Problem with completing an achievement “Enlightened” PS5
My problem is that I’ve completed every achievement in the game except one — collecting all the plants in the garden. I don’t have any issues with the achievement itself, but I do have serious questions about how often new plants can actually be obtained.I have fully completed every location in the game at least 10 times each. I currently have 92 hours played, and I still haven’t finished this achievement. Do you honestly consider this normal or acceptable?This isn’t some extremely difficult game where a single achievement should take this long because of pure randomness. At this point, the game is no longer enjoyable for me. I just want to get the final achievement, and the only reason I keep launching the game is because I’ve already invested 92 hours into it.Can you please explain what is going on? Is this some kind of bug, broken drop rate, or another issue?Dear Development Team of Plants vs. Zombies Replanted & Players:
The following is an AI translation due to my limited English proficiency; some inaccuracies may exist.As a loyal Chinese player, I have had a lot of fun while playing the game. At the same time, I have also found some areas that can be optimized, and I hope to contribute my ideas to the further improvement of the game. Hello! Wishing you all the best, may we have a wonderful time together, and may you be free from worries and negative feelings! Happy New Year! Thank you for reading my feedback and for being willing to listen to the genuine thoughts of Chinese players about Plants vs. Zombies 2 International Version. Due to my limited English, the following content is translated by AI and may have some minor inaccuracies. As a loyal Chinese player, I have really enjoyed playing the game. At the same time, I have identified some areas that could be optimized, and I hope to contribute to the game’s further improvement. I would be extremely grateful for your support and approval if you would like to leave a like or vote. Even if you don’t support it, that’s completely fine—please feel free to read my feedback or other players’ feedback as you wish. 😊😊😊🌹🌹🌹 Thank you for listening to the genuine requests from Chinese players. The original Plants vs. Zombies is a timeless classic IP. The authentic core gameplay, control feel, and nostalgic atmosphere represent the bottom line for players and must be fully preserved. This feedback is the latest revised version — a sincere proposal for the strategic turnaround and win‑win future of Replanted. All previous related documents may be directly discarded. Since video attachments cannot be embedded here, you may view the supporting footage by searching the forum thread posted by user AppleDisney on the EA Forums. We kindly ask the team to verify the relevant content, and we appreciate your cooperation. Greetings! Thank you for listening to the genuine demands of Chinese players. First of all, allow us to restate an undeniable fact: The original Plants vs. Zombies holds an irreplaceable place in the hearts of countless players — far beyond any sequel, including the highly anticipated Plants vs. Zombies 3: Evolution. It is not merely a classic game, but the youth memory of an entire generation. We sincerely hope the team will not give up on Replanted due to the current downturn in public praise. This project is fully capable of transforming into a long‑term live service game with a reputation comeback and sustainable profitability. The key to achieving this lies in the carefully refined and sincerely recommended Dual Optional Mode solution outlined below. I. Core Proposal: Directly Implement the Dual Optional Modes — "Pure Authentic Classic" & "Classic + Balanced Innovation" (No Poll or Survey Required) This is the optimal solution to accommodate the demands of all player groups, resolve internal disputes, and reverse public opinion. Mode A: Pure Authentic Classic Content Scope: Only highly conservative additional content may be added — including Overcast levels, Rest in Peace mode, China-exclusive levels, and local/online co-op & versus multiplayer. Strict Rule: No new plants, no new zombies whatsoever. No elements that may alter the original game values, gameplay logic, or control feel shall be included under any circumstances. Significance: Provides nostalgic players with an undisturbed "time machine" to revisit the pure classic experience without any modifications. Mode B: Classic + Balanced Innovation Content Scope: Fully preserve all original plants and zombies in their original card slot classifications (such as white cards and purple cards). New plants and new zombies will be added through brand‑new independent card slots (referencing the green, blue, orange, and red card tier system from the Chinese version of Plants vs. Zombies 2). Principle: Classic content and new content coexist in parallel without occupying each other’s space. Players may freely choose whether to bring new cards into levels, enabling seamless switching between classic gameplay and innovative content. Universal Benefits for All Players (Available in Both Modes) Online multiplayer versus and online co-op (supporting room code matching + random server matching). All future easter eggs unlocked unconditionally (including PvZ2 cabbage skin, crab zombie, retro zombie, retro peashooter, and more). II. Why the Dual-Mode Design Brings a Win‑Win for Reputation and Sales Player base division; nostalgic players and innovation-focused players oppose each other, leading to a collapse in public praise. Covers all player groups; each side gets what they want, turning widespread positive reviews into free organic publicity. Pure remake offers low added value; paying players feel their nostalgia is being commercially exploited. | One game delivers double the