OVERVIEW

Sanctuaries

Seasonal PvP

Geolocation & Improved AR

Ability Updates

New Abilities

New Hybrids

Core Mechanic Update

Creature Updates

Misc & Bug Fixes

NEW AND UPDATED FEATURES

SANCTUARIES The DPG has built Sanctuaries all over the world to help dinosaur trainers care for their creatures. In these Sanctuaries, you can place your creature to feed them, play with them, or interact with them to collect their DNA. Work together with other players to improve Sanctuaries, provide the best care for creatures and get more DNA! Description Place creatures in Sanctuaries all over the world.

Collect Food and Toy boxes in Supply Drops, and Interactions in the Free Incubator in the Store.

Food and Toys change from creature to creature, such as tires, fish, and even Gyrospheres! Try different caring actions to see what your creatures like more!

Get DNA rewards when you care for creatures. You also get Sanctuary Points to level up and improve the Sanctuary.

Level up the Sanctuary to place more dinosaurs and earn more DNA with each care action.

In Care View, press and hold each care button to preview if the creature likes this caring action and how much DNA you will get.

Work together with other players and Alliance members to improve your Sanctuaries as much as possible.

Placing a creature in a Sanctuary will share it with your Alliance for a certain period of time. While it is shared, other Alliance members can visit and interact with the Sanctuary directly. Additional details Once placed, creatures stay in Sanctuaries for 48 hours. When they come back, they also give some DNA. Note that creatures can’t be removed manually from Sanctuary and they can’t be leveled up during that time.

Creatures in your Strike Team can’t be placed in a Sanctuary, and creatures in a Sanctuary can’t be added to your Strike Team.

You can care for any creature you placed in a Sanctuary locally or remotely! Just go to your Roster, select the creature and use the shortcut from the Lab.

Each Sanctuary resets 2 weeks after activation (when a creature was first placed inside). At reset, all creatures are returned to their owners, the Sanctuary returns to level 0, and additional creature slots have to be unlocked again.

You can have a maximum of 4* creatures at the same time who can be across all Sanctuaries. (*Exact number may change.) To learn more about this feature, please see our Q&A available here.

SEASONAL PvP We’ve rebuilt PvP Seasons from the ground up with a new League structure on top of the existing arenas and rewards based on each player’s trophy high score during each season. Components 3 new League Arenas: Lockwood Library, Gyrosphere, and Beach.

A new season every month with different prize tiers based on trophy count and rank.

Scoring (and prizes) based on seasonal high score reached rather than current score.

rather than current score. At the end of each Season, players in League Arenas have their trophy count reset based on their current position.

Seasons have participation prizes.

You must complete at least one battle to be eligible.

The previous season’s rewards are available to be collected while the current season is active. Any uncollected rewards past this point are forfeit.

For a complete breakdown of this feature, please see here. Additional Designer’s Note : In 1.8, the maximum trophies gained or lost per match is 40, and the minimum gained or lost per match is 20. This means that we go from a factor of ×5 (going from +10 to -50) to a factor of ×2 (going from +20 to -40). In 1.7, players who used to be estimated above their opponent would win only 10 points but would lose 50: this meant that they needed to win 5 times more than they could lose in order to maintain their trophy score. Now, with the new values, they will be able to at worst win 20 and lose 40, which means that they need to win 2 times more than they lose in order to maintain their trophy score.



GEOLOCATION & IMPROVED AR Small migration to keep each neighborhood balanced.

In the lab, many creatures now have new animations to create even more fun photos and videos. Cenozoic and Flying creatures will have new animations in the future.



NEW AND UPDATED ABILITIES

As a community and care for your creatures in the new Sanctuaries!

We have taken some time to work on reducing the effect of Random Number Generation in the game. See “Dodge Overhaul” and “Core Mechanic Update”, below.

ABILITY UPDATES Dodge Overhaul It seems that providing a plethora of Nullification creatures and abilities in the previous updates did not entice players to field these creatures in their strike team in order to use such tools against dodgers. With the advent of the Precise mechanic in the last update, we sincerely hoped to give very specific tools to players who wanted to counter that mechanic totally. To further reduce the influence of randomness over the game that the dodge mechanic unfortunately entails, we have decided to let some damage go through even when your creature successfully dodges. This happens whenever you are under the effect of Evasion and/or Cloak effects. In the case of multiple dodge chances active at the same time on a creature, the highest chance to dodge will apply, ignoring the lower chance–this does mean that we are also using that higher dodge chance’s damage reduction. The dodge mechanic will now reduce direct damage by 66.7% instead of 100%. For instance, if you dodge an attack of 3000 damage, you will suffer 999 points of damage. Dodging creatures have been rebalanced to take this change into account. More information below.

