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PvZ3 State of the Lawn - Content Update 5.2 (CU5.2)

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PvZ_StarFlower
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3 days ago

Greetings, Lawn Defenders! ! 🌿 

Hope you’re ready to serve up a fresh squeeze of citrus defense, because Content Update 5.2 (CU5.2) is ready to burst onto your lawn! New plants are back in a refreshing new Plant Pass featuring some highly acidic backup, a slippery new threat sliding into Neighborville, new levels, and another batch of freshly squashed bugs

What’s Sprouting in CU5.2? 🌱

Orange Crush-room Plant Pass! 🍊

 

 

The Orange Crush-room is here, and this Tier 3 behemoth is ready to serve up some serious acid damage! Made by merging Tier 2 Gremonade and Strikehorn, this tier 3 powerhouse strikes targets 2 spaces ahead or behind, hitting them right in the mush. However, it’ll make a quick exit as the first sign of light, so plan your defenses widely! The Orange Crush-room Plant Pass officially bubbles into action on Wednesday, September 16th at 10 AM PT.

Double the Trouble: Strikehorn Hits the Field! 

 

Joining the ranks in this update is Strikehorn! With cat-like reflexes, Strikehorn is a Tier 2 defensive specialist, ready to strike down any zombies directly ahead or behind it! Although it's pretty agile, it really dislikes the light. Partly because of its family tree, but mostly because of how it affects its odor. Thankfully, Crazy Dave’s latest scent-o-matic ensures only the Zombies get the worst of it. You can strike up this double-sided defender on your lawn by merging a Bop Choy with a Sun-shroom!

New Threats Are Slipping In… 🛷 

 

 

Watch your step, because the Slipping Imp is sliding into Neighborville and wants to jimmy its way into your lawn! Slathered in "Dr. Z's Nocturnal Complexion Cream and Bronzer", this gooped-up zombie runs in, slips, and slides up to the very first plant in its lane.

New Levels! 🗺️

This update also adds 25 brand new Adventure levels, along with new levels for Expedition and Lawn Patrol!

Adventure Levels (176–200)

These levels unlock as soon as the Plant Pass goes live on September 16th:

  • Levels 176–180: Sewer Biome
  • Levels 181–190: Camp Biome
  • Levels 191–200: Sewer Biome 

Watch out! Es-Garg-ot makes a slimy return at Level 200! This Zombomination didn’t want to be outshone by the Slipping Imp and wants to make sure you don’t forget it.

Sewer Expedition Levels (26–30)

  • Available starting September 23rd at 10 AM PDT.
  • Clear them to secure a Rare Slipping Imp sticker!

Lawn Patrol Levels

  • A special time-limited set of 20 levels featuring the Slipping Imp
  • Overcoming Level 20 on Medium or Hard difficulties yields Slipping Imp stickers (Common/Uncommon) or fallback gems (up to 75 gems!).

Upcoming Limited-Time Events ⌛

Patrice requires your help in a set of new missions that will be available from September 25 - 27 if you have already completed Adventure Level 30. Be sure to lend a helping hand and get rewarded for your help!

Changes & Fixes 🛠️

Our team of elite exterminators has cleared out another batch of pesky bugs:

  • Fix: The Es-Garg-ot now leaves a full 3x2 area of slime across the lawn during its Rev Roll attack.
  • Fix: Trap plants now trigger and detonate on proximity when attacked by the Flapjack Zombie.
  • Fix: The Duck Zombies horde roster now accurately reflects only the intended horde members.
  • Fix: Removed Gnomes
  • Fix: Acid Rain visual effects now correctly conclude when the ability enters its cooldown period.
  • Fix: Snow Conifer now displays its full merge animation when combining plants.
  • Fix: Added the missing space between words in the Zaptail description.
  • Fix: Pre-combat screen artwork in Expeditions now shows up correctly across all iPhone 15 Plus displays.
  • Fix: The daily store freebie tutorial now completes permanently after your first view.

We’ll tell you a secret… on a few Conditions 🤫

We’re a month away from our next major Title Update and we want to share a sneak peek of what we’re building. Get ready to watch your step because the environment itself is about to become a major factor in your defense.

