Game Update May 23, 2024 (Site Conflict Adjustments 3.2)

Game Update May 23, 2024 Around 8:30 AM UTC+2, game servers will restart for a game update to be deployed. Site Holder Based Dynamic Drain Speeds We are introducing a variable drain speed for sites […]
Game Update May 23, 2024

Around 8:30 AM UTC+2, game servers will restart for a game update to be deployed.

Site Holder Based Dynamic Drain Speeds
We are introducing a variable drain speed for sites which is depending on the difference in held sites between the holding clan vs the attacking clan. The greater that difference, the greater the impact on both the taking over and defending of sites.
  • Drain rate is increased for the attacking clan if they are holding less sites than the holding clan.
  • Drain rate is decreased for the attacking clan if they are holding more sites than the holding clan.
  • Drain rate can change dynamically during site conflict when the number of held sites changes.
  • The repair rate serves a fixed "from empty to full" repair time of 32 minutes.
    • To reach this goal, the repair rate rises with upgrading a site's Yield level -- to match the site's HP which now also rise with each Yield level.
  • Only the highest drain rate is actively used when multiple clans are attacking a site at the same time.
    • Clan/player effort is still being recorded for everyone involved, based on their own drain rates.
Initial value table for the drain based in the site count difference (Times are without defenders present). It also shows the ratio between drain and repair speed on the right side. (eg. 100% = same duration, 50% = duration doubled)




The current drain rate as well as the difference in held sites is being displayed in various spots of the site window:


Current drain rate is shown in
right-hand "site status" column,
even before attacking the site.

Difference in held sites is shown in
clan info section (here: "your clan has
2 more sites than the holding clan").

How the difference in held sites affects your clan's drain
rate is shown in a tooltip (here: "there is no difference
in held sites, thus the drain rate is -80").


Site Yield HP Increase and Clan Dollar Upgrade Prices
  • Base site HP have been increased to 38,400.
  • Yield upgrades will now increase HP instead of decreasing them -- by up to 200% HP on max Yield:
    • Good => 48,000 HP
    • Very Good => 60,000 HP
    • Excellent => 76,800 HP
  • Yield upgrades now cost Clan Dollars; prices are as follows:
    • Upgrading to "good" => 10,000 Clan Dollars
    • Upgrading to "very good" => 28,000 Clan Dollars
    • Upgrading to "excellent" => 45,000 Clan Dollars


The Yield tooltip in site windows is showing output
percentage, HP and repair rates for all Yield levels.



Site Combat "Adrenaline" Buffs
  • Becoming Attacker or Defender of a site now grants a positive status effect.
  • The new status effect is called "Attacker" or "Defender" and runs for 10 seconds; the effect gets re-applied before it expires automatically as long as the player is still an active attacker or defender within the site's perimeter.
  • "Defender" buff for site defenders
    • 4x incoming damage reduction from all PVP players that don't have the "Attacker" buff
  • "Attacker" buff for site attackers
    • 4x incoming damage reduction from all PVP players that don't have the "Defender" buff
  • The idea of the "Adrenaline" buffs is that for attackers and defenders fighting each other, combat feels just like before -- but side clans will see themselves at a disadvantage.


Which player currently benefits from one of the new buffs is also displayed directly above their head.

Other Changes & Fixes
  • Increased the cooldown time for changing clans from 3 to 7 days.
  • Increased the time that the "Untouchable" status effect is running after resurrecting in place from 10 to 12 seconds.
  • Decreased the runtime of the "Travel Sickness" status effect from four to three times that of the triggering "Untouchable" status effect.
  • Switching dinosaurs will no longer remove a running "Travel Sickness" status effect.

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