Update 1.4 will introduce Pterosaurs to Jurassic World Alive!

These flying creatures will have a significant impact on all facets of the game - from new hybrids to an iconic new battle arena! Speaking of battles, Pterosaurs will also add yet another layer to your battle strategizing, with the new Swap-In Abilities!

See below to prepare for a new aerial adventure and remember to have fun and stay safe when exploring!

Scent Capsules

Inventory

Daily Battle Incubator

See BATTLE details

"Act First" becomes "Priority"

This linguistic tweak means that in-battle events can now occur before what was previously known as “Act First”. See Swap-In Abilities, below.

Defense Shattering Tweak

Defense Shattering will work even against creatures that are Immune, for the purpose of removing their Shields and bypassing Armor. This mainly affects the Ankylocodon.

Auto-Swap (Strike/Impact and Run)

Abilities that auto-swap will now auto-swap to the next non-defeated creature instead of a random non-defeated creature. This means that you have knowledge of what the next creature will be when you use auto-swap abilities.

Swap-In Abilities

Some creatures now have access to Swap-In Abilities (or SIA for short). When you perform a SIA, you get the benefit of having swapped out your previous creature, having swapped in your new creature and performing an ability, all in a single action!

A SIA only occurs if you manually swapped. This does not occur when you initially deploy your first creature, or when you replace a dead one.

When a creature has a SIA, it performs it before any Priority Ability has the chance to act, because all swaps are done beforehand.

Note that if both players swap to creatures that perform a SIA, the fastest of the new creatures will get to act first.

Order of resolution for a battle turn becomes:

Perform all swaps

Perform all Swap-In Abilities according to speed

Priority Ability

Speed order

There is one creature family that has Swap-In Abilities as a core mechanic: Pterosauria

Other creatures were modified to feature Swap-In Abilities, these are listed in the Swap-In Abilities table, below.

Swap abilities prevent the creature from swapping for one or two turns, this is called binding (a creature is said to be “Bound”). Note that this special type of Swap Prevention occurs even if the creature is Immune, since this is self-inflicted. However, this negative effect can be cleansed through the usual means.

Be aware that effects that give a free swap (i.e. Impact and Run) can “chain” into free Swap-In Abilities!

In this case, the SIA is performed immediately after the creature enters the field. Note that if the opponent hasn’t acted yet, this SIA occurs even if the new creature is slower than the currently-present opponent.

Triggering SIA is all about the finesse, timing, and prediction of what your opponent does! Note that most creatures with SIA are so versatile that their attributes are under the average of other creatures of a similar rarity.

Speed Marker Position and other Battle Communication Improvements

To improve player comprehension of changes in creature speed relationships, we have reworked the way that the speed marker is represented during the battle. As the different abilities and status effects begin or expire, the speed marker gets updated. This helps us precisely explain the cause and effect related to the question: which creature is faster?

We have also taken the time to give specific iconography for:

Swap-In Abilities (see above)

Critical Hits

Counter-Attacks

Damage Over Time Overhaul

Foreword & Context

We have started working on Damage Over Time to be more useful (powerful) in the game.

We wish to shake up the prevalent tank meta. Combined with SIA (see above) we should obtain a more dynamic battle gameplay.

Please note that creature balancing relative to Damage Over Time is an ongoing process and is subject to change over the upcoming updates–hence why we created more Damage Over Time abilities than what is currently used in the game (see New Abilities, below).

It is intentional that a lvl 1 Suchomimus could do as much Damage over Time as a level 30 Suchomimus when the target is the same. Depending on feedback from players, we will adjust the DoT-using creatures (and potentially the ability percentages) in further updates for a fair and balanced experience.

Mechanics

Damage Over Time (or DoT for short) is now calculated based on a percentage of the opponent’s maximum health. It has more efficiency against high Hit Point creatures, since the effect deals more damage in total. DoTs are an easy way to say “no matter what your health is, you will be defeated within X turns”.

DoT effects stack and are not modified by damage increases or decreases.

A vulnerable creature does not receive more damage from DoT.

DoT bypass Armor and Shields (even Invincibility). Beware!

As with other status effects, DoT can be removed by Cleansing the affected creature, or by swapping it out.

DoT do not affect Immune creatures.

Example

The Spinosaurus has Exploit Open Wound. It does 1x damage and inflicts DoT 0.2x for 3 turns. It also has Gashing Wound, which does DoT 0.3x for 2 turns.

The Apatosaurus has a maximum of 6000 HP.

On turn 1, the Spinosaurus uses its Exploit Open Wound on the Apatosaurus: The Apatosaurus is affected with DoT 20%. This means that it will receive 0.2x6000 = 1200 damage at the end of the turn for the next 3 turns, including this one (unless the Apatosaurus swaps).

On turn 2, the Spinosaurus uses its Gashing Wound. The Apatosaurus will now receive DoT 50% (3000 damage!) for the next 2 turns, since the DoT stacks .

. Unless the Apatosaurus swaps, it is defeated by turn 3!

NEW ABILITIES

See NEW ABILITIES details These creatures have Swap-In Abilities. Note that creatures that existed prior update 1.4 had their attributes adjusted in order to maintain balance.







CREATURE BALANCING