Jump to content
Stray Fawn Community

Redknight910

Member
  • Posts

    95
  • Joined

  • Last visited

Everything posted by Redknight910

  1. That would actually make sense, if it deactivated the gene and just had the derp snout's ears which are useless.
  2. I think this could be a fun little addition, it'd be like taming a bearyena, but it actually helps you rather than just providing breeding stock.
  3. I've been in this situation a few times, managed to come back from it, but I've been in a harem condition at least twice, both female majority thankfully, but it would be nice if there was a way to balance male and female births.
  4. Underlined the reptile bit for you.
  5. I've done this at least three times. This would be a great feature.
  6. This would be interesting, but the idea of niche is that you're just a little tribe/pack of critters trying to find a place for themselves, not a race of critters on a path to sapience.
  7. I think a world builder would be awesome, especially in conjunction with a gene editor to adjust starting nichelings.
  8. Yeah, I thought that was what you were talking about.
  9. I really like the body effects, particularly the spiky body can't be grabbed. And having sleeping nichelings curl up when they run out of AP would be adorable.
  10. Yeah, it is kind of annoying how the derp snout overrides the ears. I think they should either add a deaf ear, same as blind eyes for hearing, or just some kind of variance to show that the ears are different.
  11. Quick question, but which beak is currently in game? I don't really count the platypus bill, since it's from a mammal. Other than that, I do like these ideas, seem like a good way to add that little bit more variety among the niche's.
  12. The thing is, they're rogue males, which generally implies they've either left or been outcast from wherever they're from, and are just wanderers.
  13. The oxoat horns aren't what I was trying to describe, but I still like the look of them anyway, so it works. I like the teeth particularly in the liota, and the armagolin is cool. I like most of your concept work scattered throughout the suggestions.
  14. Okay, I didn't actually know about the different senses allowing you to move. Also, that bearowl is legitimately scary.
  15. I really like the idea for proper animations to be added. Between passive anmiations and even proper movement animations, like walking from one point to another, it would really add a lot to the game, even if it might not seem like much, I think.
  16. Some cool ideas in here, particularly I like the adaption mutations idea. I think either add an untouchable bubble to the selected mutations window that will fill in depending on what your nicheling does, or create another tab for a few adapted mutations. Some other examples I can think of are toxic fruit and hunting rabbils/stagmoles, which would mutate toxic body/poison fangs or claws/horns.
  17. Nice additions. And in hind sight I should have at least added the biome I expected them to be placed in. Might update and edit a few things. A note on yours. With the bearowl eyes, I assume you mean the first tiles in front of them would be dark? Or just unable to see anything in them? Because I don't think that would work with the current way the movement system works. I like the tigle, both for the aestetic and because the name sounds cute. You also put in a sharp eyes gene, then at the bottom added normal eyes, just a typo I noticed. The crark sounds cool, and I like the idea of it continueing to act as it would normally, requiring you to actually track down the bugger when you needed it for breeding. And I am awaiting your art with anticipation.
  18. I was thinking the exact same thing as Topaz. Thought I posted a comment about it, but obviously my internet said no at the time...
  19. I think the idea of simultaneous turns is a good one for multiplayer, and the concept of starting a type of 'combat mode' where turns become more chess style as someone described it in another thread, would cut a good balance there. A question I have is, what do you think about interactions between tribes? I think things like sharing food/nesting material, breeding and such should require a confirmation from the other player to actually happen.
  20. All cool ideas, I really like the look of the Glamour maw. Maybe also add to fishing skill?
  21. I think the percentage would work better in relation to the different size of tribes, also would work better with larger tribes, which might have many creatures able to move at once.
  22. I think this could be simple, or complex, depending on how different foods are sorted. Could also allow for genes related to carrion eaters to extend the length of time food is considered 'good'. Like you I have no idea how difficult this might be to implement, but it's certainly an interesting and immersive concept.
  23. So, just some hybrid ideas for various critters. Let's get into it. Liota: Cheetah/lion, found on savannah Liota Tail, longer and thinner than medium tail, giving +1 speed, +1 stealth, +1 heat res Liota Legs, +3 speed, +1heat res Liota Snout, short, whiskered, strong voice, +2 strength, +1heat resistance Liota Eyes, feline slitted, +3 sight. Lean body, claws, round ears, yellow fur Armagolin: Armadillo/Pangolin, found on jungle Armagolin Paw, has longest claws of all paws, adds +1 digging, +1 cracking, +1 strength Armagolin Body, has that classic armadillo shell with scaly protrusions from the shoulders, +2 defence Armagolin Snout, has a long mouth like a pangolin, +1 digging, +3 smelling Short-sighted eyes, Hind legs, medium ears, no tail, black fur Oxoat: Ox/Goat, found on winter lands Oxoat Horns, straight horns that angle up at the ends, +1 strength Oxoat Body, thick furry coat, +2 strength, +2 cold res, -1 heat res Oxoat Legs, hooved feet, +1 strength, +1 speed, +1 cold res Oxoat tail, has a puffball at the end, +1 distasteful scent These are what came to mind, might add more if I think of any.
×
×
  • Create New...