2.1 UPDATE

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).

Examples:

- 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 ✓/X.

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).

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RAID LOBBIES

Raid lobbies have Public and Private settings. Public lobbies will allow any players in your vicinity to join while Private lobbies are invite-only. An active Raid waiting for players to join will be highlighted with a green beacon on your Map.

- Creating a Raid lobby will make you the owner and administrator of that lobby.
- Tap the (+) sign to invite friends and Alliance-mates.
- You have the choice to set the lobby to Public or Private.
- The creature you choose will be seen by other players in the lobby.
- Once everyone has chosen their creature, the owner of the lobby can launch the Raid battle!
- As players are invited and arrive in the lobby to prepare themselves for the Raid, the System Message Box below the player slots will display helpful messages about what is happening in the lobby.

Note: It may take a little bit of time for your friends to receive their invites. The UI may become unresponsive if too many invites are sent too quickly.

LEVEL AND BOOST CAP

Note that Raid Bosses enforce a limit on creature level and a cap on stat boosts. This means that if your level is higher than the cap your creature will play as the capped level during the fight. If your stat boost investment is higher than the cap, you will count as having the cap amount as your value in-game. This promotes a more well-rounded approach to boost distribution.

Example: Legendary Boss with Boost Cap = 10 and Level Cap = 20. You place a legendary creature that is at level 30, with boosts as follows: Attack = 12, HP = 12, Speed = 6.

In the lobby, you end up with a level 20 legendary creature with Attack = 10, HP = 10, Speed = 6. Your total stat boosts are 26, even though your creature is effectively level 20.

As you can see, this purposefully surpasses the usual level-based stat boost cap.

ROUNDS

A Raid Boss’ total HP is divided into multiple HP bars.

Each time an HP bar is emptied, the Boss’s HP cannot change (up or down) until the end of the current turn. At the end of the turn (typically after Damage Over Time effects “kick-in”), the Boss will move on to the next round. Note that the Boss can still use abilities while it is in this state!

Once the round switch happens the Boss’ HP can be changed again. The Bosses of 2.0 each have 2 rounds.

Every round (including on the first turn):

- The Boss’ Minions will be revived. Undefeated Minions and defeated Minions alike return fresh.
- Ongoing status effects on the Boss remain.
- The Boss gains access to a round-specific set of abilities. Tap on the Boss’ portrait or HP bar to open its tooltip and see its current abilities!

INITIATIVE TRACK

When battling in a Raid, players will see a vertical track that contains each creature’s portrait. This track shows the relative acting order of all creatures: the top-most creature acts first while the bottom-most acts last.

The Initiative Track also serves as a reference point so that each player can see what the others are doing (in order to make better tactical decisions). You can tap a creature’s portrait on the Initiative Track to open its character sheet.

All players involved in a Cooperative Raid know what the Raid Boss will be doing as the turn begins, since the initiative track displays its move choice. However, minions behave like usual opponent creatures, which means that players do not know what they will do until everyone’s moves have been chosen!

ADDITIONAL DETAILS

- Rend and Damage over Time values are based on the Boss’ total HP (instead of this Round’s HP).
- Each user plays with a single creature. This creature will be that user’s character for the Raid. If that creature dies, the user spectates the rest of the match. However, they can still take part in all of the fun by expressing themselves by using the emotes!
- Since there is only one creature per user, this means that swaps do not work in Raids.
- This means that “And Run” abilities will not trigger the “run” part.
- This also means that “Swap Out Abilities” do not trigger any On Escapes; since creatures are not attempting to run.
- Swap-In and On Escape abilities are therefore of no use in this game mode.
- In order for the entire team to win rewards, there will need to be at least one player’s creature that is still standing when the Boss is defeated.
- The match times out after 20 turns. This counts as a defeat for the players.

A Note on Multiplayer Game Modes

This Player-Versus-Environment feature is the first mode that opens the door to new possibilities for the game to thrive for years to come!

Many game mechanics have been developed in order to support cooperative and competitive multiplayer play modes. Most of JWA’s creatures have changed as a result.