This is a sub-page of Plants vs. Zombies: Garden Warfare 2.
|
|
To do:
|
Garden Warfare 2 received several post-launch updates that added all sorts of new things to the game, along with making many changes as well. These patch notes were originally posted on the now-defunct website of the game.
Note: any changes that were not officially documented in patch notes are denoted with [UNDOCUMNTED]. All patch notes are written as is.
2016
March 7th, 2016#
The Graveyard Variety Pack update.
New Features
- Added new co-op/team vanquish map "Aqua Center" which may seem familiar, yet completely different!
- Added night version of the Great White North map to the Turf Takeover Playlist
- Added Hide n' Find missions to Backyard Battleground
- Added Bot & Pot Missions to Backyard Battleground
- Added unique character variant images to group HUD
- World Options now shows all friends playing the game, not just the joinable ones
- Added classic setting in options to change primary fire button (PS4 Only)
- Added Aim Sensitivity slider to now allow more precise control over aim speed (for PC this is broken up into both mouse and gamepad sensitivity)
- Added ability to select between hold button to aim or toggle button to Aim
- Added kick player option to the in-game scoreboard for easy access (player hosted modes only)
- Added difficulty to Pause Menu for some game modes
- Game Now defaults to common chat in Private Matches
- Added ability to view scoreboard while vanquished
Critical Fixes
- Reduced length of round timer between rounds in Multiplayer matches
- Imp now properly earns XP when in Mech
- Players can now see other players’ Backyard customizations when visiting their Backyard
- Players can now see stats on other players stats boards when visiting their Backyard
- Improved audio for garlic drone primary weapon
- Setting HUD to "Light" now also hides XP Meter
- Major improvements to hit reaction "flinching" animations
- A plethora of quality & bug fixes
Tuning/Balance Notes
Overall
- Improved regeneration upgrade for all characters
- Re-tuned all hit reactions for both players and AI to reduce the flinching effect even more
Rose:
- Completely re-tuned Rose class, bringing her back into playing as a support role
- Reduced Rose’s health
- Major changes to her homing abilities, ineffective at range, requires player to lead target in order to land more hits
- Slightly reduced rate of fire for Magic Thistles
- Significantly reduced length a victim is trapped in Time Snare
- Changed how Goatify ability works so that damage does not break Goatify, creating a more predictable and less jarring experience and lowered time as a goat
- Slowed down rose variants (Fire, Ice) when charging their weapons to make them more vulnerable
Citron:
- Slightly decreased the Party Citron laser damage
Corn:
- We needed to improve Corn's ability to be a front-line fighter so we increased his health and also improved his long range damage
- Reduced Party Corn's damage output
Chomper:
- Decreased the digestion time after a chomp escape (i.e. your victim got away using anti-chomp ability like jackhammer)
- Brought Chompers regeneration delay to parity with all other playable characters
- Fixed a bug where Chomp Thing’s health regeneration didn’t match his weapon description. He now regenerates health slightly sooner and faster than default
- Increased Unicorn Chomper’s Rainbow Warp cooldown time
- Increased goop cooldown so it couldn't be spammed quite as much
Cactus:
- Zen Cactus was too damaging and needed some damage and reload adjustments
Imp:
- Imps tuning focused on ensuring he had a bit more survivability outside of his mech, and also improved his primary weapon slightly
- Increased Imp health
- Fixed a bug where the Imp couldn’t receive damage while he is making his Z-Mech phone call (he's now only invulnerable when the beam of light appears)
- Reduced Party Imp's damage output
- Super Brainz:
- Slight cooldown reduction to Super Ultra Ball and Super Multi Ball abilities
- Minor speed improvement to Turbo Twister but at the cost of decreased his armor while in Turbo Twister
- Removed the decay from Toxic Brainz legendary meter to make it more useful
- Damage reduction to Party Brainz
Captain Deadbeard:
- We wanted to bring Captain Deadbeard closer to damage parity with Cactus, but just slightly below since he also benefits from his close range scatter shot
- Made some movement speed improvements to his barrel when unlit
- Made some damage reductions to Captain Partyman
April 14th, 2016#
A small update mainly focused on fixing some bugs.
PERFORMANCE IMPROVEMENTS & BUG FIXES
- General - Some players were experiencing a bug where the rubble in the Backyard Battleground would not save and players had to replay the tutorial upon game start -Fixed.
- Sticker Shop - Small amount of players were experiencing the game freezing after purchasing Phenomenal Character Packs - Fixed.
- Connectivity - Some players were prompted with the "Unable to connect to EA servers at this time. Please check your network connection and try again later" error message for 3 - 4 times before connecting to the EA servers - Fixed.
- We corrected a bug where people were getting less XP/coins for the Flag of Power than the standard 25%. Please note, the Flag of Power is always at 25% of the XP and coins as you are 4 x as powerful as a character.
INFINITY TIME FIXES
- The host player could sometimes experience a crash after failing the "Gnomish Floaties" special wave - Fixed.
- The game sometimes crashed for the host when failing the "Meddlesome Gardens" special wave - Fixed
- Split-screen - Skipping waves did not always launch into specified wave, but rather defaulted to wave 1 and user loses stars – Fixed
- Game sometimes freezes after a user is vanquished by a singularity in the looting area - singularity and game crash fixed
(Source: PvZGW2 1.03 Patch Notes)
May 31st, 2026#
The Trouble in Zombopolis: Part One update.
New Features
- Added the new Herbal Assault Map and capital city for the zombies, Zombopolis – now featuring an all-new Mini-Boss Battle
- Added two new characters to collect:
- Breakfast Brainz: He smells as good as he fights!
- Toxic Citron: Rolls into battle with his toxic toxicity!
