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Showing content with the highest reputation on 08/12/2018 in Posts

  1. Agreed and fixed ^^ Will be in the next update. (This was actually a bug :D)
    8 points
  2. YES. This would be so useful for challenges like a Lion Pride challenge, because Males would be mating with all the females- in regular Niche, that will usually end up in some sick babies. But with this, it would mean no worries for the rest of your days! It's a problem free, philosophy! Hakuna Matata! Okay, I'm done...
    5 points
  3. Fun fact about lions: female lions are sexually mature with 4-5 years, male lions usually can't hold a pride longer than 4-5 years so there usually is very little incest in lion prides going on This would make a lot of challenges a lot easier not only the lion one
    4 points
  4. Why does heat body not warm up animals next to it if it has heat radiation? @Philo I mean it does melt the snow (which is really cool btw) but shouldn't it also warm up other creatures? And I mean without creating the triangle of death/everlasting warmth XD
    4 points
  5. Honestly, I have the most fun in my tribes when they're low on food. With this, I can have fun in all my tribes! You could set a limit of any number, and from then on the game wouldn't let you get any more food than that. Let's say you choose 100 food at your limit. At the time your tribe already has 300 food, so 200 of the food automatically disappears. You're now at 100 food. You have one of your creatures gather some berries. The berries are picked, but they aren't added to the food count, because you are already at your maximum. You pass the day, now you have 98 food. You collect three berries with one move. Two of the berries go into the food store, but the remaining one disappears-because you're at the max. If you want to change the maximum or turn the feature off, you can do it at any time. This feature would make the game more challenging, but it could also make it more fun. There's nothing like being on the brink of survival and not having much food
    3 points
  6. ooh i like the idea of it gaining Armour as time goes on so that you have ti exterminate it quickly unless you are super strong
    3 points
  7. i'd rather not have the chance of unsuccessful births, it is hard enough getting a breeding pair without that, having the chance of unsuccessful births and it will make the game worse. Because if you leave it up to luck it will come at the worst time possible, like it does with gender and immunity genes.
    3 points
  8. Okay I can't title good but here's the bug The nicheling I highlited with a red circle got stuck in the plant by flying next to it. And when I turn my camera, he turns with it, and I never moved him off of the plant's tile. Pictures above are basically just the bug in action. So yuuup.
    2 points
  9. Exactly. Lemme see if I can try something... I think that just makes them worse, but perhaps it's because they look angry? Lemme try another thing: I guess that looks okay
    2 points
  10. Good morning! I'm Goggles! (But literally everyone on Steam calls me Juno.) I'm a huge Nintendo fangirl, and I especially take interest in the Mario, Zelda, and Splatoon series. I also like genetics, so that's probably why I'm here! Niche has made an interesting shift in my life, but I'm not obsessed with it... (anymore, at least.) But I still like to do things, like stalk Niche's Twitter page 😈 Oh, hobbies. My hobbies aren't particularly special, but I love to draw and play games. And that's pretty much it. Uh... Stay Fresh, or whatever.
    2 points
  11. These two random wanderers are the perfect example of recessive genes at work: Honey, did you cheat on me with my father? The pumpkin lady Dad in White, pictured with the first poison fanged creature since Adam. A great find Are you sure that's mine? An Army of Adams, improved Adams.
    2 points
  12. But this is to make sandbox basically a creative mode like in minecraft. It is supposed to take the challenge away, as many people requested for sandbox.
    2 points
  13. I agree that some things sound great on paper and are not good in games. Also I agree that the immunity genes are way to unbalanced, same goes with the gender but it is 'just' bad luck (as the devs said: it is not a bug, I made posts about immunity issues and gender issues but all is as it is supposed to be in game). I am super annoyed by having so many immunity gene problems and gender problems. About the challenge aspect. The original suggestions about miscarriages were in the end popular if they were optional. As we are talking about customization options for sandbox mode miscarriages would be a feature that could be turned on and off. I love challenges. I would love it with an unbalanced aspect and with more balance but I can totally see that not everybody plays Niche for the challenge and that some features need to be toggleable if added at all.
    2 points
  14. I'd create an island that was an extensive ocean with shallow and deep water, and islands made of mostly beach tiles with some mountain tiles as well, for rocks in the middle of the sea. Clams, a few coconut trees and crabbits are the main sources of food for Nichelings who cannot breathe underwater, but further down there are fish of all kinds and worms to be gathered with Platypus Beak. The climate of the island would be +1 heat, unless it's raining, then it would be 0 heat. Maybe there could even be a new tide mechanic, where every five or so days the ocean would rise and bring with it a lot of clams, and after five days it'd fall again and take any clams with them, as well as pull creatures who are in the water and have less swimming than their distance to the nearest beach/mountain tile out into the sea, one tile, two tiles or even three tiles far, depending on how deep the tile they are standing on is. This way, Nichelings who aren't careful could get swept away by the ocean and drown. Crabbits would get swept three tiles far, no exception, unless of course there's on land when the water retreats.
    2 points
  15. I was thinking about a canyon island, where there are deep canyons where the top is covered in rocks. I’m not sure what biome that would be, though.