With the upcoming Conditions feature, the environmental elements in a biome or level layout will play a key role in combat. Up until now, elemental encounters have been a straight matchup: your plant brings the element, and the zombie takes the hit. As you venture deeper into Adventure Mode, we want every single level to feel like a brand-new challenge, not a repetitive grind. We know that once you feel like you've completely "solved" a level, the magic can start to fade. One of the changes we’re experimenting with to shake up the puzzle is introducing Conditions into gameplay.

Dynamic conditions like Soaked, Cheesed, and Slimed add an active layer of strategy to the board. They can be present at the start of a level or appear as the battle progresses, affecting your plants and the zombies equally. These conditions can show up in biomes where you might not expect them, granting units that enter those spaces a vulnerability they didn’t have before. 

If a Screen Door Zombie is shambling your way and traipses through a puddle of molten cheese, it’ll get a new vulnerability to cold damage. What’s more, zombies that already had a particular vulnerability will get a total vulnerability changeup if they encounter a tile that applies a new condition. Try not to get too confident because Dr. Zomboss is waiting for you to slip up. 

Here’s a look at the first Conditions rolling on the lawn:

💧 Soaked 

Zombies that step into water tiles (not including puddles!) become soaked. Soaked units are highly vulnerable to electricity, allowing your electric plants to chain shock damage across nearby targets with ease, even if they didn’t already have that vulnerability.

🧀 Cheesed

Gooey cheese puddles may now appear at the start of battle or as an unexpected mess. Zombies that shamble through them will develop a vulnerability to cold damage. Freezing a cheesy zombie is the perfect recipe for stopping an undead in its tracks. 

🟢 Slimed

Slime tiles now make units highly vulnerable to corrosive acid damage. To make things even messier, we’re introducing new Slime Barrel obstacles. When destroyed, these barrels explode in a slimy blast, creating a fresh patch of slime titles all around them. We would not want to have to clean that up! 

This is the first of several changes coming in our next Title Update. Keep an eye out for our next blog post, where we’ll reveal another new feature heading to Neighborville.

Neighborville keeps growing, and we can't wait to share even more regions with you over the coming months. If you experience any unexpected bugs or grassy issues, please check our Known Issues list first, or head over to the forums to let us know. And for more updates and sneak peeks, be sure you’re following our social channels on Tiktok, Instagram, YouTube, X, and Facebook. 

 See you on the lawn! 🌱

Updated 3 days ago
Version 2.0

2 Comments

  • 19fishw's avatar
    19fishw
    Seasoned Scout
    3 days ago

    Love the tease! If the Elemental system can be sorted out, my biggest gripes after that is:

    - The Level pacing (either maybe increase plant cooldowns across the board, or make zombies spawn faster - cause currently -- you can make a row of T3s before the level even challenges you), 
    - The sun economy (Sun-Shroom needs a severe nerf, Sunflower might need nerfing too) - What's the point of Sun Costs if you gain sun faster than your plants' cooldown allows? The levels just devolve into plant spamming as fast as possible, with no need for strategy or reacting to the level.
    - Reworking perks (they could be more interesting, the multiple "lobbing" perks like Chiller, Bomber, etc. are so similar and also don't fit the theme of the plants they are assigned to at all... and certain Tier 3s that have inherited multiple perks just become OP)
    - Zombie designs need reworking. The Zombies that "counter" certain plants aren't great at all. You already have the elemental system to incentivize thoughtful loadouts. (Zombies can be strong against certain plants, but making them immune to damage types is crazy... eg. Punching Imp, Volleyball Zombie).
    - Those zombies are also just boring if you didn't bring the plant that they counter. Punching Imp, Volleyball Zombie, literally act like Regular Zombies with high HP.
    - Plant designs need reworking, especially Nighttime plants. Night plants are merged with Sun-Shroom which makes them cheap (their advantage), but making them more powerful than regular plants doesn't make sense, and also means the plants don't do anything special.. The difference between a Puff Shroom, Strikehorn, and a Peashooter, Bop Choy, is higher damage.. but they don't feel unique enough.
    - To follow up on the previous point, Tier 3 plants need more unique behaviour, it feels like all they do is more damage, but I'd really like to see some unique mechanics.

  • Sorry what does Sewer Expedition Levels (26–30) mean... I currently have 10 out of 10 levels in sewer expedition completed which shows 30/30 completed... I'm confused as next level should be 11? Are new levels 11-30?