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Showing content with the highest reputation on 06/13/2018 in Posts
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4 points
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Fun fact: the dominance used to be the other way around in older versions where melanism was more dominant than albinism3 points
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Hello everyone! Thank you all for participating in this round. The topic was very restricted and you all tried to match it with your own approach, what made judging this time very difficult. If you didn't win this time around, please understand that it was really hard for us and even if we wanted to award more prices, we had to limit ourselves. The next contest will be announced tomorrow, and we hope you show us your creativity in the next round one again. And without further ado, here are the two winners for the contest: "Best Flight Show" @TheSaltFactory, who impressed us with a good 3-arc-GIF story and proved his incredible flight and fight skills in a real battle situation. Fighting till the bitter end, beautiful GIFs. Congratulations! @OmegaDeltaZero Who proved to us that the "best flight show" does not just mean most skillful, but maybe rather most graceful. Congratulations! I will send the two winners the Steam Closed-Alpha keys shortly via PM. To all other participants. Thank you again for showing us your skills. The next contest will start tomorrow and I'm sure you will like it. See you soon! ❤️3 points
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Currently, wild pregnant female nichelings wander around the world and never have their babies. Instead, once pregnant, they should seek out the nearest nest, and stay there until their baby is born the next day. The baby would be born wild instead of automatically being invited into the tribe, and would follow their mother like the friendly bearyenas do. This would offer good story potential for reuniting with your lost child, and could potentially save a tribe if you do not have food to invite the wild female nicheling with.2 points
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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".2 points
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For some reason there's a mutation for no melanism/albinism, but not for encouraging it. I thought it might be nice if this were an option, and people who want it to continue to be something you need to work to keep can ignore the mutation for it2 points
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Today I loaded up a previous savefile where my tribe (or, in this case, Clan, since it's a Warrior Cats challenge) had just traveled to a new island. I moved them over to start clearing away grass and find food. I then decided to see where I should have them head and zoomed out to look at the island. I then saw a weird flower port with a river going through it and no stone that you use to travel, as you can see in the pictures below. Okay, well, now that I look again, yes, the stone may be covered in the grass. But that still wouldn't make sense- if it was in the tall grass, then the creature who activates the port won't be able to go, because the port tiles would be too far away. I'll update this when I get my creatures over there to find out if there's a travel stone or not. Anyone know why it's like this?2 points
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I am already aware of that thread, and I am suggesting a change to wild female nichelings, not the addition of rogue females.2 points
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I'm so glad you suggested this! I made an account just to post something similar because I really feel it would benefit the game and add even more replayability to it! The game Don't Starve has a similar 'toggleable' menu that lets you choose between 'off, less, default, and more' for all factors at the start of a new game including: spawn rate of various resources (i.e in Niche this would be berry bushes, trees, fish, bunnies, etc) enemies (balance bears, bearyenas, artic foxes, apes, etc) weather (rain, sun, etc.) other factors (creature lifespan length, number of wanderers, number of rogue males, # of ice tombs generated etc). This really lets you customize your game play and improves the longevity of the game. It would allow us to tell more stories, like say you wanted to simulate a drought and have your creatures survive, or do a minimal resources survival run. It would also let people customize the game for their own play style. For instance, I don't like the spawn rate of the balance bears. My tribe of 15 has killed over 6 of them, I would definitely choose a lower spawn rate for them if I could. I don't want to eliminate them, I just don't enjoy being chased constantly. Also, sometimes I just want to play a relaxing game, and it would be nice to put the game on easy mode with high resources and just chill out and breed nichelings that look cool! I've attached what the toggle menu from 'Don't Starve' looks like. It's just picture icons of the various resources/options, with the toggle selection for each.2 points
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2 points
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I for some reason think it would be really nice if you could occasionally find a ramfox pup and take it in after it's pack is dead. You would be able to breed with it and have it hunt food for you. The genes I think it would give will be listed below. -Ram horns -Fox ears (3+hearing, just for looks) -Normal eyesight -Fox jaw (1+strength, 2+smelling) -Fluffy body (3+cold resistence, 1+speed, 1+strength) -Hunting claws (1+speed, 1+strength) -Normal hindlegs -Fluffy tail -White fur -Black eyes -Gray or white horns -White pattern -No pattern -Random pattern density and size -Normal blood clotting -High or normal fertility -Some random immunity genes? Or possibly one unique to the ramfoxes known as ramfox immunity? Oh well. Just felt like putting this idea out here.1 point
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We will use this thread to post fresh screenshots, videos and gifs of the new features and things we are currently working on. Here a sneak peak of the new call I'm working on. It can be used while you are on top of a treestump and it has a chance to attract wild animals! The lower your population, the higher the chance1 point