    2 points
  16. 2 points
  17. *Rounds up old people, sticks in corn field*
    2 points
  18. maybe you could also do something like max is 5 food per nicheling as well. you could do that manually but itd be nice if this was an option anyway.
    2 points
  19. Can't wait to turn my elders into fertilizer!
    2 points
  20. An island with a tree on every tile would be cool for winged nichelings
    2 points
  21. I'm always hesitant to breed Purr Snout in, not because of what it does (it's very useful,) but it's because it spooks me. Just... look at this... It's even scarier with black eyes x_x I'm sure a lot of people don't find it scary, I just thought this would be an interesting discussion: does anyone else think Purr Snout is spooky?
    1 point
  22. I think it would be cool if there were an ear gene to make bird-like creatures feel even more bird-like. These are some of my ideas of what a bird ear could look like. Please let me know which design(s) you like the best if any, and feel free to chime in with more ideas if you have any. Ultimately if there were a bird ear gene implemented, I would likely only want 1-2 (if they offer a lot of variety, then 2; otherwise, just 1 would be nice) to be chosen as "the bird/feathered ear allele(s)", so to speak. These are just some possibilities I came up with on the fly. 😉 Gene modifiers by each design (some of them have either/ors because I can't decide which is better; that's where your input comes in): a. No visible ear, covered by fur. Your classic, simple bird design. +3 hearing (normal hearing). b. Feathered ear (kind of like dodomingo). +3 hearing (normal hearing), +1 cold resistance (due to the extra feathering), -1 heat resistance (due to the extra feathering). c. Phoenix-like layered feather ear. Is much longer and fancier than the feathered ear. Either +3 hearing (normal hearing) or +2 hearing (less than normal hearing because of the thick feathering around the ear), +2 cold resistance, -2 heat resistance (more temperature differences than feathered ear just because of the length), -1 or -2 camouflage (because they're so noticeable). d. Tufted ear, a little like a great-horned owl's tufts called "plumicorns", which are not actually part of their ears, but I based this design off of them visually. This design also comes with the bird-of-prey "brow". +4 hearing (since it's based on a bird of prey, which is known for great hearing), +1 or +2 cold resistance (due to the extra feathering), -1 heat resistance (due to the extra feathering), -1 camouflage (because they stick up so much) +1 camouflage in trees (changed because scientists currently hypothesize that owls with tufts benefit from their branch-like appearance), +1 speed (the thin, angled back design aids streamlining, which is important in fast movement). e. Ear hole visible. Certain bird species have more clearly seen ear holes than others, such as ostriches, which have less feathering on their heads than many other bird species. Even though this design is based on ostriches, this doesn't mean that the nicheling's head overall would appear to have less fur. It just means that the ear hole can be seen as opposed to letter a's covered ear hole. +4 hearing (ostriches have good hearing, and the bare ear hole likely helps), + 1 heat resistance (because less feathering), -1 cold resistance (because less feathering). Thanks for considering this idea!
    1 point
  23. It would be really cool if bones had a use in the game and were implemented more widely. For example, a pile of meat that is left alone too long turns into bones, and bones also have a chance to appear after gathering meat. Bones would have multiple uses, and nicheling bones would be a bit different. In many tribes I have seen, people say that the nichelings that die in the nest "bless it" with their bones. This could be made a reality. If bones are left alone for too long, they have a chance to fertilize the tiles next to them. This means that nests affected by decomposing bones are repaired and reinforced. Also berry bushes produce more berries for some time if affected, and roots are more likely to spawn in these tiles. This could lead to players assigning nichelings to guard the bones, and to place their elders more strategically so they have a chance to become fertilizer. Bones left behind by non nicheling animals can also fertilize the area, but it takes longer. However, nichelings with this new gene can benefit from bones: Bone cracking jaw: +1 smelling(because its best to not smell a carcass) +1 bone cracking, +1 cracking nichelings with this gene can gather food from bones, and nesting material from nicheling bones. The amount of food obtained by cracking bones is equal to the amount of meat you would have obtained, but with 3 more food points. This would be useful if you have a lot of food and you can wait to gather the meat. Also, because there is a small chance of a carcass leaving bones behind after being gathered, you could get a lot of food. You would need to carefully guard the bones, because there are scavengers that would love to get their hands on them: Boneitor lizard: It has the appearance of a black monitor lizard with a cassowary's crest. Most of the time, its not dangerous. It moves one tile every time a nicheling moves, and it can be killed in one hit, because of its extra soft skin. It can be found on every island, it can cross rivers, and it has 3 smelling, 2 eyesight and 3 hearing. It is very wary about nichelings, and likes to stay at least one tile away from them. It is attracted to bones and it will gather them, for every bone pile it collects, it gains 1 point in defense, and if it collects nicheling bones, it gains 2 points, visually, it covers itself in bone armor. It can reach a maximum of 10 defense, and once it reaches that cap, it will start hunting other things. It will go for bunnies, moles, and baby nichelings, and it swallows them whole. there is a chance it will drop a bit of armor when attacked, and you can harvest bones from that armor piece.
