1.1.x Changelog
1.1.x Changelog
1.1.x Changelog
Content Additions:
- Three New Epic Quests:
- Flame On, featuring Torchwood! Receiving a rework in the update, Torchwood is
fired up and has became earnable for free via this Epic Quest!
- Endangered plants can sometimes prove to be a hinderance. This is especially
true in the new They're Trying Their Best Epic Quest!
- Lastly, the UniverZ Collides Thymed Event returns in Epic Quest form.
- It's time for school. Big Brainz is here!
- Due to time constraints, there will only be 2 Big Brainz Pinata Parties:
September 19th and September 20th.
- New Thymed Event, running from September 19th -> September 30th that'll help
you learn about some new balance changes!
- Big Brainz Thymed Event is the first Thymed Event to begin our new handmade
route. No more random generation!
- Reap what you sow during the Harvest Festival event!
- Runs from September 21st -> September 30th!
- New Pinata Parties and a new Thymed Event!
- New zombies for the occassion, such as Pitchfork Zombie and Gourd Carrier
Zombie!
- We also have another Costume Contest event ongoing in our Discord server! Be
sure to stop by if you're interested!
- Further upcoming events: 1st Anniversary and Lawn of Doom in October!
- We'll have more info on these as they grow closer! Be on the lookout!
- Added 3 new Vasebreaker levels for Holiday Mashup.
General Additions/Changes:
- A ton of new Pinata Parties have been added to rotation. For most of the rest of
the year, we'll have unique new parties every day!
- Thymed Event levels are no longer randomly generated and will be made by
developers starting from this update.
- Big rework for our friend Torchwood. Be sure to read up in the balance changes
section!
- UniverZ Collides - Level 15 has new outro dialogue.
- Reworked Zombie groan audio system internally.
- This has resulted in higher quality groan sounds for Ancient Egypt, Pirate
Seas, Wild West, Far Future, Dark Ages, and any world using the Tutorial groans.
- Zombies from the Lunar Zoo Year, Harvest Festival, and Backyard Brain Bowl events
have joined the party in Holiday Mashup Inzanity levels.
- Zombies from post-release holidays (LZY, HF, BBB) now have Holiday Spirit.
- Sewer functionality has been adjusted.
- We've removed the ability for sewer lids to "pop off", meaning all sewers will
spawn opened now.
- This has resulted in this change being implemented into all Steam Ages levels,
and other levels featuring sewers.
- Reworked Inzanity Sewer generator as a result of this change. A few problematic
layouts have been removed and we've added a bunch of new layouts too!
- A bunch of plants have been enabled to be planted on top of sewers. See Balance
Changes for more information.
- Updated Steam Ages lawn to reflect the finalized version added in the latest
version of PvZ2: Chinese Version.
- Pirate Captain Zombie and Parrot groans have been restored.
- Some tweaks to music to restore a sound that got lost during the 1.1.1 update.
- Increased loudness of Holiday Mashup and Steam Ages music.
- Various improvements and adjustments to almanac stats.
Bug Fixes:
- Fixed Holiday Mashup - Day 34 not having objective text.
- Fixed Steam Ages - Day 16 not banning boosted plants.
- Banned Ice Bloom from Holiday Mashup - Day 36.
- Banned Imp Pear, Hot Date, Electrici-tea and Ice Bloom from Holiday Mashup - Day
30.
- Fixed some bugs with the Carnie Magician for custom levels.
- Lunar Bandits can now surrender at the end of a level.
- Fixed Lawnbowl Balloon Zombie making Cactus hide.
- Fixed a bug where when ashed by certain plants, Lawnbowl Balloon Zombie would
turn into a sun sprite.
- Fixed bug where Modern Day's railcarts were not making noises when moved.
- Fixed bug where Toadstool could eat Rodeo Legends.
- Fixed inaccurate dialogue in Penny's Classroom Epic Quest.
- Fixed bug where Zombie Multimplicity's final phase would turn into sun sprites.
This should be gone this time!
- Professor Brainstorm can no longer be targeted by Void Orchid, Snap Pea, or Olive
Pit.
- Fixed multiple grid-items allowing vases to be moved on top of them by the Move
powerup.
Level Adjustments:
- Neon Mixtape Tour - Day 34 (adjusted difficulty due to Thyme Warp changes)
- Jurassic Marsh - Day 31 (adjusted for balance changes)
- Holiday Mashup - Day 17 (adjusted for balance changes)
- Steam Ages - Day 1 (added a preplaced Wall-nut on the sewer to better introduce
sewer mechanic)
Balance Changes:
- Due to the immense amount of balance changes within the update, we have opted to
contain these changes separately in a Google Docs file. Please be sure to read up
on them!
