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1.7.x Changelog

The Update 1.7.3 Patch Notes introduce a special April Fools event honoring Cuberry, featuring new costumes and a quest to investigate Cuberry's death. General improvements include enhancements to the Party Costume store and various fixes across levels and characters, with more significant changes promised for the next update. Additionally, previous updates highlighted anniversary celebrations, new quests, and balance adjustments for various plants and zombies.

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0% found this document useful (0 votes)
21 views13 pages

1.7.x Changelog

The Update 1.7.3 Patch Notes introduce a special April Fools event honoring Cuberry, featuring new costumes and a quest to investigate Cuberry's death. General improvements include enhancements to the Party Costume store and various fixes across levels and characters, with more significant changes promised for the next update. Additionally, previous updates highlighted anniversary celebrations, new quests, and balance adjustments for various plants and zombies.

Uploaded by

ahmedtangour5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Update 1.7.

3 Patch Notes - April 1st, 2025

Main Additions:
- With our true April Fools event becoming LOST MEDIA we realised that we never
paid the right tribute to everyone's beloved cubical fruit, found dead a year ago.
Revisit Cuberry's Brutal Trials starting today to April 14th and investigate
Cuberry's death with Detective B. Barry - the one who wants to make things right.
- Two new costumes have been added as rewards for the event, replacing 2 previous
rewards. Now you HAVE to revisit these pleasant memories :)
- Some new surprises await on the way as well... what will Cuberry's legacy
reveal?

General & Level Changes:


Only a few changes we felt were the most important. More substantial changes will
arrive in 1.8!
- Improved the Party Costume store tab; the purchase buttons have been redesigned
and can no longer be clicked to cause a softlock
- Improved the music-playing system for all Cuberries
- Hopefully fixed Submerge-mint's offset in store previews
- Electric Blueberry is no longer obtainable in Celebratory Carousel Crash due to
causing softlocks
- No Fakers community level no longer allows for two Magnet-Shrooms
- EB-I now uses the same theme as other Eggbreaker levels
- Fixed missing description for the Lunar Zombie daily quest
- Fixed some Yeti Hunt levels that used old versions of their levels
- Fixed JMX-IV single coin reward
- Corrected Feastivus Suite's looping point
- Removed Penny's Pursuit and Arena islands from mode select view and centered
Adventure Mode's island (when you leave a Thymed Event level)
- Removed a single rail in WWX-IX. Might aid confused players more than you think.

Update 1.7.2 Patch Notes - December 1st, 2024

Main Additions:
- It's AltverZ's 4th anniversary! Yay!
- Celebrate with a new quest that follows up on the Birthday Bashers quest -
more holiday zombies, more wicked challenges and... cake.
- Quest unlocks after completing the Birthday Bashers quest.
- The celebrations continue in anniversary-themed Pinata Parties lasting 'til
December 7th.
- Claim a FREE costume every day in the store while they last!
- And as always, a plethora of other new costumes of all kinds.
- Hopefully this small update eases the anticipation for 1.8 and Crimson Front!

General Changes:
- Added 4 new Brickhead-tier zombies for Lost City, Neon Mixtape Tour, Big Wave
Beach and Crimson Front
- Currently they aren't used anywhere in the game and are just for custom level
makers, but we have plans for them in the future!
- Bug Zombie and Gas Mask Zombie variants have also been added for the Lost City
and Crimson Front Brickheads respectively
- Updated animations for Submerge-mint (and her Jevil skin), Buttercup and
Blockoli!
- New swap reticle animation for Escape Root alongside instant swapping, more info
in the Balance Changes section
- Increased the visual size of E.M.Peach's area effect to better indicate its
affected radius
- New projectile visuals added for Acid Lemon
- Fixed some visual issues with Carrotillery
- Primal Garlic's Plant Food effect no longer affects Kiwi Kong's staffs
- Fixed incorrect lawn type used in one of Icebound Battleground's layouts
- Endless sandbox levels now award a huge money bag after completion - good luck ;)
- Added outros to all Grasswalk themes. Yay!
- Updated Lawn of Doom Grasswalk
- Increased volume of miniboss themes
- Lunar Beast is now affected by Neptuna Sewers
- Slight improvements to Surfer Zombie's hitboxes
- Added new timers to Blue Bulb Balloon Bowl and FB-III
- Fixed incorrect point cost values for some Brickhead Zombies (for custom level
makers)

Level Changes:
- PSX-V: one less pelican required for the objective, added text to point out that
pelicans can't eat your brains
- HC-II: level shortened, wave adjustments
- HC-VII: Troglobites replaced by Arcade Zombies, wave adjustments
- HC-IX: Explorers replaced by Breakdancer Zombies, wave adjustments

Balance Changes:
- Potato Mine:
- Explosion no longer pierces through armor
- Dev Note: This change has been implemented for all mine explosions to maintain
consistency between them and make the soon to be used hordes of Brickheads a little
more threatening. For any other zombie, you'll probably not feel the effects of
this change.