- Numerous tuning and balancing updates, including improving Sunflowers’ damage output, damage reductions for Electro Brainz and more
- Added a Zany Zombopolis Pack with over 1,200 all-new crazy customization items
- Added Leaderboard improvements to keep track of your friends’ accomplishments, as well as your own
- Updates to the Boat Blast Mini-Game. Head to the docks in the Backyard Battleground to check out the updates, including the improved Boat Blast Leaderboards: Compete with friends for the highest score in Boat Blast
- Note: you still need to qualify for the Mini-Game by completing the three initial Boat Blast quests
- Added Legendary Background to Legendary Items in the Customization Menu
- Added item rarity to borders in the sticker book
- Story Quests no longer appear in the Players Quest Log when all Story Quests have been completed
- Allows players to hold two extra Quests
- Added some audio stingers during reloads for some Party Characters
- AI now runs back to defend the flag if enemies are capturing it in Flag of Power Mode
- Added wave number information to HUD between waves
- Legendary Characters get some health back when triggering their Legendary Mode in low health
- Added a bind key on PC for Drone Self Destruct
- Added Aqua Center Quests to Quest Board
Critical Fixes
- Numerous stability improvements
- Fixed issue where players in game groups would occasionally not hear music upon joining Ops Mode
- Fixed issue where Infinity Time Match would not start due to Privacy Settings
- Fixed issue where players would lose functionality in Infinity Time looting area if time was destabilized by the Gnome King
- Additional stability improvements to Infinity Time Mode
- Fixed some latency conditions when players would enter the server
- Fixed rare issue where Quest Board would sometimes leave players in a hang after accepting Quests
- Fixed issue where players would sometimes lag in the Backyard Battleground when Gnome Cave would open
- Fixed occasional crash when accessing Leaderboards
General Bug Fixes
- Made some additional Hit Detection improvements
- Made some minor performance improvements
- Fixed issue where sometimes music wouldn’t play between waves
- Fixed timer issue when extra time was not being awarded when lowering bridge in Time Park Map
- Added V/O for idle animations to all characters
- Fixed camera going into an unwanted orientation when Kernel Corn uses Husk Hop from an elevated position
- Fixed issue where Superhero bobble heads wouldn’t make noise
- Fixed issue where the default region would occasionally be set incorrectly
- Fixed exploit when the drone could enter Crazy Targets when started by another user
- Fixed Gnome Bomb issue where Gnome Bomb location would not be shown to the player that joined in-progress
- Fixed issue where XP scoring would not properly trigger for players in Suburbination Mode, when multiple players capture a point simultaneously
- Fixed several instances of audible popping while playing the game
- Fixed bad frame when selecting Solo Play from the Backyard Battleground
- Fixed issue where characters would sometimes play taunt after entering Pots and Bots UI
- Fixed issue where sometimes the last Zombie would not spawn in the Retrieve the Chickens Bonus Challenge
- Fixed issue where only the host would see the ‘Game Over’ message after losing the flag in Flag of Power Mode
- Fixed issue with Air Horn audio not playing when a match is won during overtime
- Fixed issue where difficulty would change when a player joins other players’ Backyard Battleground
- Fixed issue where Infinite-Ammo would not apply to some characters when using Crazy Settings
- Shared vanquish now counts when assisting in the vanquish of Zen Sensei
- Fixed incorrect character names showing in several instances when playing Solo-Ops
- Fixed issue where revive audio would continue to play after player is vanquished mid-revive
- Fixed some matchmaking enhancements to ensure players are matchmaking to closest region server
- Fixed Break all Vases Bonus Challenge in Garden Ops on Boney Island where it sometimes wouldn’t complete properly
- Fixed objective UI not appearing during Turf Takeover sessions for players that join in-progress during that Mini-Game
- Fixed UI issue where ability bar would flash every time an ally would spawn
- Fixed issue where Flag of Power XP modifier would carry into Ops, if launched during an active Flag of Power Mode
- Fixed some stat tracking issues with Healing category on Stats Board
- Fixed issue where players who didn’t open chests at end of Infinity Time would not be auto-granted their loot
- Fixed multiple Boss Spawn sequences in Aqua Center Map
- Fixed exploit where players would throw a chili or sombrero bean into the targets area - resetting Crazy Targets before exploding
- Fixed issue where primary player in Split Screen had stars removed from their inventory, when the second player used the Star Fish to earn XP
- Added more audio to countdown timer in Turf Takeover to signal to players the match is nearing its end
- Fixed issue where music would stop playing in Infinity Time if one player gets vanquished
- Fixed UI issue where secret note in Backyard Battleground would be shown to both players when in Split Screen
- Fixed issue where Hidey could be destroyed by several abilities in Backyard Battleground
- Fixed issue where player is no longer randomly teleported at end of a Boat Blast Mini-Game
- Fixed matchmaking issue where a non-friend was able to join your HUB under certain conditions
- Fixed issue where Pop Smarts no longer spawns on the ground for the legendary Pop Smarts Hat
- Fixed a few instances where characters would fall off the end podiums in Herbal Assault Mode
- Fixed UI when the trophy art wasn’t being displayed when Plants would win Team Vanquish Mode
- Fixed Legendary Orbital Cube Hat for Scientist where the red dot VFX appeared under the character
- Fixed Sticker Shop UI staying on the screen when the host enters a match from Backyard Battleground
- Fixed a few issues where AI wouldn’t spawn in some Ops Bonus Challenges
- Fixed issue where switching Citron to ball form in Customization menu before the model loaded would cause him to look crumpled
- Fixed Leaderboard UI to correctly show friends’ names in blue
- Fixed some weapon switching issues with the Butter Hawk in Zero Bark Thirty Mission
Character Bug Fixes:
- Fix for several characters being unable to trigger impact VFX when shooting Pirate or Engineer on Turrets
- Fixed a bug where electric arcs were sometimes being applied extra times
- Scientist Energy Warp is no longer affected by Goatify, Time Snare, Spikeweed, and EMPeach
- Fixed a bug where the Rock Pea would sometimes apply knockback to enemies
- Fixed a bug where AC Perry was applying freezing buff twice on impact hits
- Toxic Chomper no longer deals toxic damage while burrowed
- Fixed a bug where Revive UI wasn’t displaying while All-Star was shooting
- Fixed a bug where the Scientist’s heal beam wasn’t dispelling while in Energy Warp
- Fixed issue where some Party Characters were missing bullet-impact audio
- Fixed VFX for Disco Zombie Ball
- Fixed animation issue for Kernel Corn where Husk Hop animation would not play properly if used directly after Butter Barrage ability
- Fixed issue where players could not use abilities for a few seconds after getting hit with Roadie-Z’s primary weapon
- Fixed animation issue where Junkasaurus would get stuck in running animation if wave ended while using Mega Blaster
- Fixed issue where for Player Two Rose aimer would not turn red in Split Screen when targeting AI
- Fixed issue where Vampire flower wouldn’t damage Engineer if critically hitting him while he’s on the Big Bolt Blaster
- Fixed UI flashing for Party Pirate when using Cannon Rodeo
- Imp will no longer deal damage when getting knocked back while using Impkata
- Fixed issue where Imps were only taking primary weapon damage when calling in their Z-Mech
- Fixed some instances where the critical hit backer wasn’t being displayed
- Fixed missing controller rumble when captured by Spikeweed/Spiky Spikeweed
- Fixed issue where Chomp Thing spray wouldn’t cause damage to destroyable objects
- Added controller vibration to some characters that have charge up primary attacks
- Fixed Heroic Kick and Sprint Tackle abilities not having impact to the soccer ball
- Fixed issue where Rose was unable to deal damage to Lil’ Drake’s Flap Shield
- Fixed issue when boom box VFX would play on Peashooter when Gatling Mode is active
- Fixed the Cosmic Brainz charge attack not damaging reinforcement crates during Flag of Power
- Fixed issue where Super Brainz Turbo Twister ability would slow burrowed Chompers
- Fixed issue where Super Brainz Heroic Kick would not deal damage to boss AI