- You can access the document here:
https://docs.google.com/document/d/13wCaFrdi2Xvx20XnnlcYoAz8uwegJDsD41xStGTYETY/
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Content Additions:
- Celebrations for PvZ's 14th Birthdayz! New parties mixed in with classics from
May 4th until May 13th!
- A new Thymed Event will also come with the event.
- New costumes for Starfruit and Spore-shroom can be earned for free during the
event. Themed after designs from the first Plants vs. Zombies!
- Costume discounts on Birthdayz-themed costumes for the duration of the event.
- Awaken your inner imp. Children's Day is arriving in June!
- New Thymed Event and Pinata Parties.
- Stay tuned for additional information on times.
- Days are getting longer, and warmer too. Summer Nights are on the horizon in late
June.
- New Thymed Event and Pinata Parties.
- Stay tuned for additional information on times.
- Other event-related schedules for the summer.
General Additions/Changes:
- Completely rebalanced the rewards for Daily Quests. You'll now get better
rewards!
- Some Daily Quests were also changed in the amount of zombies you need to defeat
to complete them.
- Adjusted some wave setups for Inzanity, and added some more new ones to the mix.
- AltverZ's artists are now in the credits for their costumes and the art for Void
Orchid.
- Void Orchid's costume has been added to the daily costume rotation pulls.
- Title screen has been changed back to the pre-UniverZ Collides look.
- Fresh batch of new Pinata Parties added into the rotation.
- Power Lily can now be planted on tides. (Dev Note: this was meant to be part of
our last update.)
- Intensive Carrot can no longer revive Holly Barrier's leaves.
Bug Fixes:
- Fixed issue where certain variants of Troglobites were not counting towards daily
quests.
- Fixed issue where Beghouled variants of Modern Day zombies were not counting
towards respective daily quests.
- Fixed issue where certain variants of zombies from Neon Mixtape Tour were not
counting towards respective daily quests.
- Fixed issue where Dark Summoner Zombie would cause immense game lag when an
electric plant was used against him.
- Fixed issue where Halloween Octo Zombie was not appearing in Inzanity stages.
- Fixed issue where Penny's Classroom kept disappearing. It should stay this time.
Changes to Inzanity:
- A lot of the wavegens based on Endless Zones had their waves reconfigured to have
a better curve and be challenging as the level approaches its end.
- Most "fake" multi-flag levels that were actually extremely short got removed.
- Many of the more boring wave setups got adjusted to follow a specifically
designed progression and logic.
- The amount of specials that wavegen could pick was balanced out for the edited
setups to not be spammy and reflect the wave amount of the level (mostly).
- Lots of new wave variants were added that all follow the new curves while having
different approaches and early games.
- Among the new wave gens there are some "wild" ones that have some gimmicky
aspects to them or diverge from the typical level structure.
- Difficulty in terms of zombie waves should overall now be more standardized.
Balance Changes:
Level Changes:
- Banned Solar Tomato, Garlic, and Apple Mortar from UniverZ Collides - Level 13.
Bug Fixes:
- Fixed a bug with UniverZ Collides Pinata Party text with the Costumes
description.
- Fixed new sound effects added in 1.1.2 not being affected by the volume slider.
- Fixed Kelpy G's music not correctly stopping.
- Fixed the scream sound effect for Ghost Pepper's April Fools costume.
- Fixed a missing sound effect for the Reanimator Zombie.
- We are hoping the fixes to sound effects will put to rest the audio cutout
issues.
Content Additions:
- The Springening has sprung! Enjoy new parties mixed in with classics from March
30th until April 12th!
- A new Thymed Event will also come with the event.
- Costume discounts on Springening-themed costumes for the duration of the event!
- UniverZ Collides Event! Running from April 13th until the 30th, we're doing a
massive crossover event with the Alternate UniverZ mod!
- 15 hand-made levels to play in the Thymed Event, along with new parties daily
featuring zombies and mechanics from AltverZ!
- During the event, you will be able to earn costumes from AltverZ for free.
Afterwards, they'll be added permanently to the shop for coins!
- Void Orchid, a new plant from AltverZ, also comes to Reflourished and will be
available for free by beating the event. Afterwards, she'll be added permanently
for gems to the shop!
- AltverZ zombies will be able to appear in Inzanity quests during the event, so
be sure to look out for them in Inzanity!
- NEW PLANT: Void Orchid! Void Orchid turns zombies into gravity spheres that
attract other zombies from nearby lanes!
- Void Orchid will be added during the UniverZ Collides event where she can be
obtained for free.
