The Age of Mammals is Upon Us!

Prepare for Update 1.7 where we’re introducing ferocious creatures from the Cenozoic era and the unveiling of (for real this time) Tournaments! Read on for details

OVERVIEW

New Tournaments

What About Seasons?

DNA Resource Caps

Roster Sorting

Stat Boosts

Matchmaking Update

Geolocation

New Abilities

New Passive Abilities

Ability Updates

Cenozoic

Hybrid

Creature Adjustments

Misc and Bug Fixes

NEW AND UPDATED FEATURES

NEW TOURNAMENTS In the 1.5x release notes we mentioned that we were working on a new iteration of the Tournaments. This is it! Tournaments are short events (for example: two days’ duration) that will occur on a variable schedule, as determined by our Live Operations team. While Tournaments are available, you can keep playing the PvP Battle (and indeed participate in an ongoing Season, if it is active) or you can choose to opt-in to join the Tournaments. Seasons and Tournaments occur in parallel: You do not add your tournament takedowns to the Daily Battle Incubator’s progress.

You do not win the Battle Incubators that are usually associated with the regular PvP Battles while playing in the Tournament. Note: After Update 1.7, Seasons will be delayed for a short time. You can still play to accomplish your Daily and Alliance missions, receive the usual Battle Incubators on a victory and progress towards your Daily Battle Incubator with your takedowns. Stay tuned for more information.

Tournament Restrictions

While playing in the Tournaments, a few restrictions may apply. When your Strike Team matches any and all requirements, then you may participate in the Tournament. Creatures that don’t fit with the restrictions are automatically filtered out. The rest are left to be picked and placed in the Tournament Team. Other Tournament rules Every player starts at zero medals. Medals are distinct from the regular PvP Battle Trophies.

Win Tournament battles to gain medals.

Prizes are awarded based on a player’s Medal Count at the end of the event.

An entry fee is required to participate in the Tournament.

Tournament matches occur in the new arena: Amusement Park!

WHAT ABOUT SEASONS? We have received your feedback regarding Seasons. We are currently evaluating solutions to improve the experience so that we may offer a more balanced and less divisive experience between accomplished and newer players. PvP Battle will return as a middle ground, where competitive players will be able to collect bracketed prizes, and less competitive players will still be able to partake in fair battles and collect Daily Battle Incubators. Last but not least, our intent is that players fill their Incubator slots with Battle Incubators and collect them as often as possible. Stay tuned for more on this.

DNA RESOURCE CAPS

ROSTER SORTING Users can now use Roster Sorting in order to define the method by which creature portraits appear. The available methods are: Default

Rarity

Name (yes, this includes languages other than English!)

Level

Attack Value

Health Value

Speed Value

STAT BOOSTS Ever wanted your Tyrannosaurus Rex to be faster than a Velociraptor? Would you like to increase the health of that creature with a Swap in Ability? Well now you can, thanks to Stat Boosts! Description Starting at Player Level 10 , you can use Attack, Health and Speed Boosts in order to augment your creatures’ attributes.

, you can use Attack, Health and Speed Boosts in order to augment your creatures’ attributes. Stat Boost Tiers go from 0 (no Stat Boosts) to 10 (maximum Boost).

Stat Boosts are a resource that lets you increase your creature’s abilities. Note that the Stat Boost costs increase for every upgrade tier.

Attack and Health can increase by up to +50%. Speed can increase by up to +100.

The Character Sheet has been modified to allow users to modify their attributes upfront rather than having to scroll down.

The Roster now supports Sorting, which lets you sort your creatures using the default view, based on attributes, as well as based on (localized) names!

During a battle, when a creature has one or more Boosted Stats, its tooltip includes the modified attribute with specific colour treatment.

During a battle, when a creature that has one or more Boosted Stats is deployed, a specific icon is shown along with its name during the deploy sequence. Accessing the Stat Boost feature

Once you have unlocked access to the feature at Player Level 10, From the Roster screen, tap the creature that you want to boost.

Tap the Attack, Health or Speed icon to open the Stat Boost interface.

Spend the required Boost resource to increase the creature’s attribute.

When in the Stat Boost interface, tap the “i” button in order to get more information about the whole upgrade process. Stat Boost Progression

*SPEED BOOST values have been updated, please see https://forum.ludia.com/t/news-jurassic-world-alive-stat-boosts-roll-back/82541/1 for details. Gaining Stat Boosts Live Operation Events and Daily Battle Incubators provide Stat Boosts.