gameplay experience, greatly enhancing perceived value, purchase willingness, and overall sales. Gameplay becomes monotonous quickly; freshness fades fast, resulting in a dead player base shortly after launch. | Transforms into a long‑term live service game: Mode B maintains long-term operation and profitability through new cards, seasonal battle passes, and themed level packs. Overconsumes IP nostalgia and reduces player expectations for PvZ A successful remake feeds into future franchise works, serving as a powerful prologue and player diversion entry point for PvZ 3. III. Supporting Optimization Requests (Summary) Fully preserve all original plant and zombie values, gameplay logic, control feel, and card slot design without any alterations whatsoever. All newly added content uses independent exclusive card slots; the in-game encyclopedia shall clearly label content as Original Classic or New Exclusive Content. Restore cut and discontinued content from past iterations: Great Wall Edition, Journey to the West Edition, unreleased Kingdom Edition, the scrapped sixth world from the 2008 beta along with prototype units (such as propeller zombie, floating cherry bomb, etc.), and the exclusive "Zombie Mugshot" feature from the Game of the Year Edition. All the above proposals fully define the strategic significance of this remake: it is far more than a simple remaster — it represents the rebirth of the PvZ IP and the starting point of long-term win-win operation together with the player community. Final Request for the Team’s Consideration We fully understand the hardships of game development and the reality of resource allocation. Yet precisely because the original Plants vs. Zombies carries immense emotional weight for countless players, we take the liberty of submitting this detailed proposal. Abandoning this project may permanently lose the trust of an entire generation of players. Revitalizing it will create a timeless classic asset capable of sustained operation, commercial value, and positive public reputation for many years to come. We sincerely ask the team to carefully evaluate the Dual Optional Mode plan. We firmly believe it is the best choice to restore public praise, respect player feelings, and achieve long-term mutual success. Players of the original Plants vs. Zombies across the globe are watching closely. We await your response — and look forward to the day when Replanted is reborn with a brand-new lease on life. Bugs that need priority handling Chinese Text Display Issues In the latest version of Plants vs. Zombies: Replanted, there are obvious visual inconsistencies in Chinese text display. This issue has affected the player experience, so some Chinese players even install third-party patches to make the visual effect of Chinese text consistent. For example: When entering the game's initial interface, the font style of the title "Plants vs. Zombies: Replanted" is significantly inconsistent with that of Plants vs. Zombies (Chinese Original Version) and Plants vs. Zombies 2 (Chinese Server). For example: In the game's main interface, two problems exist with Chinese text. First, the text sizes are inconsistent. Second, there are unnecessary line breaks, which damage the overall visual integrity of the interface. For example: Several plant names are incorrectly translated: Fume-shroom is mistakenly rendered as “Poison Bubble Mushroom”, and Spikeweed as “Thorn Grass”. While other in-game text is technically accurate, it still does not match the wording used in the official original Chinese version. We recommend fully aligning all Chinese translations in this build with the classic original Chinese localization. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 Display Issue in Mist Level Survival Mode In the mist level of Survival Mode, after completing the first round, zombies are completely obscured by the mist during the plant selection phase. Players cannot see which zombies will appear on the battlefield, and even if Clovers are used to disperse the mist, it quickly reappears. Display Issues of Plants Planted in Grid Front Within Levels Current Problems: When dragging a plant/zombie slot to plant, the texture of the plant/zombie in the slot remains static without a transition effect from transparent to fully opaque. If the static texture of the dragged plant/zombie is moved to an unplantable area, the texture will stay permanently. Even when moved to a plantable area, the static texture may still remain indefinitely. This is extremely tricky for touchscreen players. When selecting a plant/zombie slot, four 90-degree right angles do not appear around the slot—this causes significant discomfort for players with obsessive-compulsive tendencies. Under touchscreen operation, dragging a plant triggers a "cross" display, but dragging a shovel over grids does not activate the "cross" display. Optimization Suggestions: When dragging a plant/zombie slot to plant, add dynamic effects to the plant/zombie texture in the slot (i.e., maintain animation state). The farther the dynamic texture of the plant/zombie is from all slots, the higher its opacity. When the dynamic texture is moved to an unplantable area, it should disappear immediately after releasing the drag, without remaining. When the dynamic texture of the plant/zombie is moved to a plantable area, there should be no possibility of permanent retention. When clicking a plant/zombie slot, four 90-degree right angles should appear around the slot, consistent with the mobile version of Plants vs. Zombies (Original). Under touchscreen operation, dragging both plants and shovels over grids should trigger the "cross" display (no display required for non-touchscreen operation). Planting can only be completed after releasing the drag in both operation modes. 