- After UniverZ Collides ends, Void Orchid will be available in the shop as a
Gemium plant.
- A fresh batch of new costumes:
- A good chunk of costumes are developer costumes for our new dev team members
added back in January!
- The rest are more general costumes, so there should be something for everyone!
- Puff-shroom has collected more buckets for his bucket collection.
General Additions/Changes:
- New title screen art for UniverZ Collides!
- Added a Cerebrawl remix for Holiday Mashup.
- Added a fresh batch of new Pinata Parties into rotation.
- Custom level makers will now be able to work with Jurassic Panic easier. Full
explanation will be in the official Discord sometime after release.
- A good chunk of changes were done to the game's dialogue to fix errors or
generally polish things up.
- Improvements to Professor Brainstorm's code which have optimized it internally.
- The dialogue that appears after playing a Thymed Event for the first time for
Penny's Pursuit has been replaced with dialogue about Thymed Events.
- Updated mod credits again, for various new members that have been added since our
last update.
Bug Fixes:
- Fixed Holiday Mashup and Steam Ages not having the sound that plays when you
press a world's icon.
- Implemented some changes which should fix the issues with Neon Mixtape Tour's
music after the 1.1.1 update. Fingers crossed!
- Fixed Steam Ages Ultimate Battle/Demonstration Mini-Game not having the correct
victory jingle.
- Fixed Noctarine not being plantable on top of Vine plants.
- Fixed a few levels in Epic Quest: Aloe, Salut! which were daytime with no sun
dropping. All Aloe levels now take place at Night.
- Fixed Neon Mixtape Tour Days 39 and 40 not having the intended dialogue.
- Fixed consistency issue where Lost City's note dialogue didn't use the Crazy
Dave/Penny icons.
- Fixed various text overflow errors with a lot of dialogue.
- Fixed Dodo Rider Zombies and their variants not flying over Iceweed.
- Implemented fixes to make sure that Parrots cannot steal Iceweed.
- Fixed Boombox Zombies stunning Noctarine's gas cloud, Iceweed, and plants used to
make certain functionality work.
- Fixed an issue with the Z-Mech miniboss where he would be able to spawn imps
instantly.
- Fixed Z-Mech making voice sounds of Dr. Zomboss.
- Fixed Troglobites and Arcade Zombies being able to crush Noctarine's gas cloud.
- Fixed Noctarine's gas cloud being able to be frozen.
- Fixed Noctarine's gas drowning in the Tide in Big Wave Beach.
- Fixed Lost Explorer Zombie being missing in the Temple of Bloom Endless Zone.
- Fixed Inferno being able to push back Bully zombies that were intended to be
immune to all knockback.
- Fixed an issue wtih Buckethead Steam Coal Miners where they incorrectly had too
much health once they lost their bucket.
- Fixed Aloe's heal rate being incorrectly longer than it was intended to be.
- Fixed an issue with the Player's House Cerebrawl where the reward/lose jingles
were not matching the Player's House music.
- Fixed an error on Far Future - Day 31 where there would be loud off-screen Bug
Bot Imps.
Level Adjustments:
- The following levels have been adjusted:
- Wild West - Day 20 (fixed conveyor not always giving Coconut Cannon)
- Far Future - Day 22
- Big Wave Beach - Day 25
- Big Wave Beach - Day 28
- Big Wave Beach - Day 30
- Modern Day - Day 9
- Steam Ages - Day 16 (made more difficult following it being too easy after
buffs to the plants)
Balance Changes:
- Spikerock:
- Sun Cost: 225 -> 275
- Damage: 20 -> 24
- Hitpoints: 300 -> 900
- Dev Note: For mainly the same reasons as Iceweed, Spikerock has been
underperforming to many players due to its high cost, thus making it less appealing
than Spikeweed. It now has exactly double of Spikeweed's damage, with a +50 sun
cost to help balance out this large jump in power. It was also given 3x the health
of Spikeweed as a formality to match it's smash related efficiency. Hopefully
this'll help the spike family stand out more. Speaking of which!
- Iceweed:
- Sun Cost: 250 -> 200
- Dev Note: Iceweed was underperforming, mainly due to its quite high sun cost,
and lukewarm payoff. Being inspired from the dynamics between the melons and
dragons, a portion of it was cut down in order to make it more of an appealing
choice, now he's really excited to make the zombies chill out whilst saving you
some sun!
- Guacodile:
- Damage: 20 -> 25
- Dev Note: Guacodile has mainly been used as an instant use plant of sorts, with
little to no reason to use his seed attack. A small damage up has been granted to
give more incentive to place Guacodile ahead of time and let him rush naturally
when foes step close
- Pepper-pult:
- Sun Cost: 200 -> 175
- Dev Note: Pepper-pult's higher price has resulted in him not being picked
outside of Frostbite Caves often. A slight price reduction should give a nice
consideration to use him elsewhere!
