Letters from the Lawn: Lily, Logs, and Title Update 2.0
Hey friends, There is a lot happening on the lawn right now. We’ve been pushing PvZ3 toward battles that ask more of you: more interesting problems, more reasons to change your strategy, and more moments where the thing that worked last time might not be the answer this time. We want to celebrate the puzzle at the heart of Plants vs. Zombies and keep giving you reasons to experiment with the Plants you’ve collected. Title Update 2.0, currently planned for October, is a big step in that direction, and there is a lot coming with it. But before I get into that, I want to tell you a story about Lily Pad. The Story of Lily Lily Pad has been sitting on our list of Plants we want to bring to PvZ3 for a while. We've heard you, and we agree that water gameplay needs to be more interesting. So, with more aquatic challenges coming to the lawn, we tried to rush Lily to the front of the line. But we ran into a problem. Plants in PvZ3 are more complicated to build than they might look. A Plant can’t just exist on the lawn. It needs gameplay, progression, upgrades, animation, and, importantly, merges. We didn't have enough time to build all of that for Lily Pad and every Plant family she’d need to become part of before TU2.0. But we still needed something that would let you plant on water. Instead of making Lily Pad a full Plant, we took a shortcut and made a Lily Pad Boost. It could sit in the water and let you put a Plant on top of it. Mechanically, it worked. …But it wasn't a Plant. It didn't cost Sun, it didn't merge, it didn't behave like a Plant. It was a platform. …So we took away its eyes. If this wasn't actually Lily Pad, we thought it shouldn't pretend to be Lily Pad. This did not go over well. The team revolted. Slack was afire. You can't take away Lily Pad's eyes. Lily is part of the family. Once you remove the face, the personality, and everything else that makes her Lily, you don't have Lily Pad anymore. You have a platform that looks suspiciously like Lily Pad. So now it's a log. It’s a big, heavy piece of wood standing in the water that gives your Plants somewhere to grow. And because this is Plants vs. Zombies, naturally, you can put a Plant on it, like a bump on a log. Meanwhile, Lily Pad has gone right back onto our list of Plants we want to make properly, with the time to do her justice. I wanted to share this story because I think it captures something about the heart of the team making this game. There are plenty of moments in game development where the fastest solution works great on paper. But PvZ has been around for a long time, and these characters matter. Lily Pad isn't just a gameplay function. She's Lily Pad. If we're going to bring her back, we want to bring her back as herself. And that’s going to take a little longer. Title Update 2.0 We're trying to bring that same care as we shape the rest of TU2.0. We've spent the last few months looking hard at what happens on the lawn and asking how we can create more variety, more decisions, and more reasons to experiment with the Plants you've collected. We've also been listening closely to what you're telling us. Here are a few of the things arriving in TU2.0: Three New Conditions Conditions add new wrinkles to the lawn, changing how Plants and Zombies interact with elemental damage. Soaked makes them vulnerable to Electric damage. Cheesed makes them vulnerable to Cold damage. Slimed makes them vulnerable to Acid damage. They can be waiting for you when a battle starts or show up as things get messy, changing which Plants suddenly have the advantage. Log! You know this one now. It floats. You can plant on it. It is definitely not Lily Pad. Damage Numbers Some players want to geek out on exactly how much damage their Plants are doing. Some just want to watch their Plant buddies cook. Now you can go either way. Damage Numbers are off by default, but you can turn them on whenever you want to watch the numbers fly. New Zombie Wave Logic In TU2, we’ve re-tuned Adventure Levels 1 through 50 to now use zombie health, rather than timers, to determine when the next wave arrives. You were right. It's just better. Let us know what you think about the change! New Zombie Formations We can now set adventure levels up a lot more intentionally as puzzles. Zomboss