- Laser Bean:
- Damage: 30 -> 35
- Attack cooldown: 1.9 -> 2.4
- Dev Note: Turns out y'all didn't loath Laser Bean as much as we thought. We're
partially reeling back our previous changes - it's still stronger than in 1.7, so
hopefully this is the way for it to escape balancing limbo!

- Inferno:
- Non-tornado damage: 10 -> 30
- Non-tornado PF damage: 40 -> 80
- Tornado damage: 20x6/7 -> 30x4/5
- Tornado speed-up duration: 0.75 -> 0.8
- Dev Note: We noticed that Inferno's damage mechanic is way too confusing and
unintuitive - dealing more damage to the zombies in the storm without anyone
knowing. These changes should make the damage more streamlined as well as a little
buff to it.

- Escape Root:
- Sun cost: 75 -> 100
- Damage: 1800 -> 1300
- Now instantly swaps on usage
- Explosion no longer ignores armor
- Dev Note: The quality-of-life change many asked for is here! Micromanaging
with Escape Root has never been easier, but we slightly nerfed its other stats to
maintain balance.

- Electric Blueberry:
- Sun cost: 275 -> 250
- Dev Note: Even though a lot of us on the team thought E. Berry was still more
than worth its cost, some of you haven't felt the same, especially after the
changes done to it because of Big Wave Beach. Fair, one world doesn't represent
all, and that's why we're bringing down the cost a bit to hopefully satisfy most.
- Homing Thistle:
- PF damage: 240/120 -> 200/100
- Dev Note: You probably barely used this Plant Food effect due to it just...
not working with Heart of the Sea, but don't worry - its massive crowd control
capabilities everywhere else fell under our radar as well.

- Teleportato Mine:
- Arm time: 20s -> 14s
- Damage: 1800 -> 1400
- Explosion no longer ignores armor
- Dev Note: Now has the same arming time as all other mines, with less damage as
a cost. Hooray for consistency and reliability!

- Ultomato:
- PF damage: 1800 -> 1400
- Dev Note: While this Plant Food effect does make Ultomato explode himself, it
still dominated above any other area effect of this kind, and we'd rather not buff
all the other ones.

- Torchwood:
- Sun cost: 175 -> 250
- HP: 750 -> 1200
- Dev Note: Torchwood is also a plant we never thought about much - it was just
Torchwood. We realised though that the cost you pay for its effect was severly
underestimated and just provided too much, especially when combined with an
upcoming Crimson Front plant... but we didn't want to make it less satisfying to
use, so cost increase it was. Some more health too to make the change less sour -
now this tree really packs some bulk!

- Solar Tomato:
- Sun cost: 100 -> 75
- Recharge: 45s -> 30s
- Stun duration: 6/12s -> 3/6s
- Dev Note: As some of you pointed out to us, in some situations Solar Tomato's
stun was way more valuable than the sun she gives, especially in her Pro form. That
wasn't our intention, especially with Ice Bloom in the mix which already outshines
Solar Tomato in the stun department. This is why we're dialing back the stun
duration and decreasing the cost to make your sun reapings more effective in more
kinds of levels.

- Sling Pea:
- Sun cost: 250 -> 225
- Dev Note: Could this be the end of Sling Pea's character arc?

- Boom Balloon Flower:


- PF damage: 900 -> 600
- Dev Note: Same case as Ultomato, except this one has an even bigger radius!

- Strawburst:
- PF damage: 400 -> 600
- Dev Note: Hey, an AOE buff for once!

- Nightcap:
- Projectile now pierces through armor
- Damage: 25/35 -> 15/25
- Dev Note: A rework done to simplify Nightcap's gimmick, as its bleeding effect
had already pierced through armor before. Will be a little worse at dealing with
very high natural health zombies but better at shredding through the more common
waves of basics that trigger its hiding the most.

- Apple Mortar:
- Recharge: 45 sec. -> 60 sec.
- Plant Food damage (main and splash): 50 -> 100
- PF Projectile splash area increased to 3x1
- Dev Note: We don't need Crimson Front released to make some adjustments and
buff the waste of a PF that this effect originally was.

