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Showing content with the highest reputation on 07/14/2018 in all areas

  1. I feel you. I have a tribe named As because the letters are conveniently placed on the keyboard. Or I have a bunch of safes just staring with one letter and that can get really confusing ^^
    5 points
  2. yeah i just named a save "new" and then later i realized it wasn't really new but it is still named that..... im still playing it XD.
    4 points
  3. I just looked at all the feature requests that didn't make the cut I really hope you'll let us rename our savefiles in the future anyways because it is REALLY annoying when your good savefile is called 'Anchient Tales'. Or when your 'Seekers' tribe didn't become a seeking tribe and just has a cool last-name system. Ech.
    4 points
  4. I agree with this, it is one of the things that makes nimbatus what it is
    3 points
  5. Reinforcement has arrived! @ArnoJ joined our team as a gameplay programmer Arno will be working on Nimbatus and help @Micha to implement lots of cool new enemies! Welcome Arno ❤️
    2 points
  6. Fun fact: Our studio was founded on the 28. november and the birthday of me, philo and max is also on the 28 of november 😄
    2 points
  7. Ore Detection Sensors to configure for one ore type. Detection Sensor with different sensibility. Example: Long Range, small cone of detection ... Short Range, Wide cone of detection
    1 point
  8. I present to you: the Axolotl Head and Axolotl Leg. Axolotl Head Stats: +Water breathing +2 Fishing Unlocked by: Inviting a creature with this gene into your tribe, Swimming 50 times, Fishing 50 times The head would look like an Axolotl's. Axolotl Leg: +2 Swimming +Regeneration (Explained below) Unlocked by: Inviting a creature with this gene into your tribe, Regenerating 20 times Regenerating: If a creature with Axolotl Leg is injured, the damage will not affect the creature's lifespan. Instead, it will 'cut off' the Axolotl Leg (if the creature has two, it will be random which one gets affected), making the creature like it doesn't have a leg there (not even a Deformed Paw). This will also take away the stats that the leg gives. After 5 days, the leg will be restored, along with it's stats. Note: If the creature is attacked after the leg has been 'cut off', and the creature does not have a second copy, the damage will be taken as it would normally.(i.e. takes some days off the creature's lifespan. Another note: The leg is only damaged if the creature's lifespan would be affected otherwise (i.e. if Defense would normally make an attack not affect the creature, then the leg will not be affected either.)
    1 point
  9. Certain weapons could apply status effects to the ground, such as cryogenic creating ice, making the ground more slippery. Kinetic could do some sort of "ripple" effect, causing something like a miniature earthquake. Bio would still build. Plasma would heat up the ground, perhaps even lighting a fire on the surface.
    1 point
  10. As the name says, World-Wide Immunity will give you immunity to ALL sickness ANYWHERE; however, it is NOT immune to being doubled up. A wanderer, not a rouge can have ten times less chance to have this than Adam having home island immunity, which is also quite rare. This also goes for Adam. Even though home island immunity is already rare, world-wide immunity is ten times as rare, plus the fact that you have to invite a wanderer with this into your tribe or have Adam have it because you can't get it in the mutation menu. Advantages You don't have to worry about your nichelings getting sick unless it is doubled up Disadvantages The possibility of you breeding it out unintentionally If it is doubled up, it is like a normal doubled up immunity How does this sound? Should there be more to this? Reply below! -=- Special Credits -=- Pokestardragacraft for the edit making it less overpowered.
    1 point
  11. I agree. I have a save named 'snowy explorers' but they aren't even a snow tribe anymore. In addition, I have a bunch of files titled 'new game' (some of them aren't really new anymore).
    1 point
  12. Man, you want the pie whole and the dog stuffed, aren't you? How about this. Some basic stuff and probably without upgrades to be free in order for the new players to be able to make a nice starting drone and the advanced stuff would cost some resources, to keep the players engaged as you said. Ah, another good idea to have them all is to set up difficulty options. Easy mode for example would have parts and some upgrades free of charge and the better and above upgrades to cost some. The higher the difficulty goes the less free stuff you will have.
    1 point
  13. Very good discussion here. This is exactly what we're currently thinking about and working on. The classic way is to have a campaign mode with more restrictions and progress/unlocking, and you add a sandbox/creators mode where everything is unlocked from the start. It is a good compromise which has proofed to work - but as a game designer I hope to find a more elegant solution, but not sure yet how that will be I would love to see one game mode which incorporates all these things, like open and free creation from the start, but enough motivation to keep the players engaged for a long time without overwhelming new players. Hard stuff
    1 point
  14. MULTI-PLANET QUESTS! MULTI PLANET QUESTS! @Philo Maybe you could do something like planets with moons or something! Maybe there could be a quest where the nimbatus crashes and you have to fly to planets moon(s)/neighboring planets in your drone to gather resources to repair the nimbatus!!!