taught the zombies a few strategeries. Notice us stuffing lanes more and sending out hordes with more strategy. We tune adventure levels with every release, so you’ll see us using this starting in TU2. Redacted Things our Community Team Says I Can’t Talk About Yet Disco Dance Marathon Event Cards of Chaos Event Experiment New Pre-Battle and Post-Battle Screens The team did a great job making it clearer what you're heading into, helping you understand what happened, celebrating your win, and giving you useful tips before and after battle. I dig it. Hopefully you like them as much as I do. Almanac Improvements and the Family Tree Sunny can now look up her Plant family and see what merges they came from. That's going to make for some interesting holiday conversations. Zen Garden Improvements We've cleaned up the flow, made Odd Jobs easier to skip, and removed some of the friction from taking care of your Plants. But you shouldn’t skip them. Decode is magic. I’ll never believe anything different. All of these changes point toward the same goal. We're trying to move away from levels that feel like they have one predetermined solution and toward battles where you can understand the problem, build a plan, and then adapt when things get weird. Because things should get weird. This is Plants vs. Zombies. There are also a lot of smaller improvements throughout TU2.0. Some came directly from things you've asked us for. Others came from watching where players struggle, where the fun slows down, and where the game gets in its own way. Not every experiment will work. The log exists because one of ours didn't. That's part of why we're building PvZ3 in Early Access. We can try something, look at it honestly, listen to the people playing, and change it when we think we can do better. Sometimes that means changing a system. Sometimes it means rebuilding a level. And apparently sometimes it means turning Lily Pad into a log so that someday Lily Pad can actually be Lily Pad. Thank you for continuing to play, argue with us, send us feedback, and care about this strange little world as much as we do. We're excited for you to play TU2.0. See you on the lawn! Jesse Game Director3.1KViews7likes12CommentsPvZ3 State of the Lawn - Content Update 5.4 (CU5.4)
Greetings, Lawn Defenders! ❄️ Content Update 5.4 (CU5.4) has arrived to deliver a fresh round of behind-the-scenes fixes and lay the groundwork for Title Update 2.0 (TU2.0) and our next Plant Pass, both coming out next week. So let’s get into what’s new in CU5.4, recap what we’ve shared about TU2.0, and pull back the curtain on more TU2.0 content. What's New in Content Update 5.4 🌱 Snow Pea is Here to Put Zombies on Ice ❄️ Editor’s Note: Standard neighborhood zoning laws dictate that Tier 3 Plants always get listed first in these updates. However, Snow Pea arrived early, froze our publishing queue, and demanded the top spot. Given the overwhelming stack of neighborhood petitions demanding its return, we decided to let this one slide. Can Zombies get brain freeze? Snow Pea is definitely going to find out. This Tier 2 plant fires frozen peas that chill Zombies to the bone, slowing down both movement and chewing speed of uninvited guests. This gives you extra time to organize your defense and vanquish even the most persistent members of the horde. Pea-gloo Plant Pass 🧊 Pea-gloo is here to prove that a personal winter fortress is a sensible addition to your garden defense strategy. This Tier 3 defender is made of hardened ice, specifically designed to deflect overhead attacks. When Fon-doom enters its lane, it dispatches a powerful freezing blast that prevents Fon-doom from summoning its final zombie surprise. On offense, it fires a rapid two-pea volley to keep lawn-crashers at bay. It’s the ultimate combination of defense and chilly offense, created by merging a Snow Pea with a Jumbrella Leaf. The Pea-gloo Plant Pass freezes will be available starting on Wednesday, October 14th at 10 AM PT. New Cheesy Threat: Fon-doom 🫕 Dr. Zomboss's cheesiest creation yet has arrived to slightly complicate your afternoon gardening. Fon-doom is a slow-moving pot of bubbling cheese-globules that can instantly crush any Plant it targets. This walking fondue pot is a major threat, but it can't stand the cold. Throw some chilly attacks its way to slow it down, but