Update 1.7.1 Patch Notes - July 6th, 2024

Main Additions:
- We took our time to make some big changes. Big world changes!
- This update marks the start of our road to look back on and rework early
AltverZ worlds so they can match the quality and creativity of later worlds. As to
not break the early game pace and charm, new additions will be minimal, yet never
less important.
- Pirate Seas and Wild West are our first worlds to be revamped, each with a new
zombie added to the worlds' casts.
- Pelican Carrier enters the waters of Pirate Seas; if it touches any plant, it
will fly away and drop a sitting Imp Commander.
- Dust Devil Zombie now roams the Wild West, equipped with dynamites that will
scorch all plants around them if not destroyed.
- Many levels have been adjusted to fit these zombies and more; full details
in the Level Changes section below.
- Another holiday quest fills the calendar! Celebrate the Lunar Zoo Year in its 10
level quest, unlocked after completing JMX-V.
- Fend off beasts, roosters and misfortune with the new Kiwi Kong, a monkey
martial arts expert!
- Really immerse yourself with a new Lunar Zoo Year Grasswalk theme by
whisperjas, alongside some other musical surprises!
- Tick, tock, tick, tock... a deadly race against the clock awaits in Upsurge
Defiance, a new extra quest unlocked after BWBX-X.
- Over 150 new Pinata Parties have been added to the rotation, with several new
Party Events coming up as well!

General Changes:
- 3 random Party Costumes will now be available for purchase with gauntlets every
day!
- This is a change directed to those who don't want to spend weeks if not longer
grinding Parties just for a few costumes and have lots of Gauntlets to spare. You
might not see all 3 daily costumes if you already own some of them.
- Antistall Zombies are dead. They have been replaced with much clearer and visible
timers to count down time in final waves.
- All times are roughly equal to how much time the antistall zombies would give.
Some parties might still use them though, let us know if there are any leftovers.
- Storm and fog effects in LOD-VII and BWBX-IX respectively greatly improved
- Visual overhaul for the Far Future world map, check it out :)
- Added nighttime and daytime variations of world lawns from PvZ2: ECLISE for use
in custom levels and some of our side content
- Lawns added: Night Ancient Egypt, Wild West, Jurassic Marsh, Big Wave Beach,
Day Dark Ages
- Added full body Stegosaurus
- Added new loading tips
- Readded missing 1.6.2 snapshot costumes to the store, alongside plenty of new
ones
- Updated many daily quest zombie lists to prevent more issues of certain zombies
not counting towards their intended quests
- Removed distorted zombie groans making static noises in Dark Ages
- Magnifying Grass and Guacodile have been banned from Last Stand prep phase
- FFX-IV now has preplanted Magnis to account for this
- Updated the list of grid items which Troglobite and Arcade Zombies can push
through
- Readded FBC Title Theme which was accidentally removed, oops
- Fixed missing minigame music in VLC
- Updated sprite for Crimson Front key
- Readded shadows below all mowers
- Visual adjustments to night/day Lunar Zoo Year lawns
- Fixed a single pixel on Wallnut's dracula costume (disastrous)
- Added missing Fire Rooster death sound
- Goth Punk Zombie now jams on CYS screen
- Updated Almanac icons for Wannabe Super Brainz and Rustbolt
- Added butter splat sound from PvZ1
- Strongman Gargantuars are no longer affected by Inferno's projectiles
- Magician Balloons and Parrotrousle Parrots are no longer targeted by Hocus Crocus
- Removed Lunar Super Fan Imp head drop skip and unfinished sprites from the
original game
- Fixed LC-IX relic hunter typenames (for custom levels)
- Fixed missing RemixBalladPop props (for custom levels)
- Updated various plant interaction blacklists
- Fixed Chicken Wrangler's bone arm
- Seagull Zombie now has a visible arm drop
- Fixed some zombie types not being spawned from Lucky Zcorpion's vases
- Attempted a fix at Senor Pinata outro music not playing
- Imp Cannon quest now calls it Imp Cannon and not Pirate Cannon
- Fixed a crash caused by Lightning Reeds hitting mid-activation Amber Puddles
- Removed leftover grid spawn effect in LOD-II
- Fixed sap slowing down some flying zombies
- Fixed missing Imp laughs
- Many consistency issues fixed in Yeti Hunt versions of levels
- Small dialogue context/grammar fixes
- Increased levels of funkiness
- Removed TheShero