【Switch and some Windows PCs support touchscreen operations. It is recommended that the above features be applied across all platforms. For reference, this functionality can align with the design of Plants vs. Zombies 2.】 Display Issues with Item Usage Currently, under touchscreen controls, the shovel cannot remove plants by dragging within levels. In the Zen Garden, items such as the watering can, golden watering can, pesticide, fertilizer, phonograph, gardening glove, and wheelbarrow cannot be used on potted plants via swiping. In the Tree of Wisdom interface, tree fertilizer cannot be fed to the Tree of Wisdom via swiping. 【Switch and some Windows PCs support touchscreen operations; it is recommended that the above features be applied to all platforms.】 Display Issue in Cloudy Weather Mode Levels In the interface of cloudy weather levels without a swimming pool, there is an abnormality in the raindrop landing animation. According to the design logic, lanes 1, 2, and 5 should show the effect of raindrops falling on the ground, but currently lanes 3 and 4 display the water ripple effect as if raindrops are falling into a swimming pool. It is recommended to fix this display error so that the raindrop animation in pool-less scenes is consistent with the actual level environment. Fix the Issue of Darkened Colors When Shadows Overlap In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience. Feasible Solutions: The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes. Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows. Fix the Visual Overlap Issue of Multiple Flame Effects Resolve the problem where the edge color of flames darkens when multiple flame projectiles or other forms of flames overlap. This ensures the normal visual effect of the game screen and enhances the player’s gaming experience. The fix can focus on optimizing the flame particle system: adjust the particle material’s blend mode to "Translucent" and properly set the opacity to avoid excessive occlusion . Enable depth testing and reasonable sorting modes (such as "View Depth") to ensure correct rendering of semi-transparent flame particles and prevent abnormal color mixing . Mini Zombie Level Sound Effect Residue Bug After completing the mini-game "Little Zombie Trouble" and the "Pool 3-5" level, when playing other levels, the zombie sound effects will be abnormally replaced by mini zombie sound effects, which affects the gameplay immersion. Abnormal Obstacle-Crossing Judgment of Dolphin Rider Zombie When a Tall-Nut is planted in Column 10 of the Pool, the Dolphin Rider Zombie can still jump over it, which violates the design logic of Tall-Nut's blocking function. "Zombie Nimble Zombie Quick" Level Speed Multiplier Function Fix It is recommended to limit the speed multiplier button in the "Zombie Nimble Zombie Quick" mini-game level to the range of 2x - 2.5x speed; currently, there is an abnormality where the actual running speed reaches 4x after adjusting to 2x speed, resulting in an imbalance in the level difficulty. Achievement "Enlightened" Difficulty Inconsistent with the Original Version The difficulty of completing the "Enlightened" achievement in the current version is seriously inconsistent with that of the original version. In the original version, players only needed to collect all plants across all scenes in the garden to unlock this achievement, even if the number of duplicate potted plants was controlled at no more than about 6 pairs. However, in this version, players are required not only to collect all plants across all garden scenes, but also to keep the number of duplicate potted plants at a minimum—an excessive number of duplicates will make this achievement unobtainable. It is recommended to lower the difficulty of unlocking the "Enlightened" achievement in this version and align it with the original version. Abnormal Display of Sun-shroom Size The size of Sun-shroom in the current version is displayed abnormally in both the Almanac and Zen Garden: In the Almanac, the size of Sun-shroom remains in its immature state at all times, which is inconsistent with the original version. In the Zen Garden, even if Sun-shroom is fully fertilized to its maximum growth stage, its size still stays in the immature state, which does not match the original version. The following feedback is presented in the form of suggestions, all of which can highlight the key significance of its remastering: I. System Adaptation and Interface Optimization Stand Painting Style It is recommended to upgrade the current high-resolution plant & zombie textures to a more three-dimensional and detailed Stand Painting Style based on the original textures, which is the classic art style used in the official posters and magazines of Plants vs. Zombies 1. This can highly restore the classic temperament of the original first-generation game and cater to the nostalgia of long-time players. It can also greatly improve the overall visual quality and grade of the HD version, making the characters more visually appealing, and making the overall art style more unified and official. 【The character art style from the beginning to the middle of the video is only for general reference. The character art style in subsequent versions must be highly consistent with the style shown at the end of the video — that is, the official character art style by PopCap. If you do not fully understand the description, please refer to the attached video!】 