keep an eye out. When it's nearly defeated, it will spawn a final Magma Zombie at 50% HP as one last gooey surprise. New Levels to Explore 🗺️ This update continues your adventure with 25 new mainline levels, plus new challenges in both Expedition and Lawn Patrol. Adventure Levels (226-250) Your journey through Neighborville continues as soon as the Plant Pass goes live next week. Levels 226-230: Head back into the heat of the Volcano (Dave might have lost a spatula there.). Levels 231-240: Prepare for some intensive outdoor garden defense training. Levels 241-250: Defend the Lawn once more, and prepare for a slight scheduling conflict at Level 250, where both Es-Garg-ot and Shocktopus have accidentally claimed the same lawn. Volcano Expedition Levels (21-25) Available starting October 21st at 10 AM PT. Vanquish them all to claim a rare Fon-doom sticker. Lawn Patrol Levels A special time-limited set of 20 levels featuring the new Fon-doom Zombie. Conquering the final level on Medium or Hard difficulties rewards you with Fon-doom stickers (Common/Uncommon). Changes & Fixes 🛠️ The Garden Defense Committee has completed its latest round of maintenance to keep the lawn tidy. Note that TU2.0 will feature its own separate list of adjustments next week. Here are the notable fixes in CU5.4: Gameplay & Balance 🎮 Fix: Flying Zombies now correctly feel the sting of acid rain, while the Parasol Zombie is once again properly immune. Fix: Imps will no longer escape into the ether when targeted by Mangle Kelp. Fix: Flapjack Zombie’s damage stat is now properly catalogued in the Almanac. Art & Animation 🖼️ Fix: Pine Needler is now watered and scaled to its proper size on the gameboard. Fix: Tingling-pult now uses its proper aquatic splash animation instead of its land-based art when in water.. Fix: Counter-punch Zombie's shadow has finally caught up with its owner in its Almanac preview. Fix: Parasol Zombie's left hand has been safely recovered and restored to its Almanac preview. Fix: A mysterious magenta color that appeared during the Cosmic Clouds Almanac animation has been scrubbed clean. Fix: A rogue blue splash effect that appeared during Slipping Imp’s animations has been mopped up. Fix: Slipping Imp promised to stop appearing transparent when submerged in water. UI & UX 📱 Fix: Text-scrambling bugs on non-English gameboards in Daily Tasks have been resolved. Fix: Removed Gnomes (again). Fix: The "Campground Commander" sticker name spelling has been officially verified.. Fix: The cooldown period for Slipping Imp's ability is now correctly displayed in the Almanac. Fix: The "3x" indicator on the harvesting screen in the Zen Garden is now fully visible. The Road to Title Update 2.0: A Recap ⏪ While we put the finishing touches on TU2.0, here is a quick review of the gameplay adjustments heading your way: The Condition System We’re introducing Conditions to vary your lawn tactics. Wet Zombies become Soaked (vulnerable to electric attacks), cheese-covered Zombies get Cheesed (sensitive to cold), and gooey zombies get Slimed (primed for a corrosive reaction). A More Dynamic Zombie Spawning Wave System To address feedback regarding quiet moments between waves, we’re testing a health-based zombie wave trigger that will summon the next group of fun-dead as soon as you clear out a set percentage of the current crowd. No more waiting around on quiet lawns! Plus, new Wave Formations will make the Zombie incursions feel much more organized. While we are testing this out, it will be available in Adventure levels 1-50. Quality of Lawn Improvements Here’s a short list of other quality-of-lawn upgrades coming in TU2.0: Log Booster: Plant soil-loving defenders on water tiles. Damage Numbers: These will show exactly how hard your Plants are hitting. Almanac Family Tree: Map out your ultimate merge combinations before planting. Zen Garden Updates: Making Plant-tending smoother and simpler. Pre-Battle and Post-Battle Screen Updates: Clearer information and more rewarding triumphs. TU2.0’s Final Sneak Peek 👀 With TU2.0 nearing release, we have details on two new events to share: Cards of Chaos 🃏 How long can you survive against a truly unpredictable horde? In Cards of Chaos, wield a roster of Plants to take on wave after wave of Zombies. Choose from cards that grant powerful perks, introduce