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Showing content with the highest reputation on 06/18/2018 in all areas

  1. Hey pack The new update is now on the main branch Here are the patch notes (version 1.1.4): New Features New paw gene (Wings) to jump over obstacles, swoop and sit on trees New island (Whale Island) Blue Birds can now be attacked if your animal can fly New horn gene (Antenna) for weather prediction New head gene (Purring Head) to heal surrounding pack mates New head gene (Beak) which gives digging and collecting ability New tail gene (Scorpion Tail) which makes animals venomous New tail gene (Fin Tail) which gives high swimming ability New tail gene (Peacock Tail) only works for males and attracts wild females Lots of new trees! (Palms, Acacia, Mangrove, Asp) Call when sitting on high places to attract wild Nichelings Day Counter Improvements Spiky body babies can't be picked up by blue birds anymore Leeches die when they attach themselves to toxic body creatures Armored body is impervious to leeches Damage from cacti and thorns depends on defense (3+ defense = no damage) Added different assets for travel ports (which show difficulty of new island) Digging paws now give digging +2 Oak Nuts can now be smelled Lowered default animal texture resolution for players with less than 4GB RAM Bugfixes Arctic Ram Foxes now die of old age Camouflage should now work with more fur color and grass combinations Fixed several bugs when loading a savefile The Animation when moving an animal should not loop anymore Normal Blood Clotting can now be mutated Identical Twins achievement should be awarded correctly Globetrotter / Homecoming should not be awarded too early anymore Clams / leeches no longer spawn on land When restarting with the same bloodline, animals no longer can be blind When restarting with the same bloodline, animals no longer can have the same immunity genes Filtering for tail genes with spiky body now shows results There should not be multiple digging buttons on an underwater field Skeletons should now also appear on tree stumps Visual fixes for poison fangs Fixed Berry bush savannah double attack icon Family tree can now be opened during the tutorial correctly Survive in cold climate requirement now only requires temperature -1 instead of -2. Toggling the UI on and off should not disable all notifications anymore Typing 1,2 or 3 as the animal name should not toggle the senses anymore Hope you enjoy ❤️ Please let us know if you have any trouble! Cheers, Your Stray Fawn Team
    8 points
  2. Hey pack The official community voting starts now Make sure to post your suggestions and vote for your favorites. The voting will close on July 9th! We will then look at the suggestions with the most votes and choose what to add to the game. Gogogo
    5 points
  3. More creatures! Woo! Fishstar, leader of.. er, no Clan name as of yet, but her daughter (Coconutstar! Woo!) became leader and after the next one (Bluestar!) her grandson (Deerstar!) became leader as well! Tuliptail, daughter of Fishstar and mother of the newest leader, Deerstar! This little guy who was found drowning in the river and saved by the courageous warrior Sunshade! (Deerstar's brother-in-law---seen with meat at his paws) (other warrior is Spottail, a son of Deerstar) (Yeah, Deerstar is pretty much related to everybody) This little baby, Nightkit, who' melanistic and has Peacock Tail! (She's named after a black Nicheling who also had Peacock Tail who died the day Nightkit was born) And finally, this guy, who somehow didn't make it into my other post-- The famed Meringue of the Kikonoko Tribe, the sickly but noble Nicheling who is on my profile picture. His descendants are spread throughout (probably) the entire tribe, but he was the last to have Ram Horns, which was quite common when his mother was a child, but the antlers soon took over (He was also the last to have spots as well). Unfortunately, I do not have a picture of his genes, because by the time I really liked him, he was already dead (that was when I took the picture), and by the time I wanted a photo of his genes, his children had all passed away, which meant he was kicked off the Family Tree (please oh PLEASE let us see more of it in a future update). I can't even tell what tail he had
    3 points
  4. I've seen lots of suggestions about making the game harder, so I have a counter-suggestion: Game difficulties that scale across all islands. For example, there could be normal mode and hard mode. Hard mode would enable things that raise the difficulty of the game (like miscarriages, weather-related sicknesses, etc.). I mainly made this suggestion since I understand some people want more of a challenge, that's fine, but without some sort of option then the game will be more difficult for those who don't want it and probably already find the game hard. (I've had this game for over a year, and I still haven't reached hard islands in story mode) Once players get a hang of the game and are really confident in their abilities, they can go back and take on the challenge of hard mode. Tons of other games have difficulty options, so it's not a stretch for this to have it too.
    2 points
  5. I think these are great ideas! Though it is suggested to put one idea per post, so try to make two different posts for these great ideas!
