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Showing content with the highest reputation on 08/23/2018 in all areas

  1. Hi folks! He haven't been around much this week! This is because we're currently exhibiting Nimbatus at the Gamescom in Cologne. Will be back online next week
    5 points
  2. I think this would require a specific gene. There are MANY types of venom, and the venom from poison fangs is one that only causes damage over time. There could be a different variant of poison fangs with paralyzing venom.
    3 points
  3. I like the idea of digging being more useful of a trait overall. Right now there's not really any reason to stack digging genes except to get more roots. Having a safe nest from birds would be really cool. Maybe high digging stat could also help you catch stagmoles hiding in their holes.
    2 points
  4. I think it’s an interesting concept. I have a question though, by two tiles does that mean the rabbil only has two more turns until it freezes? If so, I think that it should be longer because two moves feels like nothing especially if you have a lot of creatures. Also maybe venom could stack so the higher your venom, the less they move and/or the longer the target is poisoned.
    2 points
  5. I like the idea of cold resistant ears, but... I would rather they look like lynx ears, with tufts on the end, or arctic fox ears, short, upright, and packed with fur. I feel obligated to point out that lop ears like the original suggestion are pretty much nonexistent except where humans have really warped domestic animals' genomes.
    2 points
  6. I would like fluffy ears, too. However, maybe they could be more like a lynx's tufted ears, or the ears of an arctic fox, and not like cuddly dog ears? That's just my opinion, though.
    2 points
  7. 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
  8. It would be cool if there were different types of manes. Think of a nicheling with the mane of a lion! Here are my ideas: Small mane: Just few tufts of hair on the head +1 attractiveness Medium mane: The current mane +1 cold resistance Big mane: The mane of a lion +2 cold resistance -1 heat resistance +2 attractiveness Tuft mane: Like medium mane exept this comes with ear tufts and if you have medium tail, it gets a tail-tip-tuft and double effect. Females display eartufts (and tail tip) they also get effects. +1 hearing Double effect for medium tail + attractiveness Dominance order: Medium mane > Small mane > Big mane > Tuft mane Edit: 23rd of February 2020 Updated artwork! For comparison, no mane (so basically females with any mane type other than tuft-) Small/short mane: Medium mane: Big/lion mane: Tuft mane: (male:) (female:)
    1 point
  9. Currently on the game a blind nichling can only move to tiles that are seen by other nichlings. However, blind people in real life still move around and navegate the world based on other senses like sound and touch. So I suggest giving two unique actions to blind nichlings. 1. Blind nichlings should be able to have a listening action. It would allow blind nichlings to hear the tiles around them, making it so they can move around. You would be able to click action this in the same spot as the purring action. *How far the nichlings can hear depends entirely on their ears. 2. The touch/feel action. This would allow them to touch/feel something they can’t hear and interact with. For example touching a piece of grass, would allow them to clear it away next turn. This gives the nichlings more mobility.
    1 point
  10. So, niche definetly needs notification updates. An example of this is, One of your creatures died. By what? And who? What happened? I feel this is a problem we all can have. So, here's a request I believe would be simple. Making it so we can actually know who died and possibly by what? I feel it'd be a simple but nice addition.
    1 point
  11. so i was thinking what if nichelings with around 4+ digging can dig burrows to protect baby nichelings from the blue bird and maby add a bit of camouflage. the burrrow takes 5 nesting material to build and will collapse after 7 *days and the nicheling inside will have to be dug out. every day the nicheling is inside the collapesed burrow they will take 1 day of damage, after 5 *days the burrow will begin to fall apart and you can fix it by using 2 nesting material. Edit: I changed turns to days ( that's what i originaly ment)
    1 point
  12. Does it exist? If so, I'd love to see it! (I'm a big fan of concept artwork if you're curious)
    1 point
  13. I feel like the nests we have now in the game do not really match up with the biome. like nests built in the water should look more like seaweed and coral or maybe a nest built in the mountain biome should look like those dark colored plants you find on the mountain with white flowers in it, the jungle biome nest should look colorful. Basically what I am trying to say we should have different types of nests depending on what biome they are currently located in.
    1 point
  14. Just a random suggestion. I mean we have black and white, though white is blind eyes but you get my point. Sooo, why not have grey eyes? Smexy grey eyes- And why not orange golden eyes? Because why not?
    1 point
  15. It happens that a mother leaves behind an identical daughter on her last day. Some take their legacy very seriously, however. What's your clone story? These were left behind berry collectors. Born from wanderers, not the main branch, but quite healthy.