dangerous hazards, or unleash chaotic effects after every wave. Since Crazy Dave lost the official rules, no two runs are alike! Disco Dance Marathon 🪩 Help Crazy Dave out-dance the infamous Disco Zombie in a series of rhythm-fueled lawn battles. Keep your footing, build a winning streak, and claim rewards on the event leaderboard. Thank you for keeping your lawns green and sending us your feedback and bug reports. They’ve been essential in shaping what’s coming next in Title Update 2.0. We’re putting the finishing touches on it now and can’t wait for you to get your hands on everything. We're also excited to welcome garden defenders from Germany to the watch on Wednesday, October 14th at 9 AM PT. And, we’re looking forward to welcoming more regions in the future. In the meantime, if you find any bugs on your lawn, our Known Issues list and forums are the best places to let us know. And be sure to keep an eye on our social channels for more updates. See you on the lawn! 🌱2.9KViews3likes6CommentsPvZ3 State of the Lawn - Content Update 5.3 (CU5.3)
Greetings, Lawn Defenders! ⚡ Hope you’re ready for a shock to the system, because Content Update 5.3 (CU5.3) is here. We’re lobbing in a high-voltage new Plant Pass, paddling in a rather damp new zombie threat, venturing into dozens of new levels, and squashing another batch of pesky bugs. What’s Sprouting in CU5.3? 🌱 Tingling-pult Plant Pass ⚡💧 The skies are about to get a lot more shocking! This update’s Plant Pass features Tingling-pult, a powerful Tier 3 catapult. It’s born from the electrifying merge of a Tangle-pult and a Lightning Reed, and it loves to lob gleeful little balls of pure electricity. These happy zappers sail over obstacles and splash down with an area-of-effect blast, hitting both ground and air targets. Even better, they get extra-zappy when they land in water, dealing bonus damage to any soaked zombies. It’s a high-voltage, high-flying party for your plants! The Tingling-pult Plant Pass zaps into action on Wednesday, September 30th at 10 AM PT Say Hello to the Tangle-pult! 🎯 Don't you hate it when a perfectly good Cabbage-pult gets all tangled up with a grumpy seaweed like Tangle Kelp? Well, the zombies are about to! Tangle-pult is a Tier 2 lobber joining your defense line, and it throws clumps of grumpy kelp at the horde. While it gets the job done on dry land, it really makes a splash in the water. Update: Tangle-pult was mentioned as having a Stun ability in this blog, and in the in-game almanac. While we had experimented with this feature, we pulled it right before the update shipped as it was causing zombies to stun lock and needed further refinement. New Threats Are Paddling In… 🛶 Dr. Zomboss's latest nautical nuisance is here: the Canoe Zombie! This waterlogged weirdo paddles onto the lawn, using its sturdy canoe to block incoming shots like a personal shield. You’ll want to rely on your lobbers to bypass its guard. While it's surprisingly quick in water, it's about as graceful as a lawnmower on a tightrope once it hits dry land. All Canoe Zombies are forced to use the "Z-stroke" paddling technique because Dr. Zomboss says it's more effective. Canoe believe that? New Levels! 🗺️ This update also adds 25 brand new Adventure levels, along with new levels in Expedition and Lawn Patrol! Adventure Levels (201–225) These levels unlock as soon as the Plant Pass goes live on September 30th: Levels 201–210 (Yard): A tough series of battles featuring relentless Z-Scout Campers. Levels 211–220 (Sewer): Get ready to slip and slide through difficult levels packed with Slipping Imps. Levels 221–225 (Volcano): The heat is on with fiery levels featuring the Nacho-naut Imp. And for the grand finale at Level 225, both Esgargot & Shocktopus make a terrifying return! Camp Expedition Levels (21–25) Available starting October 7th at 10 AM PT. Clear them all to secure a Rare Canoe Zombie sticker! Lawn Patrol Levels A special time-limited set of 20 levels featuring the Canoe Zombie. Overcoming Level 20 on Medium or Hard difficulties yields Canoe Zombie stickers (Common/Uncommon) or fallback gems (up to 75 gems!). Upcoming Limited-Time Events 🏆 Patrice needs your green thumb once again! A new set of missions will be available from October 9th - 11th for all players who have completed Adventure Level 30. Be sure to lend a helping hand and get handsomely rewarded for your efforts. Dave’s Test Kitchen 🧑🍳 Dave’s Test Kitchen is open again, and we’re cooking up more warm welcomes for newcomers to Neighborville! 