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It always looks so strange when the babies come out with the horns, so I thought it would be idea if the horns would grow as they age. Newborns would have no horns, babies with 1 gem would have little stubs. Ones with 2 gems would just have a smaller version of the horns than the adults? Once they become adults their horns would be fully grown.1 point
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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.1 point
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Since we have now birds and the attractiveness skill, I think it would only be logical to have more fur/feather colours like blue and green there are a lot of brownish birds, but there are also a lot of very colourful birds out there Blue Fur as a gene that gives +1 attractiveness (and maybe a debuff to camoflage?) and can be combined with yellow fur for green, red fur for purple etc. I'm thinking of a not-as-neon-as-toxic-body but still eye-catching color pallet While we are at it, red could also give +1attractiveness1 point
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So, this would basically be a new pattern color with two possible outcomes: if a nicheling has only one copy of the gene, then their pattern glows in the other color present, and is purely aesthetic. If a nicheling has two copies of the gene, then it would glow in a random, bright color (like toxic body). Maybe having two copies would add +1 attractiveness out of water, and in water fish would come toward the bioluminescent nicheling.1 point
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This idea seems to be floating around, with people wanting long hair, short hair, feather, or scales. A new slot, that would allow you to add these to the body type your nichling has. Some body types may unable to have fur/skin, like the underwater body type. But things like feathers could help you fly more, fur helps you resist hot or cold, attractiveness, distastefulness, the possiblitys are limitless. * please note that this was not my original idea, I felt it was needed to create a new suggestion for it1 point
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I'd love to see wanderers and rogues defend themselves like Adam's tribe does. It'd be a lot more difficult to defend your food sources from wanderers and to defend your females from rogues. And after all it is more realistic.1 point
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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.1 point
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This is going to be a very dark suggestion. There have been times where my tribes have been starving to death and as my creatures finally succumb, I think to myself 'surely the rest of the creatures would be desperate enough to eat them.' When a nicheling dies, whether it is one of your own, a rogue male, or a wanderer, you should have the option to collect food from its remains. But at a price. If one of your creatures cannibalises another, it has a chance to become sick and maybe go rogue if the game mechanics allow for it. Which is why your creatures should only do it if they are very desperate.1 point
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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
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This suggestion is pretty cut and dry and like a year old, but oh well Like Rogue Males, there could be Lonely Ladies who carry similar genes as Rogue Males, mate with your male nichelings, and steal nests like dodomingos in order to have those babies, which will then either become Lonely Ladies or Rogue Males depending on their gender, though they will follow her around in the tile behind her like a bearyena and her cub until they're old enough to wander away. Rogue Males and Lonely Ladies won't mate with each other, though; just your nichelings. Also if you leave a baby unattended, the Lonely Ladies will take them away, and the baby will follow her around like her own Rogue/Lonely baby, but instead of going Rogue/Lonely once they're adults, they'll turn into Wanderers that you can invite into your tribe. If you want to take your baby back before then, like immediately after she steals it away, then you'll have to kill her.1 point
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I think it would be cool to add a new game mode that makes things a bit more challenging. In this game mode the game starts with a tribe of animals (maybe around 5 or so). Things are peaceful for a short time and then the earth starts shaking. The island you are living on is slowly falling apart. Your tribe needs to reach the next island exit as fast as possible! And this is how it keeps being from now on. Every island you enter will fall apart after some time, so run for your lives! You only have a short amout of time to gather up resources before heading to a harder island. This adds an interesting time restriction to the game which makes every single decision more important. Maybe this could even be a story thing, like Adam's story. With a small intro and an end goal: Reach Paradise Island. An island full of food and where earth quakes can't reach you.1 point
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Brought to you by a minor ragequit at accidentally hitting the end day button twice I would super appreciate a feature where, if you try to end the day either by hitting the button or pressing space, that the game checks for creatures with energy left and if there are creatures with energy left, it asks you if you really want to end the day. Just to prevent the accidental hit of the Day end button, since it's REALLY EASY to hit it when you don't remember to centre the camera on a creature and want to move around the top of the screen.1 point