Armor Piercing Impact Cooldown reduced to 1 turn.



NEW ABILITIES

NEW AND UPDATED CREATURES

NEW HYBRIDS Smilocephalosaurus | Legendary Mobile dodging pouncer Combining Pachycephalosaurus and Smilodon DNA, Legendary Smilocephalosaurus is at its best when swapping out while dishing damage (with a value of 1500). This average health hybrid can also be strategically placed as a creature that replaces one you’ve just lost. Swap-in Stun lets you swap it in deliberately. Its abilities let it be defensive while dishing out its double damage moves (either reducing the opponent’s damage for one turn with Precise Pounce or getting out of the way completely with Rampage and Run). Deliberate Prowl lets it outplay its opponent’s Instant Distractions or Instant Invincibilities by cleansing them or letting them expire while setting up a potentially critical next turn. Wanna deal some damage while waiting for a cooldown? Evasive Strike lets Smilocephalosaurus get a chance to evade the opponent’s attack while dealing some damage. Facing Smilocephalosaurus? While distractions can work for a while, a canny opponent will Deliberately Prowl in order to rid themselves of the impediment. Armor, Shields and Invincibilities are your best bet!

Diplovenator | Legendary Distracting & Defense Shattering counter attacker Combining Diplocaulus GEN2’s distraction abilities with the Concavenator’s anti-tank capabilities, Legendary Diplovenator features the following abilities: Definite Strike, Instant Distraction, Distracting Impact, Distracting Rampage, and Precise Shattering Counter Attack. It has average attack and good health, with low speed. Facing Diplovenator? Your high-damage chomper has no role here. A distracting, immune, and/or stunning creature will be helpful. Creatures that can stun (while faster than Diplovenator) will have the tools to outlast the distractions while preventing any counter-attack. Superiority strike users will be able to keep their damage in an optimal range, but will have to deal with the inevitable counter attacks. Regeneration lets you remove the distraction, get back your health, and prevent any counter-attack. Last but not least, a Damage Over Time that does not deal direct damage can let you deal with this opponent efficiently.

Dsungaia | Legendary Self-healing Speed control counter attacker How can one improve Miragaia? It’s a difficult task, but Dr Wu’s team have been seen mixing its genes with those of Dsungaripterus. The resulting nightmare is a Legendary Resilient creature that has its Miragaia parent’s Attack as well as the Shielded Decelerating Strike and Regeneration abilities. With average Health, Dsungaia has access to Decelerating Counter and Thagomizer in order to keep up the speed advantage. With the Shielded Decelerating Strike and the Decelerating Counter triggering in the same turn, it’s quite likely to reduce your opponent’s speed to 0! Dsungaia shares its Dsungaripterus parent’s Speed of 125 but also boasts a moderate 15% armor. When going on the offensive, Dsungaia uses its Ferocity Strike in order to increase its damage potential over multiple turns. Facing Dsungaia? While Damage Over Time might get the party started, a canny opponent can cleanse it away with Regeneration. A good bet is to use High Damage attacks against it in order to deal with the health pool over multiple turns. Stunning Dsungaia with a slower creature will prevent it from counter-attacking while also ensuring that, for one crucial turn, it doesn’t regenerate! High-damage, high-critical chance creatures also have a chance to instantly give you a break against it, but they are obviously less reliable.

Pteraquetzal | Legendary Evasive, mobile and shielded counter attacker Combining the Pteranodon’s Counter Attack ability with those of mobile and Resilient Quetzalcoatlus, the mobile Resilient Legendary Pteraquetzal has access to Superiority Strike, Long Protection, Nullifying Impact, and Impact and Run. It swoops in to avoid imprecise blows with Swap in Dodge and counters them with its Armor-Piercing Counter Attacks. Facing Pteraquetzal? You will need some mixed-purpose creatures yourself. While Armor protects against all of its active abilities, it is countered by its counter attack. While Shields protect against the counter attacks, it has access to Nullifying Impact. While Distractions will stymie its offense for a while, it has access to Superiority Strike. Stuns and Lockdown effects should let you deal with it for a while, because it can’t counter-attack if it’s stunned; and it can’t Impact and Run if it’s locked down.