- Fire Peashooter:
- Sun Cost: 250 -> 225
- Dev Note: Fire Peashooter's higher price has resulted in her not being picked
outside of Frostbite Caves often. A slight price reduction should give a nice
consideration to use her elsewhere!
- Dazey Chain:
- Recharge: 5s -> 10s
- Stun Times: 2/3/4 -> 1.5/2/2.5
- Dev Note: They have had it good for a far too long time. Being an effective
support and DPS rolled into one slot is an incredible thing to be (our other two
culprits of this crime will be discussed later), and as such we've reduced the
effectiveness of their stun, so now you need to be a little more thoughtful with
them.
- Phat Beet:
- PF Outer Radius Damage: 200 -> 400
- PF Inner Radius Damage: 400 -> 1200
- Dev Note: Talk about a sour note! Phat's super powered jams were an absolute
flop, dealing pitiful damage for your Plant Food investment. It's power was turned
up to 11 to give it more of the kick one should expect from using Plant Food.
- Noctarine:
- Unpowered Gas Duration: 10.5s -> 13s
- Powered Gas Duration: 15.5s -> 16s
- Dev Note: A large amount of Noctarine's jank has been fixed for (hopefully) the
time being, and his gas now lingers for just a bit longer overall, to really
incentivize using him outside of shadow decks.
- Murkadamia Nut:
- Damage Mirroring: 25% -> 40%
- Dev Note: Ah, poor Murk. Cursed with relative uselessness due to overestimating
its strength. We've given him a sharp incerase in damage mirroring to make him more
appealing in full shadow decks and against certain select targets.
- Boingsetta:
- PF Damage: 2 -> 650
- (NEW) Added Knockback to Plant Food ability
- Dev Note: Due to an oversight, Boing's PF did *2* damage to obstacles on use.
This has been fixed, alongside the ability to knock back foes on the board, similar
to Spring Bean but with less potency.
- Electric Currant:
- Damage: 40 -> 20
- PF Damage: 80 -> 40
- Attack rate: 1s -> 0.5s
- Dev Note: A formality to make it consistent with Electric Peashooter's halved
daamge + doubled tickrate. Should be more consistent against those pesky cluckers
as a bonus!
- Aloe:
- Heal Rate: 5s -> 2.5s
- Heal HP Amount: 700 -> 400
- PF Overheal: 100% -> 200%
- Can no longer heal Holly Barrier
- Dev Note: Ah, poor orphaned Aloe. Stuck in the role that nobody seems to need
or want. An increase to his healing rate at the cost of a slight heal down (and an
actually properly implemented heal rate - it was not working as intended
previously!) makes him an incredibly effective medic, so while his niche is still
just that, it's an incredibly potent one. Try out that Plant Food on your local
Tall-Nut today!
- Grapeshot:
- Sun Cost: 225 -> 250
- Dev Note: A formality to keep the ratio up to par with his bretheren.
Grapeshot was still quite strong at the end of the day, so hopefully this'll reign
him in.
- Cold Snapdragon:
- Chill Duration: 3.5s -> 2.4s
- Dev Note: The second of the triumvirate of support + DPS in one slot, we found
that Cold Snap's stats were not the issue, rather it's 100% uptime chill. It's now
brought to the tier of Winter Melon's chill uptime of around 75%, which should both
keep him in line and require multiple instead of just two for a full deep freeze.
- Bombegranate:
- Sun Cost: 175 -> 200
- Blast Damage: 1000 -> 400
- Seed Damage: 150 -> 400
- Dev Note: Bombegranate has been outshadowed by both Cherry bomb and Grapeshot
for so long, due to a somewhat awkward damage amount from her blast, and seeds
which might have well not been there. We decided to pour a lot of her damage into
the seeds from her blast, to really give her that unique kick one expects from an
instant use plant.
- Electric Peashooter:
- Sun Cost: 475 -> 525
- Recharge: 15s -> 20s
- Dev Note: Electric Peashooter was *STILL* just a bit too much at the top end,
and as such a hit to recharge and sun cost was deemed warranted, adding him to the
elusive 500+ club.
- Snap Pea:
- Cooldown Time after Eating: 5s -> 2.5s
- Dev Note: Snap Pea has been underwhelming due to his long periods of
indigestion after a meal. We gave him some medicine to cut that time down to get
him hungrier than ever! Note: side effects include, but are not limited to, the
destruction of stairs.
