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glitchplight

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Posts posted by glitchplight

  1. On 8/29/2018 at 1:29 PM, StarWolfQueen said:

    Seeing as this one has 8 GB, and is practically new outta the box, and considering the fact that my old computer was run down, had barely 4 GB, and had a multitude of viruses, this computer is much better than the old. And as for graphic cards, I have checked, and I can confirm I have one.

    Sorry if I am interrupting, but Micha is talking about your graphics card driver, not the card itself.

    Also, it would probably be good to copy paste the info under steam->help->system information so the devs can help you. A lot of information is there that they can understand so they can find your problem.

    • Like 1
  2. I don't really agree, but thats mostly because I got the impression that a nicheling's poison isn't topical, like a poison dart frog, but instead must be actually bitten into and ingested. You will notice that the toxic body anatomy has a lot more mass around the neck area, which appears to be meant to be an extra organ created for the sake of making poison, but that poison appears to be stored there rather than secreted on the skin, like frogs.

    Considering nichelings appear to be naturally furry creatures as well, I feel like it would be pretty inefficient to secrete poison under all that fur, especially fur that needs to be groomed like any furry creature. This is just how I've interpreted things though. 

    Now, licking a toxic bodied nicheling who is bleeding out after being attacked could be a different story!

    • Like 5
  3. Considering how high both the insectivorious and bat head suggestions got, an insectivorous themed update would  work reeeeeaally well just saying (empathetic nudging in the devs' direction)

    Though for real glad to finally see some possibilities! Whatever you guys end up choosing it looks like I'll definitely be looking forward to it regardless!

    • Like 5
  4. 1 hour ago, Pokestardragacraft said:

    Smaller ears = harder to see is what I think they’re going for

    Oh alright I see. I doubt that is a good idea since realistically, animals with upright ears are capable of moving them flatter against their head when hiding or stalking prey, and ear size in general certainly don't have that much of an effect on whether an animal can be spotted in general. Personally, I don't like the camoflauge idea, especially since deafness doesn't correlate to ear size in biology.

    However, I am alright with it working the same way as eyesight and blindness does, where they are just negative effects without a tradeoff. If there was a tradeoff though, I would like it if their other senses were stronger to make up for the one they lack, since that is something that DOES happen with lots of people and animals!

    • Like 2
  5. 2 hours ago, Jojo said:

    That brings up another point I am sometimes annoyed by creatures with double no paw never starve. No wanderer starves or is eaten by a meat eating plant (not sure if they changed that yet).

    I also didn't mean that wanderers should only have three energy points. I can see how that would be hard to implement. I simply meant that they should move according to their speed stat, so babies should only move on tile when you make a move and not shoot across the island like flash.

    Are wandering babies eaten by the bluebird yet? If not that should be added as well.

    Oh ok that makes a lot more sense. Yeah I agree on that part considering they can age, and are affected by other hazards (like enemies, or coconuts), it is weird they aren't affected by the meat eating plants. The idea of the wanderer's starving might also be hard to implement because that may require having seperate food counts implemented for each wanderer who has spawned or creature banished from the pack, which might be a bit too much overhead. But I do see why you would want that.

    • Like 2
  6. 3 hours ago, Jojo said:

    But it defies logic. Constraints placed on creatures depending on age and genes should be placed on all creatures, otherwhise it breaks immersion IMO

    I can't see how the turn constraint could even be applied to wanderers, or should. They already have constraints, just as what their genes allow (like what they can eat, if they can breathe underwater, or if they can fly to trees, etc). Wanderers are allowed as many turns as a player takes in a day because they are as much as an outside force as other diurnal animals, like the rabbils, rogue males, walrus deer, blue birds, stagmoles, etc. and limiting them would make it much too easy to deal with them and otherwise pretty boring. 

    This is why I agree that baby creatures should of course still be allowed to have constraints such as defense level, lack of ability to swim, lack of ability to fly, being unable to dig or pick berries, etc. I really do have to draw the line at constrained turns, since that is such a core aspect of Niche's gameplay with diurnal animals. It isn't necessary, and immersion isn't worth it in comparison to the other constraints I listed. 

