It’s update time! We’d like to introduce you to new Raids, some Raid improvements, new creatures from the Americas, and overall, a fresh Jurassic World Alive experience. Are you intrigued by what we’ve got in store for you? Read on for more details!
What’s new in Update 2.1:
- New Raids
- Raids Improvements: Overview
- Class System
- Monthly Migrations
- Where to Find Creatures
- New Abilities
- Ability Updates
- Creature Updates
- New Creatures
- Bug Fixes & Known Issues
Tyrannosaurus, Pyrritator and Grypolith make a comeback as playable Raid Bosses!
A new Apex hadrosauridae creature makes its debut in the Jurassic World: Hadros Lux! This creature is truly a wonder to behold, but don’t stare for too long or you’ll be caught!
Updated Raid Schedule
This updated schedule will be introduced into the game with the new creatures as of the following dates below:
Wednesday September 23rd - Pyrritator
Thursday September 24th - Tyrannosaurus
Monday September 28nd - Grypolyth
Tuesday October 6th - Hadros Lux
RAIDS IMPROVEMENTS: OVERVIEW
2.1 introduces some further quality of life upgrades to our Raids feature introduced in the 2.0 release.
Boss HP display
The Boss’ tooltip now shows this round’s and its maximum HP. The top HP bar displays this round’s HP total.
Raid Vote abort
Players can opt to abandon a match, resulting in an automatic defeat.
- The voting lasts for a short duration.
- The vote passes as long as the majority of voting players accept.
- The initiator of the vote automatically votes yes.
- If the vote fails, the initiator of the vote has a short cooldown of 60 seconds (to avoid spamming votes all the time).
- Only those who cast a vote will count (in order to determine a majority).
- One player votes to abort the match. That player automatically votes yes. One other player votes yes, while two others vote no. 50/50 means that the “yes” did not win a majority, so the match continues.
- One player votes to abort the match. That player automatically votes yes. Nobody else casts a vote. At the end of the timer, 100% of voters wanted the match to end, so the match ended.
Raid Defeat: Retry
When a match ends in a defeat, you can tap either “quit” or “retry”. If you tap retry, all players who tapped retry within the time limit will come back to the same lobby at the same original geolocalized position as the raid that just ended. This alleviates the need to find a raid boss on the map, start a lobby, invite and accept.
- The retry option can be selected as long as you can find and launch the raid boss .
- While you are still in the result screen, you can see who has chosen retry and who has chosen quit /.
Auto-select last creature
If you replay a raid in which you have already participated:
- You can tap the sign and the last selected creature for that raid will be auto-selected (as long as the creature restrictions have not changed since the last time you played that raid).
Raid invite: offline players
You can now invite any friend or alliance mate to join you in your Raid even if they are offline! Offline players will receive a push notification on their device that will alert them to join you in a raid.
You will need to make sure you have activated notifications in your device settings to receive Raid invites while offline. Should you no longer want to receive Raid invite notifications, you can simply disable them in the game’s Settings.
To avoid spamming, the game will only send a notification to your friends’ phone once per 30 minute period. You can still invite them more frequently than that, but the game won’t send additional notifications on their device during this period if they are not in the game. They can open the game and see the invite banner while on the Map or in their friend list.
Note: The notifications will only appear in English for the time being. This known issue will be fixed at a later date.
In order to help newcomers navigate through the game, we have added visual elements to help easily identify a creature’s class (Cunning, Resilient, Fierce, Wild Card and the dual-class hybrid variants: Cunning + Fierce, Resilient + Cunning and Fierce + Resilient).
This doesn’t change the combat in any way: it’s just a system to emphasize a creature’s identity at a glance.
You can now filter creatures in your collection by class; this gives you the ability to hide or show certain classes of creatures while still being able to sort by other categories.
Filtering is inclusive instead of exclusive. For instance, if you select to display only Cunning, you will see Cunning, Cunning & Resilient and Fierce & Cunning creatures.