    1 point
  15. I know many have made this suggestion before, but an upgrade tree for shields, with things like heat/cold resistance, increased radius, sharing HP with shields it's in contact with, increased HP, Parted shield (Shield is split into multiple segments, each with their own HP. It would have much greater HP overall, but each segment would have less HP than the original shield would), Impact resistance/momentum absorption (Shield bleeds off impacts fromsources like ground impacts, or the new hammerhead enemy coming up. It would slow down their movement in the shield, bleeding off their impact into the drone over a larger amount space than the normal impact. This could be increasing or decreasing percentages, with 100% making the shield essentially solid), increased efficiency, and explosion resistance
    1 point
  16. Using health based sheilds would open up new opportunities to upgrade sheilds to be more or less resistant to chip damage. Like having a sheild with 1000 hp but recharges slowly and only after being out of combat for several seconds, and a sheild with 100 hp that recharges quickly and after being out of combat for 1-2 seconds.
    1 point
  17. An upgrade that would be very very powerful, at the cost of certain other stats or facets. YOu would probbaly have to unlock these via sidequests or find them rarely on planets or the like. It would take up a tech slot on a weapon (or other items, if those get added), and conists of things like weapon upgrades with +150% damage, but +100% power consumption and +25% recoil.
    1 point
  18. I think we should be able add "elemental" effects to the building blocks and have more variations with the building blocks. Also a one sided magnet would be interesting. Then being able to color the building blocks (when I mean building blocks I mean everything besides the weapons and some of these could apply to the weapons too). These are just my thoughts though. Thank you!
    1 point
  19. Maybe add possibility of adding some facny HUD somewhere in the corner, you may select certain values to show like: - percentage of fuel/energy in selected group of their storages - speed value measured by certain speed sensor, or average speed of few speed sensors - if certain button/tag is on, with description like: If button T is on/off green/red light near writing saying "Shields" - percentage of HP of certain group of elements - distance and/or direction to nearbiest objective/nearbiest enemy/nimbatus - atmosphere properties - altitude - amount of candies in the jar (I never get it right)
    1 point
  20. You should check out a YouTube channel called ants canada
    1 point
  21. The flares are painful to deal with, there seems to be no counter, which is just annoying. They don’t even seem to be affected by magnets.
    1 point
  22. Niche has a lot of food sources as it is, but it is still missing insects for food! So, I present to you, the ant hill. -The Ant Hill- The ant hill is much like a rock. It stays on a tile and you can't stand on it. It can be destroyed by creatures with a digging claw, who can tear up the entire thing. In itself, the ant hill does not do that much. However, it has another feature: -The Ant Trail- The ant trail is gonna be the most in-depth idea of this 3 part suggestion. It'll spawn from the ant hill. Every day, it expands 2 tiles. Where to? To the most nearby berry bush! When it reaches the berry bush, it'll stop expanding for 3 days. After these 3 days, the trail will continue, until it finds every berry bush on the island. You might be asking; 'But what's the point of this? What effect will this have?' Now, when the berry bush is under 'control' of the ants, it'll produce fewer berries when you skip a turn. So on a normal weather day, it'll only generate 1 berry instead of the usual 2. When it rains, it'll only generate half of the berries it normally would with a full regrowth. This means that if you leave an ant hill untreated, it'll 'control' every berry bush on your island, depriving your nichelings of food. Of course, there is a way to counter the ants. Standing on the trail, you can stomp the ants, removing the trail from that tile. Keep in mind that the trail expands 2 tiles per day, so your nichelings will be losing at least 2 turns per day keeping the ants in the hill. It isn't ideal, but with 1 creature you can control the ants at their base using this method. Of course, just destroying the ant hill would be the best. Or maybe not! -The Pangolin Snout- excuse the bad drawing The pangolin snout would add a scaly snout with a long, thin tongue. It is the absolute best way to not only eat the ants, but to form a monopoly over them. The pangolin snout adds the ability to eat ants from their trails, but you have to approach it tactically. Eating ants would give you 2 food points. It removes the trail from the tile, but unlike stomping the ants you wouldn't have to stand on the trail to eat them. You could also stand next to it, like with digging roots. This way you can easily control the trail while getting 4 food per turn. but if you have multiple nichelings with the snout, you could do more. Take this; an island with 5 berry bushes and an ant hill. The ants go to the first one, then the second, then the third, fourth, and fifth. Your nichelings just watched the ants take all the berry bushes on the island. But here comes the pangolin snout. 5 pangolin nichelings go to the berry bush. They all cut off the end of the trail to their berry bush, giving them 20 food points. Then they harvest the berries with their 1 move left. Because the ants don't reach the berry bush in the night, it regens 2 berries as usual. Per turn, this gives you 30 food points per turn with 5 nichelings and 5 berry bushes. -The End- So, I hope you all like this idea! Feel free to expand on it in the comments or any problems you have with it! Thank for reading.
