Update 1.8 Patch Notes
Main Additions:
- Strap your boots, button your uniform and jump into a new take on garden warfare - Crimson Front, a fully custom new world is here!
- Prepare for weather manipulations used to strengthen the ragtag zombie military, from Landmine Zombies through Foot Soldier to Z-Tanks!
- Unlock new plant soldiers created just for AltverZ:
- Skyshooter - a standard pea attacker that can be tapped on to activate a fast-firing gatling mode
- Dill Sargeant - the no-nonsense leader who buffs the damage of projectile-shooting plants around him
- Parawhin - a scared, yet fierce defensive plant that fires stunning balls faster as he gets damaged
- Poppin' Poppies - a bundle of joy in trying times that spawns defensive Lil' Buddies on top of recently defeated plants
- Also featuring Security Gourds, Carrotillery and more!
- Uncover the behind-the-scenes of Dr. Zomboss' plans as you progress through the world... what is he searching for, exactly?
- For more tactical action test your wits in the world's Endless Zone - No Plant's Land
- Head to the Travel Log after completing JM-X to find a quest that lets you unlock Crimson Front!
- Far Future is the next world to receive a rework! Many levels have been changed - more details in the 'Level Changes' section below
- New zombie: Jack-in-the-Box Factory, the lead example of explosive-flying-robot-spewing fun that the future offers.
- Jetpack Zombie was flying too close to the sun and had to lower his ambitions, as now he functions once again like in the original game.
- Cosmonaut Zombie is here to pick up the pieces, thank god! Acting like Jetpack Zombie has before in AltverZ, only exclusive to the EX levels.
- Check out the most prominent level reworks in a limited-time quest in the Travel Log!
- A fair share of new bonus levels has landed in the Travel Log:
- Invaded levels for Big Wave Beach (unlocked after beating BWBX-X, JMX-X and CFX-X) and Crimson Front (unlocked after just CFX-X)
- Junkyard Jive: Someone littered your lawn with scrap. Ugh. Can you work around these menacing tiles to fend off the horde? (unlocked after FFX-X)
- Polar Opposites: More plant experiments gone haywire! Strange Winter Melons will turn on and off periodically, greatly boosting any zombies they hit with their projectiles (unlocked after FCX-X)
- Skyward Sharpshooter & Through the Shrapnel and Shells: two extra quests for Crimson Front - no spoilers! (unlocked after CFX-X)
- 90+ costumes added. Yes, you read that right.
- Including all 20 winners of last year's Hybrid Costume Contest!
General Changes:
- Some dialogues from various worlds of AltverZ have been rewritten to correct spelling/logical mistakes and better fit a narrative we're expanding with Crimson Front
- These levels have had their dialogue changed: PH-IV, Adv. Tutorial 1, 2 and 3, AE-I, AE-III, AE-V, AE-VII, AE-VIII, AE-IX, AE-X, AEX-V, AEX-X, PS-I, PS-VII, PSX-V, PSX-X, WW-I, WW-IV, WW-X, WWX-I, WWX-III, WWX-V, WWX-X, FF-I, FF-VI, FF-VII, FF-IX, FF-X, FFX-III, FFX-V, FFX-VIII, DA-I, DA-III, DA-IV, DA-V, DA-VI, DA-VIII, DA-IX, DA-X, DAX-III, DAX-V, DAX-VII, DAX-IX, DAX-X, LC-I, LC-II, LC-IV, LC-V, LC-VII, LC-IX, LC-X, LCX-I, LCX-II, LCX-III, LCX-V, LCX-VI, LCX-VII, LCX-IX, LCX-X, FC-I, FC-III, FC-IV, FC-V, FC-VII, FC-VIII, FC-IX, FC-X, FCX-I, FCX-III, FCX-V, FCX-VIII, FCX-IX, FCX-X, NMT-I, NMT-II, NMT-IV, NMT-V, NMT-VI, NMT-VII, NMT-IX, NMT (note), NMT-X, NMTX-I, NMTX-II, NMTX-III, NMTX-V, NMTX-VII, NMTX-IX, NMTX-X, BWB-I, BWB-III, BWB-V, BWB-VI, BWB-VIII, BWB-IX, BWB-X, BWBX-I, BWBX-III, BWBX-IV, BWBX-V, BWBX-VIII, BWBX-IX, BWBX-X, JM-IV, JM-V, JM-VII, JM-IX, JMX-X
- No Epic Quest dialogues were altered in this update - we will possibly do so in future updates
- Added new theme that plays after completing extreme (EX-X) levels!