Daily and Weekly Store offers will be made available for users that want to accelerate the collection process. Daily Battle Incubator Rewards

Being in a higher Arena yields more Stat Boost resource per Daily Battle Incubator.

MATCHMAKING UPDATE Now that you can modify your creature’s strength, it becomes imperative that we consider each player’s creature team when attempting to match users together. We now consider both the player’s trophies (or medals, in the case of tournaments) and the player’s Strike teams in order to generate a “matchmaking score”. This score lets us match similar players together with more fairness. The amount of trophies that you gain or lose after a match are also affected by this matchmaking score. Please be aware that this means that if you use a creature of much higher power than the rest of your team in order to help you, (such as a level 21 unique among a team of level 13 epics), you will be matched according to your team, even if you don’t actually play with said higher power creature in the battle. This means that starting with 1.7x, it is more favorable (for everyone) to create balanced teams rather than to have wildly varying creature power. Therefore, we recommend that you level up your strike team in a uniform fashion; and to do the same with your Stat Boosts. Note: at 5500 trophies and above, creature strength starts to lose influence over the matchmaking algorithm. At 6000 trophies and above, creature strength no longer plays any role in adjusting the matchmaking: you’re in the end-game, buddy! Matchmaking: Opt-In AI Tweaks

We have rebalanced the parameters for the Opt-In AI. Now players above 4000 trophies can enter a battle and, if unmatched after 30 seconds of waiting, will have the option to play against an AI. Winning this battle will award the player everything they would usually receive from a PVP battle, except that trophies remain unchanged. For the full feature description, please consult: [News] Jurassic World Alive | Matchmaking.

GEOLOCATION Daily migration

As the season changes and winter is replaced with spring, we started observing very peculiar changes in the migration patterns of creatures, unlike anything we’ve seen before. New in this update are creatures that appear on the map only on certain days only. For example, the Smilodon appears only on Mondays and doesn’t appear on any other day. This means that, for every day of the week, the creatures you’ll encounter in the world will change. Every day bringing new variety, on a weekly rotation. We hope that you’ll learn the habits of creatures and, over time, come to expect which day to go look for your favorite creature. You can find this information in the character sheet of each creature. Be sure to share your findings with the forum community! Drone Responsiveness and Controls

The drone’s responsiveness has been improved. It should feel a little bit less slippery and generally be easier to aim, especially for new players. Experienced players that were used to the old controls might find them a bit weird at first, but out internal tests have shown that after a small period of adaptation, players were able to get even more DNA than before with these new controls. As usual, we welcome your feedback in the forum. Balancing adjustments

As with every update, we aim to keep every area of the world in a certain balance. As usual, we take into consideration the value of each creature, their newly updated stats and the new potential hybrids they can lead to. Your feedback is always welcomed on this topic.

NEW AND UPDATED ABILITIES

Here’s a bunch of abilities! We’re not necessarily applying each of them to a pre-existing or new creature though.

NEW ABILITIES This update introduces Cenozoic creatures and the associated Rend and Precise mechanics. Rend

Rend is a shorthand used to communicate that an ability’s damage is based on the Max HP of the target creature. Instead of being based on the creature’s attack statistic, the damage is based on the target’s Maximum Health Points. However, as opposed to Damage Over Time, this works even if the creature is immune! Because Rend base damage is based on the opponent’s creature max HP in order to determine a base damage value, please be aware that this damage value can be reduced by Shields and Distraction effects. Rend attacks can score critical hits, as usual. Please be aware that, in this update, Rending abilities have the Armor Piercing and Shield-Breaking mechanics. Do note that this might not always be the case if we make additional abilities that use Rend. Designer’s note on this new mechanic and further balancing adjustments

This is a new mechanic. We want to introduce this mechanic to the game and see how the community reacts. Similar to the changes that we previously made to damage over time, this mechanic has a chance to tweak the meta significantly. Therefore, it’s possible that the Rend mechanic and the associated abilities receive a tweak in future updates. Precise

Precise is a shorthand used to communicate that an ability’s direct damage component will always hit the target, even if the target is under the effect of a Cloak or an Evasion ability. Note that the Cloak or Evasion remains in effect (Precise does not Nullify the effect, it just hits precisely!) Definite

Definite is a shorthand used to communicate that an ability’s damage will get through. Armored? Invincible? Dodging? Cloaked? Definite doesn’t care. A definite ability removes the target’s Cloak, Dodge and Shields before applying its Armor-Piercing damage.



