VS mode bug fixes and improvements
Replanted has come a long way since launch, especially the main campaign. But VS mode still has a few major issues plaguing the experience. *First and foremost, brain production on the zombies side is way too fast. It should be reduced so they spawn to roughly the same rate as the sun production for plants. This is how the brain production functioned in the original console release and it is much more balanced that way. *Hypnotized zombies don’t interact with other zombies and graves properly. They are able to eat graves, which is very overpowered and not how they functioned in the original version of the mode. *Fume shrooms are another plant that can completely unfairly tip the scales of the match in favor of the plants. Their spores pierce through everything, even graves, which they shouldn’t because this makes it extremely easy to take out the target zombies with no difficulty at all. This is also not how the plant functioned in the original (for good reason). *Sun shroom has 0 cooldown to be planted in sudden death, making it able to infinitely stall. In previous builds of replanted, other plants like the flower pot had no cooldown either, but this was fortunately changed in updates. Please do the same for Sun shroom in sudden death, again so it can mirror the original release. *My final request for VS mode is to increase Doom-Shroom’s sun price in this mode, as well as its cooldown time in sudden death. As it stands, Doom-Shroom can completely nuke the zombies’ advances with minimal investment or risk from the plants. This is especially oppressive in sudden death, where even the fastest or most durable zombies have no way of enacting any sort of strategy against doom-shroom spam without getting blown to smithereens, and the plant has been banned from both casual and competitive play among fans as a result. This has been a request in the community for a very long time and it would make many fans very happy. So to recap: *Brain production should be made equal to sun production (assuming both sides have the same amount of sunflowers/graves) *Hypnotized zombies should lose the ability to eat graves, and only eat other zombies *Fume shroom should lose the ability to pierce through lanes of graves, and only pierce through zombies instead like in the main campaign *Sun shroom should have its sudden death cooldown increased from nothing at all to the fastest normal cooldown speed (comparable to that of peashooter, sunflower, basic zombie, etc.) *Doom-shroom should have its price increased to 250 or 275 sun and its sudden death cooldown increased to be the same as its cooldown during the start of the match If you make these changes, VS mode will definitely be in a much better place and no longer have a glaring disparity in quality relative to previous releases of this mode. Thank you for listening and for your continued work to help improve this game.Survival Fog Endless restarts itself when I reenter the level
I had a good run going on survival fog endless, but I got a new zen garden plant that I wanted to check out, so I exited the level and went to the zen garden, and then went back to the level after some time. When I enter the level though, the game displays a buggy image (the image attached) for less than a second, reloads, and then my entire defense is gone, and I’m back to flag 1. I’ve been able to consistently replicate this bug, starting at flag 20. It is specifically survival endless fog as well, since I was able to get to flag 100 in endless pool just fine, and flag 50 in endless night as well. Playing on switch 2 on version 1.5. Is there some sort of fix I can do? I would like for the devs to atleast see this post, since I haven’t seen any other posts talking about this.27Views2likes0CommentsPlants vs. Zombies: Replanted (Bugs and Suggestions)
The game is getting better and better every month. Since I have the Nintendo Switch version the 1.5.0 patch is delayed so I haven't been able to try out the update yet but here's what I've noticed in the current version. I would also like to make a few suggestions if that's ok. Bugs (1.) When you switch back and forth between the normal Peashooter and the Retro one, they shoot the wrong peas. Also now the Retro Zombies and the Head Crab Zombies only show up when you see them in the Choose your seeds screen. If you don't see them there you need to make sure the boxes are checked in the cheat menu, then you have to restart the level to make them appear in the choose your seeds screen. (2.) In the Almanac before you discover the Zombie Yeti, his insignia icon doesn't show up, instead it goes straight to the Bungee Zombie. After you discover him, his regular Icon shows up where it's supposed to be, but when you select it, instead of being in the idle animation he is in the walking animation going faster than normal. (3.) Dr. Zomboss' Almanac icon isn't positioned properly at the bottom of the screen. Also when you defeat Dr. Zomboss, when the Zombot's head falls off, Zomboss with his surprised expression is not there. (4.) In survival mode when you select "View Lawn" then return back to the seed selection screen, the screen doesn't scroll correctly. (5.) Sometimes after you beat Level 3-5, or "Big Trouble Little Zombie" the zombies stay high pitched until you reset the game. (6.) When The Catapult Zombie runs out of basketballs the sprite doesn't physically show the basketballs disappearing in the basket. Additionally, when the Catapult Zombie enters his 3rd phase, the basketball hoop and the metal pole disappears. (7.) For some reason in Adventure mode the conveyor belt moves faster than normal, but in the mini-games it moves at normal speed. (8.) When you're growing the tree of wisdom the growing animation plays faster than normal, and the leaves fly onto it rather than grow on it. (9.) Normally you have the Zombie Sun Glasses, Zombie Mustache, Alternate Lawnmower, Alternate Brains Sounds, unlocked at the beginning of the game by default, but currently they unlock randomly in the later levels. (10.) In Pool levels during the final wave, the zombies don't emerge from the water properly. (11.) This isn't really a glitch but I've noticed that the Grasswalk Day theme is missing a cymbal or gong sound at the 50 second mark (00:50:02) so it sounds a little off when it loops. (12.) The Achievement get sound effect is missing (13.) The intro to the game doesn't