    2 points
  6. sometimes i run out of names when all of my animals all look the same
    2 points
  7. I think that this sounds cool, but I think that having to switch between all the tribes would get annoying, especially if you have four tribes. Maybe instead, it could be separate food and nesting material resources, and there's some way to tell you what tribe a nicheling is a part of. (Also, sorry if you meant it to be like that, it just wasn't that clear to me)
    2 points
  8. 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.
    1 point
  9. Out of all the genes, hind legs offer the least amount of variety. You only have three genes, normal hind legs, webbed hind legs, or Bearyena hind legs, and don't offer much if you have wings. I feel like there's a great opportunity here to get some more diversity in hind leg genes and to make them more useful for winged Nichelings, so I came up with two ideas for new hind legs, both of which give different abilities depending upon if a Nicheling is winged or not. TALON HIND LEGS If winged... +4 fishing +1 strength +1 swimming If not winged... +1 speed +1 swimming +1 strength Talon hind legs are meant to make fishing builds for winged Nichelings more viable. Currently, the only way to get fishing with winged Nichelings is if you have fishing tail, which only gives +2 fishing. Catching razorinas or clown kois with only +2 fishing is hard, so talon hind legs give +4 fishing so you can catch all fish. The +1 swimming is so you can still traverse water, and the +1 strength comes from the fact they're talons. On non-winged Nichelings, they act similar to Bearyena hind legs, giving +1 speed, +1 swimming, and +1 strength. GRASPING HIND LEGS talons.png If winged... +4 collecting +1 swimming If not winged... +1 speed +1 swimming +climbing Currently, the only to collect with wings is with beak, which only has +1 collecting--not incredibly efficient. Grasping hind legs would offer winged Nichelings a more efficient way of collecting, acting like a double pair of nimble fingers and giving +4 collecting. The +1 swimming is so you can still traverse water. Meanwhile, on non-winged Nichelings, they'd offer +1 speed, +1 swimming, and +climbing. Climbing would be a new stat that gives them the ability to go into trees, even if they aren't winged.
    1 point
  10. First: Is it alright if I repost this suggestion over here? Original Thread These mixtures of ravens and parrots nest on a tree, in a small group of two to seven, with an average of three. Additionally, there might be up to two Parraven chicks in the group. Depending on your actions, a group of Parravens might be friendly, neutral, or hostile towards your pack. Normally, they are neutral, which means that they will tolerate your critters - at least if you don't get on their nerves. They will hunt for rabbits in a large area around the tree and sometimes snatch nesting material from built nests if nobody sits on them. They also attack predators sitting within two tiles from their tree. If you leave a baby unattended in this area (why would you do that?!), there is a chance that they might snatch it. If a critter stays directly beside their tree overnight, there is a small chance that they become hostile and attack it. There is a somewhat larger chance that they become hostile if you shake the tree and when you eat acorn. Sometimes there will be a hurt Parraven chick stranded near the tree. If you eat that, the Parravens will get hostile. A hostile Parraven group might attack anyone of your critters sitting in the above mentioned "predator zone", and snatch away your young if they sit unprotected in the preying zone. And theft of nesting material becomes more frequent. And they might lead predators toward your pack. (random raven nest picture to break up this wall of text. Source: http://www.featheredphotography.com/blog/) You can also help that stranded Parraven chick by licking its wounds and leading it back to the tree, giving a very high chance of making that Parraven group friendly. For a smaller chance at befriending them, you can leave food or nesting material beneath the tree. A friendly Parraven group will occasionally bring you food or nesting material. They will still steal from you, but not as often. They will also warn you when there is a predator approaching, and if it is in range of the tree and too close to your pack, they might even attack the predator. If one of your critters near the tree has leeches, they will eat that leech. But they still won't allow you to take any acorns. Shaking the tree might turn them neutral again. However, they now won't snatch your young at all! Each Parraven can only attack once per day, making little damage, but there are multiple of them and you can't attack them back. Quills work though. If climbing legs/paws are added, you would be able to catch them on their trees. Regardless of relationship, they will be less than tolerant towards the blue birds, resulting in a smaller risk of unattended babies being snatched by blue birds, if they are in the Parraven's preying zone. If the babies are directly beneath the tree, the blue birds will only very rarely dare to take them. Concept Art, by MysticTopaz. Thank you! Discussion on how the alert might work specifically Some more elaboration on how Parraven territories could work Colour variants by biome? (Concept Art) So, what do you think?