If none or all are selected, the behavior is the same: all classes will be displayed.
Note that (by design) filtering is reset if you move from one context to another “loading screen” context (such as drones or battles–or restarting the game!) This prevents you from losing sight of your creatures.
You can see a creature’s class on the left side of its character sheet (on the mirrored side of the AR button).
Players can see their own and the opponent’s class icon in the creature popup. Class info is also available when a creature is deployed and when you open your swap tray.
Revisit Creature Cards
In order to have the class system icons fit the top right of a creature card, we had to flip some of the images.
We’re introducing monthly migrations to the game! A migration will occur every first Monday of the month. Creatures that currently appear in certain zones will now move to a different zone.
For example, if you normally encounter Majungasaurus near your home, it will now move to a new zone on the first Monday of the month. This cycle rotates every 4 months, meaning that the Majungasaurus will return to the first zone you noticed it in in 4 months. If a creature that you desire has migrated to another zone, you can still obtain it by exploring different zones or waiting for it to return.
This rotation gives you the chance to obtain creatures you haven’t caught yet or have had trouble to catch! With this feature, we want to allow you to continue to stay safe in light of Covid-19 and still have a variety of creatures to encounter. This will also give players enough time to level up the creature before the next migration occurs. We’ve also heard some feedback from players who believed some zones were more desirable than others, so we are now moving them around to make it an even playing field for everybody!
Note: You might have noticed the first of these migrations having occurred on September 7th. We wanted to make sure all players knew about it and to clarify certain points by repeating this announcement in the release notes.
WHERE TO FIND CREATURES
The Character Sheet of each creature will now include a section about where you can obtain certain creatures’ DNA. This new section will display the following subsections when appropriate:
Map: It will specify all possible areas. For example: parks, neighborhoods, etc. As well as specific days if necessary.
Battle: It will specify which PvP arenas they will be in.
Raids: It will specify which Raid as well as the specific days they occur.
Live Events: For creatures that are not obtainable normally and can only be obtained through the event calendar (ex: in Strike Towers or under Events Supply Drops)
Self: 75% chance to Dodge 67% of damage for 4 attacks, lasting 2 turns. Increase speed +30% for 2 turns.
Highest damage opponent: Reduce damage -50% for 2 attacks, lasting 1 turn.
Evasive Impact (Blue)
Self: 75% chance to dodge 67% of damage for 4 attacks, lasting 2 turns. Target lowest HP: Attack 1.5x.
In case you missed it, the Thagomizer abilities were renamed after 2.0 launched.
- Lesser Thagomizer becomes Group Decelerating Strike.
- Thagomizer becomes Group Decelerating Impact.
- Greater Thagomizer becomes Group Decelerating Rampage.
Ability Effect Duration Modifications
Defensive Stance Taunt
Dig In Taunt
Instant Invincibility Taunt abilities
Power Dig In
Primal Dig In
Swap in Invincibility
- These duration changes were made to certain abilities in the 2.0+ update.
- To add to 2.0+‘s list of abilities, we are also adding Sidestep, Prowl, both Defensive Stances, both Bellows (including Raid Boss’) and both Dig Ins (including Raid Boss’) to the list of affected abilities.
Protects against 4 attacks instead of 1. As per changes above, the Shield lasts for this turn.
Definite Shield Advantage
Damage increased to 2x.
Defense Shattering Rampage Taunt
This powerful ability is updated as follows:
Priority. Opponent team: -50% damage for 3 attacks, lasting 2 turns. Cooldown: 2.
Group Invincibility works this turn and next turn while still protecting against one attack. This means that at the end of next turn, the duration will have expired. The localization has been updated to represent this change.
The name already implies that the whole group will benefit from the cleanse. Iconography tweak: we are changing the AOE targeting icon to a fastest targeting icon to better represent the attack component of this ability.