play correctly (14.) I don't know if this issue is only on switch or not, but when you're in Crazy Dave's Twiddydinkies he only says his random text in Handheld Mode. In TV Mode his text box only describes what is currently being selected Suggestions (1.) In the Choose Your Seeds screen, it would be nice if you could just press a button to remove Seed Packets from your roster just like in the old PS3, PS Vita, and Xbox 360 versions. Currently if you want to remove Seed Packets you have to select all the ones you already selected again. (2.) It would be nice if a Quick Play button was added to the Main Menu because currently whenever you beat zomboss in Level 5-10, all the other levels except for Level 1-1 are locked, and you have to go through the game again just to get to a certain level you want to replay. In addition, once you beat the game for the first time you can't replay Adventure 1 levels at all. I think Adventure mode should be a continuous game just like the original Game Of The Year PC version, and Quick Play should be separate from Adventure mode and let you play any level from Adventure 1 and Adventure 2 as you unlock them. Quick Play should be unlocked after completing Level 1-1 for the first time. Also in the original PC version the zombie hand and the evil laugh animation played whenever you enter Adventure mode. Now it only plays when you start Adventure mode for the first time. (3.) I think it would be cool if zombatar was brought back. In the original Game Of The Year PC version the 2nd costume is glitch so it looks like all the other costumes are stacked on top of each other. (4.) There is 1 more unused mini-game that wasn't added to the Bonus Games list called "Squirrel". (It's funny that the squirrels' heads look like Crazy Dave's head with buck teeth, a big nose, and squirrel ears)😂. (Image attached below) (5.) In the PS3, PS Vita, and Xbox 360 versions, there was a rare chance that a zombie would get a nut allergy from taking a bite out of a Wall-nut. I'm not sure if this also applies to Tall-nuts or not. I think that would be a nice detail to bring back to Replanted (gif attached below)Dear Development Team of Plants vs. Zombies Replanted:
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! Thank you for being willing to listen to players’ genuine thoughts on Plants vs. Zombies: Replanted. We fully understand that the original Plants vs. Zombies (PvZ), as a classic IP carrying countless players’ youthful memories, owes its irreplaceable and precious status in every player’s heart to its "authentic" core gameplay, nostalgic atmosphere, and operational feel. This essence must be firmly guarded and must not be diminished by any adjustments. However, we also need to be honest: based solely on the currently revealed screenshots, this remade work falls significantly short of the expectations of many players, including myself. A mere copy-paste approach is an extremely risky path! For the true value of a "remake" has never been "blind replication"; instead, it lies in injecting new vitality into the classic IP through continuous innovation—while firmly upholding the foundation of "authenticity"—and accurately striking a balance between tradition and innovation. The core issue at hand is the severe lack of freshness in the current content. The key to solving this problem, precisely, is to add new plants, new zombies, and more new elements on the basis of preserving the original game’s classic framework, allowing "nostalgia" and "surprise" to coexist harmoniously at this balance point. For a classic IP like Plants vs. Zombies, a "remake" is by no means "blind replication." Its core value lies in: while retaining the original’s "classic foundation" (such as core gameplay logic and nostalgic atmosphere), revitalizing the classic IP through innovation. We are not opposed to "authenticity"; on the contrary, we eagerly hope that "the unique plants from the original version can be presented in their original card form"—that is, preserving the classic design, attributes, and operational feel of the original plants’ cards, while adding new plant slots through a brand-new format. This way, new content and classic experiences will not interfere with each other: it will satisfy long-time players’ pursuit of pure nostalgia, while also not depriving everyone of the joy of unlocking new plants and exploring new content. However, if the current plan is only to replicate the original without additions—such as new plants (e.g., functional plants adapted to new scenarios), new zombies (e.g., enemies with unique mechanics), or supplementary elements like new scenes and new gameplay modes—it will not only make players who pay for the "remake" feel that "the cost-performance is insufficient" (after all, no one wants to repeatedly pay for old content that is "a new coat with the same core") but also cause the work to lose its differentiated competitiveness, ultimately leading to poor reputation and sluggish sales. Just as "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms" are ways to safeguard the classic, the new plant slots (in a fresh format) are an extension of innovation. A truly excellent remake should, while preserving the classic, let new elements become surprises rather than burdens. It is important to understand that when players look forward to a "remake," they are not only reminiscing about the original’s "authenticity" but also eager to gain new experiences within a familiar framework: it could be tactical innovations brought by new plants, new challenges posed by new zombies, or the sense of immersion from combining new sound effects, new visual details, and new gameplay. This "balance between innovation and nostalgia" is the true meaning of remaking the original—it allows long-time players to rediscover their passion and attracts new players to feel the charm of this classic IP. If your development team is still hesitant about whether to add cross-version exclusive content to Plants vs. Zombies: Replanted, we suggest collecting opinions from all players through a survey. The specific survey plan is as follows: Core Content of the Survey This survey focuses on "whether to add cross-version exclusive content" (integrating exclusive content from other versions with elements of the classic version), including: Plants vs. Zombies: Great Wall Edition features exclusive plants and zombies, such as special defensive plants adapted to the Great Wall scene and enemies with Chinese-style designs. Plants vs. Zombies: Journey to the West Edition includes distinctive characters and mechanics, like zombies modeled after Journey to the West figures and functional plants infused with mythological elements. Plants vs. Zombies: Kingdom Edition has unique gameplay and elements, such as kingdom-themed scenes and new plant abilities that align with the kingdom setting. 