    1 point
  11. 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 it
    1 point
  12. underground is a system of trails, dead ends and occasional nests and food. flora(kinda) Bush roots(functions like the bush itself, instead giving material) Tree roots(does nothing except creating a large hollow chamber that can be used as living space) tarotato tuber (in volcano biomes, functions like the actual tarotato which gives 5 food if the creature has digging, regrows after 2 days) Carnivorous roots (traps and eats your nichelings, looks like food) Mycelia (grows poisonous mushrooms, 1 every day, each one gives 2 food) (New) Healing bulb (spawns under healing flowers, does the same thing but takes 10 days to regenerate) FAUNA Bunnils(can escape to the surface through holes) Stagmoles(can pop out of the bottom of their holes too) Giant earthworm (when killed, gives 50 food, exceedingly rare, needs 5 strength to kill, lives for 75 days) stats: 1 movement 1 digging 1 tunneling 10 smelling 5 gathering poison resistance Toxic spray(applies venom to a creature) diet: anything that moves(it tries at least), dead things and mushrooms predators: carnivorous roots, Burrowing owlparrot(lone one is toast), nichelings(lone ones are toast), Pythadillo lizard(Snaps the worm in two, eats one half and the other scurries away), badgerbats(lone one is toast) counter: the way this creature attacks is by engulfing its target, which takes 5 days to digest, but it has no other defenses but to flee, only one strong attack is needed to rip it open and free the creature Burrowing owlparrot🦉 (functions the same as the one in community voting), can fly out of the underground caverns too Pythadillo lizard(enters through burrows of its prey, will attempt to hunt the earthworms too) The Badgerbat🦇, the stone cold vicious driller killer of the underground, (just call it the badgerbat) 3 attack 1 defense 4 flight 1 tunneling 4 movement(walks in the underground) 2 swimming easy movement(ability to dodge, works 25% of the time) 3 digging 5 hearing 2 sight 3 smelling (new addition)Venom resistance DIstasteful appearance intimidating call(lowers attack of target by 3) food given: 15 each lives for: 60 days growth stages: baby(5 days) -> juvenile (5 days) -> adolescent (5 days) -> adult (45 days) Special abilites: when this creature attacks a target, they suffer heavy bleeding(does not work on Owlparrots, Parravens, bluebirds and creatures with higher defense than their attack) when attacked, all other Badgerbats will detect the attacker and attack it diet: essentially anything smaller than a nicheling, and fruits predators: adult bearyenas, Bluebirds and balance bears(rarely), Burrowing Owlparrots, Pythadillo lizard Tamed💜 Badgerbat how to get: feed 5 food to a baby or juvenile badgerbat abilities: identical to a normal badgerbat special: will guard young, sick or old nichelings and hunt with you Badgerbat genes: Badgerbat face +Distasteful appearance +2 strength +intimidating call Badgerbat Wing +4 flight per pair +2 movement +1 digging Badgerbat ears +4 hearing +echolocation(lets you move by hearing alone) Special genes: Dark-seeing eyes(Or maybe Nocturnal eyes) 2 night vision 1 sight unlock conditions: spend 50 days in the underground biome with one or more creatures, is broken if all leave Tunneling body 1 Tunneling(enables creation of chambers underground in a drawing, almost EOU style, if the creature also has digging, then it enables the creation of more chambers in one turn, the creature will also move to the furthest chamber dug) 1 digging
    1 point
  13. Hello! So I think that niche could use a little bit more idle movement. The eye blinking is already a nice step, but besides that and head moving, there really isn't a lot of interactions or movements, so here are a few things I think would be nice to add. -Maybe a nose lick, scratching and itch or just moving their ears around? -when going to sleep, they can curl into a little ball. - Maybe (If its not too much work!) Add a little brawling, perhaps a rare animation that happens between two males one in a moon? Those are my suggestions! thanks for considering
    1 point
  14. The pic's kind of blurry, but I had a bunch of babies and literally every single last one had A/* immunity or C/* I eventually got one, just ONE male with B/C immunity thankfully XD But until then I basically looked at every new baby like this
    1 point