NEW PASSIVE ABILITIES

ABILITY UPDATES Debilitating Distraction

Delay is now 0. Impact

Cooldown is now 1. Swap in Distraction

Distraction is now 90%, as per Instant Distraction. Designer’s note: If your Swap-In creature is faster than the expected Swap-In creature that deals damage (i.e. Dracorex G2 or Dracoceratops…) then you can outsmart the target’s swap in ability by swapping in your distraction, knowing that it occurs first!

NEW CREATURES

CENOZOIC Smilodon This Epic Cenozoic creature is the most popular Saber Toothed Cat. This fast, Cunning predator has access to Precise Pounce . Any time it needs to, it can start dodging attacks thanks to its Evasive Strike. Smilodon has access to Prowl , which gives it a chance to avoid oncoming damage while increasing the next turn’s lethality. The cleanse that comes with the Prowl ability means that with a turn of setup time, a Smilodon has reliable damage and speed.

Elasmotherium This Rare Cenozoic creature has the Hit Point bulk you’d expect from larger Megafauna. It plays as a tank with anti-tank abilities but no speed manipulation. Fierce Elasmotherium’s thick dermal armour protects it from opponent’s attacks while its keratinous horn allows it to bypass that of its opponents thanks to Definite Impact . Elasmotherium can rid itself of any impediments while it waits for ability cooldowns thanks to its Defensive Stance . This dangerous Megafauna is one of the few creatures that can use a Rending Attack .

Phorusrhacos This Common Cunning Cenozoic creature is our first Terror Bird. It comes in by zig-zagging about to avoid larger predators, thanks to its Swap In Dodge . This Cunning creature tears into the foe thanks to its Raking Claws . Phorusrhacos has extreme speed and higher-than average damage, but low Hit Points. Always-available Sidestep lets it stand up to the opponent while its main ability recovers from cooldown. Designer’s note : to defeat the Terror Bird, use either Precise attacks or nullification abilities to guarantee that you hit this zig-zagging terror. You can also try to out-think your opponent and attack on the turn that they use Raking Claws (because they won’t be dodging this turn).

Marsupial Lion Though this Pleistocene predator evolved long after the extinction of the dinosaurs, this specialization has made it a natural hunter of large Sauropods in the Jurassic World. The Minor Rending Attack and Rending Takedown of this Fierce Rare Cenozoic creature makes it highly specialized at taking down bulky prey, regardless of its low Attack value. Marsupial Lion has 800 Attack, 3750 HP, a 40% critical hit chance and 117 speed. Marsupial Lion has access to Prowl , which gives it a chance to avoid oncoming damage while increasing its lethality on the following turn. It also helps in cleansing those pesky Deceleration and Distraction effects. Combining Prowl and Rending Takedown is a similar build-up to Cloak’s double damage: the opponent should be aware that there is a 40+50=90% critical hit chance that the already high damage of Rending Takedown is increased by an extra 50%, bringing it to a total damage value of 75% of the opponent’s max HP! Last but not least, even when it is not actively dealing damage, Marsupial Lion is a devious opportunist that Counter Attacks for 25% of its attack value! Designer’s note : Well-timed uses of Instant Distraction abilities can help you gain the upper hand when facing this fearsome predator!

Brontotherium This Common Cenozoic Resilient creature’s Hit Point bulk and thick dermal armour protects it from the opponent’s attacks. Its blunt protrusions allow it to use Definite Rampage every other turn. Brontotherium can rid itself of any impediments and reduce on-coming damage thanks to its Defensive Stance . Designer’s note : As a Common creature, Brontotherium is rather predictable. Try to break the mold and make your opponent second-guess your ability cycle. Not using Definite Rampage as soon as possible and instead choosing to sometimes wait an extra turn can really trip up your opponent!



HYBRID Purutaurus This Epic hybrid is made with Carnotaurus and Purussaurus. With access to Cleansing Strike and a Greater Rending Counter Attack, this creature has a Fierce role. However, its Long Protection and Instant Distraction let it play the long game in order to outlast the opponent. When Purutaurus needs immediate effect, it has access to Precise Rampage. This Hybrid has enough HP bulk to stay active over multiple turns–especially when combined with its defensive abilities. It compensates this boon with average attack and a speed that rivals Stegoceratops’.

Spinonyx This Fierce Legendary hybrid is made with the GEN2 versions of Spinosaurus and Baryonyx. It specializes in combat against Resilient (and also against evasive) creatures thanks to Lethal Wound, Minor Rending Attack, Precise Rampage and Definite Rampage. With average damage and good HP bulk, Spinonyx’s speed rivals that of Tragodistis. Designer’s note : With a very powerful offensive kit, Spinonyx needs a weakness: Distraction effects.