【The first three versions mentioned above are all exclusive to China. However, the Kingdom Edition was never officially released. If we could fully recreate the once-unreleased Kingdom Edition, the 6th level from the Original Beta version, and the unused prototype plants and zombies from the Original Beta version, it would make up for the regret of many players from that era!】 Plants vs. Zombies: Original Beta 2008 is an internal test version used before the official release. It contained a 6th level, which was removed in the official version. Additionally, unused prototype plants and zombies were also cut, including Propeller Zombie, Cherry Hover-bomb, Stinger, Iceberg Lettuce, and Time Stopper. Plants vs. Zombies: Original Game of the Year Edition 2010 features the exclusive Zombatar function, which enables players to create unique zombie avatars. Once a custom zombie is designed, it will replace the Flag Zombie whenever a flag wave arrives in the game. If players have made multiple Zombatars, a random one will be selected to show up in each flag wave. The game provides a wealth of customization options, covering skins, hairstyles, beards, eyes, glasses, clothes, accessories, hats and backgrounds. Players can mix and match these elements freely, and adjust their corresponding colors or styles to create a truly one-of-a-kind zombie look. Players can use their self-made Zombatars as profile pictures on platforms including Facebook, Instagram, X, WeChat, QQ, TikTok, iMessage and Steam. On the game’s main interface, there is a Zombatar option. A click on it will lead players to the creation interface, where they can choose their favorite styles from the tabs of different parts, and preview the changes of the zombie avatar in real time. Classic plants and zombies from Plants vs. Zombies 2 and Plants vs. Zombies 3 (selecting characters with high player recognition that fit the original game’s gameplay framework). Featured mechanics, new elements, and new zombies from Plants vs. Zombies: Heroes (e.g., skill effects and character designs that can be adapted to the original game’s gameplay). Other original new content, including but not limited to: new scenes (e.g., season-themed levels), new gameplay modes (e.g., limited-time challenges, co-op levels), new sound effects, and visual detail optimizations. Key Guarantee Mechanisms If the survey results support the addition of the aforementioned cross-version exclusive content, the development team must commit to implementing two principles: "presenting the original version’s unique plants & zombies in their original card form" and "introducing new plants & zombies in additional slot forms," and design new plant slots in a fresh format. The specific rules are as follows: All plants and zombies from the original PvZ will retain their original card appearance, attribute values, and usage logic to ensure that long-time players experience no difference in operational feel. Newly added plants and zombies will appear in additional slot forms, and these slots can be given a brand-new background design. New plants and zombies will be categorized and labeled separately in the encyclopedia to clearly distinguish between "original plants" and "newly added plants" (and "original zombies" and "newly added zombies"), making it easy for players to find and manage them. The order of display will prioritize "original slots," with "newly added slots" placed below the original ones. Unlocking and using new plant slots will not affect the experience of original plants. Players can independently choose whether to bring new plants into levels, enabling free switching between "classic gameplay" and "innovative content." Design of Survey Voting Options The survey will provide two clear options for players to choose based on their needs: Option 1: I support it! Option 2: I oppose! Survey Notes and Explanations Notes: Thank you for purchasing and experiencing Plants vs. Zombies: Replanted! Your vote will directly influence the future content development direction of the game, and every opinion is crucial to the team’s decision-making. It is particularly important to emphasize that the core goal of this survey has always been to achieve a balance between "preserving the original’s authentic experience" and "adding innovative content." Regardless of whether cross-version exclusive content is ultimately added, "not damaging the classic foundation and not diminishing the nostalgic experience" is an unshakable premise. All innovations will be centered around "enhancing the vitality of the classic" rather than deviating from the core charm of the original game. Use of Survey Results: After the survey ends, the development team must publicly release the results and determine whether to proceed with the development of cross-version exclusive content based on the majority of players’ choices. This ensures that the final product not only safeguards the "authenticity" cherished by players but also brings freshness through innovation—truly meeting players’ core demand for a "high-quality remake." Therefore, we earnestly request that the development team prioritize user needs, and take "preserving the original’s authentic experience" and "adding innovative content" as guiding principles throughout the development process. Please focus on considering the addition of new plants, new zombies, and diverse new elements, so that Plants vs. Zombies: Replanted can become a sincere work that is truly "worth looking forward to and worth purchasing." Thank you again for taking the time to read this feedback. We sincerely look forward to seeing optimizations and breakthroughs in the work in the future, and to enjoying a high-quality gaming experience that is "both familiar and fresh"! 