    1 point
  16. I'll understand if you happen to find this suggestion overly morbid, but since our packs can already devour befriended bearyenas... ..., I'd like to propose the packs should be able to hunt and ingest rogue males and possibly wandering nichelings. Both rogues and wanderers would give the same amount of feedings (7?) and would be able to protect themselves/flee on a level corresponding to their genes. For example, a strong/poisonous/spiky/etc. wandering nicheling could pose a serious threat to the pack (yet somehow I doubt anyone would kill such a promising potential member), while a crippled rogue male could be an easy prey, and a life-saver in case there were little alternative food sources. Neither rogues or wanderers would attack the pack on their own (initiate fights), ever, with the exception of the 'attacks' the rogues already conduct.
    1 point
  17. Hi, I what to make a suggestion, Lately I've been playing and one of the problems sometime I have is the "Unlock gene notification", is hard to track which gene you unlock in the menu, so maybe add like a glow feature of something in the gene menu that can show you which gene you unlock. I add an example n,n/ Thanks!
    1 point
  18. I've been wanting and trying to get Bearyena Ears on my main savefile for SO long. Then, on my Whims of Fate save, I finally took a risk and finally got a baby with Bearyena Ears!! He looks like a true cat. (I didn't really care about any of the other genes except Bearyena Ears, so I just bred a female with a Friendly bearyena, waited till their daughter grew up, and bred her with her father. I know, weird, but I just wanted those ears, okay??) On the second island afterwards (I just skipped over a Tiny green in between, so it wasn't that much later), I gave my two breeders Bearyena Ears in their mutations. AND I GOT A LITTLE BEARRR!! (in the picture, the peacock-tailed bear (Little Bear) is his half-brother... whose mother ended up being Bear's mate. Heheh. She's the spiky body one) I named him bear While I was playing, i moved one of my creatures and the resident Bluebird decided to photobomb. I affectionately (even though he ate my precious Little but Strong Bear) dubbed him Bluebird Bear. Here's a picture of the family tree right I took right before Bear died. R.I.P. Bear 😢 I'm so creative with these names. (The ones with game-generated names are not bears)
    1 point
  19. I was inspired from the new update, which added wings and peacock tail. The winged nichelings could fly to the tops of the trees, build nests, and gather food before it even fell from the trees. Also, peacock tail nichelings could call from atop these trees in addition to stumps. These features are nice, but felt a little unfair for the more grounded nichelings. It's especially frustrating that you have to rely on outsiders to come in with the wing gene to even be able to fly. That's why I think that the ability to climb trees would be a nice feature to add. You wouldn't even have to add a new gene. I think that 2 nimble fingers would do the job well, since real life animals like monkeys and squirrels live in trees and have fingers. Also, did you know that one hypothesis on the evolution of flight is "from the trees - down"? Some scientists think that before learning how to fly, animals learned to glide. Gliding is advantageous for animals that live in trees, because it allows them to quickly travel from tree to tree without expending a lot of energy. Some real life animals such as flying squirrels and sugar gliders are good examples of that. And archaeopteryx, considered a link between dinosaurs and modern birds, could have also glided from trees. Basically I mean to say that climbing trees can also help unlock wings. Climbing trees -> Gliding -> Flying You wouldn't have to rely on random strangers with wings to wander by your tribe. And if Stray Fawn does decide to add a forest biome... I think climbing would be very useful due to the abundance of trees. (wink wink nudge nudge, stray fawn)
    1 point
  20. The first day on any island, the water is blue, as usual. When I skip to the second day, this happens. (This screenshot was taken on Day 47 when I finally bothered to report the bug.) How did the water lose it's color? Note: For some strange reason, this doesn't happen on swamp islands.
    1 point
  21. Wait, that's a bug? I thought that's how the water looked like on most biomes... 😶
    1 point
  22. The medium one can also spawn with an ape tree which can spawn an ape (I absolutely hate it when that happens). As said above it also has bugs in swamp tiles when it rains. I also am 99% sure that it has more bearyena spawns and less food. Not sure about the rogue males. Sometimes the landscape looks a little steeper as well but that might just be my imagination
    1 point
  23. As it is, if your venomous nicheling with 1 strenght hits a rabbil, they may happily hop to the other side of the island... to die when you pass the turn. What do you think? Is this scenario rare enough that it doesn't matter, or would a mechanic add to the game? I'd propose limited movement for the poisoned rabbil. Say 2 tiles and it freezes.
    1 point
  24. I like the idea but agree on the balance ratio
    1 point
  25. I think that it would be interesting to turn the blind gene into a somewhat useful trait. Maybe even make a blind tribe challenge. It does add hearing and smelling points, so you could make a blind nicheling with big ear and big nose that actually can perceive a lot of its environment. There are animals irl with bad eyesight like moles that survive just fine. The only thing holding it back is the movement! Why rely on seeing nichelings to be able to move? Blind nichelings can hear and smell things far away, but they can't get to it just because the others can't see it? Disappointing... On a side note, if we allow blind nichelings to move, does that mean we'd have to change nearsighted nicheling's movement mechanics too?
