**Improvement**

1-Add option to not see sanctuaries and/or tower strikes on map

2-When a tower strike is defeated,it have now chance to drop green supply drops

3-You will find now sanctuaries tools in some of your chests

**Campaign**

1-Add new levels ,differents

**Alliance improvements**

1-Every sunday,you can ask for 500 epics ONCE in your alliance

2-Every weekend,there will be 3 random choice proposed to your alliance,you will vote for one of them.The choice with more vote will be decide for the rest of the week

3-Apparition of Boss battle which will be defeated by your entire team

4-Leader and co-leaders can now see the amount of donation for each member

5-Leader can now decide to vote for co-leaders

**Geo-Location & Sanctuaries**

1-Leader and co-leaderscan now choose to share a sanctuary with other alliance or no

2-Leader and co-leaders can remove manually a dino in a sanctuary(it wonâ€™t give the EXTRA DNA rewards in this way)

**Emotes**

1-More emotes!!!

**Ability Updates**

1-cautious strike will be buffed,now it nullyfy and pierce armorâ€¦just jokingâ€¦

Cautious strike no longer cleanse,no longer bring evasion

2-mutual fury no longer cleanse,but instead, damage are +75% for the user instead of +50%

3-Adrenaline pulse now lock opponent for 2 turn

4-Defensive stance create a shield which protect from 75% damage instead of 50%

5-Gashing wound now give +25%HP at the end of the turn

6-Persistent ferocious strike: nerf +50% dmg to +33% dmg

7-Pinning strike:now heal 15% of the hp after the hit

8-superior vulnerability:now Cleanse half of the distractionâ€¦(50% distraction will be 25%/75% will be 37,5%/100% will be 50%)

9-vulnerability strike:vulnerability now stacks:1:+50%dmg

2:+80%dmg 3: +120%dmg and effects last 2 turns

11:Ready to crush: now get a priority distraction on opponent by 50% one turn

**New Abilities**

**Small spikes**:Protect the target from 20% of the damage of any defense shattering abilities,half of this ammount (10%) become mirror damage (PASSIVE)

**Medium spikes**:Protect the target from 30% of the damage of any defense shattering abilities,half of this ammount (15%) become mirror damage (PASSIVE)

**Long spikes**:Protect the target from 40% of the damage of the defense shattering abilities,half of this ammount (20%) become mirror damage (PASSIVE)

**Adaptive strike**:Your creature choose which immunity he will have after the strike succeed(example:if your creature hit the opponent and you choose stun,if the opponent stun you,it wonâ€™t be stunned),it donâ€™t cleanse a condition,if you are already distracted for 2 turn,choosing distraction next turn wonâ€™t cleanse it,if you choose a good condition:regen 25% hp

**Crazy evolution**:Deal 1X damage,your creature will either randomly:

-Increase critical chance by 3O% the next 2 turn

-create a shield 2 turn which protect yourself by 50%

-regenerate 12,5%hp everyturn,for 2 turn

-Do nothing!

-increase speed up by 10% for 2 turn

-increase damage by 33% for 2 turn

**Artful dodger**:Passive ability:the creature have 50% chance to dodge 66% of damage

Passives:**Hords** (This creature work with a â€śpackâ€ť system,all bleeds effects remove one pack of the team every turn)

2nd passive: **Scavenger** : Once this creature defeat another one,he obtain a pack member (+1250hp/+450dmg)

-**Blinding strikes**: Deal 1x damage,blind opponent 2 turn (A blind opponent have 75% chance to miss his damage,if the damage are missed,he deal only 34% damage)

-**Crippling strike**: Deal 1x damage,Opponent will have one random ability next turn than he canâ€™t choose (except for â€śbasicsâ€ť strikes and all commons creatures which have only 2 choices)

*New creatures /hybrids*

**Compsognathus /troodon/direwolf /pachyrhynosaurus hybrids**

All our current creatures work â€śsinglesâ€ť,i imagined a system of â€śpackâ€ť of creatures

The more they are,the most damage they doâ€¦

Aswell using devastating abilities can work very well on 1 vs 1 but is pointless against lots of creatures.

Troodon hybrid

HP base:1250 per unit (max 5)/Start with 3 (so **3750hp**),every 1250hp loose,troodon hybrids loose 1 unit

Damage base:450 per unit (max 5)/start with 3 (so **1350dmg**),every time troodon loose 1 pack of 1250hp,he loose 450 damage aswell.