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: The Chinese translation of "Fume-shroom" in this version is incorrectly rendered as "Du Pao Mo Gu", and "Spikeweed" is mistakenly translated as "Jing Ji Cao". Additionally, while the Chinese translations on other interfaces are not erroneous, they do not fully align with the descriptions in the original Chinese version. It is recommended that the Chinese translations in this version be unified with the textual descriptions of the original Chinese edition. 【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 When shadows of multiple zombies or plants overlap, the shadow color becomes darkened, which affects the game’s visual appeal and presentation. It is recommended to fix this problem so that shadows maintain their normal color when overlapping. This will make the game interface clearer and more natural, providing players with a better visual experience. A feasible solution is to adjust the shadow rendering settings: set the sprite’s opacity to 100% and control the overall shadow transparency through the layer opacity instead. This prevents color deepening caused by overlapping semi-transparent shadows . Alternatively, use a dedicated shadow camera to render shadows to a texture and adjust the display effect via a custom shader, ensuring consistent color even when shadows overlap . 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 Optimization Suggestions for Dynamic Welcome Interface When entering the game, the welcome background should always maintain dynamic effects, and the loading should be completed when the text "EA PopCap" appears. Meanwhile. The dynamic welcome interface should support moving various characters' positions, not just limiting them to swaying back and forth. This solution can bring users a more novel and vibrant visual experience, and even attract more users to join the game! More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. 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】 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. 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)】 Optimization of All-Scene Interfaces Stunning and realistic lighting effects have been added to all scenarios, including the main interface, level selection interface, in-level interface, and achievement interface. Additionally, the clouds in all scenes will gently drift with the wind, adding dynamic vitality. 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 Expansion of Coin Collection Methods in the Zen Garden After feeding chocolate to the snail Stinky in the Zen Garden, Stinky 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 collected XXX coins!" This allows you to earn rewards without staying on the Zen Garden interface all the time, which is really nice! We also hope to obtain chocolate by watching ads—one chocolate per ad viewed. We strongly recommend implementing this suggestion! 【This feature can be referenced from the original mobile version of Plants vs. Zombies】 Reinstate All Version-Exclusive Mini-Games from the Original Game We earnestly hope that this version will integrate all version-exclusive mini-games from Plants vs. Zombies: Original Version, such as: HD version-exclusive mini-game: Buttered Popcorn NDS version-exclusive mini-games: Air Raid, Heavy Weapon, Bomb All Together, Zombie Trap, Heat Wave, Heat Wave 2, Home Run Derby Mini-games exclusive to the mini-program version (now removed from availability in mainland China): Big Eater, Column Like You See 'Em 2, Dr. Zomboss's Revenge 2 Mini-games exclusive to other unknown versions: Seeing Stars 2, Zombie Nimble Zombie Quick 2, Slot Machine 2 The "Pause Key" from the Original Version Makes a Return In Plants vs. Zombies: Original Version, pressing the Spacebar on the keyboard would trigger the pause function and spawn an animated Newspaper Zombie. We hope this feature can be brought back! Launch of the "2v2 Showdown" Game Mode in the “Arena" A brand-new game mode named "2v2 Showdown" is added to the "Arena". Centered on strategic gameplay of two-way offense and defense, the "2v2 Showdown" coexists with the Arena’s existing traditional faction-based confrontation mode. The two modes are equipped with separate entrances to avoid player confusion. Battle Objectives Two players each deploy their plant defense lines and can simultaneously send zombies to the opponent’s territory. The first player to break through the opponent’s fixed 20-point core defense line wins the match. If no winner is determined within 15 minutes, the match is declared a draw. Sun Mechanic Sunlight is independently owned by each player. In this mode, Sunflowers adopt an automatic charging mechanic similar to that in Plants vs. Zombies 3 (Old Beta), and their levels can be upgraded by consuming sunlight. The specific rules are as follows: Lv. 0: Initial sunlight of 650 points; automatically regenerates 100 points of sunlight every 10 seconds; upgrade costs 300 points of sunlight. Lv. 1: Automatically regenerates 200 points of sunlight every 10 seconds; upgrade costs 500 points of sunlight. Lv. 2: Automatically regenerates 300 points of sunlight every 10 seconds; upgrade costs 1,000 points of sunlight. Lv. 3: Automatically regenerates 400 points of sunlight every 10 seconds; upgrade costs 2,400 points of sunlight. Lv. 4: Automatically regenerates 500 points of sunlight every 10 seconds; upgrade costs 3,000 points of sunlight. Lv. 5: Automatically regenerates 700 points of sunlight every 10 seconds; upgrade costs 4,000 points of sunlight. Lv. 6 (Max Level): Automatically regenerates 1,200 points of sunlight every 10 seconds; no further upgrades required. Both planting plants and spawning zombies consume sunlight, so players must balance the costs of both sides. For example: Planting one Tall-nut costs 125 points of sunlight, while spawning one Gargantuar costs 300 points of sunlight. Plant Enhancement Rules: Unplanted plants in the item slots, as well as all planted plants on the field corresponding to their slots, can be enhanced and upgraded. A single enhancement effect can be stacked up to 2 times, and the slot level can also be increased. The specific enhancement options are as follows: Cost: 500 points of sunlight: Reduces the cooldown time of the corresponding plant slot and all plants of that type on the field by 20%. Cost: 500 points of sunlight: Increases the attack speed of the corresponding plant slot and all plants of that type on the field by 20% (animation playback speed remains unchanged). Cost: 500 points of sunlight: Increases the health points of the corresponding plant slot and all plants of that type on the field by 30%. Cost: 500 points of sunlight: Offensive plants gain bonus effects such as "Knockback", "Stun", and "Venom" (animation playback speed remains unchanged). Level Upgrade Path Consume 500 points of sunlight to upgrade from Level 1 to Level 3; Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6; Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10; Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consuming Plant Food can trigger a plant’s ultimate ability. Zombie Enhancement Rules Enhancement Options: Consume 500 Brains to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 30%. All zombies can additionally gain bonuses such as "Attack Speed Boost", "Health Increase", and "Control Immunity". A single enhancement can be stacked up to 2 times, and the slot level can be upgraded up to 3 times. Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade zombies from Level 1 to Level 3; Consume 1,000 Brains to upgrade from Level 3 to Level 6; Consume 2,000 Brains to upgrade from Level 6 to Level 10; Consume 200 Brains to upgrade from Level 10 to Mastery 200. In addition, consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Matching & Social Features Matching Methods: Supports two modes—"Create Room" (with room code/privacy settings) and "Quick Match”. Social System: Text chat is available in the game room. Reconnection Mechanism: If a player disconnects, they are given a 30-second reconnection window. Failure to reconnect within the time limit results in a loss. The winning player receives full rewards, while the losing player does not lose any items or rank points. Reference Version: Plants vs. Zombies 2 (Chinese Server). It is expected that this mode will simultaneously implement online multiplayer and friend-adding functions. If there are any questions about the gameplay description, please refer to the attached video. Note that this feedback content slightly differs from the video details. Launch of the "1v1 Duel" Game Mode in the "Arena" The "1v1 Duel" mode has received a content upgrade, breaking the inherent limitation of "plants only being able to fight against zombies". Three core confrontation dimensions—"Plant vs. Plant", "Zombie vs. Zombie", and "Plant vs. Zombie"—are added to enrich battle strategies and gameplay diversity. Plant vs. Plant Confrontation Dimension Core Mechanic: Two players both control the plant faction and battle around "competing for core battlefield resource points" and "destroying 2–5 of the opponent’s defense lines". The number of defense lines can be freely customized by both players, and both sides must agree on the same number of defense lines for victory judgment. Plant Roles & Gameplay: Plant lineups are divided into three categories: Offensive, Defensive, and Functional. Offensive Plants (e.g., Peashooter, Kernel-pult): Responsible for breaking through the opponent’s defense lines. Defensive Plants (e.g., Tall-nut, Pumpkin): Responsible for protecting the player’s own lineup and defense lines. Functional Plants (e.g., Magnet-shroom, Coffee Bean): Responsible for interfering with the opponent’s operations and enhancing the player’s own lineup. Resource & Enhancement Rules: Sun Mechanic: Sunlight is independently allocated. Players can choose between two options—"Plant Sunflowers to increase sunlight production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)”. Random Bonuses: Bonus items (e.g., temporary attack speed boost, double sunlight production, slot cooldown reduction) randomly spawn on the battlefield. Players can obtain these bonuses by competing for them or consuming additional sunlight. Bonus effects cannot be stacked. Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6; Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10; Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consuming Plant Food can trigger a plant’s ultimate ability. Zombie vs. Zombie Confrontation Dimension Core Mechanic: Two players both control the zombie faction, with head-on confrontation as the core gameplay. Each player selects a lineup of zombies from different factions, and the first player to get their zombies to reach the opponent’s territory endpoint wins the match. Resource & Enhancement Rules: Brain Mechanic: Brains are independently allocated. Players can choose between two options—"Plant Gravestones to increase brain production" or "Adopt the Sunflower automatic charging mechanic from Plants vs. Zombies 3 (Old Beta)". Random Bonuses: Bonus items randomly spawn on the battlefield. Players can obtain these bonuses by competing for them or consuming additional brains. Bonus effects include "Movement Speed Boost", "Health Increase", and "Control Immunity", and cannot be stacked. Obstacle Traps: Players can deploy Spike Traps and Slow Mucus to interfere with the opponent, who must flexibly adjust their zombies’ movement routes to avoid risks. Level Upgrade Path: Consume 500 Brains to upgrade zombies from Level 1 to Level 3; Consume 1,000 Brains to upgrade from Level 3 to Level 6; Consume 2,000 Brains to upgrade from Level 6 to Level 10. Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Plant vs. Zombie Confrontation Dimension Core Mechanic: Player A (Plant Side): Objective is to "compete for core resource points + destroy 3 of the opponent’s defense lines". Player B (Zombie Side): Objective is to "get zombies to reach the opponent’s territory endpoint first". Rules for Player A (Plant Side): Plant Roles: Follows the three-category system (Offensive, Defensive, Functional) with clear division of labor. Sun Mechanic: Two-option mode (Plant Sunflowers / Automatic Charging Mechanic). Random Bonuses: Can obtain bonuses by competing or consuming sunlight (cannot be stacked). Enhancement & Upgrade: Enhancement Options: Consume 500 points of sunlight to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 15%. Offensive plants can additionally gain bonuses such as "Knockback/Stun/Venom". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times. Level Upgrade Path: Consume 500 points of sunlight to upgrade from Level 1 to Level 3; Consume 1,000 points of sunlight to upgrade from Level 3 to Level 6; Consume 2,000 points of sunlight to upgrade from Level 6 to Level 10; Consume 200 points of sunlight to upgrade from Level 10 to Mastery 200. Consuming Plant Food can trigger a plant’s ultimate ability. Rules for Player B (Zombie Side): Brain Mechanic: Two-option mode (Plant Gravestones / Automatic Charging Mechanic). Random Bonuses: Can obtain bonuses by competing or consuming brains (cannot be stacked). Enhancement Options: Consume 500 Brains to separately increase cooldown reduction by 20%, attack speed by 20% (animation remains unchanged), and health points by 30%. All zombies can additionally gain bonuses such as "Attack Speed Boost/Health Increase/Control Immunity". A single enhancement can be stacked up to 3 times, and the slot level can be upgraded up to 3 times. Obstacle Traps: Can deploy Spike Traps and Slow Mucus to interfere with the opponent. Level Upgrade Path: Consume 500 Brains to upgrade zombies from Level 1 to Level 3; Consume 1,000 Brains to upgrade from Level 3 to Level 6; Consume 2,000 Brains to upgrade from Level 6 to Level 10. Consuming an item similar to Plant Food can trigger a zombie’s ultimate ability. Additional Gameplay Settings New Terrain Types: Two unique terrain types—Roof Terrain and Right-side Sea Level Terrain—can be added. Exclusive plant slots are configured for these two terrains, expanding the number of plant slots to 8. The Roof Terrain provides Flower Pots by default, and the Sea Level Terrain provides Lily Pads by default, with neither Flower Pots nor Lily Pads occupying slot positions. Mode Entrances: The three confrontation dimensions can be set as independent battle entrances or unlocked as advanced gameplay within the existing "1v1 Duel" mode. Rank & Rewards: An exclusive ranking system and reward mechanism are added to enhance the gameplay’s replayability and competitiveness. Matching & Social Features: Follows the same rules as the "2v2 Showdown" mode, supporting room creation/quick match (rank ±1 level), friend system, text chat (with sensitive word filtering), and reconnection mechanism. Reference for Plant vs. Zombie Confrontation Dimension: Plants vs. Zombies: Reimagined. It is expected that the two-player battle mode in the current version will simultaneously implement online multiplayer and friend-adding functions. Expansion of Co-op Mode Features The co-op mode should no longer be limited to local multiplayer. A new online matchmaking feature should be added, allowing players to team up with teammates via the internet to complete co-op levels together. Players can send friend requests to their co-op partners, and afterwards, they can team up to participate in the 2v2 Offense and Defense Reinstate All Version-Exclusive Achievements from the Original Game We earnestly hope that this version will integrate all version-exclusive achievements from Plants vs. Zombies: Original Version, such as: Absolute Zero, Root Out, Flower Power, Demolition Expert, One-Man Army, Spicy Storm, Five Cannons Blasting, Crushing Blow, Misty Rain, No Swimming, Lucky Streak, Tornado, Senior Gardener, Impenetrable… Addition of "Supply" Function in Endless Mode It is suggested to add Endless Mode for "Day", "Night", "Fog", and "Roof" terrains in the "Survival Challenge" module. Users will receive the following supplies after completing every 4 waves of zombies: 2 Mallets 【Accumulated Mallets can be used in other levels】 2 Lawn Mowers 【Only appears when at least one Lawn Mower has been lost】 10 Ladders from Ladder Zombies 【In Endless Mode, Ladders from Ladder Zombies are frequently used by experienced players. The only way to use them is to place them next to Pumpkin Heads to prevent the latter from being eaten by Imps thrown by Giants】 Purchase of Potted Plants in Gift Box Form Supported in the Store Crazy Dave's Store allows users to purchase potted plants in the form of gift boxes. There are two types of such potted plants in total: Regular potted plants: These are the same type of potted plants that drop after defeating zombies, priced at 7,500 gold coins. They can be any type of potted plant, and the probability of obtaining each type of potted plant must remain consistent. Golden-appearance potted plants: Priced at 15,000 gold coins, they can be any type of potted plant except those already present in the Zen Garden. Additionally, the probability of obtaining each of these eligible potted plants must be consistent. Mechanism for obtaining Lawn Mowers by watching advertisements After the user finishes watching the advertisement for the supply Lawn Mower, the Lawn Mower for the corresponding row will be replenished and placed back in its original position in that row. This ensures that the Lawn Mower is only activated when a zombie comes into contact with it, rather than being activated directly in the row. New Addition of Gen 2 "Power-Ups" Gameplay It is recommended to introduce the "Power-Ups" gameplay from the international version of Plants vs. Zombies 2 into the Replanted version, allowing Power-Ups to turn the tide of dangerous battles and change the course of the match at critical moments. Expansion of "Mini-Games" Content Building on the original version, "Mini-Games" will include more interesting elements, such as: Expansion of the "bowling" element in "Wall-Nut Bowling". Detailed explanations are provided below. In "Zombiquarium", the variety of zombies will be more abundant. Additionally, various marine creatures will appear to attack zombies—you can eliminate these marine creatures by clicking on them to prevent them from attacking more zombies, and so on. Expansion of the conveyor belt level mechanism In conveyor belt levels, the plant slots that appear are not limited to the default selected ones. It is recommended to support the selection of desired plant slots for use in conveyor belt levels. New Characters It is suggested that unique plant heroes, zombie heroes, plants, zombies, as well as Penny, Nate Timely, Patrice Blazing from the official Chinese versions of Plants vs. Zombies 1 (including but not limited to the Westward Journey version, the Great Wall version, the Kingdom version), Plants vs. Zombies: Heroes, Plants vs. Zombies 2 and Plants vs. Zombies 3 be introduced into this version, along with innovative gameplay and mechanisms. This will not only attract more players to Plants vs. Zombies Replanted, but also keep the classics alive and enhance the game's long-term appeal and competitiveness! Traitor Plant gameplay The so-called traitor plants are villainous characters planted on specific grids, usually with high health points. After eliminating a traitor plant, not only will you get twice the sun value of that plant in return, but you can also plant your own plants in its