Carnotarkus | Legendary All-purpose creature: can deal with tanks, can deal with dodgers, can deal with speedy creatures, can reduce fierce opponent’s damage for a turn Combining Orku, China’s Wuerhosaurus genes with those of the hybrid Purutaurus, the Legendary Carnotarkus is a slow and bulky Jack-of-All-Trades carnivorous combattant that wants to stay alive as long as possible in order to inflict its damage. It has access to a versatile toolkit that can provide safety (thanks to Long Protection and Instant Distraction) while also having access to speed advantage and distraction removal with Superiority Strike. Carnotarkus’ damage attribute is similar to Purutaurus’, but it boasts reliable damage-dealing with Precise Rampage and Greater Rending Counter Attack. Thanks to its Wuerhosaurus DNA, Carnotarkus has 20% armor. Staying alive 3 turns with no Distraction effects? Carnotarkus can probably take out anything in front of it thanks to its Greater Rending Counter Attack.

Ardentismaxima | Unique Immune Speed control bruiser/anti-tank The long-necked and pointy-toothed superhybrid from Argentina makes its debut in the Jurassic World. This Unique Resilient sauropod is Immune thanks to its Ardontosaurus ancestry. With the addition of Brachiosaur DNA, Ardentismaxima has high hit point bulk, good critical hit chance, and access to reliable damage thanks to Definite Rampage. Ardentismaxima can ensure the speed advantage with Decelerating Strike and Decelerating Impact. It can turn aside a Cloaked Rampage at the opportune moment with its Instant Invincibility. Facing Ardentismaxima? Distraction effects and Damage Over Time will not work because of its Immunity. Instead, high damage and high critical chance attacks can overwhelm it before it gets a chance to inflict too much damage. Other tactics involve “sustainable” high-health creatures that have Regeneration or Regenerate and Run; although note that mere usage of Rend attacks can usually take it out with just a few turns.

Quetzorion | Unique Evasive and shielded fast damage dealer. Doubles down on the dodging aspect The Great Hunter Quetzorion combines the Cunning strain of Tanycolagreus DNA with that of the evasive and mobile Pteraquetzal. This Unique Cunning small theropod is quite elusive: it has access to Swap in Dodge and Sidestep. When compared to Tanycolagreus, Quetzorion has the same speed but better attack and health! It has reliable anti-tank damage with Armor Piercing Strike. In order to extend its presence in the arena, the Great Hunter eschews its parent’s Long Protection and favours the more focussed Long Invincibility. Last but not least, its Nullifying Rampage lets it contend with Evasive opponents while also packing quite a wallop! Facing Quetzorion? Don’t rely on the random dodge chance to work in your favor, and instead use Nullification abilities in order to get rid of its Dodges, its Shields, and its Invincibilities. Distraction and Speed Reduction effects are also a good counter.



CORE MECHANIC UPDATE Critical Hit Multiplier goes from 1.5x to 1.25x. This reduces the influence of Critical Hit Random Number Generation (or RNG) on our game. Creatures that once relied on RNG become more reliable, because we have increased their Attack characteristic to compensate. The only creatures that are effectively nerfed by this change are Rend users, notably Marsupial Lion. In the creature updates below, the new Attack value is identified with an * and in bold italics, in order to display when a creature benefitted from the critical hit multiplier rebalancing.

CREATURE UPDATES Because of the balancing pass on the Dodge mechanics (which reduced the effectiveness of this ability) and the reduction of Critical Multiplier to 1.25x, multiple creatures have been rebalanced to compensate.

Additionally, the availability of creature DNA has been factored in its battle balancing. When comparing two creatures of the same rarities, the more difficult creatures to find (or fuse) are more powerful than creatures that are more accessible.

For example, we brought Magnapyritor (reduction) and Geminititan (increase) more in line with their hard-to-fuse cousins. Alankylosaurus HP increased to 4560

Alanqa Attack increased to 1140

Allosaurus Attack increased to 1750 *.

Allosinosaurus Attack increased to 1700 *.

Arambourgiania Increased HP to 4740

Ardontosaurus Reduced HP to 4650. Attack increased to 1050 *.

Argentinosaurus Attack increased to 1230 *.

Baryonyx Attack increased to 1270 *.

Baryonyx GEN2 Attack increased to 1120 *. Critical chance increased to 30%.

Blue Attack increased to 1190. Slight HP increase to 3030. Basic Attack becomes Distraction. Pounce becomes Precise Pounce. With that last tweak, Blue becomes a more efficient counter to some of the game’s fast creatures.

Brachiosaurus Attack increased to 1000 *.