Ardontosaurus This Resilient Legendary hybrid is made with Argentinosaurus and Secodontosaurus. With average damage and a bulk averaging between its two genetic parents, Ardontosaurus can hit its foe no matter what thanks to Definite Strike, increase its chances to survive thanks to Instant Invincibility, make the opponent act second thanks to Decelerating Impact, and make the opponent hurt thanks to Defense Shattering Rampage. Secodontosaurus ancestry allows this plus-sized hybrid to be Immune to negative effects. Its speed rivals that of Trykosaurus.

Koolabourgiania With damage that rivals that of Erlidominus and with a similar HP bulk as the Arambourgiania, Koolabourgiania is a Resilient Legendary hybrid between the damage-reducing Koolasuchus GEN2 and the resilient Arambourgiania. This is evident in the creature’s access to Nullifying Strike, Short Defense, Distracting Strike and Instant Distraction. As a pterosaur, it can be setup thanks to Swap In Distraction–this even works on the usual Anti-Tank counters, which tend to have defense shattering abilities. This powerful survivability comes at a cost, for its speed is the same as that of Arambourgiania rather than inheriting the speed of Koolasuchus GEN2.

Geminititan This Unique superhybrid is made with Koolabourgiania and Diplodocus. The prime DNA strain of Diplodocus makes this Resilient sauropod lose access to its ancestor’s swap in abilities. Geminititan has the best HP bulk in the game, with average damage and a speed that rivals that of Diorajasaur. Geminititan performs at its best in the long game: it can gain the speed advantage thanks to Decelerating Rampage, reduce the opponent’s damage thanks to Instant Distraction, and resist oncoming attacks thanks to Long Protection. The enjoyable aspect of this special ability lineup is that Geminititan can open up the fight with any of these abilities, since none are on an initial delay. When facing a creature that activates Shields, becomes Ferocious, Cloaks or enters Evasive Stance, Geminititan always has access to Nullifying Strike.

Erlikospyx This Unique superhybrid is made with Spinonyx and Erlikosaurus GEN2. Sacrificing a bit of its parent’s health for even more damage, this Fierce creature matches flighty Erlikosaurus GEN2’s new speed. This Fierce creature has access to Minimal Speedup Strike, Lethal Wound, Debilitating Distraction, and Precise Rampage.



EXISTING CREATURE ADJUSTMENTS

CREATURE ADJUSTMENTS The last attribute balancing pass was done in 1.5. This update, we’ve had time to do another balancing pass that considers all of the game’s creatures (including this update’s new ones). We’ve also reduced the “cost” of Swap Prevention mechanics in order to give a bit of a boost to the crocodilian creatures (Sauropods are not affected too much by this change). Alankylosaurus HP reduced to 3990.

Amargasaurus Attack reduced to 1020.

Ankylosaurus HP reduced to 4380.

Ankylosaurus GEN2 HP reduced to 4110.

Ankyntrosaurus HP reduced to 5070.

Brachiosaurus Attack reduced to 950.

Carnotaurus HP reduced to 3900. Attack reduced to 800. Counter attack becomes Greater Rending Counter Attack .

Charlie Attack increased to 1490.

Darwezopteryx HP increased to 4200. Speed increased to 127.

Darwinopterus Attack reduced to 970.

Deinocherius Attack reduced to 1290.

Dimetrodon HP increased to 4200.

Dimetrodon GEN2 HP increased to 4110.

Dimodactylus Attack increases to 860. Exchanged the short defense and basic attack (swap prevention) mechanics: Basic Attack becomes Shielding Strike Short Defense becomes Instant Pinning Strike. This gives Dimodactylus a priority Swap Prevention, which is useful when attempting to counter “…and Run” abilities.

Diorajasaur Diorajasaur’s attributes and moveset are revamped to be more of a coherent, meta-relevant Unique creature. Diorajasaur has Precise Shattering Counter Attacks. Removed Swap Ability. No need for Pinning Strike: it has Tuojiangosaurus’ Superiority Strike instead. Special Abilities become Instant Distraction, Ferocious Strike and Instant Invincibility. Attack increased to 1000. HP increased to 4500.

Diplotator Attack increased to 1340.

Dracorex Swap in Strike becomes Swap In Definite Strike . Attack reduced to 1200, health increased to 3000.

Dracorex GEN2 Attack increased to 1200. Impact and Run changed to Impact.