Optimization Suggestions for Dynamic Welcome Interface Upon launching the game, the "EA PopCap" logo is displayed with stunning, elaborate animations paired with background music that syncs perfectly with the animation’s rhythm, replacing the current lackluster static display of the logo alone. Additionally, the dynamic Plants vs. Zombies-themed artwork activates its animations in real time as the game loads, rather than only starting the dynamic effects after the green progress bar completes. The dynamic welcome interface supports custom positioning for all character sprites, with their animations expanded far beyond simple back-and-forth swaying. This revamp delivers a fresher, more vibrant visual experience for players and even helps attract new players to the game. 【Enhanced Dynamic Visual Proposals for Characters】: Running, flying, being knocked back, blinking, and a rich array of real-time facial expressions—character animations are no longer limited to basic swaying motions. Suggestions for Optimizing Level Camera Movements The camera switching logic for all levels in the current version is a direct pan from the left lawn to the zombie camp on the right. Despite the smooth transition curve of the camera animation, the overall presentation is rather monotonous and fails to deliver a more immersive visual experience for players. It is recommended that the subsequent versions retain the original basic camera path: after panning from the left lawn to the zombie camp on the right, the camera continues to extend a short distance to the right, presenting a broader scene view briefly to enhance the sense of space in the level. The card selection interface should pop up synchronously the moment the camera finishes panning right and starts panning back left immediately. Linking the card selection phase with the dynamic camera transition not only makes the interface pop-up more natural and smooth but also boosts players' operational immersion. The smooth transition curve of the camera animation in the current version should be retained. This is a better alternative to the current version, where the card selection interface only pops up after the camera movement is completely finished, resulting in a slow pacing. 【This feature can refer to Plants vs. Zombies 2 Chinese Server & International Server】 Level Camera Movement Optimization Suggestions In the current version, the camera switching logic for all levels directly pans from the left lawn to the zombie camp on the right. Although the camera animation features a smooth transition curve, its overall presentation is relatively monotonous and fails to deliver a more immersive visual experience for players. It is suggested that future versions retain the original basic camera path: after the camera pans from the left lawn to the zombie camp on the right, it should continue to extend a short distance to the right, briefly showing a wider scene view to enhance the sense of level space. A "whoosh" sound effect should be played synchronously during the camera movement to strengthen the visual impact. At the exact moment when the camera finishes moving right and starts to move back left, the card selection interface should pop up immediately with a sound effect similar to "Store". Connecting the card selection phase with dynamic camera transition makes the interface pop-up more natural and smooth, and improves players’ operational immersion. The smooth transition curve of the camera animation in the current version should still be retained, instead of popping up the card selection interface only after the camera movement is fully completed as in the current version, which results in slow pacing. 【This feature can refer to Plants vs. Zombies 2 (Chinese version & International version)】 "Choose Your Plants" Interface Function Expansion The "Choose Your Plants" interface is divided into two sections: Plants and Lineups. The Plants section allows normal plant selection, and also automatically supports reusing the previous round’s card slot lineup and clearing all currently selected plant card slots. The Lineups section supports customizing and saving card slot lineups, as well as setting custom lineup names. 【This feature can refer to Plants vs. Zombies 2 Chinese Version】 Optimization of Plant & Zombie Shadow Forms In the current version, when shadows of multiple zombies or plants overlap, the shadow color becomes darker, which affects the aesthetic quality and visual presentation of the game. It is recommended to fix this issue so that shadows maintain their normal color when overlapping, making the game interface clearer and more natural, and providing players with a better visual experience. Feasible Solutions: The shadows of plants and zombies are not limited to a single oval shape; instead, they appear as silhouettes that support real‑time changes. Set the shadow opacity to 50% and control the overall shadow transparency via layer opacity to prevent color darkening caused by overlapping semi‑transparent shadows. New Perspective Options It is recommended to provide three visual effect options for all game interfaces: "Ultra-high Perspective", "High Perspective", and "Low Perspective". Different players have different needs for the display of game screens: the high perspective allows players to obtain more comprehensive battlefield information, while the low perspective may focus more on local battles, meeting different strategic planning and visual preferences. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. And I believe the current setting of inconsistent color schemes is already outdated. Plant/Zombie Slot Visual Optimization It is recommended to optimize the visual design of all plant slots and zombie slots. Instead of displaying the full-body appearance of plants or zombies, their partial facial close-ups should be used as the slot background. 【This feature can refer to the design of Plants vs. Zombies 2】 Plant Selection Interface Visual Optimization During the plant selection phase before a level starts, the following optimizations are suggested for the plant slot interface at the top of the screen: Always keep the original brown background removed. Design the empty, unselected slots into a thicker dashed line style. When a plant is selected, simultaneously display the plant’s attribute information and its corresponding animation effect. 