- Fixed issue where AI in Solo Ops would not use some alternate abilities
- Fixed issue where Sunflower was unaffected by Gravity Grenade when using Sunbeam ability
- Fixed issue where Roadie-Z could not damage some walls
- Fixed issue where plant AI heroes would not display health bar to Sunflower characters
- Fixed issue where players were not awarded Mech Vanquish XP event for destroying Imp Mech
- Fixed issue where Citron would not take damage when hit by All-Star Tackle if in mid-transformation
- Fixed rare issue where the Potato Mine would not deal damage to Zombies
- Fixed issue where Butter Barrage and Bigger Better Butter would have friendly fire if Kernel Corn was vanquished at a specific time in the sequence
- Fixed issue where Impkata and Turbo Twister abilities continued to deal damage while character was getting chomped
- Fixed issue where Husk Hop didn’t display correctly after warping home in Backyard Battleground
- Fixed issue where Mech deployment message was playing too frequently
- Fixed exploit where some abilities could be used immediately again after using the Taunt button
- Fixed issue with player being unable to use abilities for a few seconds after getting knocked back
- Fixed issue where Vampire Flower VFX extended to the back of the character
- Fixed issue where the Husk Hop ability would fire forward after passing through portal or teleporter
- Fixed animation where Engineer’s arm would clip into body when using jackhammer
- Fixed issue where Super Brainz Turbo Twister caused too much damage to Super Bean Shield
- Fixed some VFX issues with Electric Characters that have charge VFX
- Fixed occasional issue where Iron Citron would block his own shots with shield deployed
- Fixed issue where Soldier Zombie could reload instantly if using ZPG or Multi Rocket ability after emptying clip
- Player can no longer be attacked by AI while playing Boat Blast Mini-Game
- Fixed Chomper burrow transition camera
- Fixed damage indicator not appearing for opponent when shooting them from behind as Rose
- Fixed issue where Soldier Zombie AI would sometimes get stuck in ZPG priming animation
- Fixed issue where Citron could occasionally use Ball Form abilities when in Assault Form
Tuning/Balance Notes
Mode Tuning
- Super Boss Waves in Garden Ops and Graveyard Ops are now more likely to appear
- Turf Takeover: Re-tuned the time it takes to capture each base, based off difficulty of capturing specific locations:
- Great White North:
- Mini-Game is slightly harder for attackers (Iceblock has six per cent more health)
- Starting Base defender playable bounds moved further back to avoid spawn camping
- Moon Base Z: Starting Base defender playable bounds moved further back to avoid spawn camping
- Zomburbia:
- Starting defender playable bounds now in-line with the wall to avoid spawn camping
- Fixed issue with forward attacker spawns not moving attackers closer to the objective after a period of time
- Fixed missing Rose Turret in objective 5
- Made interactions during final Mini-Game longer to complete to make it harder for attacking team to win
- Great White North:
Character Tuning
Citron Class:
All:
- Made bone-collision changes to reduce size of Citron’s critical hit area
- Citron can now fire sooner after coming out of Ball Form
- Removed movement speed penalty from transition into and out of Citron Ball Form Mode
Citron:
- Increased close-range impact damage from 5 - 6
- Increased explosion damage from 5 - 6
- Reduced damage falloff start/end distance from 25/35 – 20/30
- Reduced heat generated when firing so it now takes longer to overheat
- Reduced reticle bloom
Ice Citron:
- Increased long range damage from 5.5 – 6.5
- Reduced heat generated when firing so it now takes longer to overheat
- Reduced reticle bloom
Electro Citron:
- Standard Shot: Increased close range/long range damage from 4.5/2.5 - 8/6
- Mid-Charged Shot:
- Reduced close range/long range impact damage from 25/15 - 20/10
- Reduced falloff start/end distance from 30/60 - 20/50
- Max-Charged Shot:
- Reduced close range/long range impact damage from 35/25 - 30/20
- Reduced falloff start/end distance from 40/80 - 30/60
Kernel Corn Class:
Kernel Corn:
- Increased magazine capacity by 5
- Reduced reticle bloom
- Increased accuracy slightly
BBQ Corn:
- Reduced magazine capacity by 5
Pops Corn:
- Increased magazine capacity by 3
Mob Cob:
- Increased damage by 0.5
- Reduced reticle bloom
- Increased accuracy slightly
Party Corn:
- Increased magazine capacity by 5
- Increased long range damage from 3.5 - 4.5
- Increased damage falloff start distance from 10m to 20m
- Reduced reticle bloom
- Increased accuracy slightly
Rose Class:
All:
- Increased maximum tracking angle by 5 degrees
- Increased lock-on distance by 5m
- Slightly increased reticle to target lock-on angle
Fire Rose:
- Increased rate of fire
- Reduced movement speed penalty while charging
Frost Rose:
- Increased projectile movement speed
- Increased damage of mid-charged shot from 20-25
- Increased damage of max-charged shot from 35-40
- Increased rate of fire
Imp Class:
All:
Increased server-side bone collision size to make the Imp slightly easier to hit while he’s moving Reduced initial and regular cooldown times for Mech deploys by 30s Increased stamina for all Mechs by 20s
Z7 Imp/Mech:
- Increased knockback for Omni Blade
- Reduced reload time for Omni Blade by 5s
- Increased homing effectiveness of biotic pull projectile
- Increased Biotic Pull force so that enemies get pulled in faster
- Increased blast radius of Biotic Pull projectile so that there’s a better chance multiple enemies will get pulled at once
- Reduced reload time for Biotic Pull by 5s
Super Brainz Class:
All:
- Reduced damage absorption for Turbo Twister by 15%
- Slightly increased Turbo Twister cool down
- Slightly reduced Turbo Twister movement speed
- Removed ability to cancel Super Brainz Turbo Twister
Electro Brainz:
Significantly decreased damage and range of electric arcs Slightly decreased rate of fire for punches
Captain Deadbeard Class:
All:
- Added the ability to cancel out of the barrel without lighting the fuse (ability still goes on cool down)
Captain Sharkbite:
- Reduced explosion damage from 16 – 10
Captain Cannon:
- Increased projectile movement speed
- Increased inner blast radius for manual detonation
- Removed falloff for impact damage
Peashooter Class:
Electro Pea:
- Increased projectile movement speed
- Increased manual detonation explosion damage
Chomper Class:
All:
- Tuned Chomper camera to be closer to the camera in GW1
- Improved all digestion time upgrade multipliers
Chomp Thing:
- Chomp Thing now begins to regenerate health almost immediately after taking damage
Sunflower Class:
All:
- Increased all of Sunflower’s damage by 10-20%
- Reduced cooldown time for heal and dark turrets by 10s
Mystic Flower:
- Increased ammo depletion for charged shots
Stuffy Flower:
- Increased health gained from sun drops from 5-8 per drop
Cactus Class:
Jade Cactus:
- Reduced magazine capacity by 2
- Reduced impact damage from 10 – 8.5
Foot Soldier Class:
Tank Commander:
- Reduced impact damage by 5
Scientist Class:
Chemist:
- Reduced damage from 40 – 36
Zoologist:
- Reduced magazine capacity from 9-6
- Reduced projectile distance by 0.5m
Marine Biologist:
- Reduced damage from 30-25
June 30th, 2016#
The Trouble in Zombopolis: Part Two update.
New Features
- Deliver Time Challenges - Deliver fresh Chomper Pizza and Zomburgers to your very hungry customers
- Earn medals for beating record times
- Complete all delivery challenges to earn the delivery challenge for both plants and zombies
- Have you ever delivered a Zomburger when playing as a goat?! We didn't think so...
- Community Challenges - Work together as a community to fill the Progress-o-meter and reach each goal to claim your prize
- Real time Progress-o-meter will show how close the community is to reaching each goal
- 3 reward chests to open as each goal is reached
- Players can track their own contribution amount towards the community goals
Critical Fixes
- Fixed long black load screen between each gameplay session when playing multiplayer.
Tuning/Balance Notes Map/Mode Tuning
Herbal Assault Maps
- Rose Teleporter health increased from 300 to 500 (Now matches Zombie teleporter)
Great White North
- Adjusted plant and zombie spawns in Objective 1
- Re-positioned Turrets in objective 1 & 2
- Increased the difficulty of the mini-game for attackers
Seeds of Time
- Re-positioned Turrets in objective 2
- Adjusted plant and zombie spawns in Objective 1, 2 & 3
- Increased the difficulty of the mini-game for attackers
Moon Base Z
- Adjusted plant and zombie spawns in Objectives 1 & 2
- Re-positioned Turrets in objective 1 & 2
Zomburbia
- Adjusted plant and zombie spawns in Objectives 1, 2 & 6.