    1 point
  24. Yeah, I like the bottom edit. Here's my take: Alternative to taking away sideburns is making them a bit more soft or making them point downwards. I'm thinking of Tom's wisps of fur on the side of his head.
    1 point
  25. Holy crap! I remember when spit-snout (I absolutely refuse to call it derp snout), was literally the spawn of satan o_o This little boy is adorable tbh, but THIS THIS THING RIGHT HERE IS ABSOLUTELY HORRIFYING! (this was taken back when the textures were kinda broken) The new spit-snouts aren't really as bad... but the purr snouts are still giving me a spook ;-;
    1 point
  26. Yeah, I find purr snout a bit more unsettling than some of the other faces. Then again, I don't like derpsnout either; derpsnout used to be even creepier with black eyes (they used to be called spitsnouts), but it's better now since you can see the whites of their eyes now. Isn't this absolutely creepy?
    1 point
  27. I think it’s a tad spooky with black eyes. I’m getting used to it though since my starter female had purr snout and now I have quite a few nichelings with it ^^
    1 point
  28. Cue Lion King roleplay!
    1 point
  29. Yea, I know what foil means and that must be a more recent change in stats. I’m so used to the +4 hearing and +1 heat resistance for the big ears. Due the the changes I was unaware of, I think that making D a perfect foil is still a good idea. I also like the idea of +1 camouflage in the trees. Also what I believe @Dazenith is talking about is this post: https://strayfawnstudio.com/community/index.php?/topic/641-fluffy-ears/
    1 point
  30. Well, they could be next to berry bushes and family if you do it right XD
    1 point
  31. And of course this is toggleable so no one has to use it if they want a challenge.
    1 point
  32. If this gets added all my elders will be thrown next to the berry bushes instead of surrounded by their family lol
    1 point
  33. I like A, B, and D. Although for D, I would get rid of the heat resistance, camouflage, and speed stats to make more like a foil to the big ears.
    1 point
  34. 1 point
  35. Still, the problem remains that one doesn't let the breeding pair(s) fight or get sick easily. The exception would be a sick child, that would make the nest unusuable then for three turns, not two. Breeding in wanderers with low fertility might be a problem, but losing one day with that group is common enough. I do agree that pregnancy is beyond unbalanced. I just doubt this would be enough to fix it for some playstiles. Some fixes sound great on paper. The biggest issues with implementing balancing features resulting in, overall, more time spend pregnant with less output, might be immunity genes. I still lose them sometimes with 6-8 children. If there would be some control over that... they would be great. Falling into a downward spiral of immunity- sickness, resulting in more miscarriages, and even more by (most) new wanderers in addition to perennially bringing down the gene quality of the tribe... That sounds just as bad as a certain update that spawned rogue males everywhere. You could say now that this could all be avoided and would add challenge to the game. And you would be right. Just don't move to new islands with creatures that aren't very young (by settling down on most islands one travels to). Don't let your tribe go down to one creature with the B immunity (even if this means starvation when starting on hard islands). Learn to live with constant sickness when playing blind genes... that doesn't seem too fun to me, though. Just as rogue males can be avoided easily by keeping all females pregnant at all times... it's going to suck the fun out of the game for some players. If immunity genes aren't balanced. If they would balance them in addition, have my vote.
    1 point
  36. Nice and simple. I like it or just toggle of the sickness would work as well
    1 point
  37. My Submission: Hello There (General Kenobi)
    1 point
  38. i wonder if there is anything you could do for a thunder path XD
    1 point
  39. Jup, completly random.
    1 point
  40. Soo, was looking at some challenges and saw this... Ranks are set by the strongest powers. If a nicheling challenges your alpha, look at the genes and decide who has the best genes, paricularly in strength or digging. Whoever looses is banished and can no longer be bred. (UPD8: soon there can be sumo battles bettween nichlings so when that comes out i'll revise it) Is this true? 'Cause that'd be cool. Also what do they mean by sumo battles, if you guys know??
    1 point
  41. You need to start breeding orange stripey fish nichelings now. It's a sign!
    1 point
  42. Haha, yooouuu One more for today, feel free to ping me again tomorrow ^^ Dodomingos: (Jup, the nest sitting is a lust motivation xDD)
    1 point
  43. I would prefer no cap, because sometimes I find a great island and can unlock so much there! And it's a pain to travel everywhere to unlock stuff I could just get at the island I like.
    1 point
  44. "Target Persistence 100" yeah I think we've all noticed that at some point XD
    1 point
  45. Rogue Males have 2 important motivations: Lust and Fear. Here is what it looks like in the game This basically says that rogue males are scared by fire and big groups of animals. Also, they indeed don't like spikyness. Another defense is growling at them or attacking them, which increases their fear. The reason that old rogue males are more interested in females could be that they really stocked up a lot of lust motivation
    1 point
  46. The mask pattern never ceases to amaze me. Once you think you have seen every pattern a heart shaped one appears
    1 point
  47. Just a little idea here, but maybe more vibrant, exotic manes could contribute to a male's attractiveness, just like the peacock tails currently do?
    1 point
  48. Nichelings with flowing manes? YES PLEASE!
    1 point
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