【This feature can refer to the design of Plants vs. Zombies 2.】 Recommendations on Promoting Full-Platform Ecosystem Layout Currently, Huawei HarmonyOS Next boasts substantial market potential. It is recommended to advance the full-platform ecosystem layout in the following directions: Establish a cross-platform cloud data interconnection system to fully cover the following mainstream operating systems and devices, and achieve full-region availability on corresponding app stores: Apple Ecosystem: iOS, iPadOS, macOS, visionOS, tvOS – available on the Apple App Store in all regions; Huawei Ecosystem: HarmonyOS PC, HarmonyOS Mobile – available on Huawei AppGallery in all regions; Android Ecosystem: Android, Android TV – available on Android app stores such as Google Play and Amazon App Store in all regions; Microsoft Ecosystem: Windows x86, Windows x64, Windows Arm – available on platforms including but not limited to Microsoft Store and Steam. Core Value: By realizing real-time synchronization of data such as game progress, save files, and personalized settings, we eliminate barriers to device switching, create a seamless gaming experience for users, and further enhance user retention and brand competitiveness. Optimization of the "Achievements" Interface Each achievement icon is given a mirror effect covered by a glass window. Moreover, as the interface scrolls up and down, each achievement icon will realize real-time 3D changes in visual angle and real-time changes in the glass luster on the icon. In addition, the icon corresponding to each newly completed achievement will be endowed with a shining luster and then disappear, making it more vivid and interesting. Visual Optimization for Plants Transformed by the Transfiguration Eggplant Plants transformed by the Transfiguration Eggplant should not be given a gray appearance. Their visual effect should be consistent with other plants, as the inconsistent gray look can be disturbing for players with obsessive-compulsive tendencies. Level Victory Effects When all levels are cleared, all obstacles (such as tombstones, arcade machines, ice blocks, etc.) will automatically shatter and disappear. This keeps the game interface cleaner while bringing players a sense of victory achievement and visual satisfaction. At the moment of victory in regular levels, all plants on the field simultaneously enter a cheering mode. They convey the joy of victory through vivid gestures, allowing players to deeply immerse themselves in the scene and resonate emotionally. This effect is also adapted for the Versus Mode — the winning side celebrates enthusiastically, while the losing side shows a dejected and droopy look. The distinct emotional contrast enhances the immersive experience of the battle! Sunflower Visual Effect Optimization Adjust the orientation of the Sunflower's flower disc from facing forward to a slightly right-tilted style similar to the Marigold. This adjustment not only maintains visual coordination and unity between the two plants' flower disc orientations but also delivers a better overall visual experience. 【If you have trouble understanding the description, please refer to the attached images!】 Survival Mode Plant Visual Effect Optimization After completing the first round of battles in Survival Mode and Endless Mode, when the camera switches to the zombie camp on the right side of the lawn and the plant seed slot selection interface is active, plants must maintain dynamic effects at all times instead of appearing static. 【This feature can be referenced from Plants vs. Zombies 2.】 Optimization of Loading Interface Visual Effects The loading interface has been optimized to feature a dynamic effect in the original art style, where "the petals of the Marigold are plucked off one by one and then regenerated". The background remains pure white at all times, resulting in a more concise and unified visual experience. When entering the Zen Garden, 3 garden interfaces and 1 Wisdom Tree interface (a total of 4 interfaces) will be preloaded at one time. This can effectively avoid the problem of repeated interface loading in the current version and improve the entry efficiency and user experience. Optimization of Gold Coin Display Appearance In the current version, a money bag with a "US Dollar" icon is displayed next to the gold coins accumulated by the user. This may mislead users into thinking that these are real, withdrawable US Dollars. To prevent this situation, it is recommended to replace the money bag with the "US Dollar" icon with the stacked gold coins from the original mobile version of Plants vs. Zombies. Simplified operation logic of the main interface In the main interface, it is recommended to integrate “Mini Games", "Survival" and "Puzzle" into the "More Ways To Play" module, so that they can be accessed within this module. This will simplify the visual effect of the main interface. Additionally, there is a blinking regular zombie next to the tombstone and falling leaves. After clicking the "More Ways To Play" module, all level selection interfaces and dynamic effects should be consistent with those of the current version's "Adventure" and "Rest in Peace". 