    1 point
  26. I agree that the water environments are kind of drab. New predators would be interesting. But I absolutely agree there needs to be more food! Everything is too scattered. Can't there be a berry bush or tree equivalent underwater? Something that doesn't move around... maybe kelp or seaweed.
    1 point
  27. I just finished the "Utopia" challenge, where after three generations, "imperfect" creatures get drowned in the ocean. I roleplayed that this happened on Tiny Green, rejects survived and hid in an uncleared patch of tall grass, breeding with each other to produce acceptable children that would enter the tribe as wanderers and add their genes to the main tribe, and more importantly, provide information to resist the dystopia. It ended with the fifth dictator being forced to resign by every other tribe member, the tribe migrated to Jungle Gate after the drama was over. There was only one fatality, and that was before the secret tribe was formed. I will admit, if I roleplayed on a larger island, then the story could've become much more tragic, so I might do that at some point. That aside, the tribe is now on Jungle Gate and heading to Deep Jungle, and I want another roleplay-related challenge to do.
    1 point
  28. I considered the poison fangs for this in a Komodo dragon style, a weak bite with a complex venom, with the neck (bodytype) doing most of the tearing damage. The effects have been described by https://www.nationalgeographic.com/science/phenomena/2009/05/18/venomous-komodo-dragons-kill-prey-with-wound-and-poison-tactics/. "They cause internal haemorrhaging from leaky blood vessels, prevent blood from clotting and cause muscle contractions and paralysis." It doesn't read bleeding on a bearyena, but it doesn't need to. A small bite on a very large animal is downplayed. Why would a very small rabbil react the same way, though? They were badly wounded, as such the venom has the largest effect. Bleeding to death with muscle contractions and eventual paralysis. Horns play into this aswell. They offer a wound for our "Komodo" Nicheling to drip poison into, fitting well into this feature. A weak animal, or if you choose, horns doing mostly blunt damage, is still able to stun for its toxic attack. Scorpion's venom seems paralyzing by default. It is true that venom is incredibly complex. If we look at the right animals though, the effects are alike enough superficially to work alike in Niche. https://www.orkin.com/stinging-pests/scorpions/what-do-scorpions-eat/ I am unsure about a balanced tile ratio, though. The benefit is that prey can't die where nichelings won't be able to find it or where it would be stolen in a heartbeat. A big nosed scorpion tail would have an easier time finding said food than a poison fanged nicheling near unable to smell. As the scorpion tail is quite OP already, it might benefit the poison fangs to limit movement a bit more. What are your thoughts on this? (Please excuse the oversized text above, I can't find a way to make it smaller on the mobile version without writing the paragraph myself and making its use questionable.)
    1 point
  29. Ok so I started a new whale island save today in hopes of a quick start to a birds challenge. Started out pretty much starving to death but the tribe is doing pretty well now. Two things I noticed: 1. Rogue Males absolutely everywhere! It’s driving me crazy but I don’t hate the extra challenge. 2. Winged wanderers freaking everywhere!! I found a ton of wanderers, including three one winged females (one of which had a beak), a one winged male, a scorpion tailed male and a peacock tailed female. Also a double no paw and some other not so great finds. All within <40 days ^^ now I think I understand why this was moved to medium instead of easy. Good grief!
    1 point
  30. Like the idea, and I like the concept, but you put this in discussion and feeback. Was that intentional?
    1 point
  31. l Has anybody heard of the ragdoll cat? They are a very 'chill' species of cat that go limp when picked up.
    1 point
  32. I'm the one who made that Wiki page I guess I need to update it some more..
    1 point
  33. So yesterday I managed to get there after all, took me ca 1100 game days - significantly more than 10 real life hours, although it is true I hadn't been playing in rush. As expected, without the immunity I couldn't really interact with the natives; what disappointed me most, though, was that the one interactive option I was given - attack - didn't work, either. The target took no damage (that's the disappointing part), and instead harmed or even killed quite a few of my own guys. Consequently, I decided to restart and try to keep the Star running. Boy, it's frikking hard! I've been trying the speed version of yours, Jojo, but now I got to a Mountain island, and I'm a sucker for that. ^^
    1 point
  34. So there are genes like derp snout and deformed paw, but there isn't a bad body gene. It's name would be Deformed body or some other name like Hunched body or Cripple Back. It would come with -1 speed, -1 attack, and -1 collecting because the hunched/crippled/deformed body would restrict the nicheling's ability to do actions a normal bodied nicheling would be able to do. While all of this sounds really bad, the chance of getting it would be low because it would be rogue exclusive, non-mutatable, and a recessive gene. Also it would give +1 Distasteful Appearance because of how ugly they would look, and I doubt a carnivore would want to eat them
    1 point
  35. lol haha XD i don’t event know what I do. Mostly just lol
    1 point
  36. Maybe it could be like in the Sims? We could adjust it specifically so, for example, Nichelings would live as babies for 5 days, Teens for 2, and Adults for 30.