- Re-positioned a Turret in objective 2
- Increased the difficulty of the minigame for attackers
Zombopolis
- Adjusted plant and zombie spawns in Objectives 1 & 2
- Removed a Turret from Obj 1 added a Turret to Obj 3
- Increased Battery and Zombots Health
- Increased Zombots Zombossieness
Character Tuning
Corn:
Default:
- Increased magazine capacity by 5
- Increased ranged damage from 5.5 – 6.5
Mob:
- Increased magazine capacity from 35-45
- Increased damage falloff start/end distance from 20/30 – 30/40
Party:
- Increased start/end damage from 5.5/4.5 – 6/5
- Reduced damage falloff start/end distance 20/30 – 15/25
Cactus:
Default:
- Increased reload time from 2 – 2.25
- Reduced magazine capacity from 12 – 10
Power:
- Increased falloff start/end damage from 20/15 – 23/18
Jade:
- Increased reload time from 2 – 2.25
- Reduced inner blast radius from 2 – 1
Fire:
- Reduced magazine capacity from 12 – 10
- Decreased falloff end distance from 30 – 25
Future:
- Increased magazine capacity from 10 – 12
- Charged shots now decrease ammo count by 2-3 depending on charge level
- Reduced 2nd charge impact damage from 33.5 – 30
- Reduced 3rd charge impact damage from 58.5 – 55
Camo:
- Reduced the look speed multiplier while zoomed from 0.065x to 0.1x
- Reduced the impact damage from 30 to 28
Citron:
Electro:
- Increased 2nd charge impact damage from 20/10 – 25/15
- Increased 3rd charge impact damage from 30/20 – 35/25
- Reduced reload time from 2.5 - 2.25
- Reduced ammo reduction per 2nd charge shot from 6 – 4
- Reduced ammo reduction per 3rd charge shot from 12 – 8
Iron:
- Reduced damage falloff start/end distance from 30/50 – 20/40
- Reduced rate of fire in iron mode from 150 – 140
Chomper:
Chomp Thing:
- Increased damage from 6.5 – 7.5
- Decreased effectiveness of Overheat
Armor:
- Reduced damage from 50 – 45
- Fixed bugs with the health upgrades so that they each add 10
Fire:
- Increased overheat time from 1s – 1.25s
Disco:
- Reduced damage in Disco mode
Peashooter:
Commando:
- Increased magazine capacity from 25 - 30
- Increased damage falloff start distance from 0 – 10
Rock:
- Reduced blast damage from 15 – 12
Toxic:
- Reduced inner blast radius from 3.5 to 2
- Reduced blast radius from 6 – 4.5
Rose:
Default:
- Increased magazine capacity from 20 - 30
Frost Rose:
- Increased 2nd charge damage from 25 – 30
- Increased 3rd charge damage from 40 – 45
- Reduced ammo reduction per shot for 1st charge from 4 -2
- Reduced ammo reduction per shot of 2nd charge from 6 – 4
- Reduced charge time to full charge by 0.5s
Sunflower:
Default:
- Increased damage falloff start/end distance from 20/40 – 30/50
Power:
- Increased damage falloff start/end distance from 20/40 – 30/50
All-star:
Default:
- Decreased effectiveness of Overheat Upgrade
Rugby Star:
- Increase blast damage from 4 – 5
- Increase damage falloff start distance from 15m – 20m
- Decreased effectiveness of Overheat Upgrade
Tennis Star:
- Decreased Start/End dmg from 7.5/4 to 7/3.5
- Decreased default movement speed upgrade from 1.1x – 1.05x
- Decreased effectiveness of Overheat Upgrade
Cricket Star:
- Decreased effectiveness of Overheat Upgrade
Goalie Star:
- Decreased effectiveness of Overheat Upgrade
Moto-X Star:
- Decreased effectiveness of Overheat Upgrade
Wrestling Star:
- Decreased effectiveness of Overheat Upgrade
Super Brainz:
Default:
- Increased punch damage from 10 - 15
- Increased 2nd punch damage from 20 – 25
- Decreased effectiveness of Overheat Upgrade
Breakfast Brainz:
- Fixed bug so that upgraded punches show increased dmg number
- Increased Breakfast Brainz health from 175 - 200
- Increased Breakfast Brainz damage upgrade from 1.2x to 1.25x
Toxic Brainz:
- Increased punch rate of fire from 160 – 180
- Decreased effectiveness of Overheat Upgrade
Cosmic Brainz:
- Decreased effectiveness of Overheat Upgrade
Party Brainz:
- Decreased effectiveness of Overheat Upgrade
Engineer:
Mechanic:
- Increased start/end damage from 7/5 – 8/6.25
Plumber:
- Reduced inner blast radius from 3.5 – 2
Roadie Z:
- Decreased effectiveness of Overheat Upgrade
Imp:
Default:
- Slightly increased accuracy
- Slightly reduced reticle bloom
Lil' Drake:
- Reduced magazine capacity from 35 – 30
- Reduced falloff start distance from 20 – 15
Pylon Imp:
- Reduced magazine capacity from 32 – 16
- Reduced upgraded damage
Scientist:
Archaeologist:
- Reduced reload time from 2.25 to 2
- Increased weapon damage range from 6 – 7m
Astronaut
- Increased magazine capacity from 15 – 20
- Removed group damage
- Reduced reticle bloom
Computer:
- Reduced crunch mode damage multiplier from 1.5x to 1.25x
- Reduced magazine capacity from 8 – 6
- Reduced reload upgrade
Chemist:
- Reduced rate of fire from 100 – 95
- Reduced damage from 36 – 35
Soldier:
Default:
- Increased start/end damage from 7.5/5.5 to 8/6
Centurion:
- Increased ranged damage from 8 – 10
General Supremo:
- Increased accuracy
- Decreased effectiveness of Overheat Upgrade
Arctic:
- Increased magazine capacity from 25 – 30
- Increased ammo upgrade from 36 to 35 magazine capacity
Sky Trooper:
- Increased start/end damage from 6.5/4.5 to 7/5
Camo Ranger:
- Reduced magazine capacity from 15 – 10
- Reduced start/end damage from 14.8/13 to 14/12
Tank Commander:
- Reduced inner blast radius from 2.5 – 2
- Reduced blast radius from 5 – 4.5
Park Ranger:
- Reduced magazine capacity from 22 – 18
- Reduced cloud damage from 3 – 2.5
Scuba:
- Reduced rate of fire from 75 to 70
- Reduced falloff start/end distance from 20/40 to 15/35
Pirate:
Flameface:
- Reduced ranged rate of fire from 150 – 125
Partyman:
- Reduced magazine capacity from 10 – 8
- Reduced scattershot damage from 30 – 25
Sharkbite:
- Reduced magazine capacity from 14 – 10
July 27th, 2016#
Characters balancing patch.
Cactus
- Reload time decreased from 2.25 to 2
- Magazine capacity increased from 10 to 12
Dev Team Notes: After the last round of changes the damage output from the Cactus is now too low for her to be an effective range specialist. These changes will bring her back to where she needs to be and we will continue to monitor.