  15. Honey is an amazing food source! Bee hives can be found in trees of any kind, or more rarely on the ground. Any nicheling can gather honey, no matter its genes, and you can gather as much as you want without emptying the hive. You can get 2 food points every time you gather, it does not seem like much, but you dont need specialized genes and it never runs out. Gathering honey causes nichelings to be covered in it, giving them a sweet smell, and other pack mates can lick the honey to get one extra food. However, gathering too much honey can anger the bees, causing them to sting you. At first each sting will only remove one turn from the nichelings, but many consecutive stings can cause damage, creatures with stinky tail have a lower chance of being stung, and those with armored body are completely immune to stings. You can attack the hive to break a piece which gives 5 food, and you can attack it 4 times before destroying it, giving a total of 20 food, however, this will stop honey production and enrage the bees, which will ignore stinky tail and armor body in this case. It takes a few days for the hive to recover a broken piece, and hives are rare, so you dont want to destroy one. If its on a tree, only flying creatures can gather from it, but you can shake the tree to bring down a honey comb, but shaking it often can break a piece or bring the whole hive down, so hives on the ground are better. They can be found from medium to killer islands. Genes: narrow snout: lets you eat the bees( unlocked by getting stung 50 times) honey paw: lets you gather one extra food point from honey if genes identical, also gives 1 gathering and 1 strength. ( Unlocked by inviting a nicheling with that gene and having all other honey genes.) Long tongue( It says tongue but its a snout gene): Can get 1 extra food point from licking honey. ( Unlocked by licking honey 100 times) Honey eating creatures: Honey glutton: A mix between a wolverine and a honey badger, this guy does not give a dam about anything, the fiercest creature in niche, it rarely hurts nichelings, but it will eat anything, from nuts to fish to bunnies and berries( It will sometimes destroy a berry bush because it does not care) but its favorite food is honey, it will fiercely guard a give, eating the bees, honey and sometimes breaking a piece, but sometimes it will go away, letting you gather. It cant reach honey on trees. It moves one tile every time a nicheling moves, and it has little defense, but If any creature gets near it, I will make and intimidating growl which will even scare away an ape! Nichelings affected by the growl cant interact with the glutton, essentially making it invincible, and letting it go on its merry way. They are rare, but will be more likely to spawn if there is honey. They can be found in any island with honey and live 50 days. Rarely, it can do a special attack that ignores defence and spikyness. honey parrot: A yellow parrot like bird which will fly around hives in trees. It will perch on the tree and gather honey, and if a nicheling tries to steal its honey, it will make a call which will instantly enrage the bees and it can cause a predator to come near. You can hunt it or lick the honey it gathers. It can be found in any island with honey.
    1 point
  16. I think an interesting idea would be a gene that allows you to walk on top of heavy snowfall (like on first snow). Maybe "snowshoe paws" or something. It could also be tied to body type, so a small body with snowshoe feet won't fall through, but a big-bodied nichling would. Another idea would accompany that one: prey that hides under the snow or moves around in it, and your nichelings could go mousing for them (like foxes do).
    1 point
  17. @betwixted No problem 😃
    1 point
  18. Was not aware of that post, thanks for informing me.
    1 point
  19. We have albino nichelings, but doesn't almost any animal in real life have a small chage of being albino? It would be amazing to find an albino bearyena! So my idea is to add a small chance for almost any animal in niche to be albino, not just for the nicheling. This chance would of course be really small. If an animal is an albino, it should have it's eyesight decreased. Albinism would also make some nice achievements! Something like hunthing an albino rabbil or killing an albino bearyena or even encountering an albino ape or balancebear would be great achievements! + I think that albinism should decrease nicheling's eyesight too!
    1 point
  20. I'd definitely like for them to live longer!
    1 point
  21. It would be cool if there was an option to choose how much food your creatures eat every day. It would be best if this was a toggle-able thing that you can do in-game, that way if you have a bunch of food and you want it to be more of a challenge, you could make it where each Nicheling eats 2 food a day instead of 1. I imagine it to be a little bar that would go 1----2----3----4----5----etc. with a little thing that you can move to whichever number you want, which wold be how much food a creature eats when the day passes.
    1 point
  22. Yeah, was looking for where to vote at...
    1 point
  23. Where is the voting at? Feature requests?
    1 point
  24. This is mostly a problem in large tribes. Groups of creatures are set apart by their gem color, but then with so many creatures to manage you forget about changing the youngest creatures' gems to the right color and all the groups start running into each other. I think creatures should be able to inherit gem color from their parents, to help with organization of tribes so that the gatherers don't mix with the fighters, the creatures being bred for an achievement not mixing with the rest of the tribe, etc. Thanks for reading my suggestion.