【This interface can refer to the mobile version of the original Plants vs. Zombies】 Optimization of the "Zombies" Module Display in the Almanac Currently, in the "Zombies" module of the almanac, the size and appearance of each zombie corresponding to the square button icons are uneven. Players with obsessive-compulsive tendencies find this quite uncomfortable. It is recommended to fully unify the size and appearance of each zombie corresponding to the square button icons, which can optimize the visual effect while eliminating the negative sense of disharmony. Optimization of Potted Plant Interaction Experience in Zen Garden In the Zen Garden, it is suggested that when watering a potted plant, the plant triggers a pleasant animation effect and immediately produces 6 Silver Coins the moment water is applied. Afterwards, you only need to use one of the following items on the potted plant: Fertilizer, Bug Spray, or Phonograph. Using any of these three items should also generate benefits instantly upon contact. In the current version, potted plants show no animation when watered, produce Silver Coins only after watering is completed, and require multiple watering sessions—this is quite cumbersome. Simplifying the operation not only saves time and effort but also makes the plants appear more lively and vivid! 【This feature can be referenced from Plants vs. Zombies 2 International Version】 Optimization Suggestions for Potted Plant Interaction in Zen Garden In the Zen Garden, for items such as the regular watering can, golden watering can, fertilizer, pesticide, and gramophone, no extra button clicks are required—simply move the item to the potted plant area to perform the corresponding action, streamlining the interaction steps. Optimize the display style of plant demand prompts: remove the white dialogue box and retain only the core demand icons, making the interface cleaner and demand information more intuitive. Add interactive animation effects for potted plants: triggering a pleasurable dynamic effect for the plant when watering it, applying fertilizer, using pesticide, or playing the gramophone. This enhances the interactive experience between players and potted plants, making the plants appear more vivid and lively. Adjust the watering reward mechanism: 6 silver coins are generated instantly upon watering, eliminating the need for repeated watering actions. After applying fertilizer, using pesticide, or playing the gramophone, the potted plant will brighten up to generate rewards while simultaneously triggering the pleasurable animation. This resolves the issues in the current version—no animation for watering, delayed silver coin generation, and tedious repeated operations—saving players' time and effort and optimizing the overall operational experience. 【This feature can refer to Plants vs. Zombies 2 International Version】 Expansion of Level Selection Interface Operation Logic in Adventure Mode It is suggested to add separate level selection interfaces for "First Playthrough" and "Second Playthrough" in the Adventure Mode level selection screen. Levels that have been successfully cleared should be permanently unlocked, instead of the current version where all levels except 1-1 are re-locked after completing Adventure Mode. The Rest in Peace mode can remain unchanged. However, we strongly dislike having the failure records of Rest in Peace mode saved, and we are even more worried about them being permanently stored! It is recommended to add an option to "Delete All Failed Clearance Records" in the "Clearance Records" section of Rest in Peace mode. Sun Falling Speed & Visual Appearance Optimization Currently in all custom mode levels, sunlight falls at a constant speed, resulting in a rather monotonous visual effect. It is recommended that in future updates, both normal sunlight and Far Future exploding sunlight be adjusted to a decelerating falling speed — speeding up first and then slowing down during descent — to enrich the layering of animation effects. When sunlight drops from the sky to the ground in levels, it currently casts a shadow. As sunlight itself is a luminous light source, casting a shadow is logically unrealistic and feels artificially designed. Instead of a shadow, sunlight should leave a glow halo at the landing spot. It is also recommended that nearby plants produce subtle light reflections from the sun halo. This will greatly enhance realism, immersion, and environmental interactivity. If this effect has high performance costs, it can be implemented in a future update. After the player collects sunlight into the sun meter, add a brief flashing animation to the sun meter. 【Reference inspiration: Plants vs. Zombies 3 (Chinese Server & Global Server)】 Overlapping Plant Animation Effects Whenever you plant a purple-tier card plant on top of a regular white-card plant, trigger a dedicated overlapping placement animation effect. 【Reference inspiration: Plants vs. Zombies 3 Global Server】 Optimization of Sun Drop Movement Speed In all custom mode levels at present, the movement speed of falling suns remains constant, resulting in a monotonous visual effect. It is recommended that in future versions, the falling movement speed of "Normal-form Suns" and "Future World Explosive Suns" be optimized to a non-streamlined curve—specifically, adjusting the speed from fast to slow—to enhance the layering of animation effects. When players collect suns and fill the sun meter, the meter will flash once. 