🥼 What are we Cooking Up This Time? We're always looking for ways to help new players get a fun, rewarding start in Neighborville. For CU5.3, we want to understand what makes a Starter Pack feel the most helpful right when you're first getting your lawn in order. If you support PvZ3 with in-app purchases, we want to make sure you feel you’re getting great value from them. To do that, we’re introducing a few different starter bundle versions to different sets of players to see what helps new players find their footing best. 🍳 What’s the Recipe? Starting September 30th, new players who have progressed past Adventure Level 4 will see different versions of limited-time Starter Pack bundles. Some include the shocking Electric Peashooter, while others offer a bigger boost of Coins, Gems, and Wild Seeds, with prices varying based on what’s inside each pack. Your feedback and playstyles will help us fine-tune our future offers and ensure new defenders who purchase them can get the best possible head start on their zombie-zapping journey. Changes & Fixes 🛠️ Our team of bug exterminators has been busy, and another batch of pesky bugs has been squashed: Gameplay & Balance 🎮 Fix: The "Complete the Hedge Sticker Book" task will now progress correctly. Fix: An unlisted Balloon Zombie was crashing the party on Adventure Level 3. He has been kindly uninvited. Fix: Relocating a plant from a water tile to a land tile using the golden shovel now properly stops the water ripple effects. Fix: Beat Choy won’t attack the air when there are no zombies. Fix: Harvesting Iceweed now properly counts toward completing the “Harvest 2 different seeds from a single Plant” task. Fix: Zombie stats in the Almanac have been updated to reflect their in-game movement speeds accurately. Fix: Spikeweeds and their variants now correctly ignore attacks from Zombie Chickens and Zombie Pigeons, keeping your spiky defenses safe. Fix: Completing Adventure Levels no longer progresses Lawn Patrol tasks. Fix: Cabbage-Pult projectiles now fly true and strike the center of Balloon Zombies instead of clipping through their feet. Fix: Removed Gnomes. Fix: Orange Crush-room's Magnetic Perk now concentrates its pull exclusively in the correct direction, keeping your nearby plants safe from its effects. Fix: Bamboo Shoots now focus their damage exactly within their designated 1x1 tile attack range. Art & Animation 🖼️ Fix: Peashooter is no longer angry. Fix: Buzz Choy has received a quick eye exam, so its eyes are fully visible while resting in the Zen Garden. Fix: Iceberg Lettuce’s idle animation now plays smoothly when viewing it in the Almanac. Fix: Balloon Zombies now cast accurate shadows whether floating over water tiles or barren soil. Fix: Sunflower now looks perfectly happy when emoting. UI & UX 📱 Fix: Boss fight levels 25, 75, and 125 now display their boss icons right on the level selection screen. Fix: Clarified the Spikeweed Mastery achievement text to correctly instruct players to "Harvest Sawgrass in Zen Garden" for progress. Fix: The shortcut button for the "Plant Spikeweed in 1 victorious Lawn Patrol level" task now successfully redirects you to the correct level selection screen. Fix: The Pre-combat Screen for Acid Rain now correctly displays the Lime-Bomb as the recommended counter-mechanic. A Change of Waves is Approaching… 🧟 The fight for your brainz is always evolving, and Title Update 2 (TU2) coming next month is set to introduce a fundamental change to the zombie invasion itself. We want every encounter to feel like a fresh, dynamic puzzle, and a big part of that is making the zombie horde less predictable. Get ready for an overhaul of the Zombie Wave System! We’re moving beyond simple, rigid timers to make battles feel more dynamic, fair, and responsive to how you actually play on the lawn. Here’s a sneak peek at what’s coming: No More Waiting Around: Don’t you hate sitting on an empty lawn waiting for the next wave? To help address this, the Wave Health Trigger brings the next phase of zombies storming in as soon as you’ve defeated a certain percentage of the current horde. This keeps the intensity up and