Level Changes:
- PH-III: Wave count decreased (20 -> 16)
- AE-IV: Wave count decreased (20 -> 16)
- AE-VII: Wave count decreased (20 -> 18)
- AE-VIII: Small buffs to waves with Pharaohs
- AE-IX: Small buffs to waves with Pharaohs, wave count decreased (20 -> 18)
- AE-X: Wave count decreaed (20 -> 16), small nerfs to compensate
- AEX-II: Wave count decreased (20 -> 18), small nerfs to compensate
- Invaded AEX-VIII: Replaced Barrel Rollers with Pelican Carriers, wave adjustments
- PS-IV: Now introduces the Pelican Carrier, major wave reworks
- PS-VI: Seagulls replaced with Pelican Carriers, wave adjustments
- PS-VIII: Full level revamp
- PS-X: Added Pelican Carriers, wave adjustments
- PSX-II: Added Pelican Carriers, wave adjustments
- PSX-IV: Full level revamp
- PSX-V: Now with a new objective!
- PSX-VII: Parrotrousle added, wave adjustments
- PSX-VIII: Added Barrel Bane ambushes and Pelican Carriers, removed Barrel
Rollers, wave adjustments
- PSX-IX: Added Pelican Carriers, replaced Parrotrousle ambushes with Barrel Banes,
wave adjustments
- PSX-X: Added Pelican Carriers, wave adjustments
- Invaded PS-VIII replaced by Invaded PS-VII (new level)
- Invaded PSX-II replaced by Invaded PSX-IV (new level)
- Invaded PSX-VIII: wave adjustments (based on reworked PSX-VIII)
- WW-IV: Now introduces the Dust Devil, major wave reworks
- WW-V: Dust Devil added, major wave reworks, minecart repositioning
- WW-VI: Poncho Zombies removed, wave adjustments, way more minecarts
- WW-VIII: Dust Devils added, Prospectors and Poncho Zombies removed, wave
adjustments
- WW-IX: Dust Devils added, Short Fuse ambushes removed, wave adjustments
- WW-X: Dust Devils added, wave adjustments
- WWX-I: Dust Devils added, objective nerfed, wave adjustments, minecart
repositioning
- WWX-IV: Dust Devils added, Prospector Zombies removed, wave adjustments
- WWX-VI: Dust Devils and Poncho Zombies added, Imp Cannons removed, major wave
reworks
- Pre-1.7.1 WWX-VIII is now WWX-VII, new WWX-VIII is now a brand new level
- WWX-VII: Removed Pirate Seas zombies, added Pharaohs, Prospectors, Ponchos,
Pianists and Zombie Shuffle ambushes
- WWX-IX: Prospector Zombies replaced by more Short Fuse ambushes
- WWX-X: Added Dust Devils and Poncho Zombies, general buff
- Invaded WW-IV replaced by Invaded WW-V (new level)
- Invaded WWX-VI replaced by Invaded WWX-VIII (new level)
- Invaded WWX-IX: Full level revamp
- FFX-IV: Magnifying Grasses are now pre-planted, -300 starting sun
- DA-X: Major wave rework, conveyor changes
- DAX-III: Added Pelican Carriers, wave adjustments
- LCX-VII: Shield Zombies replaced by Dust Devils, wave adjustments
- Invaded LCX-I: Now takes place at nighttime, wave adjustments
- Invaded NMTX-V: Pre-placed plant changes
- Invaded NMTX-VII: Now more evil
- BWBX-IV: Zombie Bulls replaced by Dust Devils, wave adjustments
- JMX-VII: Primal Wall-nut added
- TS-I: Shield Zombies replaced by Pelican Carriers, wave adjustments
- SS-VI: Robo-cone Zombies replaced by Dust Devils, wave adjustments
- LOD-II: One Plant Food removed
- BB-VI: Delivery Rollers replaced by Pelican Carriers, wave adjustments
- Dynamite Man (Plant Showcase): Stallia more common in conveyor

Balance Changes:
- Snow Pea:
- Chill duration: 10s -> 2.5s
Dev Note: With this change Snow Pea can no longer maintain 100% chill uptime on
more than one zombie. It has always been a go-to pick for nearly any strategy - we
didn't want to directly touch its power yet, so its supporting capabilities will
do.

- Kernel-pult:
- Damage (both projectiles): 40 -> 30
- Old PF restored (butter projectiles)
Dev Note: Same deal as Snow Pea, but we weren't afraid to touch damage this
time. Kernel as a staller has always been superb, so we want it to stay in its lane
and require more support itself if necessary.