    1 point
  23. @Micha yes it is, but without it, it wouldnt really work, I could do more complicated stuff on smaller display, cuz amount of gates is (display tiles*6)+12 just 320 of those are just to define where the snake's head moves, 64 is display, and 12 is direction changing and gameclock. very useful would be multiple toggle, that have for example 4 inputs and 4 outputs, and... well, 1 output if assigned to 1 input, and only 1 output can be active at once, W -tag1 A - tag2 S - tag3 D - kebap The output active is output assigned to last input received, that is basically what the 12-gates part do, but due to that, the gates need fractions of time to send outputs, in the fractions of seconds snake gets second head... only REAL issue rn
    1 point
  24. (Out of competition) Yet it is pretty buggy, OmegaRouge prolly gonna make a mod that is gonna shorten time of making those from 2.5h (plus 3.5 hours due to 3 crashed and starting from beggining) to 20 mins also would like to see dynamic buffers (Like dynamic thrusters, but changing buffering time) 2018-07-13 21-45-48.mp4 snek.nimbatusdrone
    1 point
  25. Drone Editor UI: Box select Click and drag on the editor background to select all parts within Shift-select Shift click multiple parts to select Double-click select Selects all of the same type. Would be useful for mass editing (e.g. changing the fire button of all placed weapons of type "Basic Blaster" Change root Will change the root of the selected part(s). If I have a 10 thrusters connected to a fuel tank and I want to get right of the fuel tank I would now be able to remove the tank without removing the thrusters or having to change their root Drone Parts: Struts (i.e. Kerbal Space Program) Connect two parts to add rigidity, similar to the single built in strut but add weight, drag, etc Smaller logic pieces I often like to build really compact ships and the size of the logic components limits this Weapon Editor More ammo types With the addition of burning and freezing, I feel like a lot of my combat weapons are kinetic because of the damage Rare drops Weapon Types New or hybrid weapon types, not available at the beginning Weapon Upgrades Have two trees for Research and Discovered upgrades. Once you research certain upgrades, you can find upgrades that are better (within parameters) or have a combination of two other upgrades Could be spawned on planets randomly to promote exploration once
    1 point
  26. Yes. They would be good here. I'll add in that feathered tail idea as well.
    1 point
  27. the element would provide a temporary adhesive affect (similar to contact range magnet) that could build up adhere enemies to terrain or other enemies - kind of like the bio gun, but a temporary effect. With enough impact force, it might push enemies into things to adhere to, and hold them in place for slower weapons - Or be a double-edged sword for players with less manoeuvrable drones.
    1 point
  28. Seriously??? Wow what a coincidence!
    1 point
  29. Hi everyone! I'm really happy I decided to finally join the niche community! I've been playing since the beginning, and really enjoy playing it! I'm vFlora, but you can call me Chloe if you'd like! I was born in Maryland, USA and currently still live here. I'm going to be going to high school this 2018 September and would love to be a biologist or journalist when I am older. I enjoy playing video games, drawing, watching anime and writing, and reading (Warriors especially). I love cats but sadly have yet to adopt one. I am a very shy person irl, lol, but am slowly learning to break out of my comfort zone, yay! Also, my favorite youtuber is Seri! Pixel Biologist. And that's pretty much it! Nice to meet you all!
    1 point
  30. I think that shields would be a very good opportunity to create relevant gameplay choices. Taking some inspiration from Overwatch's variety of shield-centered skills, having some variety could really create interesting choices: Basic Shield: 360 degree, medium radius, health-based with low idle energy consumption, higher energy consumption to refill when damaged. Antimatter Shield: 360 degree, medium radius, can absorb any amount of damage, but extremely high energy consumption. Perfect to block huge damage spikes. Energy Barrier: ~135 degree wall, big radius, health-based. substantially beefier than the basic shield. Can only regenerate when not taking damage for at least ~1 second. Well suited for short to medium defense periods against directed attacks. These are just examples - the basic idea would be to play around with shape/coverage, idle/active energy consumption, damage negation models (health-based, infinite absorption, reflection etc.) and other values to create a range of interesting choices.
    1 point
  31. Yes, drones ARE rock-paper-scissors, but you just have to make a drone that would be as superior to others as possible. Losing to drone with negative rating was supposed to be considered training and not count to rating. Worst lose would be "0.00" what is pretty not probable, and if your drone would lose to so RARE and so WEAK drone, then it looks like you deserved it. Also few proper wins would balance it back. Drone matching could be set by drone owners to match only with drones within certain rating range.
    1 point
  32. I think that having a mirror line you can place in the drone editor would be great. I think you should be able to choose the position of the mirror line as well.