eliminates those moments of dead air. A fallback timer will still be there to keep the pressure on if you're taking a little too long to clear out the stragglers! Dr. Zomboss Gets Tactical: Zombies will no longer just shamble in a semi-random way. We're introducing Wave Formations which are pre-determined attack patterns designed to surprise you and challenge your defenses. Get ready for coordinated assaults like a V-Formation of Coneheads or a Left Flank attack from a squad of Imps! These new formations will make the zombies feel more organized and their attacks more deliberate. This is part of our biggest gameplay update yet, all designed to make every battle feel like a brand-new brain-teaser. To get it just right, we'll be rolling out this new Wave System starting with Adventure Levels 1-50. This allows us to carefully tune the experience with your help and gather valuable feedback on the changes. We’re just getting warmed up, so keep an eye out for our next blog post, where we’ll pull back the curtain even further as we get closer to our next major update. Neighborville keeps growing, and we can't wait to invite even more regions over the coming months. If you experience any unexpected bugs or issues, please check our Known Issues list first, or head over to the forums to let us know. Stay tuned to our channels for more updates. See you on the lawn! 🌱2.8KViews0likes0CommentsPvZ3 State of the Lawn - Content Update 5.2 (CU5.2)
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! 🌱4.2KViews7likes3CommentsACABEM COM GRAMADOS ASSIMÉTRICOS+Melhorem o sistema de Progressão
Eu joguei e gostei do jogo até um certo ponto, mas algo que, não me incomoda, MAS SIM ENFURECE é essa ideia estúpida, **bleep** e **bleep** de campos de batalha assimétrico, isso não é uma ideia boa, só atrapalha estratégias e deixa o jogo INSUPORTÁVEL e cansativo de jogar principalmente as fases vulcânicas que além de terem quadrados faltando de forma aleatória, também tem a PORCARIA DOS METEOROS que não é ruim a ideia se eles não caíssem de forma completamente aleatória, tanto em posição quanto em tempo tem fases que simplesmente quase não caem e tem que caem quase toda hora e isso me causa um estresse gigantesco porque frustra demais cair numa planta sua ou em uma posição boa, a mecânica dos meteoros pode funcionar se trabalharem bem nela, já os gramados assimétrico APAGUEM COMPLETAMENTE porque aquilo é péssimo para o level design e não agrega em nada só deixa o jogo muito mais enfadonho de jogar! Agora sobre a progressão, parece que a ideia veio direto de um Gacha genérico, você entra no jogo e por um curto período o jogo te joga muitas recompensas sem nem mesmo te desafiar ou jogar direito, daí depois de um tempo isso acaba e fica COMPLETAMENTE MAÇANTE, chato e cansativo jogar modos e missões pra ganhar os itens para melhorar as plantas, plantas de patamar 3 são muito caras em todos os sentidos, o Jardim zen é feio e demora demais pra germinar e conseguir poucas sementes, fases dão recompensas tão baixas que parece estarem dando uma moeda para um mendigo, as conquistas deixa de dar recompensas relevantes depois de um tempo, as missões do passe são específicas e chatas demais e caso alguém se empenhe, terminar o passe cedo é ruim porque você simplesmente perde uma fonte de recurso simplesmente por se dedicar. Por favor EA ou Pop cap, escute meu apelo eu quero que esse jogo seja divertido e deleitável não só pra mim mas todo mundo, ME ESCUTE POR FAVOR!matchmaking pvz heroes
Arreglen el matchmaking del pvzheroes, no puede ser que siendo nuevo rango bronce me encuentre con gente minimo de oro y ando con cartas iniciales y los locos te manden con cartas minima violetas, es muy estupido, ademas que las recompensas que te dan son una miseria con muchisima furia me alcanza para una carta dorada y eso que estoy siendo exageradamente generoso con esa calidad ehh, hagan algo es una **bleep** tener que jugar con gente que en su mazo minimo tiene 20 cartas violetas y uno renegando con FICHASPvZ3 Estado do Gramado - Atualização de Conteúdo 5.2 (CU5.2)