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Customizable Sun Fall Speed Currently, the falling speed of sun is uniform in all optional mode levels, resulting in a relatively monotonous visual effect. It is suggested that in future versions, the falling speed of Regular Sun and Future World Explosive Sun can be independently optimized to a non‑linear speed—that is, the sun falls from fast to slow, enriching the layered animation effects. Of course, users shall have the right to keep the original sun fall speed unchanged. Optimization of All-Scene Interfaces Add exquisite and realistic lighting and shadow effects to all scenes, including the main interface, level selection interface, in-game interface, and achievements interface. The clouds in all scenes will float slowly with the wind to add dynamic vitality, and the visual appearance of these clouds will be highly consistent with that in the Plants vs. Zombies HD version for iPad. Lawn Terrain It has been optimized into a neat rectangular structure similar to the lawn in Plants vs. Zombies 2, composed of neatly arranged grids. The grids use green colors of different shades, forming an alternating pattern of light green and dark green, while maintaining the same color tone as the original version. The white fences beside the lawn maintain a uniform vertical shape, with evenly spaced gaps between each fence to avoid an uneven visual effect. Each white fence features a unique wood grain, preventing a "copy-pasted" appearance and creating an orderly and clean look overall. Pool Terrain The lawn part of the pool terrain is optimized into a neat rectangular structure similar to that in Plants vs. Zombies 2, made up of neatly arranged grids. These grids use green colors of different shades, forming an alternating pattern of light green and dark green, and retain the same color tone as the original version. The water in the pool part has a rippling effect as if blown by the wind. It is clear and transparent, allowing visibility of the水底 (bottom of the pool) which is composed of neatly arranged grids. These grids use blue colors of different shades, similar to the sea level in the "Big Wave Beach" scene from Plants vs. Zombies 2. Roof Terrain The left slope has a standard parallelogram structure, and the right flat part has a neat rectangular structure, both composed of neatly arranged tile grids. The grids are uniformly orange-red, with no cracks or other defects, and the overall color tone remains consistent with the original orange-red. Each tile grid is separated by dark orange-red lines. 【If you don't quite understand the content of the description, you can refer to the attached photo!】 II. Game Content Expansion Addition of "Daily Check-In" Mechanic to It is recommended that this version add a reward mechanism via daily check-in. For users who forget to check in, they may complete a specific level or a designated task to retroactively claim the missed check-in rewards. Rewards include: Coins, Diamonds, and the following items: 500 Sun Refill 1000 Sun Refill 2000 Sun Refill Wooden Mallet Missing Lawnmower Supply Limited-Time Obstacle Attack Access Auto-Pickup Resources Addition of "Cumulative Login Days" Mechanic to It is recommended that this version introduce a cumulative login day reward system, where players can claim corresponding rewards based on the total number of days logged in. Rewards include coins, diamonds, and various items, achieving a win-win situation of entertainment + rewards. Examples: 100 cumulative login days: 20,000 Coins + 20 Chocolates + 50 Insecticides + 30 Auto-Pickup Resources uses + 30 Wooden Mallet uses + 15 500 Sun Refill uses… 200 cumulative login days: 50,000 Coins + 30 Chocolates + 60 Insecticides + 50 Auto-Pickup Resources uses + 50 Wooden Mallet uses + 10 1000 Sun Refill uses… 300 cumulative login days: 80,000 Coins + 40 Chocolates + 70 Insecticides + 60 Auto-Pickup Resources uses + 60 Wooden Mallet uses + 20 1000 Sun Refill uses… 500 cumulative login days: 100,000 Coins + 50 Chocolates + 80 Insecticides + 80 Auto-Pickup Resources uses + 80 Wooden Mallet uses + 25 1000 Sun Refill uses… 1000 cumulative login days: 500,000 Coins + 100 Chocolates + 180 Insecticides + 100 Auto-Pickup Resources uses + 100 Wooden Mallet uses + 30 2000 Sun Refill uses… Expansion of Coin Collection Methods in the Zen Garden After feeding Stinky the Snail in the Zen Garden chocolate, Stinky the Snail will continue to collect coins produced by the potted plants even if you exit the Zen Garden. When you return to the Zen Garden again, a line of text will appear: "While you were away, Stinky the Snail collected XXX coins!" This allows you to gain benefits without staying on the Zen Garden interface continuously. We also hope that chocolate can be obtained by watching ads and completing various tasks—each ad watched grants 1 chocolate. We strongly recommend implementing this suggestion! 【This feature can refer to Plants vs. Zombies (Original Mobile Version)】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!Solved3.3KViews7likes7CommentsNew idea minigame: Everyone's at the party!
Hi! It's been a while... I know I said I wouldn't upload any new ideas or posts until update 1.6.0, but it's taken so long that I've been flooded with ideas. Today I want to share one of them. I had previously proposed some new difficult minigames, like on a "Page 2" with the Rip mode theme. Well, now I've come up with a minigame for this section. It's original, difficult but fair, and fun. The minigame will be called "Everyone's at the Party!" It's a level where absolutely all the zombies in the game are present, including the Giga versions of the football zombie and the Gargantuar. The only zombie missing would be Dr. Zomboss. The level would obviously be in the pool and with 4 waves. In total, there would be 27 different zombies in the level—totally crazy! It fits perfectly with the game's personality! That said, when the game starts, the zombies take longer than usual to arrive, giving you time to prepare because this minigame will be difficult. First, the weak zombies will appear: the normal one, the cone, the pole vaulter, But as the level progresses, all kinds of zombies will appear, up to the Gargantuars and football zombies—total madness! Well, I think that's a pretty fun idea for a difficult but balanced minigame. I hope you liked my idea/suggestion and that you'll take it into account! Have a good day! By the way, happy 17th anniversary of Plants vs. Zombies! 🎂🥳🌻🧟62Views4likes0CommentsMake Replanted assembly (IL) builds public for the modding community!
