There is also a suggestion thread on the Niche Wikia![niche.wikia.com]
The old list is here:
Poofy fur - Will poof up to scare away predators. Depending on how many poofy-furred creatures vs. how many predators, the predators may flee.
Winter fur - Fur will turn white when in a snow biome or during winter. +5 cold resistances -5 Heat resistance. ~Effect: increased camouflage?~
Pangolin armor - Scales. +1 defence OR defence skill
Head slot: Frog tongue - Harvest insect swarms
Rhino horn When walking to another tile any predator or prey in adjacent tile will get one point of damage. +1 strength
Tusks - +2 strength
Beak - no damage when pickng berries
Front leg slot
Throwing arm - Throwing skill
Small paws - Allows for berries to be picked from the cactus without taking damage
Back leg slot:
Strong hind legs / standing legs - + 2 vision range. Animal can spot other creatures in it’s range, and movement outside of it. ~Would need way to differentiate between “exploring” vision increase and “seeing” vision increase~ Alternative: Allows animals to jump and catch birds out of the air
Scorpion tail - +1 strength +1 defense. Poison attack, does not stack with poison fangs. Alt: does stack with poison fangs.
Shark tail ~There were no further suggestions of what this would be like~
Prehensile tail - for climbing and gathering tree fruit
Intimidating tail - for intimidation action
Slender tail - +1 moving speed
Clubbed tail - +1 strenght
Short tail - +1 strenght or just for looks
Streamlines tail - +1 speed
Fur colour slot:
Unnatural colours as very rare genes.
“Blue” fur, like the grey-ish colour found in real animals
Clouded leopard spots -super recessive
Classic tabby markings
Fur pattern slot:
Coloured spots ~Possibly a new slot for pattern colours?~
Sneaky predator - Will not make the grass rustle, but weaker than current predators
Insect swarm - Found in swamp
Deer - Run slower than rabbits, take more hits to kill, give more meat
Bilby - Small prey with a brown, white colour scheme. Attracted to berry bushes. Only appears in savannah, Nocturnal. 4 food points.
Mouse: Small prey with grey, white colour scheme. Attracted to berry bushes. Only appears in grassland, Diurnal and Nocturnal. 2 food points.
Medicinal plants - can be store like regular food, and used to heal when needed. Disappears when collected and regrows randomly. [added as of 0.1.4 without storage, animal picking the fruit will be healed]
Apple tree - Has a chance to drop an apple on an adjacent tile each turn. Apples are worth 1-2 food points. Appears in grass biome and more rarely in swamp biome. Animals with ram horns, big body, and possibly other strength genes can bash trees for a small chance to drop fruit. [added as of 0.1.4 as acorn tree]
Mango tree - Same as apple tree. Appears in savannah biome.
Night time -(As a cosmetical change, not a mechanic) toggle whether animals are active during day or night -(As a mechanic) - read more here
Growth of new bushes [added as of 0.1.4]
Babies and juveniles take more damage from attacks
Litters - Number of babies depending on how much food is available
Increased chance of certain mutations depending on biome
Fertility -increased/decreased fertility at certain ages
More plants depending on location ~There were no further suggestions of what this would be like~
Crafting - Breaking bushes to craft nests
Immunity specific illnesses (Increased focus on illness and immunity confirmed for Swamp update)
Involuntary relocalisation to different islands (confirmed on the To-Do list)
Injuries debuffing stats instead of taking off lifespan
Performing a task a lot will increase the skill +1
Sex-specific gene slots -Putting a gene on this slot will make it less likely that gene will appear in the opposite sex
Food stock individual animals -Each animal can hold an individual amount of food -Have a toggle to show the food "slots" to put in or take out -Have a toggle so that the animal will ONLY eat from their own food stores(so if the player wants to starve 'em, they don't have to worry about waiting until the food count is at 0) or eat from the communal food stores until there's nothing left and force them to eat from what they hold. -Prey items are worth more than or equivalent to what your creatures can hold, exceptions being small and easy game like rabbits and moles -Trees or bushes grow where an animal with a certain amount of food in their store has died
fatal double dominant genes
Number of predators/prey related to number of tribe animals -Less animals = more predators/prey, more animals = less predators/prey
Carnivores using nests to breed [added as of 0.1.4 as dodomingo, not carnivores]
Animals that aren't part of your tribe move independently. They can steal berries, flee from predators, and mate with your animals. To add them to your pack, a "catch" action has to be used on them. [added as of 0.1.4 as horny males, cannot be added to your pack]
Cannibalism - Animals can eat other tribe animals with a smaller body than them
Infanticide - Mothers can kill babies before they gain their first action
Different tribes of animals living on their own islands/regions - Can be fought to gain control of their region, or persuaded to join your tribe. Having animals with similar appearance will increase the chance of succesful persuasion.
Tribe animals dropping food when dying. Infants and animals dying of old age will drop less.