Saudações, Defensores do Gramado! 🌿 Esperamos que vocês estejam prontos para uma dose refrescante de defesa cítrica, porque a Atualização de Conteúdo 5.2 (CU5.2) está pronta para invadir o seu gramado! Novas plantas estão de volta em um novo e refrescante Passe de Plantas, trazendo reforços altamente ácidos, uma nova ameaça escorregadia chegando a Neighborville, novos níveis e mais uma leva de bugs devidamente esmagados. O que está brotando na CU5.2? 🌱 Passe de Plantas Orange Crush-room! 🍊 A Orange Crush-room chegou, e essa gigante de Nível 3 está pronta para causar bastante dano ácido! Criada pela fusão da Gremonade de Nível 2 com a Strikehorn, esta poderosa planta de Nível 3 atinge alvos até 2 espaços à frente ou atrás, acertando-os bem na cara. No entanto, ela dá no pé ao primeiro sinal de luz, então planeje bem suas defesas! O Passe de Plantas Orange Crush-room entra oficialmente em ação na quarta-feira, 16 de setembro, às 10h PT. Problema em dobro: Strikehorn entra em campo! Também chegando nesta atualização está a Strikehorn! Com reflexos felinos, Strikehorn é uma especialista defensiva de Nível 2, pronta para atacar qualquer zumbi diretamente à frente ou atrás dela! Apesar de ser bastante ágil, ela realmente não gosta de luz. Em parte por causa de sua árvore genealógica, mas principalmente pelo efeito que isso tem no seu odor. Felizmente, o mais recente aromatizador automático do Dave Doidão garante que apenas os Zumbis sofram com o pior desse cheiro. Você pode colocar essa defensora de dois lados no seu gramado ao fundir um Bok Choy com um Cogumelo-do-Sol! Novas ameaças estão escorregando por aí… 🛷 Cuidado onde pisa, porque o Slipping Imp está deslizando para dentro de Neighborville e quer abrir caminho até o seu gramado! Coberto com o "Creme e Bronzeador Noturno para a Pele do Dr. Z", esse zumbi melequento corre para o gramado, escorrega e desliza até a primeira planta da sua fileira. Novos níveis! 🗺️ Esta atualização também adiciona 25 novos níveis de Aventura, além de novos níveis para Expedição e Patrulha do Gramado! Níveis de Aventura (176–200) Esses níveis serão desbloqueados assim que o Passe de Plantas entrar no ar em 16 de setembro: Níveis 176–180: Bioma dos Esgotos Níveis 181–190: Bioma do Acampamento Níveis 191–200: Bioma dos Esgotos Cuidado! O Es-Garg-ot faz um retorno pegajoso no Nível 200! Essa Zumbominação não queria perder os holofotes para o Slipping Imp e quer garantir que você não se esqueça dele. Níveis da Expedição dos Esgotos (26–30) Disponíveis a partir de 23 de setembro, às 10h PDT. Conclua os níveis para garantir um adesivo Raro do Slipping Imp! Níveis da Patrulha do Gramado Um conjunto especial por tempo limitado com 20 níveis, apresentando o Slipping Imp. Concluir o Nível 20 nas dificuldades Média ou Difícil concede adesivos do Slipping Imp (Comum/Incomum) ou, caso você já os possua, gemas como recompensa alternativa (até 75 gemas!). Próximos eventos por tempo limitado ⌛ Patrice precisa da sua ajuda em um novo conjunto de missões, que estará disponível entre 25 e 27 de setembro, caso você já tenha concluído o Nível 30 da Aventura. Não deixe de dar uma mãozinha e receba recompensas pela ajuda! Mudanças e correções 🛠️ Nossa equipe de exterminadores de elite eliminou mais uma leva de bugs irritantes: Correção: Es-Garg-ot agora deixa uma área completa de 3x2 de gosma pelo gramado durante seu ataque Rev Roll. Correção: Plantas-armadilha agora são ativadas e explodem por proximidade quando atacadas pelo Zumbi Flapjack. Correção: A lista da horda de Zumbis Pato agora exibe corretamente apenas os integrantes previstos para a horda. Correção: Removemos os Gnomos. Correção: Os efeitos visuais de Chuva Ácida agora terminam corretamente quando a habilidade entra no período de recarga. Correção: Snow Conifer agora exibe a animação completa de fusão ao combinar plantas. Correção: Adicionamos o espaço que estava faltando entre palavras na descrição da Zaptail. Correção: A arte da tela pré-combate nas Expedições agora é exibida corretamente em todas as telas do iPhone 15 Plus. Correção: O tutorial do brinde diário da loja agora é concluído permanentemente após ser visualizado pela primeira vez. Vamos contar um segredo… mas com algumas Condições 🤫 Estamos a um mês da nossa próxima grande Atualização de Título, e queremos compartilhar uma prévia do que estamos preparando. Prepare-se para prestar atenção onde pisa, porque o próprio ambiente está prestes a se tornar um fator muito mais importante na sua defesa. Com o próximo recurso de Condições, os elementos ambientais presentes em um bioma ou na