Hello 👋 I'm the creator of Replanted Online, a mod that adds online multiplayer to Versus Mode. The game currently uses IL2CPP, which means the game logic is compiled to C++ code rather than IL/C#. This makes modding significantly harder, as we can't see game code without reverse engineering, which doesn't seem to be allowed. So would it be possible to release an assembly build of Replanted publicly? Specifically, one that outputs readable/generated IL/C# code so modders can understand functions, classs, and game flow without having to guess or test constantly. Hope y'all consider this because I think this would really help the modding community!415Views8likes6CommentsA few suggestions (PvZ Replanted)
Hi EA_Cath and players, it's great to be back with some suggestions. After giving it some thought, I've come up with a couple of suggestions and some areas for improvement that would be good to include in a future update. It's about time for an expansion for Cloudy Day, and to that end, I want to introduce 14 levels that will transform the experience: Keep in mind that each level takes place in a different setting (Day, Night, Pool, Fog, and Rooftop). Severe Storms (The weather report indicates that there will be severe storms over the next seven days) Seven levels that include the following features: Double Spawn Zombie Rate Instead of being a normal zombie, the flag zombie will be the Buckethead zombie There are different types of zombies in each level At the beginning and throughout the level, there will be light rain and occasional lightning strikes that will randomly kill both plants and zombies, but everything else will remain the same. And when each flag appears, clouds will roll in and the rain will intensify, and lightning strikes will occur more frequently. The wind will also be present throughout the level; its mechanics will randomly blow both plants and zombies off the patio, and when the flags appear, it will blow more frequently. This complements the feature described above. When the clouds appear, the core mechanics will remain the same, but the cost of plants will increase by 30% and their recharge time will decrease even further And finally, the courtyard as a whole will be a little darker, lit only by the lightning and the Planterns. Zombie Storm (It seems Dr. Zomboss has managed to control the weather) These are the next seven levels that will appear after the Severe Storms: Double Spawn Zombie Rate The flag zombie will now be the Football zombie There will only be very strong zombies At the beginning and throughout the entire level, it will rain heavily and lightning will strike much more frequently, killing only the plants, but everything else will remain the same. And every time a flag appears, the clouds will gather, and the rain and lightning will intensify even further. The wind will also be present throughout the entire level; now, its mechanics will cause plants to fly out of the courtyard at random, and when the flags appear, it will blow more frequently. This complements the feature described above. When the clouds appear, the basic mechanics will remain the same, but the cost of the plants will increase by 35% and their recharge time will be reduced even further. And finally, the courtyard as a whole will be much darker, lit only by flashes of lightning and the Planterns. Now for some improvements: Take another look at the previous suggestions—they’re quite interesting. Online multiplayer shouldn't require a subscription fee when playing on a console. Each profile should have its own photo, and it should be the one of Zombatar Bring the exclusive mini-games from the different consoles Please let me know if you have any suggestions or comments; I'd be happy to read them.385Views2likes8CommentsSome more issues that need to be addressed in 1.6.0
So basically there are still a few things that are a little bit strange when it comes to co-op mode. Endless level order: as you guys can see, the order of endless levels in single player survival is day, night, pool, fog and roof. I don't know why the order becomes pool, day, night, fog and roof in co-op. This should never happen in the first place but it has been like this since the extra endless levels were added. Fix the order please. This is a very minor issue but this isn't how it should be. (I uploaded an attachment showing this incorrect order) Endless level streak saves: when the extra endless levels were introduced, they said the existing endless saves will be transferred to pool endless. But they mistakenly transferred the saves (streak records since co-op endless can't save progress currently, another issue btw) to day endless in co-op endless mode. This is a hilarious mistake and I seriously don't know how they could let that happen. Cob cannons: in all of the other levels, when a cob cannon is loaded and ready to fire, it's missile will blink, which is a nice visual hint. But somehow in co-op mode cob cannon missiles don't blink at all. Correct it please, this could make the firing much easier. Shovels in co-op mode: normally when you point your shovel to a plant, the plant that is going to be removed will be highlighted. This helps you to precisely locate which plant is going to be removed, especially when the plant is in a pumpkin. But this is completely missing in co-op mode. (Happens when player 1 is using a mouse to play. This is not an issue since you can only remove the plant in the pumpkin first if you're using a controller) The shovel shows no highlight when it was pointed to a plant which makes you have to guess which plant you're removing when there are two plants in a single square. Fix this, thank you EA. Butter zombies: in the original Xbox version of the game, both players in co-op mode can butter zombies or shovel plants. But in Replanted only player 1 can use shovel and player 2 butter zombies. I don't know why such a simple technique is broken. We need this to be restored to what it should be in its original version. Thanks! Endless mode progress saving: it's an old problem and have been talked about for a lot of times in this community. Simply put, you can't save your progress in co-op endless mode. This makes us impossible to get to higher streak. If you can't save progress then what is the meaning of playing endless? These are the issues I currently found regarding co-op mode. I really hope the team can read this carefully and fix them as soon as possible. Thank you EA for reading this long post! Please make the team aware! Thanks again!108Views2likes0CommentsSome minor issues with plants
Snow pea: the snow pea shooting animation is glitched. The snowflake should fly after the peas but currently, specifically after 1.5.0 update, the snowflake effect flies faster than the peas. Pumpkin: the broken stage of pumpkin doesn't correspond to its fixable stage. Only a few bites after the pumpkin is broken can it be fixed using first aid. This makes the pumpkin fixing annoying as you have to constantly try to hover a new pumpkin over the broken one to check if it's fixable. Please fix them EA! Thank you!Coop Endless Can't Save Progress
When you exit the endless mode in coop, it says your progress will be saved but in fact, nothing will be. When you re-enter, it starts all from the beginning. Please EA! Fix this ASAP. This basically makes the coop Endless meaningless as there will be no way to get to higher streak if you can't save your progress! I wish you can fix this in 1.6.0!264Views1like16CommentsShop Dave is acting weirder than normal.
Yeah, I see some issues with Shop Crazy Dave, despite speaking in a cutscene rather than in the store, he is silent, and he sometimes talks about buying the full game, when this is not the demo, and I think there was something about extra lawnmowers. If the Extra lawnmowers were removed prior, then please remove it and the "Full Game" text. Replanted needs to be better, and that includes working on the craziest man who ever lived.205Views1like7Comments