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

  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. 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
  8. 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
  9. 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
  10. So, I suggested fluffy ears in the last community voting. It didn't get enough votes though, so I thought I would suggest it again with some art I did. They would be floppy (just because I'd love some more ear variety) and the stats would be: +2 cold resistane -1 heat resistance. +2 hearing (a little less hearing than normal cause of all the fluff!) +1 Smelling (I saw someone suggest this) I would really like to hear what people think. Also, digital art is not my strong point so I apologise for the awful drawing.
    1 point
  11. Since there's currently only 3 types of hind legs, I thought one that matches up with winged nichlings would work. The gene would give them 4+ attack since a predatory bird's talons are pretty powerful. I might put up a drawing on what it might look like later.
    1 point
  12. I'd love to see wanderers and rogues defend themselves like Adam's tribe does. It'd be a lot more difficult to defend your food sources from wanderers and to defend your females from rogues. And after all it is more realistic.
    1 point
  13. 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
  14. 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
  15. There are many players who do challenges in Niche already. I think it would be great if you could design challenges and also include a win condition. That way, the game will make sure you can't cheat and tell you when you reached the goal you set.
    1 point
  16. 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
  17. 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
  18. 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
  19. Wait, that's a bug? I thought that's how the water looked like on most biomes... 😶
    1 point
  20. @Philo This is indeed 1.1.4. Also, I deleted the save file. So rip all them nichelings. This happened before I knew how to back up save files >.< And Finn, nope he just landed there cuz I thought it was safe. Poison fangs in a jungle isnt really helpful
    1 point
  21. 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
  22. 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
  23. I like the idea but agree on the balance ratio
    1 point
  24. 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
  25. 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
  26. Would love to play this game to be honest
    1 point
  27. I haven't noticed too wildly different spawnrates. What might be the case, though... The easier one has defined zones. The medium one doesn't and there tend to be bugs everywhere. They aren't difficult tough, the most unfortunate and common thing you could prepare for is running into a bearyena when your animals have the sleeping sickness.
    1 point
  28. I made this one, like, last summer, but it still counts. It's also up on Steam! (Oh God! This looks horrible!)
    1 point
  29. I'm the one who made that Wiki page I guess I need to update it some more..
    1 point
  30. This was my first and also the last successful attempt to create a more or less uniformly-looking pack. I loved them all, including the twins. RIP
    1 point
  31. 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
  32. same happens to me! i thought it was just a bug the devs would fix? guess not, most of my tribes have grey-pink water now lol
    1 point
  33. Update: I just arrived at the savanna last night, and the water was normal. When I entered the game this morning, it was this glitched gray-beige. It might be a problem that appears when I quit/enter the game.
    1 point
  34. Here is my save file. Slot0.nichesave
    1 point
  35. Drinking would be a new action that you could do with water. Nicheling could drink only when it's hot. When you drink you would get the cool down effect for two days. Drinking salt water would make nichelings sick, or feeling bad other ways. It wouldn't help with heat. I would like to hear a little sound effect of drinking nicheling. Thanks to: Jojo for the salt water idea and Sheireen for the idea, that drinking could give cooldown effect for 1-2 days. (Before that I said that drinking wouldn't take any gems. This idea solved my proplem.)
    1 point
  36. I had been in a savannah island for like, 50 days, mkai? A fire had started around day 10 and stopped at day 25-ish. A nicheling lifetime later, that ash is STILL THERE! WHY?! I get to day 80, the ash is still there. At this point, the fires have raged around and killed nearly all the land, so I had to leave and go to a new island. So, can we make it so ash goes away after a few days? Like 5? Or atleast can it be washed away by a rain? I'm getting tired of a burnt up, charred, crispy savannah. (Cough cough, second time writing this I accidently hit some keys and closed the frikin' window. THE FIRES WANT TO SILENCE ME!)
    1 point
  37. 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
  38. 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
  39. @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
  40. 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
  41. And here we have Shadow Niche River Niche Thunder Niche And Wind Niche These Niches all lives together Until the Fire Niche attacked Then the master of all four elements... I'm sorry. All the references Edit: Thank you guys for the hahas and giving me a heart attack with the notifacation bell. It scared the crap out of me >.<
    1 point
  42. 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
  43. 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
  44. or maybe insted of "You unlocked a new Gene" it says "You Unlocked Nimble Fingers/Bearyena Snout/ Water Body/Claw"
    1 point
  45. I kind of like the idea of it being 1 strength and 2 fishing. That lines it up with the 3 stats on all the other legs, and you can get more strength from horns and body type, but without the forelegs if you're going with winged creatures, you're limited to 2 fishing from the fishing tail. And having no speed wouldn't bother the double winged creatures since they fly everywhere anyway.
    1 point
  46. Deerest readers Last week our team travelled to San Francisco to exhibit Nimbatus at the Game Developers conference. ---> @Markus, @Philo and @Roger at the Nimbatus booth. We were super proud because Nimbatus won a "Best in Play" award and Roger managed to win the "GDC Pitch", where he had to present the game to a jury of game publishers. Nice job Roger! *pat on the back* Philo gave a talk about community-based game development. On our free day, we walked across the Golden Gate bridge with friends We also visited Japan town and bought LOTS of manga and art books (about 10kg in total). And there even was a rainbooooow! It was a great week! We met lots of new people and old friends and can't wait to go again next year
    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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