Camo Cactus
- Damage increased from 28 to 30
Dev Team Notes: The latest round of telemetry supports the community’s feedback that the recent changes to the Camo Cactus were too severe. We have also undone those changes, however we have kept the improvement to her Aim Down Sights Speed at its current level to ensure players can still aim faster when zoomed in.
Frost Rose
- Increased damage of regular shot from 6 to 7.5
- Increased damage of first charged shot from 30 to 33
- Increased damage of second charged shot from 45 to 50
Dev Team Notes: She was very close to where she should be as a support class, but was still having a little bit of trouble vanquishing enemies on her own, so we have bumped the damage of her projectiles in order to give her a bit of a boost.
BBQ Corn
- Decreased close range damage from 6 to 5.5
- Decreased damage falloff start/end distance from 15/30 to 10/25
Dev Team Notes: Even when not factoring in his fire damage over time, his DPS at close range was almost identical to the default Kernel Corn. We have reduced his effectiveness at close range to bring him closer to alignment with the other cobs.
Default Citron
- Decreased far damage from 3.5 to 3
- Decreased damage falloff star/end distance from 20/30 to 10/20
- Decreased splash damage radius from 1.26 to 0.5
- Decreased splash damage from 6 to 5
Dev Team Notes: The reason for the splash damage on his laser is to be able to shoot at the ground to counter smaller Imps, but it made his weapon too effective against all targets. We have reduced the damage it deals (which also helps reducing his effectiveness at long range), and we have also reduced the radius of his splash damage to increase the skill required for him to damage enemies.
Party Citron
- Decreased damage falloff start/end distance from 25/35 to 10/20
- Decreased inner blast radius from 1.25 to .49
- Decreased outer blast radius from 1.26 to 0.5
Dev Team Notes: The same thing applies to the Party Citron as the default Citron, but we didn’t reduce his actual laser damage because his damage, when not in Party Time Mode, is already lower than the default Citron’s damage.
Frozen Citron
- Decreased far damage from 6.5 to 5.5
- Decreased damage falloff start/end distance from 25/35 to 20/30
- Decreased freezing amount per shot from 0.125 to 0.11
Dev Team Notes: We have reduced his ranged damage. He was also freezing enemies too quickly, so we have lowered his freezing rate.
Electro Citron
- Increased close/far damage from 8/6 to 10/8 for regular shot.
- Increased splash damage of first charged shot from 25 to 30
- Increased splash damage of second charged shot from 40 to 45
Dev Team Notes: Electro Citron currently takes too long to vanquish enemies. His damage per shot was more indicative of a fully automatic weapon, so we have increased the damage for all of his projectiles.
Camo Ranger
- Increased magazine capacity from 10 to 15
- Increased start/end damage from 14/12 to 15/13
Dev Team Notes: The Camo Ranger‘s damage was not where it needed to be so we have given him a boost to his damage output to bring him closer to alignment with the other Soldier variants.
Tank Commander
- Increased inner blast radius from 2 to 2.5
- Increased outer blast radius from 4.5 to 5
- Increased damage falloff start/end distance from 15/40 to 20/45
Dev Team Notes: The changes to the Tank Commander made the character too underpowered, so we have increased his splash damage radius, and also made him slightly more powerful when hitting direct impact shots at longer ranges.
Wrestling Star
- Increased close range damage from 13 to 15
Dev Team Notes: The Wrestling Star is supposed to be a close range damage dealer, but after fixing the bug with his overheat upgrade, we were finding that he was unable to deal enough damage to enemies before overheating. We have increased his damage output at close range to further reinforce his style.
Breakfast Brainz
- Decreased heat generated per punch from .04 to .0325
- Decreased punch overheat penalty time by 1.4 seconds
- Fixed bug where heat upgrades weren’t applying to his punches
Dev Team Notes: We were finding that since it’s an ideal tactic to start punching slightly before engaging an enemy in order to reach max rate of fire, Breakfast Brainz’ punches were overheating too quickly, and the overheat penalty time was too long. By reducing the heat generated per punch he now takes 2 seconds longer to overheat by default, and 2 additional seconds longer to overheat with the upgrade applied.
Captain Deadbeard’s Parrot Pal
- Decreased max health from 20 to 5
Dev Team Notes: The Parrot Drone does similar damage to the Garlic Drone, but with the increased health of the Artichoke Drone, so he’s simply better all-around than both Cactus Drones. We have reduced his health to 5 hp to bring him closer to parity with the Garlic Drone.
Tennis Star
- Reduced close range damage from 7 to 6.5
- Reduced damage falloff start/end distance from 20/50 to 10/40
Dev Team Notes: He was still too effective at dealing damage considering he is so much faster than any other All-Star. We have reduced his damage output to balance his speed.
August 29th, 2016#
The Trials of Gnomus update.
New Features
- Mystery Portal
- Added a Mystery Portal in the Town Hall, where it goes... well that's a mystery. Come back often to see where it takes you!
- Mystery Portal Chests
- Added 3 chests that require rainbow stars to open, each containing unique content
- Super Mix Mode
- Added new game mode type that can appear in Mystery Portal
- Rux the Deal Breaker
- Rux the Deal Breaker will sometimes appear in the sewers and sell rare and high value items
- New Quest Board Quests
- Added some new quest types
- Trials of Eternity
- Added the trials of eternity which may or may not test your abilities to the limit
- Added new map
- Added Cats vs Dinos Mode
- Cats vs Dinos competing in elimination rounds (Only available at limited times through Mystery Portal)
- Only playable on the all new Gnomiverse XL map
- Added other surprises n' stuff....
Fixes
- Fixed case where sometimes turrets would respawn immediately after being destroyed in Delivery Time Challenges
- Fixed some customization clipping issues
- Fixed rare black screen freeze when returning to backyard battleground
- Fixed issue where Chompers feet wouldn't trigger race checkpoints, resulting in players missing them
- Fixed some auto-warping issues in Great White North Map
- Fixed leaderboard scrolling UI issue
- Fixed incorrect team showing as winning in end of round when castle gate is destroyed after time runs out in Seeds of Time map
- Fixed some disconnection issues that displayed incorrect community portal stats
- Fixed a few cases where player would remain as goat or Rocket Chomper after completing/failing delivery challenges
- Fixed rare hang when player is trying to join a multiplayer match from portal
- Fixed edge case that created looping audio using restart button during delivery time challenge
- Fixed issue where players could shoot through the arm of the giant Zomboss Mech in Zombopolis
- Fixed some display issues with Progress-o-meter when joining another players backyard battleground
- Fixed some issues when restarting time challenge while gnome freeze time target is active
- Fixed a few exploitable areas where players were able to climb out of world in Moon Base Z
- Fixed issue where friends couldn't join a friend in a multiplayer server when friends backyard battleground was set to private
- Fixed issue where some players were not able to join a Garden/Graveyard Ops session when session was in progress
- Fixed some collision bone issues for pirate and engineer turrets (was not updating with rotation of turret)
- Added Breakfast Brainz and Toxic Citron AI to special challenges and challenge waves in Ops
- Fixed incorrect difficulty being show when joining another players Backyard Battleground
- Fixed audio issue of toxic citron weapon playing wrong flyby sound
- Fixed a few instances where the end of round check-mark for being "ready" was inaccurately checked on
- Fixed instance where players were able to play as character variants in Welcome Mat playlist
- Fixed buggy chomp camera transition when chomped by Hot Rod/Fire Chomper and Count Chompula
- Fixed instance where purchase coins button sometimes disappeared
- Fixed some bad collision boxes in Frosty Creek
- Fixed instance where a Failed to Connect message was being displayed even when successfully matchmaking
- Made the Pea Shooter's Chili bean non-pushable by characters
- Fixed multiple issues with Gnome Bomb interfering with Legendary Modes. Picking up the Gnome Bomb no longer cancels Legendary Modes.