- Dartichoke:
- Normal Damage: 70 -> 80
- Critical Damage: 80 -> 160
- Dev Note: Dartichoke's stats were incorrect for the entire game's launch due to
an oversight, and this has been fixed as a result, alongside a slight bonus to her
crit damage for having to endure the suffering.
- Puffball:
- Recharge: 60s -> 50s
- Poison DPS: 25 -> 30
- Dev Note: Puffball really lacked the oomph needed of such a high sun cost, as
his effect was not immediate. As a result, his poison is now on par with Shadow-
Shroom to have it really be that wave opening damager! This, alongside the slight
recharge time decrease, should really get him in the fight.
- Turkey-pult:
- Recharge: 5s -> 10s
- Firing Rate: 2.85/3s -> 4.2/4.35s
- Dev Note: Turkey-pult was simply too effective in every situation, hordes,
single targets, Gargantuars, you name it. A severe fire rate down and an increased
recharge time were deemed necessary to put her in her place, and we may be
revisitng her in the future. She is still quite effective, but now actually
requires support, instead of being her own support for a relatively low investment.
- Gloom Vine:
- Sun Cost: 75 -> 25
- Recharge: 15s -> 5s
- Hitpoints: 900 -> 300
- Plant Food Damage: 450x4 -> 200x4
- Dev Note: Poor Gloom Vine, was stuck in a niche that it just wasn't up to the
task of filling. NOW, he's in line with the other well known enabler around, Lily
Pad! Feel free to experiment with him due to his extremely cheap cost. The damage
on his Plant Food was recuded due to the dramatic scaling down of his other stats.
- Stickybomb Rice:
- PF Damage: 200 -> 150
- PF Blast Radius: 1.5 -> 1
- Dev Note: Stickybomb's Plant Food effect was far too good at clearing out
hordes, due to it's blast radius and decently strong damage. As such, both of those
things have been toned down to not be as overwhelming.
Content Additions:
- Lunar Zoo Year is on its way! Starting January 22nd, experience good fortune and
new zombies!
- Added a new Imp and Gargantuar variant for the festivities.
- Added new Lunar Bandit zombie. Once he lands, he'll walk backwards! On defeat,
he'll even give you free money!
- Added new Lunar Raider zombie. Unlike the Lunar Bandit, he'll walk forward and
he has NO money! How rude!
- New day variant of the Lunar Zoo Year stage added.
- Valenbrainz is coming! Starting February 10th through the 18th, get smitten and
bitten in new Pinata Parties!
- Luck O' the Zombie is also on the horizon! More info will be revealed as we get
closer to the event.
- Slight change to Thymed Events, first part of more changes to come to the future:
- Thymed Events will now feature Brain Buster stages halfway through the event to
shake things up away from the random levels.
General Additions/Changes:
- We've changed our music functionality slightly, to give us more control over the
game's music setup and all of that.
- This allows us to work with music issues much faster and quicker than we could
in the past.
- This might come with some issues/changes to music functionality. If you notice
anything a bit weird, please inform us in our Discord :)
- Added an outro for the Holiday Mashup Miniboss theme. Shoutout to Voup!
- Added new code for custom levels to enable Jam Zombie functionality outside of
Neon Mixtape Tour.
- Added Nighttime Feastivus stage and Daytime Summer Nights stage for custom level
makers.
- All new dev team members have been added to the mod credits.
- Updated Lunar Zoo Year stages for 2023's Year of the Rabbit.
Bug Fixes:
- Fixed glitch where Pianists and Disco-trons would be able to override and cut out
the music in Holiday Mashup and Steam Ages.
- Fixed issue where the Holiday Mashup Zomboss Fight music did not allow for the
Zomboss Dialogue music to play and did not cut out upon defeating the boss.
- Fixed the loop for the 8-Bit Jam in Neon Mixtape Tour.
- Fixed cut-out error with Wild West Final Wave after the loop track ended.
- Fixed Dark Ages Mid Wave music not correctly swapping.
- Fixed Cerebrawl music not ending when the level was completed.
- Fixed issue with Ancient Egypt's choose your seeds music playing over Zomboss
fights in the world.
- Fixed various issues with the incorrect lose music playing during Zomboss fights
in multiple worlds.
- Fixed Neon Mixtape Tour's Victory jingle playing in all worlds when a Zombot was
defeated.
- Fixed Troglobites and Arcade Zombies not being able to push their grid items
correctly in Pirate Seas.
- Fixed minor issue with a variant of The Calamity Calendar where Valenbrainz
Basics could appear in a ZCorp themed variant.
- Fixed Heroes Event stage not correctly having The Smash as the Gargantuar spawned
via Hypno-shroom's Plant Food ability.
