagle owl)
    1 point
  28. Here are some names! Riku *male* Sirene (Sy-reen) *female* Azure *either* Arroyo *male* Suheri (soo-hear-ee) *female* Lorelei *female* Kior *male* Llyr (leer or ler) *either* Xano *male*
    1 point
  29. I know that nichelings will fly soon, but it would also be cool if they were able to glide like a flying squirrel. Maybe that would give them the ability to collect coconuts, and possibly bird eggs?
    1 point
  30. So we have Peacock tail so why not a peacock crest? it would be put in the horn gene slot since that is the only place it would make sense.
    1 point
  31. Yeah, I can see myself doing the same on accident, I already accidentally skip days lol. Needing the pup to be an omega should do it, since the same thing is in place so players don't accidentally kick nichelings from their tribe.
    1 point
  32. Honestly... I agree. It would only make sense considering that anything else that attacks the pup insta-kills it. however there has to be some kind of safety on this kind of thing: I can only imagine the horror as players accidentally kill off their newborns after this goes up. Mayhaps one can only do this action on an omega, for example. And the button be a different color... maybe with a warning/confirmation window too. and two players have to turn the keys simulta-ok I'm done
    1 point
  33. I agree on more interesting underwater areas and stuff. I would personally be in favor of an underwater biome with both underwater prey and predators so your nichelings spend 90% of their time down there, and maybe a small land tile with sand or something, just to help avoid situations where you get super unlucky and a baby without gills is born underwater, lol.
    1 point
  34. The Peacock Tail gets a more peacock like texture soon ^^
    1 point
  35. I haven't even bothered with the water genes even though I love the idea of it. Not really much to play with. Coral reefs would be stunning too!
    1 point
  36. Maybe we could have moles, but they would act a bit more like rabbils, since you're underground? Also, for the cave predator, maybe it could be a blind spider/lizard creature?
    1 point
  37. I agree. We do need more water related things. Perhaps even a mostly underwater island. Like a beach, with a thin strip of land that tapers off deep into the ocean.
    1 point
  38. Yes, I think we need more water stuff! And it would be awesome if it were colorful too. Beautiful coral reefs *-*
    1 point
  39. Working on the new camera tracker part as suggested here:
    1 point
  40. Or maybe after mutating each colour once? I miss that from old Niche
    1 point
  41. I can see them having a feeding from the bottom stat on them like the way otters like digging around! Maybe to balance out helping with swimming, it will only have a +1 of that ability. I think +2 would be fair to it while +1 would be better to put on the Platypus Bill since its more balanced out with its recent buff. But yeah it is true any amount of smelling ability would be appreciated.
    1 point
  42. I got this creature today and I absolutly love it!
    1 point
  43. I find this idea very interesting though I consider Nichelings mammals and don't know what to do of so many sexes though a Nicheling changing its sex when there aren't enough females or males around sounds heavenly ^^ Would certainly like to try this on an experimental branch Curious to see if a dev pops in here and gives her/ his two cents Just one little issue. For me it doesn't make sense for a creature to be able to reproduce with an infertile one. I mean when you are infertile you are infertile there is no way around it.
    1 point
  44. But doesn't the grass adventure island have rogue males as well? And you find bearyenas on any easy island. Not that I would mind if the whale island was moved just wondering
    1 point
  45. I like the idea of an insect collecting mechanic, and a sticky tongue head would be perfect for that. If implemented, I imagine that the beak gene would be changed to offer insect collecting, as well.
    1 point
  46. Adorable!! and very cool as a game mechanic too. Upvoted ^^
    1 point
  47. @Philo understandable, as someone who has no idea how to develop games I'm sure there are some ideas that are cool in concept but very difficult in practice, but maybe someday. Again I have no idea what I'm talking about but to make these 'skin' textures wouldn't they be layered over the base of the body types/face types. which truly sounds like a whole lot of work I have no idea how many artists you guys have but I feel like a whole skin range would take a large team. But by taking the base models of lets say big body and adding going through creating the skin types over it, like scales/no fur/long fur, then going through each body type, leg type, and face type. Writing all this out I feel bad for suggesting now because WOW that sounds like an intense amount of work. Let me know if this makes no sense and this isn't how it works at all but that's just how I've always imagined the fur patterns were implemented.
    1 point
  48. @Philo Skins would make a lot more sense than to change a body type for a texture, a question I have for that though is would armored body change to a skin type or remain a body type? Also should I edit this post to say skin types- scaly skin or make a new post?
    1 point
  49. Trying to get the game running on mac. Close enough, right ;P?
    1 point
  50. Yes, either a bit less than +4 or maybe +4 but they only work when swooping and not when attacking normally.
    1 point
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