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Apparently nobody has suggested this. Why raise water nichelings when water biomes are so BORING? there is not enough to explore down there. I feel like maybe these suggestions will make it a little more intresting? More fish: I know we have alot already, but it would be cool if we had fish for deep oceans and rivers. So here are my fish ideas! River fish: Salmon. Just an ordinary salmon that goes up stream and then dies. dead body kinda like the clown koi. Deep ocean: Bass. Litteraly a bass. Troop, A trout that swims in groups of 2/3 Tropical fish: Colorful fish that just swim around like a fish. Now sea plant life! Corals: Corals can come in colors of Purple, pink, red, orange, and yellow. Seaweed: It grows very tall and has tons of nesting material. Very common deep in the ocean. Squids: Little squid that ink you if you attack them. the inking takes away one turn for three days. they give 3 food. Pufferfish: They give 2 food and once attacked they puff out and deal one attack to surrounding nichelings. Bubble columns: They randomly start blowing at dig sites at least 5 tiles deep into the ocean. They launch your nicheling up into the air for about 1 second before they come back down. And yeah.. Thats it.1 point
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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
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Edit: 1) Yes, it's Espeon. 2) I know the design isn't realistic but I like it. Though, I wouldn't mind a slender lookin' prehensile tail that wasn't a twin tail. 3) I put the picking a berry thingy because I was confused as to how fishing tail worked (till I saw some fanart), so I thought this might help ppl. 4) It'd give +2 collecting, nothing else. You'd have to unlock it by collecting uh.. 100 times?1 point
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Hey! I just want to say to everyone that all those gifs look great! It'll be tough for the judges to pick out their favorites for sure. @Markus when can we expect to hear about the results?1 point
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Hail should have a chance to stun, only if the animals are out in the open, if they are under a tree/near cover they should be protected.1 point
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Dear pack Next week we will do a 4 days big fixing session to get the game ready for the main branch We will start on Tuesday (5th of June) and fix stuff until Friday. It would be AWESOME if you have some time to help us with testing during those 4 days! We will most likely put up a new version every day ^^1 point
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@ChasingNyx As soon as the update is on the main branch (which will be in about 3 weeks I hope), we will start the official community voting. I exspect quite a few new forum members from this too ^^ People will then have about 2 weeks to cast their votes. After that, we will look at the top 10 or maybe top 20 suggestions. Our team will discuss how much effort the suggestions take. Depending on the effort and how high an idea ranked, we will choose one big new feature. And if there are some smaller ones that are easy/quick to add, we'll maybe choose some of them too.1 point
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I am early to this post, but I think it would be realistic. Like, think of it as male lions killing off another male lion's offspring so theirs have more chance to thrive. Upvote for the road! (Though it could be hell.)1 point
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Ah, okay. I know they can be taken back, but I was thinking of looser rules for getting back the baby, like simply approaching it (I mean, surely they would choose their parents over an ugly, derp-snouted hag right?). I was thinking that lonely ladies could become aggressive once the steals a baby to balance the "reclaim by approach", since I think she would be determined to keep it. Lonely ladies not mating with spiky bodied males is good, but you would then need to watch both your males and females. My main concern would be the domino affect this causes: LL mates with one of your males Either steals a nest or an unclaimed one to have the baby The baby grows up to be either another RM or LL That's one more rogue to watch out for (or more, since I assume there's more than one lonely lady on the island) Rinse and repeat for an isle o' rogues I personally wouldn't want to deal with it, but maybe they could only appear on killer islands (or hard and above?). I think rogue males only appear on medium islands and above, or at least that's what I've noticed. I feel like being bombarded with lonely ladies and rogue males the moment you leave your grassy starter island might be a bit much and frustrating.1 point
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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
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I would find it much better if the game tells you which island (or how many islands) you need to go to instead of the vague "travel to different islands" requirement. It gives off the impression that the gene will eventually be unlocked after you visit X amount islands, or at random, not that you need to go to a certain one. I island hopped to about 10 islands (I might have gone in circles at some point, I'm no sure) while trying to unlock the poison fangs until I was told on steam that you need to go to swampy hill to unlock them.1 point
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or maybe insted of "You unlocked a new Gene" it says "You Unlocked Nimble Fingers/Bearyena Snout/ Water Body/Claw"1 point
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If it is connected to the bird genes then maybe the new fur colours would also only display when you have the bird genes? Not sure though1 point
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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!1 point
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If the "more customization for sandbox mode" gets enough upvotes, maybe we could just have a setting for this?1 point
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I would really like to see more uses for peacock tail. I think there should be bright colors for the peacock tails. I would also like it if the males could put on a display for the females which would increase fertility. Also if an animal with peacock tail encountered a predator, the animal should use its tail to scare away the predator.1 point
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Sounds like an amazing idea! Not sure about hybrids though, nichelings and glaucopti seem a bit too far on the alien side to breed with each other.1 point
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