disposição de um nível terão um papel fundamental no combate. Até agora, os encontros elementais funcionavam de maneira direta: sua planta trazia um determinado elemento, e o zumbi recebia o impacto. À medida que você avança pelo Modo Aventura, queremos que cada nível pareça um desafio completamente novo, e não uma repetição cansativa. Sabemos que, quando parece que você já "resolveu" completamente um nível, parte da magia pode começar a desaparecer. Uma das mudanças que estamos testando para mexer com esse quebra-cabeça é a introdução das Condições na jogabilidade. Condições dinâmicas como Encharcado, Coberto de Queijo e Coberto de Gosma adicionam uma nova camada ativa de estratégia ao tabuleiro. Elas podem estar presentes desde o início de um nível ou surgir conforme a batalha avança, afetando plantas e zumbis da mesma forma. Essas condições podem aparecer até mesmo em biomas onde você não esperaria encontrá-las, fazendo com que unidades que entrem nesses espaços adquiram uma vulnerabilidade que não possuíam antes. Se um Zumbi da Porta de Tela estiver cambaleando em sua direção e passar por uma poça de queijo derretido, ele ganhará uma nova vulnerabilidade a dano de gelo. E tem mais: zumbis que já possuíam uma determinada vulnerabilidade terão sua vulnerabilidade completamente alterada caso encontrem um espaço que aplique uma nova condição. Só não fique confiante demais, porque o Dr. Zumbão está esperando você escorregar. Confira as primeiras Condições que estão chegando ao gramado: 💧 Encharcado Zumbis que entrarem em espaços com água — poças não contam! — ficarão encharcados. Unidades encharcadas ficam extremamente vulneráveis a eletricidade, permitindo que suas plantas elétricas encadeiem dano de choque entre alvos próximos com facilidade, mesmo que eles não possuíssem essa vulnerabilidade anteriormente. 🧀 Coberto de Queijo Poças de queijo pegajoso agora podem aparecer no início da batalha ou surgir como uma bagunça inesperada. Zumbis que passarem por elas desenvolverão uma vulnerabilidade a dano de gelo. Congelar um zumbi coberto de queijo é a receita perfeita para parar um morto-vivo no meio do caminho. 🟢 Coberto de Gosma Espaços com gosma agora tornam as unidades extremamente vulneráveis a dano ácido corrosivo. E, para deixar a situação ainda mais melequenta, também vamos introduzir novos obstáculos chamados Barris de Gosma. Quando destruídos, esses barris explodem em uma rajada de gosma, criando novos espaços cobertos de gosma ao redor deles. Definitivamente não gostaríamos de ter que limpar essa bagunça! Esta é apenas a primeira de várias mudanças que chegarão na nossa próxima Atualização de Título. Fique de olho na nossa próxima publicação no blog, onde revelaremos mais um novo recurso que está chegando a Neighborville. Neighborville continua crescendo, e mal podemos esperar para compartilhar ainda mais regiões com vocês nos próximos meses. Caso encontre algum bug inesperado ou problema no gramado, confira primeiro nossa lista de Problemas Conhecidos ou acesse os fóruns para nos avisar. E para mais atualizações e prévias, não deixe de seguir nossos canais oficiais no TikTok, Instagram, YouTube, X e Facebook. Nos vemos no gramado! 🌱IMITADORA no Pvz 3 Evolved e entre outras
Estou sentindo muita falta da imitadora do pvz 3 evolved, sem ela está difícil de esperar a carregar uma planta pois algumas tem um alto nível de recarga, o pvz 3 evolved disponibiliza levar até 5 plantas em uma fase mas se fosse 6 plantas para levar em uma fase eu gostaria muito😁😁 além alguns chefões(Bosses) do primeiro pvz 3 o beta não estarem presentes no pvz 3 evolved, gostaria demais se eles estivessem presentes o Ballpark Frank, a Immorticia, a Rainbow Glitz e a torre do Dr. Edgar Zomboss de volta para o Pvz 3 evolved. Ficaria muito alegre se os heróis voltassem rápidamente para o Pvz 3 Evolved como a Sombra Verde e a Chama Solar, ficaria muito feliz se voltasse o "Grapes of Wrath" para o Pvz 3 Evolved de volta. E para finalizar o Mo poderia carregar uma amora elétrica (Eletric Bluberry) na cabeça quando passar um zumbi no laser vermelho além do Mo atropelar os zumbis a amora elétrica lança trovões nos zumbis nas outras fileiras para limpar quase todo o Gramado, Vou passar as imagens para ficar mais compreensível possível e se caso minha ideia for colocada eu ficaria tão feliz ☺️ ☺️ ☺️