Tribe animals left behind when moving to a new island will remain there. The player can switch between islands. Each island will have it's own food source.
When returning to an island, there will be randomised creatures with the genes of the animals you left behind, as if it were their offspring.
Base food consumption rate - At the start of the day all adult animals consume one food, but their first action of the day is free.
Animals with extra genes in a slot, but less likely to sucessfully breed
Switching an animal to day/night cycle costs all energy the next night/day Alternative: An animal can switch one action point per day to night/day
Tiles that have been observed but not uncovered by the seeing action will count as explored. The grass will become shorter, and camouflaged animals are less visible in it than an uncovered tile.
Spit snout can attack tribe members
Blind can still move one space, but cannot see plants without touching them. Will take damage when trying to move to a space with a predator on it.
Horny Males will carry genes related to the biome they are in, which are not available through mutation
Rainy days will cause water tiles to spread and puddles to form
Horny males will attack other males to eleminate competition
Horny males will not mate with females when they get attacked by them
Selecting one animal to be immortal. Immortal animals are immune to aging and damage, but can no longer breed and their actions are less effective. The immortal animal will die when a new immortal animal is chosen.
Changes to the inbreeding / immuntity system
Dodomingos laying eggs in nests that can be gathered for food
Predator bird taking damage for attacking toxic bodied babies Alternative: Predator bird gets sick and leaves for a few days
Predator bird leaving for a day after attacking a baby
Lonely mothers - Will steal unattended babies
Omnivore / herbirvore / carnivore - Herbivores get more food points from food but cannot eat meat, carnivores get more food points from meat but cannot eat fruit - Based on digestive system genes
Instinct points - Awarded for certain activities - Can be used for crafting nests, grow resources or decorative tiles
Rare chance of Horny Males with good genetics
Base food consumtion can be turned off
Diminishing resources - Berries not growing back because of over-picking - Trees dying from repeated banging
New bushes and trees growing
Pregnant females will give birth even without a nest after a certain period of time, but with a penalty.
New skills / stats
Defence points - Decrease damage taken from predators
Defence skill - Immune to damage when active, but cannot do anything else. Toggling off uses all action points.
Nest building skill ~There was no further suggestion of how this would work~
Stealth Skill - Allows an animal to sneak up on prey without it running away
A skill allowing for picking of cactus berries
Echolocation - Seeing at night
Warning colouration for poisonous animals (Confirmed for Jungle update)
Eyesight somewhere between total blindness and normal sight; one-eyed, near- or farsightedness
Rare chance of “super-mutating” a gene
Hibernation - Animals have limited moves but require less food during winter Alternative: Animals don't move, don't starve, can still take damage
Heat sensitivity - Animals are able to detect other living creatures in unexplored tiles. Only indicates the size of the creature
Smelling - Animals are able to detect plants, food, prey and predators. Only indicates presence.
Throwing - Damage creatures in the sky Alternative: damage creatures in the sky and knock them down
Spitting - Ranged attack that can be performed by spit snouts
UI changes / updates
Overview of tribe members’ abilities and genes
Family tree (Confirmed for January update)
(Unlockable) chart for relative dominance of genes
Adding immunity gene to the mutation menu
In-game journal to add pictures of animals, displaying their genetic stats with it
New layout for mutation menu
Button to center on selected creature
Ability to see who has died recently
Population counter that shows females, males, and babies separately. Can be searched for specific genes. Alternate: a table listing all information in a summary format (name, gender, age/health bar, number of moves left, stats summary, genetic summary), that you can sort on any of these columns, and then select someone from this table UI and then go back to the world interface with that animal selected
Notification updates on animal death and cause
A pop up with the genes of two selected animals, to compare for breeding
Marking animals as fighters / gatherers / breeders / explorers [added as of 0.1.4 as gems changing between 3 colours]
Warning pop-up for destroying bushes that can be turned on or off
Biome description accessable upon discovery
Show results of action when hovering over resource's available actions
New biome: bogs - Humid area with higher chance of berry bush spawning/other food source. Increased chance of sickness. Animals that have not moved for a certain amount of time will get stuck and become unable to move from thereon out.
An option to randomize Adam and Eve. Possibly depending on what biome they start in.
Rival pack ~There were no further suggestions of what this would be like~
Different look for explored tiles
Optional goals with rewards
Naming species (Confirmed to be implemented)
“There should also be bot nests and you can befriend them and add them as allies or even to your own pack or even real life people.” ~Not gonna lie, don’t really know what this means?~
Visual indication of age
Buffing predators or nerfing claws and horns
Penalty for filling the map with little guys ~There were no further suggestions of what this would be like~ [added as of 0.1.4 as predator bird that will attack your little guys]
Customs gem colours [added as of 0.1.4] Add more colours Add a colour slider
Make selected gem colour pass to offspring
Different gem colours for genders
More obvious visual difference between female and male animals