Tuning/Balance Notes
Map/Mode Tuning
Great White North
- Adjusted Defender and Attacker spawn areas for Objective 1
- Removed 4 Plant Turret spawners and added 4 Zombie Gravedirt Spawners at Objective 1
- Balanced Mini-Game
- Adjusted Capture Times for Objective 1 & 2
Seeds of Time
- Adjusted Capture Times for Objective 1 & 2
Zombopolis
- Adjusted Capture Times for Objectives 1 & 2
- Decreased Zombot Health by 10%
- Decreased Battery Health by 15%
Moon Base Z
- Adjusted Capture Times for Objectives 1 & 2
Zomburbia
- Adjusted Capture Times for Objectives 1 & 2
AI Tuning
- Disco Zombie Hp Increase
- Increases his survivability making him a more formidable boss and a better dancer.
- Yeti Imp HP Increase
- Separates them from the base exploding imps, making them more difficult to vanquish.
- All Yeti Variants Apply Knockback Now
- Knockback was being unintentionally dispelled causing yeti’s to be cornered easily.
- Marigold Applies Knockback Now
- Knockback was being unintentionally dispelled, making it easy for her to be cornered.
Sunflower AI drop their healing pot 50% less as a defensive tactic. This makes her less predictable when being shot, and more fun to shoot. Dandelion can now explode while stunned. Bug fix, dandelions would disappear on vanquish if stunned. All Gargantuar melee's have increased in effectiveness. They all now use radial damage; this increases their slam accuracy. This makes them less of push over boss. Giga Gargantuar's Slam now has electric element damage. This improves his slam attack and aligns him more with his original character design. Superbean will enter his Overbean state 30% less. We found fighting multiple beans gets tiring and difficult. Lowering Overbean chance makes each encounter a little different.
Character Tuning'
Chomper
Chomp Thing
- Increased health regeneration rate from 50% faster to 75% faster than standard regen rate
- Increased health from 125 to 135
Dev Team Notes: Chomp Thing’s main ability is regenerating health quickly. However, the rate isn’t fast enough currently to be substantial in any way. We also find he gets vanquished a little too quickly. Giving him a slight health boost will give him that extra edge to hide and regenerate.
Fire Chomper
- Fire DOT damage decreased from 5 to 4, and number of damage ticks increased from 4 to 5.
- Decreased damage from 10 to 8
Dev Team Notes: His fire breath compounds with his damage over time to create a very high damage output. Adjusting his DOT to be aligned with other fire DOTs and decreasing his damage slightly will decrease the rate at which he can vanquish zombies without altering his effectiveness too much. Changes to his DOT do not decrease his total damage output, only the rate at which the damage is dealt to stay consistent with other fire damage. One application of his fire DOT will still deal 20 damage as it did before, and as do other fire DOTs.
Peashooter
Plasma Pea
- Added 15 splash damage with a 4.5 meter radius to a non-character impact for fully charged shot. This does not affect his direct impact damage.
Dev Team Notes: Plasma Pea’s fully charged shot currently has no splash damage on a non-character impact, rendering it somewhat useless if it’s not a direct hit. It can seem like a waste to fully charge up and then deal minimal to no damage on a miss. Adding a small amount of splash to his fully charged shot makes a missed shot less punishing without affecting the impact damage.
Sunflower
Power Flower
- Rate of fire increased from 5.4 shots/second to 6 shots/second
'Dev Team Notes: She doesn’t have the damage output necessary to deal with enemies like the other sunflowers do. Increasing her rate of fire will not only help her damage output but also make it easier for her to hit enemies more consistently.
All-Star
Hockey Star
- Decreased overheat penalty time by 1 second
- Increased firing time before overheat by 0.5 seconds
Dev Team Notes: Because his time to fire before overheating is so short, it can result in his overheat penalty being longer than his firing time if the user holds down firing trigger. Decreasing his overheat penalty time and increasing his firing time before overheating will help make him more effective and satisfying to use.
Imp
Pylon Imp
- Decreased splash damage from 9 to 3
- Increased close/far impact damage from 9/5 to 12/8
Dev Team Notes: Pylon Imp is supposed to be an impact based character. He is currently doing far too much splash. For example, his splash against peashooter is more effective than peashooter’s against him. We've decreased his splash damage to fix this and increased his impact damage to compensate. He remains a very strong character to use, but players will need to be more accurate with their shots.
Scientist
Physicist
- Increased Ammo Capacity from 5 to 6
Dev Team Notes: His damage output is decent and makes him an effective enemy. However, with one of the lowest ammo counts amongst the scientists missed shots are currently too punishing.
Astronaut
- Increased close/far damage from 17/13 to 20/15
Dev Team Notes: His damage output suffers severely compared to other scientists. Increasing his damage a bit will help him keep up with the others.
November 29th, 2016#
Tuning/Balance Notes
Map/Mode Tuning
Seeds of Time
- Objective 2
- Adjusted capture time
- Remove a defensive pot
- Objective 3
- Adjusted capture time
Zombopolis
- Objective 1
- Adjusted capture time
- Objective 3
- Adjusted capture time
- Mini-Game
- Slightly decreased battery health
- Slightly increased time Zombot’s shields are down when batteries are destroyed.
Moonbase Z
- Objective 2
- Adjusted capture time
- Objective 3
- Adjusted capture time
Zomburbia
- Objective 2
- Adjusted capture time
- Objective 3
- Adjusted capture time
Character Tuning
Buffs:
Peashooter
Electro Peashooter
- Increased damage on detonation from 25 to 30
- Increased regular splash damage from 15 to 18
- Increased regular splash radius from 2 to 2.5
Dev Team Notes: Electro Peashooter still struggles to keep up with the rest of the peas for a number of reasons. These changes make him easier to use while still rewarding players for excelling with him. He is a high skill character due to his detonation mechanic. Increasing damage on detonation provides more payoff for timing it well. While his slow projectile speed is handy for timing detonations, it makes him less accurate. Increasing his splash damage and radius help mitigate missed shots.
Commando Peashooter
- Increased projectile speed from 250 to 350
- Decreased recoil by ~30%
- Decreased starting reticle size by 40%
Dev Team Notes: While Commando Pea’s damage output is quite high, his accuracy and overall “feel” make it difficult to use him effectively. These changes improve the feel of the character as well as make him more effective.
Pirate
Captain Cannon
- Shotgun
- Increased damage from 20 to 25
- Decreased reload time from 2.25 to 2
- Sniper
- Increased damage on detonation from 30 to 35
- Increased regular splash radius from 1.5 to 2
- Increased damage on impact from 35 to 40
Dev Team Notes: Captain Cannon is a higher skill character. These changes reward players for using him effectively while making him more accessible to first time users. Aside from his detonation mechanic requiring high skill, his shotgun could also use a boost to make him more effective in close range combat. Increasing damage on detonation provides more payoff for timing it well. His slow projectile speed makes it easier to time detonations but difficult to land direct hits. We’ve increased his impact damage and splash radius to reward direct hits as well as make missed shots slightly more forgiving.