- Laser Bean:
- Damage: 40 -> 30
- Attack cooldown: 2.9s -> 1.9s
Dev Note: This is roughly a 14% DPS increase. Laser Bean is usually tricky:
loved by veterans, yet loathed by casuals. In AltverZ's case though our audience
has grown massively since Laser was last changed and in current day it seemed to
appeal to barely anyone. That's why we decided to give it a little kick; the attack
cooldown decrease will also allow to be a little more consistent in its home world.
- Magnet-shroom:
- Recharge: 30s -> 45s
- Now activates its Plant Food effect on planting
- PF armor cap: 20 -> 5
Dev Note: Magnet has always been decent, its just that AltverZ's level design
never really lets it truly shine outside of night worlds. We worked around this by
giving Magnet an extra niche in form of instant PF that won't matter THAT much in
easier levels but might just give you the edge in harder challenges and Endless
Zones.

- Lava Guava:
- Lava DPS: 80 -> 100
- Lava duration: 25s -> 16s
- Total damage: 2000 -> 1600
Dev Note: A change that will make more sense soon for a plant that's always felt
a tad too reliable.

- Red Stinger:
- Middle state removed
- Offensive state extended to column 3, defensive state extended to column 4
Dev Note: Okay, sorry middle state Stinger fans whom I can count on both palms.
It was just never really a good way to use the plants, with middling defensive
capabilities and very poor damage. It felt best to us to cut that state out and
instead let the other two shine.

- Sweet Potato:
- Health: 4000 -> 6000
Dev Note: For 150 sun Sweet Potato deserved a bit more durability. Enjoy,
redirection fans!

- Primal Potato Mine:


- Sun cost: 50 -> 100
- Damage: 600 -> 500
- Explosion radius: 3x3 -> 5x5
Dev Note: PPM felt a bit too niche, with good (yet sometimes annoying) stats but
not much of a reason to pick over other similar instas. Now it has a whole new
purpose that will let it excel in dense levels and worlds with low health zombies.
Note that the damage nerf prevents it from one shotting Coneheads!

- Kiwibeast:
- Sun cost: 450 -> 425
- Damage: 75/150 -> 60/120
Dev Note: Oops! 1.7b didn't actually nerf Kiwi's damage - I edited the wrong
stats. This time we're being a bit harsher with a small rework that makes Kiwi
slightly cheaper with a much larger damage nerf to make up for it.

- Sling Pea:
- Attack cooldown: 5s -> 4.5s
Dev Note: A plant that kind of became a joke that me, Poss, didn't want to nerf
due to its reliability in early stages of the mod. I gave in. Attack cooldown gives
this plant more DPS and more stun opportunities at once.

- Dazey Chain:
- Gas puff pierce cap: Infinite -> 3 zombies
- Gas puff velocity: 150 -> 100
Dev Note: Dazey Chain is an extremely potent attacker and this might not be the
end of its nerfs, but we want to start by crippling its crowd control capabilities,
which made it a must-have in Endless Zones. Now you might need a bit more than just
Dazey to keep the crowd away.

- Parsnip:
- Recharge: 45s -> 15s
- Average rush damage: 1200 -> 1000
Dev Note: By some mistake Parsnip for a good while was severely understatted
compared to Bonk Choy. We wanted to try a different approach though by making
Parsnip one of the faster recharging melees. This should give a good reason to
consider it over Bonk Choy.

- Imp Cannon:
- Chance of imp falling in water: 50% -> 25%
Dev Note: Seriously? 50%?

- Health of Bug Bot Imps and Lost Pilot Zombies swapped (as of 1.7.1: 190 and 270
respectively)
Dev Note: Both ambush zombies work in similar ways, yet Bug Bots were always
tougher despite being introduced earlier. It just didn't sit well with us.