    1 point
  37. Today we finally managed to take a team picture Meet the team ^^ From left to right: @David: Tool developerStephanie: Artist@ArnoJ: Gameplay programmer@Philo: Game designer / Marketing@Micha: Programmer / Game Designer@Roger: Technical artist@MadMax: Programmer / Game DesignerAnnika: Artist / Game Designer@Markus: Artist / AnimatorClaudio: Music / Soun
    1 point
  38. Because just as your creatures can adapt to every biome, why wouldn't other animals? Bunnies It never made sense to me how bunnies are white everywhere. Here are some different variants: Grassland Bunny, which looks like it's current appearance but brown. It replaces the current white bunny. Arctic Bunny, white and with a fluffy tail. They have 1 defense. Savanna Bunny, a regular bunny but beige, and has 1 stealth. Swamp Bunny, a black bunny that can safely eat poison berries. (Because I don't think swamps should be exempt from bunnies being a nusiance.) Balance Bears Just in case you thought there were no truly invincible predators on Deadly Hills. Brown Bear, a grassland version of the balance bear. Bearyenas Because Deadly Hills isn't the only killer island out there, what if the non-killer bearyenas were slightly more dangerous? Mountain Bearyena, which is white. It has cold resistance, and has 1 defense and 3 strength. It spawns in the Frost Lands. Jungle Bearyena, which is slightly smaller. It has stealth and scentless, so it's harder to hear/smell. It spawns in the Deep Jungle. Ramfoxes The concept of a predator that spawns in a pack is interesting to me, I'm not sure if it should be limited to one biome. Red Ramfox, spawns in the grasslands on islands that aren't easy, not counting Home Island or Crossing. Savanna Ramfox, spawns on islands with hot climates. They are beige with large ears.
    1 point
  39. 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 ❤️
    1 point
  40. @Incyray I think that adding in flop ears would differ from adding in a scorpion tail since scorpion tails naturally evolved in the wild, while flop ears only exist as a result of artificial selection. Since niche evolves around natural selection, I don't think that adding flop ears in would make sense.
    1 point
  41. Actually, this would be a good idea to deter you from inbreeding, like with sickly nichelings! So, instead of a deformed paw, you could get like the model of a deformed paw and deactivate the paw gene, like you do with the inactive ones. So you'd still retain the actual gene? Idk, just thoughts.
    1 point
  42. Cool, but i think it would look cuter upright
    1 point
  43. I would like the ability to scroll and see past generations. I would love to see where a certain gene came from, and how it evolved from that creature. I think that adding a scroll bar will be an amazing improvement to the game. Thanks!
    1 point
  44. I'd love that, though people might like it as a feature to toggle, as to make the game not so difficult for beginners or people who just want to relax
    1 point
  45. or maybe insted of "You unlocked a new Gene" it says "You Unlocked Nimble Fingers/Bearyena Snout/ Water Body/Claw"
    1 point
  46. Yes, either a bit less than +4 or maybe +4 but they only work when swooping and not when attacking normally.
    1 point
  47. Something I've wished for ever since I lost my first baby Nicheling to a wandering Bearyena is the ability to pick up baby Nichelings and move them as long as they have one gem or less. That way, a parent could move them to safety in case of danger. I've also wondered what would happen if there were a random event that might happen when a young Nicheling is taken by a bird. Instead of being taken, they just lose a lot of their life span and are left with the "bleeding" debuff if their strength is high enough? Other things that I think would be cool to implement include, but are not limited to, a breeding season (increases rogue male spawn rate, baby Bearyena spawn rate, and general fertility of Nichelings for a short time every so often?), an elder stage (where breeding becomes impossible? The breeding option could just be greyed out with the message "this animal is too old to breed."), and new genes to eat the bark off trees. Trees could also be used to claim territory by marking them with claws or antlers? This might discourage the spawn rate of wandering Nichelings and increase the spawn rate of predators? Another gene I'd like to see is an underwater "smelling" gene. It wouldn't have to be a nose, but it could be a more fish-like sensory organ. There could also be an antennae in the antler slot to act as a smelling buff, if Nichelings were to develop bug-like genes.
    1 point
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