Soldier
General Supremo
- Decreased speed of reticle spread by 40%
Dev Team Notes: Due to his high rate of fire, Supremo loses accuracy quickly. This encourages firing in short bursts when far away. However, the amount of time it takes for his weapon to become inaccurate is too quick, making it difficult for him to land enough consecutive hits to be effective. Decreasing how quickly his reticle spreads mitigates this issue.
Nerfs:
Chomper
Armor Chomper
- Reduced health from 225 to 215
- Decreased rate of fire from 100 to 85
Dev Team Notes: Armor Chomper’s extra health is just a little too high, especially with his two health upgrades, making it too easy to get away while digesting his last meal. He’s still the toughest chomper as far as health goes, but this forces players to be a little more cautious when choosing their victims. We’re also still finding that his damage makes him far too effective for the slow, tanky chomper that he is. Lowering his rate of fire still allows him to get those big damaging chomps in but at a slightly slower rate.
Corn
BBQ Corn
- Decreased near/far damage from 5.5/4.5 to 4.5/3.5
Dev Team Notes: BBQ Corn is mostly effective due to his ability to spread fire very quickly and easily. As a fire character his base damage is already lower than that of the other corns, but we’ve found it’s still a little too high. Decreasing his damage will help compensate for the amount of fire damage he can dish out so quickly.
Torchwood
- Primary Weapon
- Decreased bullet accuracy by 50%
- Decreased near/far damage from 7.5/4.5 to 5/3
- Increased time before overheat by 1 second
- Smoldering Madness
- Decreased bullet accuracy by 50%
- Increased damage from 5 to 5.5
Dev Team Notes: Torchwood is intended to be a tank that’s most effective at medium to close range, with his main strength being his ability to take a lot of hits. However we’ve found that he’s still too effective at long range. Decreasing his damage and accuracy pushes him further into his role. We found that these changes warranted some positive adjustments to compensate as well. Adding an increase to his firing time before overheating and increasing the damage of Smoldering Madness prevents the decrease in accuracy from being too punishing.
Imp
Drake
- Decreased damage of Mech’s primary weapon from 15 to 13
Dev Team Notes: The high damage output of the Drake Flame combined with its wide spread angle makes for a weapon that’s a bit too powerful, even for a mech. This also fits him better into the role of a fire character, with lower base damage to compensate for his fire damage.
Hover Goat
- Decreased primary weapon near/far damage from 7.5/5.5 to 6.5/4.5
- Decreased Mega Awesome Laser near/far damage from 12/8 to 10.5/7.5
Dev Team Notes: His damage output is still quite a bit too high for a support class. His role is to support allies with buffs while poking and harassing enemies, but his current damage needs to be nudged a bit more to better fit him into this role.
Ability Tuning
Cactus
Potato Nugget Mines
- Cooldown lowered from 30 to 20
Dev Team Notes: We've noticed that the nugget mines still aren't quite on par with the regular potato mines. The shorter cooldown provides that extra edge needed to make the decision between these two abilities more meaningful.
Sunflower
Dark Flower
- Increased accuracy by 25%
Dev Team Notes: The Dark Flower hasn't proven to be as effective as we'd like at longer ranges, and was best suited for point blank encounters. This increase in accuracy helps harass enemies who are further away.
Kernel Corn
Butter Barrage
- Radius of airstrike pattern decreased from 8 to 5
Dev Team Notes: The Butter Barrage has always been a very powerful ability due to its impressive area denial. We've decreased the radius of the pattern to counteract this, forcing players to be more accurate with placing their airstrikes.
All-Star
Dummy Shield
- Increased health from 150 to 200
- Decreased max number that can be spawned per player from 4 to 3
Shield Decoy
- Increased health from 50 to 75
Dev Team Notes: The Dummy Shield has always had a slight disadvantage to its plant counterpart, the Tallnut. This increase in health brings it closer to being on par. We've increased the Shield Decoy as well to help it keep up with the changes to the Dummy.
Imp
Explosive Escape (all Mechs)
- Decreased delay to eject from Mech from 1 second to 0.2 seconds.
Dev Team Notes: Not only is Explosive Escape effective for survival, but it can also be used as an effective weapon, dealing large AOE damage to grouped up Plants. However, the slow response time has made it quite difficult to successfully eject before getting blown apart. This change helps this ability achieve its goal more effectively while still requiring some foresight from the player.
December 1st, 2016#
The Frontline Fighters update.
New Features
- Added Online Split screen (for Xbox One and Playstation4)
- Added new map “Frontline Flats”
- Added 4 new characters to collect
- Commando Corn (Legendary) - fast-firing baby corn rockets with splash damage, the Zombies won't know what hit them!
- Scallywag Imp (Legendary) - a close range specialist that comes with the Scallywag Mech and Legendary Yohoho Mode!
- Nec’Rose - charge up her wand to "Jinx" Zombies, why, it's fun...and they take extra damage!
- Captain Squawk - a toxic threat well-versed in close- as well as long-range combat. Arrrrrrrr-ttack!
- New Frontline Fighters pack added to the Sticker Shop featuring tons of new customizations to collect
- New, exciting wares for RUX
- Added progressive bait unlocking for Boss Hunt
- Tuned base capture timers for Turf Takeover maps
- Character/Weapon tuning & balancing
- Numerous quality and stability fixes
Notable Fixes
- Fixed Gun Range exploit where two players can work together to achieve a better time
- Fixed a bug whereby players could join the opposing team using the other team’s character
- Fixed issue where a Zombie Characters health changed in the Backyard after returning from Ops
- Fixed issue around the Damage Direction Indicator sometimes not appearing
- Fixed Boss Hunt Rainbow Star rewards not scaling based on difficulty
- Fixed Pin amount not showing when viewing Quest Log on Character Select Screen
- Fixed CvD not displaying all boasts on end of round screen
- Fixed health bars not appearing in CvD (in-game as well as while spectating)
- Fixed Party Corns steps not making any sounds
(Source: Frontline Fighters Release Notes)
2017
April 7th, 2017#
BUG FIXES
- Sometimes Captain Squawk character stickers show up without his name, not anymore
- Fixed endless Toxic Overload issue for Toxic Brainz ensuring it always times out as designed
- Addressed performance issues around too many Party Imps appearing in the same session
- Prevent game from crashing due to two specific customizations (Druid-Robo’k hat & Derby Dillo)
- Ensured proper difficulty level for the Red Gnome in the “Brothers Gnomus” Boss Hunt
TUNING / BALANCING
Scallywag Imp
- Increased rate of fire from 150 to 200
- Increased ammo capacity from 10 to 12
Dev Notes: Scallywag has been slightly underperforming compared to his fellow Imps. An increase in rate of fire will help him hit targets more consistently. However, this will also cause his ammo to deplete more quickly, so we’ve increased his ammo capacity to help compensate. These changes will also bring up his damage per second and per clip, giving him that extra edge that a legendary character should have.
Breakfast Brainz
- Doubled the speed at which his rate of fire increases for both his ranged and melee attacks
Dev Notes: His slow ramp up in rate of fire made it difficult for him to secure vanquishes in a fight, often getting vanquished before reaching maximum damage output. We’ve increased the speed at which his rate of fire increases to help him put up more of a fighting chance when combat is initiated.