    1 point
  33. I didn't know about flipping parts. That's gonna save me LOADS of time on fine tuning mirrored parts
    1 point
  34. @OmegaDeltaZero Thank you a lot for posting here. I have to take some time to dig through all your informations and ideas and formulate my own opinion about it. Sorry for asking for some patience It's awesome how much thought you put into this, I'm looking forward to read through all your ideas
    1 point
  35. Great Idea with the heat, and I love the idea of the logic shield We sooner or later need something to detect damage. Another Idea, make the shield even stronger, like, absorb almost all possible attacks, even Area Damage effects, but instead use a ton of energy. Like, you would need like 10 Solar Panels for 1 Shield. And the Way to go would be you have to use Batteries instead of shields, but you would deplete them very rapidly. So the solution is, you can't have them turned-on all the time and you can rarely use them. But when you do, they are very effective.
    1 point
  36. That's a separate idea entirely, and works better for the miscarriage idea than this idea. My main point is to kill the baby in the nest before it can affect the rest of the tribe in any way (be it illness, food loss, just being plain ugly, whatever). I wouldn't want it to cost the health of a nicheling I want to keep.
    1 point
  37. But it would just be much faster to kill them right after they're born in the nest wouldn't it? No need to move them or anything, and they won't eat your food either while you're trying to drown them or wait for a predator to arrive. It just takes too long in my opinion, especially if you don't want them at all. It's extra resources. You click a button, boom, that's it.
    1 point
  38. Just let the birds do it. Or bearyenas. Or any other predator. Or make them pick poison berries. Or cactus berries. Or just drown them.
    1 point
  39. I found a current method that involves just killing them with the console, but console-related bugs are unsupported so I'm scared to use it lol.
    1 point
  40. Another thing I think would be cool is permanent underwater nests. If the water is going to become a biome of its own, which it often is, I think more food and predators should definitely be added, as well as nests. For the nests, I'd think they'd be like coral-ish with little kelp fronds or something with rock!
    1 point
  41. I love this idea! I generally tend to lean towards water creatures more, since they're so cool, but after exploring a bit of the ocean, the fish go away and the life from it dissapears. I'd really like to see an improved water biome on all the islands, it would be the best update (almost) ever!
    1 point
  42. That would be awesome! I always liked to play with water nichelings but I was never able to get really into it because the water areas always felt really small and kinda plain, and, if this gets implemented, I’m really looking forward to all this would add!
    1 point
  43. I think that ancient nichelings were either the apex predators of their time, or they had to deal with extremely deadly predators that caused them to become so strong and defensive. There may have been ancient versions of the balance bears and ramfoxes, like large saber teeth bears and fast dire foxes with heavier ramhorns. Maybe there were apes on these islands, huge snow dwelling apes unlike anything we have seen before, or maybe some extinct creature we have no clue existed. I wish we at least had a clue of what their predators looked like. Maybe in a future update we could find decorative fossils, or a game developer could answer, for now, all we have is speculation.
    1 point
  44. here is an idea: The shields eat the bullets, and when it does, it gets hotter and hotter until it overheats and gets destroyed and maby an logic shield: every time it gets hit, its gives an output
    1 point
  45. I would love more in the ocean, especially with a mostly water island! It was one of the main reasons I made this: so I thought I’d just throw it in here.
    1 point
  46. I would love to see water only ports that maybe just have a small beach to start on. I also love the idea of more fish/food/enemy types and underwater caves as 'nests'. I also love the idea of seaweed as underwater nesting material. I would LOVE to see the following, in addition to the suggestions above: a lionfish mutation (poisonous and cool looking!) a clownfish mutation that allows your nicheling to change genders (in the wild, clownfish meet so rarely, that when they do, the largest one turns into a female for mating purposes). Anglerfish mutation allowing you to attract small schools of fish nearby Octopus mutation that lets you change your appearance to match your surrounding environment Giant Manta rays/sharks/killer whales as big enemies akin to apes/balance bears Octopus' as enemies (they could act like moving jungle plants that ensnare your creature and you have to free them). Squids as enemies that shoot ink (and give you a movement debuf like OP suggested) Maybe underwater nichelings with enough 'swim' or 'underwater' points could lay eggs instead? It would add an interesting dynamic of whether or not you would choose to guard your egg or just leave it. The underwater nests could still be in the shallows or have a bubble source nearby so if a baby is born that lacks underwater features it won't die immediately. Also, Bioluminescence, in the water, on the nichelings, it would be cool!
    1 point
  47. 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
  48. 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
  49. 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
  50. @The Mad Katter Yeah like maybe a shark type thing? Shorca, a mix of a shark and orca. They could come up to breathe every five turns, coming up near the shore. Spawning around the bottom of the ocean and dropping 7-10 food? They could also steal your food too.
    1 point
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