Update 1.7b Patch Notes - March 1st, 2024

General Changes:
- Levels with Marsh Stomper ambush now show an indicator in form of a sleeping baby
bronto on the Choose Your Seeds screen
- Remedy for Love no longer requires Hearts of Flesh completed for unlock (in line
with Cheerful Return)
- Restored all missing holiday and VLC ambiences
- Restored Living Mice inside End of the Road levels
- Fixed JM-II, V and X not correctly bringing the player back to the JM world map
- Fully corrected all vague stat errors in the Almanac
- Taught Valentines' Flag Zombie how to wear his prince helmet correctly
- Fixed some Almanac entry inconsistencies and outdated info
- Fixed incorrect Brain Bowl Blimp Zombie almanac backdrop
- Boom Balloon Flower's almanac entry now shows correct splash damage
- Fixed AE Midwave B loop not playing in Pyramid of Doom
- Fixed incorrect win/loss themes for Pyramid of Doom's Zombotany theme
- Fixed World Map music looping with a huge delay
- Added armored Firefly Zombie almanac icons (for Vase Reveal power-up)
- Chomper, Olive Pit and Toadstool can no longer eat Amber Blocks and Zombie
Godmothers
- Sling Pea can now target submerged Snorkel Zombies
- Dazey Chain projectiles no longer change appearance with Pro Status
- Dazey Chain is now affected by Submerge-mint
- Primal Sunflower blacklisted from entering certain sun-producerless levels and
breaking the rules of some level gimmicks
- Gold Leaf banned from LCX-III and FF-V yeti hunt
- Added Spinster Zombies to DA yeti hunts
- Olive Pit is now immune to Boombox Zombie's ballad
- Fixed issues with Power Butter showing up as an available power-up in certain
levels after unlocking Bacon
- Inferno no longer pushes back LC Gargs in Volcanic Lost City
- Fixed NMT sandbox crash
- Fixed GGR-II still using the WW UB
- Minecarts can no longer be moved while Hot Potato is being used on them
- Removed Sun-shroom's 0.5s starting cooldown (for consistency with Sunflower)
- Kings and Godmothers now correctly activate Companion Machines to their left
- Added more custom zombie templates for level makers

Level Changes:
- JMX-IV: less strict early-game and less Boombox Zombies
- JMX-VI: final wave nerfed
- Primal Pressure Squad: sped up wave HP threshold to be in line with other levels
- La Brainsa Tarpits:
- Max amount of dino types reduced (5 -> 3)
- Earliest dino wave moved back (2 -> 3)
- Added more layouts with Amber Puddles (credits to Nectarinna!)
- Vasebreaker Endless:
- Reduced layout count which would previously overwhelm and crash the game on
weaker devices
- Added Jurassic Marsh layout
- Gargantuars' Feast:
- Jurassic Gargantuar added
- Increased the number of Gargs overall

Balance Changes:
- Kiwibeast:
- Phase 3 range corrected (wasn't as 5x5 as we wanted)
- Damage: 75/150 -> 70/140
Dev Note: Only a small stat correction, nothing major. The damage decrease makes
up for the fix and is also just a caaaaareful power adjustment.
- Acid Lemon:
- Pro Status damage: 70 -> 65
- Should now be able to hit zombies eating him
Dev Note: 70 damage for 175 sun meant there was... basically no reason to use
Repeater over Lemon.
- Dazey Chain:
- Damage: 45/60/3x25 -> 44/55/22x3
- Pro Status attack cooldown: 1.2s -> 1.3s
Dev Note: In the little time there has been since 1.7's release Dazey Chain
proved to be extremely potent, even ignoring the gas puffs. Now across all phases
its damage is lower than what the sun cost would expect from it, so the stun can
remain as the main selling point. The Pro Status also allowed for Dazeys to grow a
little too quickly.
- Ankylosaurus:
- Pushing distance reduced by one tile
- Delay between pushes: 5s -> 8s
Dev Note: Yep, we heard you, but we are not going to remove Ankylo's second
push. Doing that would require a LOT of level retesting and adjusting which is not
something we wanna do just yet. This alternate balance changes does something
better for us persoanlly: makes Ankylo way less punishing when not blocking his
pushes. There were also situations in which a zombie position caused Ankylos to
push further than we intended, soooo yeah.
- Amber Puddles & Blocks:
- Puddle cooldown: 8s -> 4s
- Amber Health: 1500 -> 1300
Dev Note: Many of you reported being a bit frustrated by the health of Amber
Blocks so we are reducing it slightly while keeping them beefy enough to not get
destroyed from one Bronto stomp. Amber Puddles also got their internal cooldown
reduced for less frustrating zombie stalling moments.
- Both Cheese Imps are now more expensive to spawn in Endless Zones and Sandboxes