  7. 3 hours ago, Jojo said:

    Wandering babies also run around like the flash but as soon as you invite them in they only can move one tile.

    Well thats fine, since any wandering creature is supposed to move as much as it wants as long as you are moving, and isn't constrained by the move limit that your own creatures have. I don't think that is an issue.

    I do agree it might be more realistic for wandering babies to have the same defense as normal babies though, and end up dead after just being attacked once.

    • Like 1
  8. Thought I would chime in. I did find plenty of water digging tiles in my 1.1.1 game, though the way they behaved was strange. On my oasis island, EVERY single blank water tile in the sea could be dug up, but ONLY on one side of the island. No other water digging tiles showed up on any other side of that island.

    On other islands however, they behaved normally.

  9. 5 hours ago, TamTroll said:

    webbed paw could do with some collecting or fishing ability somehow, as right now having a double-webbed paw nicheling is kind of worthless, you can swim really fast, but you sure can't do anything with it.

    i could see  webbed paw with either fishing 1, and / or feeding from the bottom ability like Platypus beak, it could be liked the underwater version of digger's paw.

    I can see them having a feeding from the bottom stat on them like the way otters like digging around! Maybe to balance out helping with swimming, it will only have a +1 of that ability.

    57 minutes ago, Fortuna said:

    Definitely having some smelling on Gills would be nice. It's really not worth using right now, which is sad because Gills is kind of cute. Even if it was just +1 to smelling, but +2 would be nicer. Underwater breathing doesn't really feel like enough of a bonus to reduce the smelling from +2, like Venom Fangs (poisonous and ability to eat toxic berries) and Bearyena Snout (the extra strength and abilities) do.

    I think +2 would be fair to it while +1 would be better to put on the Platypus Bill since its more balanced out with its recent buff. But yeah it is true any amount of smelling ability would be appreciated.

    • Like 1
  10. 15 minutes ago, Bout de Carton said:

    Yes that could be so helpfull! It's so anoying not being able to smell on gilled creature especially since they seem to have a big nose. Meybe just +2 smell would be good like craquer jaw.

    Yes exactly! +2 Smelling seems like a perfectly reasonable amount of smelling ability and is a good standard!

    • Like 1
  11. The head shape for the gills seems to have a very shark-like look, and sharks are very very good at smelling, so it seems only fitting! Plus it isn't worth using the gills over the water body in the state it is in.

    For that matter, let fish be smellable!

    (another water gene that beeds a buff is the webbed paw, but I haven't thought about how exactly that can be buffed yet)

    • Like 5
  12. A big point of having this forum and the feature requests in the first place is to have an easy way to see which features people would like in future updates and want to implement, so I doubt this is that last update ever. That being said it is probably the last huge one we will see.

    • Like 2
  13. You can find the save file by following these instructions: 

     

    But yes I had most of these bugs on one of my files too. Sending the sves to the devs seems to really help them find what things went wrong.

    • Like 1
  14. 4 hours ago, Jojo said:

    But doesn't the grass adventure island have rogue males as well? And you find bearyenas on any easy island.

     

    Not that I would mind if the whale island was moved just wondering :)

    I don't think that is the issue. It is true you will find rogue males and bearyenas on the grass adventure island as well fine. The big issue in this case is the spawn rate.

    The grass adventure island has a much lower spawn rate of these enemies. But on the whale island, I was constantly swarmed with rogue males, and the fact that I couldn't see most of them due to the trees made things insufferable.

    Another reason I think it might be best if it was moved up to normal instead is due to the food resources. It is hard to find food at the beginning of the island, and once you get to the other side, it is pretty much swarming with bunnies, which ARE an ample food supply, but if a beginner doesn't have enough strength, being able to keep up with the berries as a food resource and being able to take down the bunnies before they eat the berries can prove to be a huge challenge.

    All in all, I believe it is a very big and noticeable difficulty spike in comparison to the grass adventure island, and fully support moving the island up a difficulty at least.

    • Like 4
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