Information about before and after
We have heard your requests in regards to a before and after. Production is working on three versions of the game all at the same time: the current one, the next one, and the following version after that. There can sometimes be confusion with which numbers fit and when. This means, in our effort to consolidate the multiple versions of attributes creatures can have, sometimes information can slip through the cracks and the “before” data can be imprecise. We absolutely do try our best to give you the proper information and we thank you for your understanding!
We have revised the end-game sauropods, as well as a specific epic tournament matchup.
Allosaurus Gen 2
HP 5100 to 4500.
Hopefully, any creature with 1300 damage or more should take it out with an impact and a rampage.
Speed 108 to 109.
HP 6000 to 5400.
Armor 15% to 0%.
Attack 1300 to 1200.
Stun, Swap Prevention, Taunt (was 67%), Vulnerability (was 50%) and Deceleration resistances are now 100%. Critical chance reduction 50%.
Distraction resistance decreased from 75% to 0%; use your resilient ability to remove the Distraction!
Received tweaks to further cement its “slightly more Fierce than Resilient” identity.
Reduced distraction resistance from 75% to 50%. Gained 50% Vulnerability resistance.
Blue confirms its identity as a Cunning creature through the following changes:
Short Defense becomes Evasive Impact.
HP 3000 to 2400.
Armor 10% to 0%.
Distraction resistance 0% to 100%.
Distraction resistance 75% to 50%.
Medium Resilient Counter Attack becomes Medium Counter Attack.
Attack increased from 1550 to 1600.
Cunning (Distraction/Dodge) creature buffs
2.0 heralded a significant change to the creature mechanical balancing across the game. It was not perfect: player perception is that Resilients rule (and thus Cunning are underpowered).
We have noticed that Cunning creatures have a less successful win ratio when matched against what it should counter (Fierce creatures). This might mean that dodge and distraction abilities were over-evaluated in our balancing pass for 2.0.
To make a first iterative change with a relatively conservative adjustment, we have decided to value distraction and dodge at 10% less, which results in the changes below. We will let the meta stabilize and observe the results and see if any further iteration is required in the future.
Attack 1350 to 1400.
HP 3300 to 3600.
HP 3750 to 3900.
HP 3900 to 4050.
HP 3300 to 3600.
Damage 1300 to 1400.
HP 3000 to 3300.
HP 2400 to 2700.
Attack 1000 to 1150.
HP 3900 to 4200.
Attack 1400 to 1450.
Attack 1500 to 1700.
HP 3600 to 3900.
Attack 1400 to 1450.
HP 2700 to 3000.
Attack 1500 to 1600.
HP 2400 to 2850.
HP 2850 to 3300.
HP 3900 to 4200.
HP 3600 to 3900.
Attack 1400 to 1500.
Attack 1000 to 1100.
HP 3000 to 3600.
Attack 1000 to 1100.
HP 3300 to 3900.
HP 4200 to 4500.
Vulnerability resistance 0% to 100%
Deceleration resistance 0% to 100%
Basic attack returns to its pre-2.0 defense shattering effects: Group Cleansing Strike becomes Fierce Strike.
Attack increased from 1000 to 1100, which is incidentally more than 1/4 of its HP.
During PVP this means that the Greater Emergency Heal will indeed heal for more than half of its max HP (as per pre-2.0 regeneration abilities). Mileage may vary based on boosts.
Attack 1200 to 1000.
With the changes to Group Distraction, Koolasuchus had to be rebalanced.
HP 4500 to 3900.
Defense Shattering Rampage changed to Fierce Rampage.
HP 3000 to 3450.
Taunting Impact becomes Taunting Rampage. Loses Counter Attack 50%.
Armor 25% to 30%.
HP 4500 to 4800.
Distraction resistance 0% to 50%
Vulnerability resistance 0% to 50%
Deceleration resistance 0% to 50%
With the changes to Group Distraction, Skoolasaurus had to be rebalanced.
HP 4800 to 4500.