Update 1.7 Patch Notes - February 16th, 2024

Main Additions:
- We're making history with prehistory! Jurassic Marsh is here with 20 levels of
primal chaos.
- A lot of new zombies and gimmicks; easily our most expansive PvZ2 world yet!
- They evolve... backwards? Primal Garlic enters the fray with its lane-wide
attack on planting
- Melt armor and grid items alike with Acid Lemon, Jurassic Marsh's seedium
plant
- Give love a second chance with Remedy for Love, a brand new holiday quest!
- Festivities will bloom with Dazey Chain, unlocked by beating the quest or
purchasing their seeds
- The quest unlocks after completing JM-X
- Sharpen your gardening skills and learn new strategies with the new Advanced
Tutorial, dedicated to our beginner players
- The quest unlocks after completing the Travel Log tutorial at AE-VII
- 3 secrety-secret extra quests. Unlock most of them while playing through Jurassic
Marsh! They smell delicious.
- The 80's get their take on Invaded Quests. Unlock by beating NMTX-X, BWBX-X and
JMX-X
- Continue festive celebrations with Festive Potbreaker, available in the
Breakroom!
- Get ready to fight a zombie that inspired thousands of drivers, the Irish-
Approved Shield Zombie!
- New alternate wave and Zombotany tracks for Jurassic Marsh, as well as themed
Holiday Grasswalks for all holiday quests!
- And as a cherry on top, we've added over 250 new Piñata Parties and over 30
costumes. You'll never run out of piñatas to open!

General Changes:
- Big UI improvements:
- World preview screens are now styled after those from the oldest versions of
PvZ2, alongside showing the details on types of levels located within the world
- Readded store decorations from pre-8.4 PvZ2, store tabs are now condensed and
use icons instead of text
- Major music bugs hopefully fixed once and for all
- In the process we have readded most tracks removed in 1.6.2b (holiday
ambiences, endless zone music rework etc.)
- Added new ambience and zombie groans to Steam Ages (from RFL's 1.2 update)
- Yeti hunt in DA-X no longer crashes the game
- Fixed missing music in some Yeti hunt levels
- Fixed Lost Pilot Zombie's animation loops
- Fixed Poncho Zombie almanac animation errors
- Fixed Neptuna Zomboss' missing arms
- Fixed visual error with Magnifying Grass' Prismation costume
- Fixed misleading info about Kernel-pult's slowing effect in the Almanac
- Fixed vague zombie stat inaccuracies in the Almanac
- Adjusted position of miniboss zombies in the Almanac
- Nightcap seed packet HDfied
- Chomper now has the same zombie eating blacklist as Toadstool
- Fixed bug where Reanimator and Cheese Imp damage SFX would repeatedly stack when
taking constant damage
- Fixed Sportzball Conehead's cap brim not falling alongside the cap
- Added missing widescreen fog to Cannons Away levels and Icebound Battleground
- Title screen tips now cycle every 3 seconds rather than 2
- Tip for iceblocking zombies in Ice Bloom's showcase level made clearer
- Fixed one of the Jesters not being able to reflect Peanut projectiles in one of
the End of the Road layouts
- Fixed issue where Gold Leaf wouldn't spawn a gold tile after being "frozen" and
then thawed
- Timeless Avenue and Universal Vault now have their world click sound effects
- All issues related to zombies not counting towards Daily Quest fixed
- Not promising they won't come back
- Updated Piñata Party holiday zombie "swaplists"
- Submerged Snorkel Zombie now correctly gets buffed by Heart of the Sea
- Submerged Snorkel Zombie now is affected by Thyme Warp
- Fixed the dumbass Birthday Present Roller grave glitch
- Intro sequence updated

Level Changes:
- Added Spinster Zombies to adventure levels which could've had them but didn't.
Equality!
- Strawburst Showcase: waves nerfed, conveyor changes
- WWX-V starting message updated because, after 3 years, some still think the
Barrel Rollers are bugged
- FC-IX: more waves nerfed
- NMT-IX: slight wave nerfs to adjust for 1.6.2's Phat Beet nerfs
- NMTX-VII now shows all special zombies spawned from arcade machines in the CYS
screen
- Olive Pit removed from BB-VIII plant selection
- VLC-I: Final flag buffed
- VLC-VI: Objective removed, conveyor adjusted
- Invaded FFX-III: general buff
- Updated various outdated plant seedbanks in some levels
- Snow Pea and Kernel-pult have been removed from the HC-XI seedbank (Dev Note:
Those two took away from the level's focal point and made it feel a lot more
generic.)
- Unbanned Void Orchid from Glowing Tomb

Balance Changes:
- Twin Sunflower:
- Plant Food Sun Production: 300 -> 250
Dev Note: With Primal Sunflower's addition we're toning down Twin Sun's Plant
Food down to its vanilla state to maintain balance between all sun producers'
abilities - thanks for bringing up this to us after Kabibambi's JM preview!

- Lightning Reed:
- Sun Cost: 175 -> 150
- Damage: 10 -> 8
- Attack Cooldown: 1.9s -> 1.4s
Dev Note: Hopefully this is the last bone we need to throw to you Reed fans. Its
DPS is overall higher and its more effective against its main target: chickens.