Electro Citron
- Charged Shot First Level
- Decreased splash damage from 30 to 25 (also affects impact damage)
- Decreased inner splash radius from 3 to 2
- Decreased splash radius 4 to 3
- Charged Shot Second Level
- Decreased splash damage from 45 to 40 (also affects impact damage)
- Decreased inner splash radius from 3.5 to 2.5
- Decreased splash radius from 5 to 4
Dev Notes: Electro Citron can charge his shots very quickly compared to other charge characters, allowing him to take cover while he quickly charges his next shot. However, his high splash damage combined with the spread of his electricity made him very difficult for Zombies to deal with. Decreasing the splash radius and damage of these charged shots will force players to be more accurate when using him. This change will also decrease his impact damage as splash is included, giving Zombies more of a chance to react should they get directly hit by a fully charged projectile.
Tennis Allstar
- Decreased movement speed while priming/firing by 25%
Dev Notes: His fast movement speed while priming or firing his weapon is what makes Tennis Star unique. However, it needs to be dialed down slightly as priming is one of the weaknesses of the Allstar class. He will still be the fastest Allstar both when moving and when priming/firing.
Corn
- Husk Hop: Decreased inner splash radius from 2.5 to 2.25
Dev Notes: Husk Hop can be very difficult to avoid due to its large splash damage radius. We want Zombies to feel like they can avoid getting vanquished by this ability if they see it coming without making Corn players feel like they’ve wasted their Husk Hop. This change causes damage to start to falloff near the outside of the splash damage radius. Zombies who manage to side step the attack will still receive damage, but it is less likely to vanquish them due to the decreased damage near the edge of the explosion.
Electro Peashooter
- Decreased detonation damage from 30 to 27
- Decreased detonation radius from 4 to 3.5
- Decreased regular splash damage from 18 to 16
Captain Cannon
- Decreased detonation damage from 35 to 32
- Decreased detonation inner damage radius from 4 to 3
Dev Notes: The most recent buffs to Electro Peashooter and Captain Cannon made them a little too powerful. These changes dial them back a bit and make it a little more difficult to secure those detonation vanquishes.
(Source: Character Balance and Bug Fixes)
September 7th, 2017#
All Party Characters
- ‘Shared Vanquishes’ count towards Party Time
Dev Notes: Party Time mode is powerful, yet difficult to achieve. To balance this, Shared Vanquishes now count towards Party Time characters, which should increase how often Party Time is triggered.
Scientist Armored Heal Station and Armored Bling Station Abilities
- Decreased cooldown by 5 seconds
Dev Notes: Increasing the health of these two abilities offsets their slower healing rate and allows players to use them more frequently.
Alien Sunflower
- Increase ammo from 10 to 15
- Increase damage of Spore Mist AOE from 3 to 4
Dev Notes: To boost Alien Sunflower’s effectiveness, her ammo clip has been increased and the AOE damage boost makes her primary weapon more effective at painting areas to deny enemy passage.
Rose Arcane Lotus Ability
- Rose can see ally health bars when this ability is equipped
- Increased movement speed to match arcane enigma
- Heals 25 health on self when activated
Dev Notes: With this ability equipped, Rose can see ally health bars, which allows for more informed decisions regarding when to use her Arcane Lotus Ability. Her increased speed helps her reach injured allies, and the self-healing effect makes up for the ability’s shorter duration, while still allowing her to use it as an escape tactic.
Nec'Rose
- Increased base damage from 5 to 6.5
Dev Notes: We’ve increased her base damage to give her an edge in fights when she doesn’t manage to Jinx her target. The multiplier applied to Jinxed targets remains the same, so her damage against these targets will also increase.
Electro Brainz and Toxic Brainz
- Increased recoil of zoomed weapon
Dev Notes: Super Brainz is intended to be more effective at close range. However, the lack of recoil on his weapons made it far too easy for him to pester plants from afar. These changes will encourage close combat and keep Super Brainz primarily as a melee based character.
S.H.R.Imp
- Increased the spread of bullets within the reticle
- Increased weapon recoil
Lil’ Drake
- Increased weapon recoil
Dev Notes: The Imp works best at medium-to-close range, but these two characters are a little too good at hitting distant targets. Decreasing their weapon accuracy will push them to get up close and personal if they want to be effective.
Petrified Cactus
- Decrease ammo count from 12 to 8
- Decrease detonation damage from 35 to 32
Dev Notes: Detonation characters like Petrified Cactus have proven to be very powerful in certain situations. The changes to her ammo clip size will require more strategic shots, while also giving zombies further opportunities to close in on her. The damage of her detonation charges in close combat has been decreased to incentivize sniping as her primary mode.
2018
February 15th, 2018#
- Captain Squawk
- Increase Reticle Zoom speed
- Standing: 12 > 15
- Moving: 12 > 15
- Increase Reticle Zoom speed
- Decreased Party Time Damage Buff for all party characters – 1.5 > 1.25
- Party Imp
- Increased Primary Weapon Damage
- Close Damage: 4 > 5
- Far Damage: 3 > 4
- Increased Primary Weapon Damage
- Party Pirate
- Increased Primary Shotgun Damage
- Damage: 25 > 35
- Increased Primary Sniper Damage
- Damage: 18 > 22.5
- Adjusted multiplier for Damage Upgrade
- 1.1 > 1.06
- Increased Primary Shotgun Damage
- Party Super Brainz
- Increased Punch Damage for all 3 punches
- Punch 1: 5 > 15
- Punch 2: 15 > 25
- Punch 3: 35 > 45
- Increased Laser Damage
- Close Damage: 3.5 > 4.5
- Far Damage: 2.5 > 3.5
- Increased Damage Upgrade Buff to Punches
- Punch 1: +1 > +2
- Punch 2: +2 > +3
- Punch 3: +5 > +6
- Party Corn
- Increased Primary Damage
- Close Damage: 6 > 7.5
- Far Damage: 5 > 6.5
- Adjusted multiplier for damage upgrade
- 1.2 > 1.15
- Increased Primary Damage
- Party Rose
- Increased Primary Damage
- Explosive Damage: 7.5 > 9.5
- Party Citron
- Increased Primary Damage
- Damage Close: 3.5 > 6
- Damage Far: 2.5 > 3.5
- Blast Damage: 4 > 5
- Increased Primary Damage
- Increased all Sunflower Variants HP by 10
- Health Upgrade Buffs were adjusted to still give +10HP
- Skallywag Imp
- Increased Primary Damage
- Close Damage: 14 > 17
- Far Damage: 10 > 13
- Stuffy Flower
- Increased Primary Damage
- Close Damage: 8.5 > 10
- Far Damage: 6.5 > 8
- Adjusted multiplier for damage upgrade
- 1.125 > 1.13
- Plumber Engineer
- Increase Projectile Speed
- Y: 2.5 > 1.5 (Lob)
- Z: 60 > 70 (Projectile Speed)
- Increase Projectile Speed
- Landscaper Engineer:
- Increase Projectile Speed
- Z: 90 > 100 (Projectile Speed)
December 7th, 2018#
The Capture the Taco update.
- Fixed performance drops for players in multiplayer matches when another player levels up
- Fixed some out of world issues
- Fixed the soccer minigame buff in the Backyard so it can’t be retained
- Fixed a bug where players were able to retain low gravity in a normal gravity area as Imp
- Fixed an issue with the Customization Booth and King of the Hill where the music did not play