original position. For example: The Traitor Peashooter will attack our plant camp; The Traitor Squash will crush our plants and cause damage; The Traitor Sunflower will deduct the collected sun, but eliminating it will return all the deducted sun. More Innovative Dynamic Visual Solutions: Running, flying, being knocked away, opening/closing eyes, rich real-time changing expressions, etc. Character animations should not be limited to swaying back and forth. Chinese Version-Exclusive Element "Divine Artifact" In the Chinese server of *Plants vs. Zombies 2*, the Divine Artifact system brings rich tactical options to the game and significantly changes the battlefield situation. The higher the level of a Divine Artifact, the more powerful its effect! It is recommended to introduce the "Divine Artifact" element into this version! Introduction of the "Traitor Plant" Mode A "Traitor Plant" refers to a villainous plant placed on specific grid cells, usually with high health. After eliminating a Traitor Plant, you not only get a reward of twice the sun cost of that plant but also can plant your own plant in its original position. Examples include: Traitor Peashooter: Attacks your own plant team; Traitor Squash: Crushes your own plants and deals damage; Traitor Sunflower: Deducts the sun you have already collected, but eliminating it will refund all the deducted sun. More innovative dynamic visual designs: Running, flying, being knocked into the air, opening/closing eyes, and a variety of real-time changing expressions. Character animations should not be limited to swaying back and forth. Introduction of the "Element 1+1" Mode The so-called "Element 1+1" is a unique plant fusion gameplay. Its core mechanism is to fuse two plants with the same element tag to create a new plant with an entirely new appearance and skills. Plants in the game have different element attributes, such as Frost, Fire, Electric Shock, Venom, etc. Only plants with the same element can be fused. For example: Fusing Melon-pult and Jalapeno creates a Fire Melon-pult. Not only does its appearance change, but its attack method is also significantly enhanced! Another example: Fusing Cherry Bomb and Wall-nut creates an Explode-O-Nut. Not only does its appearance change, but it also adds an explosion effect when destroyed on top of the original nut’s defensive function. Additionally, the Explode-O-Nut triggers an explosion effect when synthesized, and also triggers an explosion effect when shoveled up! A third example: Fusing E.M.Peach and Wall-nut creates an Infi-nut. Not only does its appearance change, but it also adds an automatic healing effect when gnawed on top of the original nut’s defensive function. Additionally, the Infi-nut automatically regenerates after being gnawed! A fourth example: Combining Peashooter and Chomper creates a Snap Pea. Not only does its appearance change, but it also introduces new modifications to the original Chomper’s devouring function. Additionally, large zombies can be damaged by the zombie’s head & peas... Let’s add the brand-new mini-game "Element 1+1" mode! These powerful combinations will make zombies Expansion of "Wall-nut Bowling" Mode Explode-O-Nut: In this version, the plant’s appearance should not be the solid red color of the original Explode-O-Nut; instead, it should maintain visual consistency with the Explode-O-Nut from Plants vs. Zombies 2. Primal Wall-nut: Rolls straight through the entire lane, deals damage to 2 zombies, then immediately splits into 2 small Primal Wall-nuts. These split nuts move in two directions, dealing damage to targets in other lanes. Jackfruit (China-Exclusive Plant): Rolls straight through every zombie in the lane, leaving Jackfruit pulp behind each zombie. Zombies will have their movement delayed as they feed on the Jackfruit pulp. Frosted White Hair Peach (China-Exclusive Plant): Function unknown Gluttonous Dragon Grass (China-Exclusive Plant): Function unknown It is recommended that the international version development team create entirely new types of bowling "nuts". 【If you do not fully understand the described content, you can refer to the attached video!】 III. Optimization of Plant and Zombie Mechanisms Animation Optimization for Sunflower, Sun-shroom, and Marigold When Sunflower, Sun-shroom, and Marigold produce sun, gold coins, and silver coins, their animation effects are no longer limited to a single glowing effect. During the resource production process, the plants will not only have a glowing face but also display more vivid "happy" dynamic movements. After the animation ends, they will return to their normal state. In addition, the facing direction of the plants has been uniformly adjusted: previously, Sunflower’s face faced forward, and it is now recommended to adjust it to the right-facing direction consistent with Marigold (i.e., facing the front of the lawn), presenting a side view. 【This feature can refer to the international version of Plants vs. Zombies 3.】 Sound Effect Optimization for Pea-type Plants’ Projectile Firing When any pea-type plant (e.g., Peashooter & Gatling Pea & Threepeater & Fire Peashooter…) is planted in a level and fires pea projectiles, it will trigger a “pop!” sound effect instead of the “fwoosh!” sound effect used in the current version. This adjustment will unify the sound effects for both normal attacks and ultimate skills of pea-type plants! 【This feature can refer to Plants vs. Zombies 3 (Chinese Server & International Server)】 Tall-Nut Function Expansion When Balloon Zombies come into contact with Tall-Nuts, they will gnaw on the Tall-Nuts instead of directly jumping over them and continuing forward, which strengthens the all-type blocking effect of Tall-Nuts. Umbrella Leaf Function Expansion & Appearance Upgrade It is recommended to add white flower decorations to the Umbrella Leaf; It can bounce the Imp Zombies thrown by Gargantuar Zombies to the right of the Umbrella Leaf, and support continuous relay between multiple Umbrella Leaves to finally bounce the airborne Imp Zombies out of the field, enhancing defensive linkage. 【This feature can refer to the Chinese server of Plants vs. Zombies 2】 Due to the word count limit, the following feedback content can be referred to in the comment section. Thank you for your support!2KViews6likes3CommentsGratitude for New Content & Urgent Bug Report (Nintendo Switch)