- Fixed Modern Day Gargantuars spawning from Hypno-shroom's Plant Food in the
Children's Day stage. It now uses Head Office Impgantuar instead.
- Fixed issue where Halloween variants of The Calamity Calendar did not have Jam
zombies doing their abilities.
- Fixed the daily costume drop schedule.
- Fixed Penny's Classroom disappearing once it became 2023.
- Banned Sun Bean from Holiday Mashup - Day 30 and Holiday Mashup - Day 36 due to
the plant food's ability to cheese the minibosses.
- Fixed issue in Zombie Multimplicity fight where the final split could sometimes
spawn a sun sprite for a split second.
Balance Changes:
- Chili Bean:
- Stun Duration: 7 -> 10
- Recharge: 20 -> 15
- Plant Food Clones: 2 -> 4
Dev Note: We wanted to spice up the balance changes of this update with a few
buffs to underused plants. Although not terrible, Chili Bean tends to be
overshadowed by similar early instant use plants - notably Imp Pear, who even has a
longer stun than Chili Bean! We brought Chili Bean's stats up to keep him on par
with everyone else, increasing his utility throughout the game. We also tuned up
his Plant Food effect to produce two more copies, making your investment, if you
choose to make it, more worthwhile.
- Pea Pod:
- Plant Food Projectile Damage: 400 -> 900
- Torchwood Plant Food Projectile Damage: 800 -> 1800
- PF Torchwood Plant Food Projectile Damage: 1200 -> 2700
Dev Note: ...You don't need us to explain this, right? 400 damage for a plant
food effect projectile?! It sucked! You know it sucked! We're making it less sucky!
Now you can actually kill a Conehead and some Specials! Now you got some proper
cannonballs for that Torchwood setup! Any questions? No? Moving on.
- Hocus Crocus:
- Recharge: 60 -> 50
- Starting Recharge: 45 -> 40
- PF Zombies Teleported: 3 -> 5
Dev Note: Hocus Crocus rarely sees usage from players due to her high recharge.
To alleviate this, we decreased both her standard and starting recharge, so you can
get your hit of chicanery faster than before! As a bonus, we also let her send back
more zombies with her Plant Food effect, further increasing her impact in a level.
- Sap-fling:
- Sap Stall: 50% -> 30%
Dev Note: Sap-fling's been a plant that has finally been getting the recognition
it always deserved. So much so, that players have all seen exactly just *how* much
he truly is capable of, which is interesting, considering basically nobody in
vanilla ever gave the poor guy any love, and we haven't changed a thing about him.
Was he always kinda OP on paper? Yes. But, he had horrible use rates across the
board in vanilla, so a nerf was religated to a reactionary option. Low and behold,
that's what's being done. With fellow stallers such as Winter Melon nerfed, Sap's
power has become far more obvious due to lack of weaknesses and even a stronger
slow compared to chill (50% vs. 40%)! Reducing the sap's slow to 30% should bring
him down to everyone else's level, trading a weaker effect for his many strengths
and encouraging players to replace him later on in the level without punishing them
for not doing so.
- Dandelion:
- Direct Damage: 70 -> 60
- Splash Damage: 70 -> 60
- Recharge: 10 -> 15
Dev Note: Dandelion's been dominating the meta recently and it's no secret why.
Due to his lackluster performance in vanilla, he was given plenty of buffs to make
him fun to use. A bit too "plenty", as it turns out. With powerful damage and a
quicker recharge, he became a spam-to-win plant that flew under the radar during
development amidst the many other changes in the mod. Now that the mod's been out
for some time, it's become clear how his buffs have gone overboard. We've had time
to experiment with nerf options, and we bring you a bit of a hit to the overall
efficiency; reducing damage slightly and turning up the recharge should keep him
satisfying without letting him dominate levels through sheer spam.
- Fanilla:
- Plant Food Projectile Stun: 7s -> 10s
- NEW: Plant Food Projectile Chill: 20s
Dev Note: One plant food for 7 seconds of stun on one lane sounds underwhelming,
no? Well originally, that wasn't even the plan. The original plan was for the Plant
Food projectile to also knock zombies back, however, hardcode got in the way as it
often does. Instead of that, we decided to give you some bang for your buck here by
increasing the stun duration and giving you some bonus chill afterwards. The latter
takes inspiration from the original Fanilla's costumed Plant Food effect in the
Chinese version. Neat, huh?
- Toadstool:
- Sun Cost: 275 -> 225
- Chew Time: 30 -> 23
- Sun Produced (all sources): 50 -> 25
Dev Note: Toadstool's been a rather unhoppy camper recently after seeing that
she's gotten less love than her carnivorous siblings Chomper and Snap Pea. But why?