    1 point
  25. In addition, I think wild creatures should spawn with random gem colors, not just green all the time.
    1 point
  26. @OmegaDeltaZero Seems like some resolution setting is broken. Go to C:\Users\Username\AppData\LocalLow\Nimbatus\Nimbatus and delete the gameSettings.dat I'll make it read and editable soon so you can change the setting in an ini file and restart. But for now it would be a good idea to just delete the file to reset your settings.
    1 point
  27. That looks weird. I never saw anything like this. Did you change something on your system, drivers or settings? Most importantly, have you tried turning it off and on again? 😅 Hopefully a dev can help.
    1 point
  28. They already do, I'm pretty sure. Albinism removes all fur colour and pattern bonuses, so they have no camouflage at all.
    1 point
  29. Great suggestion @OmegaDeltaZero. I think doors which retract into the object itself instead of swinging open is a good way to go. The container needs to be redesigned and reanimated for this, so it won't happen in the near future. Maybe we add more functionality to the container a bit later, so then would be a good time to update the graphics and animations. Thank you all for your suggestions and feedback. Highly appreciated
    1 point
  30. This is so cute! ❤️ :,0 It seems like such an amazing idea! -They could probably only spawn in medium and hard islands? That kind of makes sense.
    1 point
  31. I made tic tac toe in nimbatus. Controled with the mouse, point on a tile and click to select it
    1 point
  32. My idea is basically smooth animation of some kind of hinges on the doors, and the hinges are on pistons and pistons are on rails... Sounds weird but its just visualisation how may it actually work. also please do not cry over my MS Paint skills, it was supposed to be made quickly, not pretty rotation of hinges and moving them along the rails are supposed to happen pararelly
    1 point
  33. the smacking is funny, please dont remove that but somehow make it not damage😄 if it aint possible, sorry for wasting your time.
    1 point
  34. I like this idea but I think you should be able to toggle it (for example with the more sandbox options post). I always want more challenge and I feel this would make the game more realistic
    1 point
  35. I think that's just bad luck and not a bug. Mating call can call creatures of any gender though males with the peacock tail attract more females
    1 point
  36. Aw man that would be so awsome! Also glad i caused this dream I guess
    1 point
  37. @htcmoore Here's a couple pictures:
    1 point
  38. Not the best pick but the best I've got right now
    1 point
  39. @orangesunrise Even better, you could get it from inviting a full Albino/Melanistic Nicheling in.
    1 point
  40. Woohoo! I didn't know about the Cracker Jaw thing, but I can't wait to see what my female Peacock-tailed creatures look like!
    1 point
  41. maybe just get rid of the bright red and yellow and put in a coppery orange in instead? I think these two colors (and how they interact with others) are the only problem the colorsysthem might have right now but if there were a coppery orange fur gene (like a red fox or tiger) instead, that could lead in combination with beige to a (not as mustardy) dirty blonde yellow and together with the reddish-brown to a matted red we would have still all colors but yellow and red would then be more muted, okay then there still would be the chance of the darker pink by reddish-brown + white but it would be a lot less likely anyways and no more bright pink
    1 point
  42. bad luck, just like in game when genes and gender don't cooperate
    1 point
  43. I think the fur colors for nichelings actually are realistic, at least in the sense that they all appear in nature (except for pink). They are too bright, however, which may give them the appearance of being unrealistic, when in actuality I think it is just the game's style.
    1 point
  44. Imagine a Loyal Lover and a Lonely Lady meeting up and having opposing immunity genes. Lord help us all, they'd create a horde.
    1 point
  45. I think that you would need collecting to gather honey. They could try, but they would have a change of breaking the hive. (all these nichelings have one bearyena claw)
    1 point
  46. Okay, so I took a look at the old "biome color variations" sketches, and I decided they needed an upgrade XD Again, this is just a suggestion! Grassland: Savannah: Swamp: Winter: Whale Island: Jungle: Other/Extra: Tropical: Red:
    1 point
  47. Here's the sketch! ☺ I would make it digital, but I'm not very good at it I gave it the head, tail, body, and spots of a cheetah, but with the ears, horns, and legs of a kudu! (it also has that fluffy bit on the chest and back from the Kudu) I hope you like it
    1 point
  48. I think small idle movements would be good, but no walking animations and such. It would be odd for niche's style in my opinion. Plus, think of the times you can spam the walk buttons. How would the walking animation cope? But, I love the suggestion! Upvote my friend!
    1 point
  49. Yes! This way the sandbox would really feel like a sandbox!
    1 point
  50. More idle animations would be nice! Upvoted ^^
    1 point
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