Dear EA and the PopCap Team, First, on behalf of the Nintendo Switch community, I would like to express our deepest gratitude for the latest update. Adding Survival: Endless to all environments, including the new Cloudy Day, is exactly what the fans have been asking for. This expansion adds incredible replay value and shows that you are listening to the community. However, since the implementation of these new modes, we have identified two critical bugs on the Nintendo Switch version that are significantly impacting the player experience: 1. Cloudy Day Achievement Progression Bug The Issue: Upon completing the required levels/waves for the "Cloudy Day" challenges, the associated Achievement/Trophy does not trigger. The Impact: This makes it impossible for completionists to reach 100% progress, leading to frustration for the most dedicated players who spend hours on these new challenges. 2. Survival: Endless Save Failure (Data Loss) The Issue: When choosing to "Save and Exit" during a Survival: Endless run (across any environment), the game fails to record the progress. Upon returning, the run is reset to the beginning instead of resuming from the saved wave. The Impact: This is a high-priority issue. Since Endless mode is designed for long-term play, the inability to save progress prevents players from reaching high waves and effectively renders the "Endless" aspect unplayable for those who cannot finish a run in a single sitting. Thank you for your continued support of this legendary franchise. We look forward to seeing these fixes in a future patch. Best regards, A Dedicated Fan141Views1like1CommentPVZ: Replanted: Patch v1.5.1
Happy New Year, everyone! We’ve got a hotfix coming your way for PvZ: Replanted with Patch 1.5.1 rolling out on 1/12 on PC with consoles, including Switch, to follow within a few days after. Here’s what’s inside. Gameplay Fixes: Fixed Zen Garden tutorial progression blocker after level 5-4 Fixed Cloud Cover achievement/trophy not unlocking when requirements are met (this will unlock retroactively for any players who achieved it in Patch 1.5.0) We appreciate your patience and hope to see you back on the lawn in PvZ: Replanted to continue your achievement/trophy hunt!816Views9likes0CommentsReplanted Switch 2 upgrade pack?
I bought Replanted back when it launched on my Switch 1. I got a Switch 2 for Christmas and I'm still stuck with the Switch 1 version with no way to upgrade except to pay another 20 bucks for the Switch 2 version. Is there an upgrade pack in the works or any way to get the Switch 2 version for free without having to pay twice?137Views1like1CommentZen Garden Bugs (Nintendo Switch)
Zen Garden Bugs on Nintendo Switch 1: 1.) Whenever I buy Marigolds there is a high chance that it will take the money, but NOT give me the plant. If I do this multiple times in a row I might get lucky and get it on the second try, but I've ended up trying several times to confirm purchase and never ending up with the plant. Also, while I need at least $2,500 gold to buy a Marigold, if it fails to let me buy multiple times in a row this can also result in negative gold. To my knowledge, this game should NEVER allow you to have negative money, but it does. 2.) The Chocolate does NOT function as it did in the original game. In the original game (which I bought from Popcap back in the 90's and still play) the Chocolate is used on the Snail who gets a speed boost and collect coins for around an hour without going back to sleep in that time. In this remake? It lasted for... 30 SECONDS before the snail went to sleep and the speed effect was lost completely on waking it. At that low duration there's no incentive to try and hunt any down at all. 3.) In the original game, the music box could be used on multiple plants at once by clicking them one after another, but not in this game. Also, separate from the Zen Garden, 1.) If I launch the game without internet the console gives me an error code because it REALLY wants me to be online, even though there are no online features. I can play offline, but error is more than a little annoying. Games shouldn't be doing online checks when there is no online play. Especially for a portable console intended to be used in areas without internet access. 2.) If I launch the game while online, the game tries to get me to disclose my Nintendo account credentials. Creepy much? I mean, I am already logged into my Nintendo account, and I purchased the game from the Nintendo Switch eShop and Nintendo's own DRM verified the purchase so it's strange for a third party publisher to try to collect that information. It's easily bypassed, but still creepy. 3.) While the original PC game did require me to actively move my mouse to collect sun, the console release I own on the PS3 lets me get sun by pressing and holding a trigger button. I find that having to use a thumb stick to pick up sun hurts my wrist. It would be nice if you guys had sun collection match the behavior of prior releases. I find that I spend MUCH more of my time manually chasing sun all over the screen than in prior console or PC releases which isn't great. This in fact is the reason why no one else in my house will try the co-op mode with me. It's too much of a pain chasing the sun. Despite what it says here: https://forums.ea.com/discussions/plants-vs-zombies-replanted-en/gardens-growth--gratitude-a-pvz-replanted-post-launch-summary/12947044 Sun Magnet is NOT a feature. At least not on Nintendo Switch 1. ... It would have been nice if I could report this without needing to create a new EA account. Though for a $20 game I'd have expected it to be less buggy before release. If so I wouldn't have to tell you. When I was a kid there's no way a game company would have released an unfinished game and treat is as finished. Note: The above is for version 1.4.0 which is the latest version available on Nintendo Switch 1 as of January 1st 2026.I want mouse controls!
This might sound crazy (but not Crazy Dave crazy). But I want mouse controls for the switch (with a compatible mouse of course). And possibly the other consoles too? Because i think Minecraft with a keyboard and mouse on Xbox works. Also Nintendo was able to make mouse mouse controls work for Maio Paint other then just it being a Switch 2 exclusive. Please put thought into this idea and tell me if you will or not. You don't need to but I REALLY REALLY want mouse controls. Please put thought into this and not think this is a trash idea.