Her sun returns were no joke - it even matched Sunflower. Turns out, many players
did not pay much attention to that fact as the sheer slugishness of Toad was too
much to reliably invest into. To fill the middleground, Toadstool's cost and chew
time have been changed to go between Chomper and Snap Pea, at 225 sun and a 23
second chew time (inspired by the dynamic between Bonk Choy, Parsnip and Wasabi
Whip). In exchange, her sun output was reduced to 25, keeping her from becoming too
powerful in the production department due to the aforementioned changes.
- Grapeshot:
- Explosion Damage: 1000 -> 800
- Sun Cost: 200 -> 225
Dev Note: Despite his nerfs from Vanilla, Grapeshot continues to overshadow his
exploding siblings Cherry Bomb and Bombegranate. We're taking an additional (and
perhaps not the last) step in nerfs by reducing his explosion damage and increasing
sun cost slightly, the former of which notably prevents Grapeshot from defeating a
Gargantuar by himself.
- Cold Snapdragon:
- Recharge: 5 -> 15
Dev Note: Cold Snapdragon received buffs to mirror what was given to Snapdragon,
but this also pushed him over the edge in a way we needed to address down the line.
A simple hit to his recharge puts him in a good place, and comes with the bonus of
matching the dynamic between Winter Melon and Melon-pult!
- Electric Peashooter:
- Bolt Frequency: 0.5 -> 0.25
- Projectile Passthrough Damage: 10 -> 5
- Bolt Damage: 20 -> 10
- Projectile Speed: 180 -> 200
Dev Note: Remember that +50 sun nerf? Yeah, that was just a test. You asked for
more, so we're givin' ya more! To stop Electric Peashooter from becoming totally
indomitable, we decreased Electric Peashooter's bolt damage (as well as projectile
damage), while also increasing projectile speed. Sound scary? Well to compensate,
we also doubled the bolt frequency. These changes aim to make the plant more
satisfying, and give it some struggle against tankier targets such as Gargantuar
without support. While it struggles with tankier targets now, the changes aim to
not endanger his crowd control functionality, as that's what most players use him
for. Notably, these changes also strived to keep Electric Peashooter viable in the
Endless Zone scene - let us know if it works!
Content Additions:
- Introducing... Thymed Events! Thymed Events are a new way to get rewards, engage
with events and have a little fun as well!
- Thymed Events will usually occur alongside Pinata Party events.
- Thymed Event levels are randomly generated - so you won't be missing out on
too much if you can't play!
- Thymed Events are unlocked after Ancient Egypt - Day 10 and can give a variety
of rewards.
- FOUL BALL! The Backyard Brain Bowl event has returned!
- New zombie costumes and a new lawn make their way to the game!
- New Party levels every day from December 12th -> December 18th.
- New Thymed Event will be coming as well!
- It's the most wonderful time of the yeaaaaar! Feastivus is coming, with lots of
goodies in store!
- Event lasts from December 19th -> January 5th, 2023.
- New Pinata Party levels mixed in with familiar classics!
- New special festive skins for your plants!
- New Thymed Event stages, with a delicious special treat awaiting you at Level
25!
- Our Feastivus Thymed Event will also give players an opportunity to earn one
of our Feastivus skins without having to spend coins!
- A fresh batch of new costumes, including our Feastivus skins.
- Included are the winning costumes from our Costume Contest hosted in November!
Congratulations to JamesTheSkunk, DeeDeeBee's, JJAM, dragonking, -Nick-, beetsa,
Krowzerk, Menk, RainVessel, Nanori, Red, LawfulWaffle, Inbetween Entertainment,
TheBluehatPerson, and Discipline for winning the contest and having their costumes
added. Check the in-game credits to know which costume idea was submitted by who!
- Fear not! Not all costumes we've added are festive! Make sure to play to see
what they are!
General Additions/Changes:
- You asked, we delivered! Based on community feedback, we have introduced detailed
almanac stats for Plants and Zombies.
- New Quest Icons for Holiday Mashup and Steam Ages unlock quests with the keys.
This is done to better communicate to new players how you access the worlds.
- Changed unlock text for Holiday Mashup and Steam Ages to note that you access
them via Travel Log.
- Expansion quests will now be available after players beat the first level of the
respective world's expansion.
- Added an almanac entry for the Space Dancer zombie encountered in the Future
Crash levels.
- Adjusted dialogue for Modern Day - Day 19 to properly reflect Escape Root's
abilities.
- Added ability to check update version in settings - look beside a:9.4.1 under
Build Version in Settings for the Mod version!