Dsungaripterus Attack increased to 900.

Echo Speed increased to 129. HP reduced to 2550.

Edmontoguanodon HP increased to 5220.

Erlikosaurus Attack increased to 1470.

Erlikosaurus GEN2 Speed increased to 129.

Euoplocephalus HP reduced to 4140.

Gallimimus Attack increased to 1280. HP increased to 2100.

Giraffatitan Attack reduced to 1020.

Gorgosuchus Attack increased to 1400.

Grypolyth Rebuilt as a “sustained rending counter attacker”. Ferocity Strike becomes Regeneration. Counter attack becomes Rending Counter Attack . Lockdown strike becomes Immobilize . HP increased to 4440.

Gryposuchus HP increased to 4050. Attack increased to 1200. Basic attack becomes Defense Shattering Strike. Lockdown Impact becomes Immobilize.

Iguanodon Attack reduced to 1170.

Indominus rex Attack increased to 1300.

Irritator Attack changed to 1070.

Irritator Gen2 Swap in ability becomes Swap In Definite Strike .

Kaprosuchus Ferocity Impact becomes Ferocity Strike. Attack reduced to 980. Swap in ability becomes Swap In Definite Strike.

Koolasuchus GEN2 Speed increased to 126.

Maiasaura HP reduced to 4500.

Megalosuchus HP increased to 4500. Basic attack becomes Definite Strike . Critical Impact becomes Defense Shattering Impact.

Monolometrodon Speed reduced to 125. HP reduced to 3660.

Monomimus Gains Swap In Dodge. HP reduced to 2100.

Monolophosaurus Attack increased to 1380.

Monolophosaurus GEN2 HP reduced to 2370.

Monostegotops HP reduced to 4260.

Nodosaurus HP decreased to 4200.

Nundasuchus Attack increased to 1530.

Ophiacodon HP increased to 4170.

Ouranosaurus Attack reduced to 1290.

Pachycephalosaurus Attack increased to 1200. HP reduced to 4050.

Paramoloch Attack reduced to 1110. Tweak this creature to be more of a “sustain teamplay tank”. Strike becomes Shielding Strike. Rampage and Run becomes Regenerate and Run. Greater Stunning Strike becomes Greater Stunning Impact.

Postimetrodon Attack reduced to 950.

Postosuchus Attack increased to 1450.

Procerathomimus HP increased to 3000.

Proceratosaurus Attack increased to 1420.

Pterovexus Swap in Ability becomes Swap in Evasion .

Purrolyth Attack reduced to 1000. HP increased to 3600. Armor increased to 15%. Lockdown Strike becomes Regeneration. Counter Attack becomes Minor Rending Counter Attack .

Purussaurus Attack increased to 1140.

Purussaurus GEN2 HP decreased to 4200. Attack increased to 1250.

Rajasaurus HP reduced to 3960.

Sarcorixis Attack reduced to 1190. HP increased to 4200.

Sarcosuchus Attack significantly increased to 1270.

Scaphognathus Attack reduced to 950.

Secodontosaurus Attack increased to 1500. Basic Attack becomes Definite Strike .

Skoolasaurus Slowing Impact becomes Distracting Rampage.

Spinosaurus Attack reduced to 850.

Spinosaurus GEN2 HP increased to 3990.

Spinotaraptor HP increased to 3240. Attack increased to 1400.

Spinotasuchus Attack increased to 1300.

Stegosaurus Speed reduced to 116.

Stygidaryx HP reduced to 4020.

Stygimoloch Attack increased to 1440.

Suchomimus Speed reduced to 112.

Suchotator HP reduced to 4500.

Tanycolagreus Its attributes have been balanced to take out the Indoraptor if you correctly predict the Indoraptor’s Evasive Stance usage: Damage increased to 1560, Health reduced to 3000.

Tarbosaurus Attack reduced to 1580.

Tenontorex Attack reduced to 1630.

Tenontosaurus Attack reduced to 1130.

Thoradolosaur Slight attack increase to 1660.

Triceratops HP reduced to 4740.

Triceratops GEN2 Attack reduced to 1250.

Tuojiangosaurus Attack reduced to 1100.

Tuoramoloch Attack reduced to 1050. Greater Stunning Impact becomes Greater Stunning Rampage.

Utahraptor Attack increased to 1420.

Utarinex Impact and Run becomes Rampage and Run. Critical chance increased to 10%. HP reduced to 3600.

Utasinoraptor Slight attack increase to 1600.



MISC and BUG FIXES