Armor:0%

crit:5%

Speed:121

**Evasive strike** : 75% to dodge 66% of damage

**Recall** :Priority(Add 2 new members (regain 2500hp/earn 900dmg):

-If this turn opponent do a single"strike move" (Any X1damage),troodon receive damage X2

-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

**Extended critical impact**deal 1,5X damage,increase crit by 60% chance

Precise pounce : bypass evasion and cloak,deal 2X damage,distraction 50% one turn

Passive:**Hords** (This creature work with a â€śpackâ€ť system,all bleeds effects remove one pack of the team every turn)

2nd passive: **Scavenger** : Once this creature defeat another one,he obtain a pack member (+1250hp/+450dmg)

**Compsognathus hybrid**

HP base:600 per unit (max 8)/Start with 5 (so **3000hp**),every 600hp lost,compsognathus hybrids loose 1 unit

Damage base:350 per unit (max 8)/start with 5 (so **1750dmg**),every time troodon loose 1 pack of 600hp,he loose 350 damage aswell.

Armor:0%

crit:10%

Speed:116

-**Vulnerability strike** :Deal 1X damage,opponent become vulnerable this turn and the one after this one (vulnerability now stacks:1:+50%dmg 2:+80%dmg 3: +120%dmg and effects last 2 turns)

-**Backup**: work as â€śrecallâ€ť:

Priority:Add 4 news members (regain 2400hp/earn 1400dmg):

-If this turn opponent do a single"strike move" (Any X1damage),Compsognathus receive damage X2

-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

-**Sidestep**: Priority,cleanse,100% chance to evade 66% of damage,speed up +10% 2 turn

-**Blinding Impact**: Deal 1,5x damage,blind opponent 2 turn (A blind opponent have 75% chance to miss his damage,if the damage are missed,he deal only 34% damage)

Passive:**Hords** (This creature work with a â€śpackâ€ť system,all bleeds effects remove one pack of the team every turn)

2nd passive: **Scavenger** : Once this creature defeat another one,he obtain a pack member (+600hp/+350dmg)

**Direwolf hybrid**

HP base:1750 per unit (max 3)/Start with 2 (so **3500hp**),every 1750hp lost,direwolf hybrids loose 1 unit

Damage base:900 per unit (max 3)/start with 2 (so **1800dmg**),every time direwolf loose 1 pack of 1750hp,he loose 900 damage aswell.

Armor:5%

crit:5%

Speed:117

-**Adaptive strike**:Your creature choose which immunity he will have after the strike succeed(example:if your creature hit the opponent and you choose stun,if the opponent stun you,it wonâ€™t be stunned)

,it donâ€™t cleanse a condition,if you are already distracted for 2 turn,choosing distraction next turn wonâ€™t cleanse it,if you choose a good condition:regen 25% hp of ONE pack member

-**Pack hunting**: work as â€śrecallâ€ť:

Priority:Add 1 news members (regain 1750hp/earn 900dmg):

-If this turn opponent do a single"strike move" (Any X1damage),direwolf receive damage X2

-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

-**Deliberate Prowl**: Priority,cleanse,75% chance to evade 66% of damage,Increase crit by 50%)

-**Crippling Impact**: Deal 1,5x damage,Opponent will have one random ability next turn than he canâ€™t choose (except for â€śbasicsâ€ť strikes and all commons creatures which have only 2 choices)

Passive:**Hords** (This creature work with a â€śpackâ€ť system,all bleeds effects remove one pack of the team every turn)

2nd passive: **Scavenger** : Once this creature defeat another one,he obtain a pack member (+1750hp/+900dmg)

**Pachyrhinosaurus hybrids**

HP base:1950 per unit (max 3)/Start with 2 (so **3900hp**),every 1950hp lost,pachy hybrids loose 1 unit

Damage base:550 per unit (max 3)/start with 2 (so **1100dmg**),every time pachy loose 1 pack of 1950hp,he loose 550 damage aswell.

Armor:25%

crit:5%

Speed:111

-**Long decelerating strike**:deal 1X damage,reduce target speed by 50% 2 turns

-**Pack hunting**: work as â€śrecallâ€ť:

Priority:Add 1 news members (regain 1950hp/earn 550dmg):

-If this turn opponent do a single"strike move" (Any X1damage),direwolf receive damage X2

-if opponent do an impact/rampage/devastating damage,damages are divided by 75%

-**Dig in**: Priority,cleanse,earn 25% hp back of a member,speed up +10% 2 turn,create a shield 50% one turn

-**Greater stunning impact**: Deal 1,5x damage,Opponent have 66% chance to be stun

Passive:**Hords** (This creature work with a â€śpackâ€ť system,all bleeds effects remove one pack of the team every turn)

2nd passive: **Scavenger** : Once this creature defeat another one,he obtain a pack member (+1750hp/+900dmg)

Swap in stunning strike: 66% chance to stun,deal 1% armor piercing damage