- Inferno
- Initial velocity duration: 3 tiles -> 6 tiles
Dev Note: Inferno's initial velocity is when his tornado gets released before
slowing down, sending zombies further then it normally would. To fully make use of
it one would have to put Inferno close to the frontlines, making it way more
vulnerable thanks to its long attack cooldown. And if you have to jump through so
many hoops, why not just use a more reliable staller? We gave Inferno this buff to
make them both more effective and safer to use - make sure to give him a shot!

- Spore-shroom:
- Random first shot cooldown removed
Dev Note: So this was always meant to be a 15s cooldown but PvZ2 is a very fun
game to work with so it ended up not working like we intended it to. The desired
cooldown was to make protecting new Spore-shroom more of a necessity but what we
ended up with was something players only found irritating. Let's see if it was
needed in the first place!

- Acid Lemon:
- Attack Cooldown: 1.4s -> 2.8s
- REWORK: Now deals 60 damage to ANY target
- Armor/GI damage: 60 -> 120
- Plant Food bursts now all deal the same damage in the same area
Dev Note: Look, it's our most controversial new plant! We heard you loud and
clear: we debated between different buffs at first, like even more damage or a
slightly lower cost. In the end though we settled on something that will make Lemon
a lot more universally useful and closer to its PvZ2C counterpart. His Plant Food
effect has also recieved a redesign for better visual clarity. Let us know how you
like this iteration of Lemon, especially in its "home" marsh!

- Boom Balloon Flower:


- Splash Damage: 350 -> 200
- Splash area reduced
Dev Note: Ever since her release BBF has been a very reliable manual attacker,
even more so than Banana Launcher, thanks to her quick reload and moderate damage
that allowed to quickly take out a majority of threats in all stages of a level. We
like that aspect of her and want to underline her role of a single target expert,
while distinguishing her from Banana's multi-target expertise, thus the splash
damage nerf.

The following Jurassic Marsh plants and zombies have received rebalancing from
their previous appearances in JM Preview Parties and some other levels.
- Primal Peashooter:
- Sun Cost: 250 -> 225
- Damage: 50 -> 70
- Stun Duration: 0.5s -> 0.8s
- Knockback removed
Dev Note: This one may be confusing, but hear me out. After we settled on our JM
additions and were well into making levels, we realized that we had forgotten about
poor Primal Pea. With the amount of shot blockers and grid items added it just
wasn't up to the task anymore, and we certainly didn't want for it to have a
terrible first impression. This is why we slightly chopped off its cost and moved
its knockback into the extra damage and stun - now it can fare with those threats
slightly better and more effectively stun others. Don't like the change? That's
fine! Try it out first and let us know what you think about it. We believe that
this is a good change for JM overall, but we want to hear your thoughts on the
balancing as well.

- Primal Potato Mine:


- Damage: 500 -> 600
Dev Notes: Testers hated that PPM couldn't take out Coneheads, so now they like
him :) I hope.

- Cold Snapdragon:
- Damage: 60 -> 50
Accounting for chill and freeze this guy had nearly double the DPS of Snapdragon
at a less-than-double cost and slightly longer recharge. Bit of a mistake on our
end.

- Kiwibeast:
- HP Phase thresholds lowered
- Plant Food Damage: 1500 -> 1200
- Plant Food Area: 11x11 -> 7x7
Dev Note: A little too insane.

- Primordial Cheese Imp:


- Health: 400 -> 350
- Eating DPS: 400 -> 200 (also applies to Chili Cheese Cheerleader)
Dev Note: Stats that were fine in most cases, but not when the Imp lands in the
middle of the lawn kicked by a dinosaur.
- Jurassic Imp:
- Health: 100 -> 95 (to fix rounding errors)
- Eating DPS: 200 -> 150
Dev Note: After many level tests we came to the scientific conclusion that two
Imps with doubled eating speed in one timeline could corrupt it. Shame.

- Jurassic Gargantuar:
- Now throws 2 Jurassic Imps at 75% and 50% HP respectively
- Imps are now thrown at column 4
Poss Note: Frankly I just wanted an explanation for why the Imp in the log was
so damn long. The Imp change above was also partially made due to this. I hope this
fun switcheroo doesn't come bite me back.

- Lovestruck Gargantuar:
- Imp is now thrown on column 3
Dev Note: The imp just being faster isn't a good enough justification for this
quite sizable column 4 nerf, especially with its halved health.

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