Attack 1200 to 1000.
Attack 900 to 1000.
HP 3900 to 3600.
Attack 950 to 1000.
Speed 106 to 105.
Eremotherium - Common; Cunning; Reduce Damage.
Camouflage, Cunning Rampage.
Higher-than-average Attack and HP, extremely low speed.
100% Deceleration resistance.
Doedicurus - Rare; Resilient; Armored and Shielded. Group Shields.
Resilient Strike, Resilient Rampage, Group Shields Taunt.
Average attack. Good HP. Lower than average speed. Excellent armor.
100% Vulnerability and 50% Distraction resistances.
Sonorasaurus - Epic Event Exclusive; Resilient. Taunter Tank.
Resilient Strike, Taunting Vulnerability, Devastation.
Resilient Counter Attack.
Average attack, very high HP, very low speed.
100% taunt and 50% vulnerability resistances.
Inostherium - Rare Hybrid; Cunning; Group Damage Superiority. Revenge.
Inostrancevia + Archaeotherium.
Cunning Strike, Mutual Fury, Group Distraction, Revenge Impact.
Higher-than-average attack. average HP, extreme speed.
100% Distraction and 50% DoT resistances.
Poukaidei - Legendary Hybrid; Cunning; AOE Distraction. Evasion.
Haast + Deinonychus.
Evasive Strike, Fearless Flap, Distraction, Instant Distraction.
Higher-than-average Attack, average HP, extreme speed.
50% Distraction and 100% Stun resistances.
Entelolania - Unique Superhybrid; Resilient; Support/Utility. Healing. AOE Speed control.
Meiolania + Entelomoth.
Persistent Ferocious Strike, Emergency Heal, Group Decelerating Impact, Bellow.
Higher-than-average attack and HP. Very low speed, high armor.
100% Deceleration and Vulnerability resistances.
Hadros Lux - Apex; Resilient; Potent Healer. Counter attack.
Resilient Strike, Rampage, Greater Emergency Heal, Resilient Rampage.
Resilient Counter Attack.
Very high HP, high attack, low speed.
100% Stun, 100% Vulnerability, 100% Deceleration and 50% Distraction resistances.
BUG FIXES & KNOWN ISSUES
About 175 pesky bugs have been squashed for 2.1! Here are a few of the most notable fixes that you are likely to enjoy
- Cancelling and restarting a battle causes players to have difficulties locating a match
- Players reported an imbalance in the trophy system
- Softlock experienced when application is interrupted in lobby as fight is started
- Regeneration has the wrong heal assigned to the behavior
- When there are multiple minions, the damage preview of a group attack shows incorrect damage done
- Megalosuchus’ Group Cleansing Strike ability camera is not placed properly
- AP Takedowns bonuses not being counted
- Speed Increase and Speed Decrease status effect icons only visible in resolution phase after creature’s turn
- Players belonging to an alliance and attempting to collect AP bonus sometimes give players an error message to join an alliance.
- Invitation list for Raids does not present who is online first
Don’t worry, these issues are still being investigated to be fixed!
- Raid Invite Push Notification re-request pop-up appears even though player has push notifications enabled
- Raid invite push notifications are only localized in English
- Raid boss disappears if the player darts a creature within its radius
- Users cannot place creatures in Sanctuaries after using them in other contexts
- Expired DNA Donation Requests Remain in Alliance Chat
- Devices running Android 11 are unable to open virtual keyboard
- Occasionally, a device will softlock inside battle after accepting a friendly challenge
- Trophy counts are inaccurate in Profile and friends list
- All creatures appear too dark in the Radar map on low end iOS devices.
A note on data collecting
We’d like to take a moment and thank everyone who has been participating in our numerous surveys and providing us with constructive feedback on our forums and social channels. We believe in player feedback and although changes rarely occur immediately, the very tangible data we collect, especially from our surveys, help guide us on our roadmaps and future optimizations.