Brontotherium Reduced speed to 107. Gained Swap in Defense.

Concavenator Attack increased to 1080 *.

Diplodocus Speed increased to 104. Attack increased to 1300. HP increased to 6000.

Dracoceratops Swap in Ability becomes Swap In Rampage. Attack increased to 1220.

Dracorex GEN2 Swap in Ability becomes Swap In Rampage.

Dsungaripterus HP increased to 3750.

Einiasuchus Slight HP increase to 3900. Basic Attack becomes Slowing Strike.

Einiosaurus HP reduced to 4350. Basic Attack becomes Slowing Strike.

Elasmotherium HP reduced to 4200. Attack reduced to 1100.

Erlidominus Attack increased to 1570 *.

Gallimimus HP increased to 2400.

Geminititan Superb attack increase to 1400 *.

Gorgosaurus Attack increased to 1700 *.

Gorgosuchus Attack increased to 1440 *.

Gryposuchus Attack increased to 1240 *.

Indominus Attack increased to 1400 *.

Indoraptor Attack increased to 1460 *.

Irritator Attack increased to 1200.

Irritator GEN2 Attack increased to 1020 *.

Magnapyritor HP reduced to 3210.

Maiasaura Attack increased to 1050.

Marsupial Lion HP increased to 3900. Attack increased to 1000 *.

Miragaia Exchanges Shielding Strike for Shielded Decelerating Strike. More Speed Control!

Monolometrodon HP brought back to its former 3750. Attack increased to 1040 *.

Monomimus HP brought back to its former 2700.

Monostegotops Monostegotops becomes a less reliable Nullification Hybrid, but a more well-rounded Jack of All Trades. HP increased to 4350. Nullifying Strike becomes Distraction. Attack increased to 1350 *.

Ornithomimus HP increased to 3000. Attack reduced to 1350.

Ophiacodon Attack increased to 1100 *.

Paramoloch Attack increased to 1300.

Phorusrhacos HP increased to 3600. Attack severely increased to 1500.

Procerathomimus Attack increased to 1600 *. HP increased to 3150.

Proceratosaurus Attack increased to 1540 *.

Pteranodon Slight HP increase to 3060.

Pterovexus Slight attack decrease to 1000. Considerable HP increase to 3750. Many complained about the change of Pterovexus’ swap ability even though it made more sense with its “genetic ancestry”. We brought back Pterovexus’ Swap in Wound!

Purussaurus HP increased to 4500. Slight Attack increase to 1170.

Purutaurus Attack reduced to 1000.

Pyrritator Critical chance increased to 20%. Basic Attack becomes Distraction. Armor Piercing Impact becomes Defense Shattering Impact. Attack increased to 1430 *.

Rajasaurus Attack increased to 1090 *.

Sarcorixis Sarcorixis is rebuilt by removing its Swap in Ability. Attack increased to its former 1300. Health increased to 4200. Speed increased to 118. Armor increased to 25%. Stunning Impact becomes Stunning Strike. Ferocity Strike becomes Ferocity Impact.

Scolosaurus HP increased to 4050. Armor increased to 30%. Attack increased to 1040 *.

Secodontosaurus Slightly reduced HP to 3240.

Sinoceratops Attack reduced to 1320. Basic Attack becomes Slowing Strike.

Skoolasaurus HP increased to 4440. Armor increased to 30%.

Smilodon HP increased to 3300.

Spinonyx HP reduced to 4050.

Spinotasuchus Attack increased to 1380 *.

Stegoceratops Attack reduced to 1240. Basic Attack becomes Slowing Strike.

Stegodeus Attack increased to 1100.

Stygidaryx Significantly increased HP to 4500.

Stygimoloch HP increased to 3150. Attack increased to 1500.

Stygimoloch GEN2 HP increased to 3150. Attack increased to 1400.

Suchotator Attack increased to 1070 *.

Tarbosaurus Attack increased to 1700 *.

Thoradolosaur Attack increased to 1680 *.

Triceratops Strike becomes Decelerating Strike. Attack reduced to 1150. Health reduced to 4650.

Triceratops GEN2 Strike becomes Decelerating Strike. Attack reduced to 1200. Health reduced to 3990.

Trykosaurus Attack increased to 1680 *.

Tryostronix Attack increased to 1200 *.

Tyrannolophosaurus Attack increased to 1640 *.

Tyrannosaurus rex Attack increased to 1900 *.

Tyrannosaurus GEN2 Attack increased to 1800 *.

Utarinex HP increased to 3750.



MISC & BUG FIXES