- Melon-pult has been unbanned from various Last Stand levels.
- Updated the game credits! Alongside adding credits for all the Costume Contest
winners, we've added the newest member to our Art/Animation team to the credits:
Andrew ZombycD. Beta Testers who helped with Pinata Party levels are listed under
the Special Thanks area of our credits.
- More events, yet to be revealed. Stay tuned in our Discord server for the latest
news - https://discord.gg/ba9rC7QdKb
Bug Fixes:
- Fixed issue where Plant Fooding a Tangle Kelp during the Zombot Sharktronic Sub
2.0 fight could take a health bar off the boss.
- Fixed issue where Far Future - Day 17 would have a softlock during the first
playthrough due to the Magnifying Grass tutorial being impossible to complete.
- Fixed art centers for the Jurassic Basic zombie and ZCorp basic zombies.
- Implemented some measures to hopefully tone down crashes caused by the Travel
Log.
- Fixed issues where the Steam Ages levels intended to give Mystery Gift Boxes were
not giving them, despite the World Map showing that they should.
- Melon-pult and Winter Melon were not correctly using their intended stats as
described in Penny's Classroom. We have adjusted their damage values to go along
with our intended changes to the plants.
- Renamed Peamix Dev Costume to "MPea3 Shooter" to reduce confusion.
- Inferno/Iceweed no longer have ear piercing audio. Big thanks to Poss for helping
us out here!
- Fixed Dazey Chain's stall not counting towards certain Daily Quests. This was
also done for Stickybomb Rice's stun.
- Fixed Pea Vine still having the effects for its boost abilities in animation.
- Fixed issue where Jack O' Lantern would attempt to attack sewers, tar and some
other neutral grid items.
- Fixed issue where Jack O' Lantern would get stuck in its attacking animation when
placed on tar.
- Fixed armored zombies having obnoxious sounds while stepping over tar.
- Fixed game crash on lower-resolution devices when restarting the Zombot Seasonal
Sleigh-er Boss Fight.
- Fixed Bandit Zombie's arms and head being attracted by Magnet-shroom's Plant Food
effect.
- Fixed massive lag spike when using electric plants against Dark Summoner Zombie.
- Fixed Glitter-protected Disco Jetpacks becoming super fast and guaranteeing a
loss once Disco-tron dies during dance animation.
- Banned Jalapeno on Holiday Mashup - Day 36 due to ability to cheese Zombie
Multimplicity.
- johnny the stegosaurus has returned to Jurassic Marsh - Day 44. please be nice to
him he's my friend
Level Adjustments:
Balance Changes:
- Potato Mine:
- Plant Food Duplicates: 2 -> 3
- Snapdragon:
- Damage: 30 -> 35
- Apple Mortar:
- Damage: 60 -> 65
- Plant Food projectiles now inflict a 7 second stun.
- Iceweed:
- Chill Duration: 3 -> 5
- Magnet-shroom:
- Can now pull off Scuba Zombie's head.
- Hypno-shroom:
- Sun Cost: 125 -> 75
- Intensive Carrot:
- Now heals revived plant to full HP.
- Noctarine:
- Sun Cost: 150 -> 100
- Now plantable on top of other plants.
- Cattail:
- Firing Rate: 1.6/1.8 -> 1.4/1.6
- Damage: 20 -> 22
- Fixed accidental increase of range in front of Cattail.
- Fanilla:
- Plant Food Stun Duration: 4 -> 7
- Lily of Alchemy:
- Recharge: 17.5 -> 12.5
- Electric Currant:
- Health: 200 -> 400
- Aloe:
- Healed HP: 500 -> 750
- Now able to heal Explode-O-Nut.
- Cold Snapdragon:
- Damage: 30 -> 35
- Escape Root:
- Sun Cost: 50 -> 25
- Damage: 20 -> 3600
- Is now edible.
- Removed cooldown between swaps.
- Missile Toe:
- Plant Food: 10 projectiles now fired, with 3 second delay between each
projectile landing.
- Electric Peashooter:
- Sun Cost: 425 -> 475
- Sling Pea:
- Sun Cost: 250 -> 325
- Recharge: 20 -> 25
- Pea visuals now appear bigger and more powerful.
- Dartichoke:
- Normal Damage: 70 -> 80
- Critical Damage: 80 -> 140
- Improved priority lists.
- Shine Vine:
- Sun Cost: 100 -> 75
- Health: 100 -> 300
- Now refreshed at beginning of a level.
- Gloom Vine:
- Recharge: 25 -> 15
- Health: 1200 -> 900
- Z-Mech:
- Health: 3600 -> 5400