- Various GW2 themes that played after completing the 10th level of a world have been replaced by the standard Crazy Dave's theme to debloat music storage space and work towards a fully custom additional AltverZ soundtrack
- Many existing themes received updates - notably all title themes! I wonder why...
- Lunar Zoo Year quest unlock point moved to CF-X
- Many of Heart of the Sea and Submerge-mint's buffs to plants have been fixed to account for recent balance changes
- Parrotrousle now ambushes your lawn with a new sound effect and less delay
- All Endless Zone unlock items now have a unique pickup sound
- Fixed missing text upon unlocking La Brainsa Tarpits
- Removed unintentional plant immunities from various AltverZ-exclusive zombies (like immunities to hypnosis, shrinking, poison etc.)\
- Fixed bug where ashed/shocked Gargantuars would still throw their imps or smash plants if the respective animations begun before their death
- Zombies with unique groans now use them less often to prevent sound cluttering (Scavenger, Dust Devil etc.)
- Some zombies (like Scavenger) will now perform their abilities even with no plants on the lawn
- Plant names next to their skins in the store have been removed save for skins that completely alter a plant's appearance (ex. Marigold, Sunflower Singer)
- Fixed animation bugs for Twin Sunflower and Sun Bean
- Removed Almanac mention of Dandelion thawing chill zombies (that weakness was removed last update!)
- Birthday Delivery Roller now shows up with the correct barrel in his Almanac preview
- Threepeater "Indian Feathers" costume renamed to "Tribal Feathers"
- Fixed Cactus' "She Popped Her Balloon" skin lacking sound effects
- Redesigned Cactus' "Lizzy's Tower" skin
- Formalised and/or shortened some zombie names listed in the Almanac - mainly for some basic zombies
- Fixed some zombie projectiles that previously couldn't hit hypnotized zombies (shockwaves, for example)
- AE-VII's outro dialogue no longer plays... before the level starts
- SS-VIII now uses the correct boss level node on the world map
- Plants with abilities that cause them to "die" (Guacodile, Ultomato, Skyshooter etc.) will now trigger the slightly rewritten warning message on levels with the "Don't lose plants" objective
- Many AltverZ-exclusive zombies and gimmicks have been internally recoded to improve functionality, stability and reduce the number of bugs (mainly visual ones)
- Maypop Mechanic projectiles no longer increase the number of Boom Balloon mines if aimed at their tile
- This internal code rework required us to change the design of Banana Launcher's aiming reticle to a more generic one, but to compensate, Boom Balloon Flower's old unique reticle is back!
- Fixed Teleportato Mine reacting weirdly with Disco Jetpack (specifically when the Disco-tron spawning it dies mid-spawn)
- Fixed Jester not reflecting Acid Lemon's projectile
- Fixed random crashes in certain Lunar Zoo Year levels (tied to the `lunar_beast_pair` zombie)
- Attempted to fix Surfer's janky hitbox when attacking plants
- Fixed Outback Banjo Zombie's unique sound effects not responding to the SFX volume slider
- Fixed Crimson Front-themed Pinata Party banner cutting off awkwardly when displayed after the current party is completed
- Usage of male and female basic zombie variants in levels is now a little more randomized
- Added ripple effects to Cattails placed on water
- Adjusted Jetpack Zombie daily quest: 30 -> 40 zombies required, 450 -> 550 coin reward
- Added new End of the Road levels
- And likely a lot more... we've been at this update for nearly a year, we might've forgotten something!
Level Changes:
- First 10 Ancient Egypt levels besides AE-V: difficulty adjustments, some levels shortened
- AE-IV: Shortened to one flag
- AEX-I: Shortened
- AEX-II: Shortened, one less Plant Food given
- AEX-III: Shortened to one flag
- AEX-IV: Shortened, objective adjusted
- AEX-VII: Shortened
- AEX-VIII: One less Plant Food given
- AEX-X: Shortened
- Dev Note: We continue to adjust Ancient Egypt levels for a smoother and less boring new player experience. There's more unique stuff related to this on the way, so stay tuned!
- PS-VIII: Wave tweaks (nerfed overall)
- PSX-V: Reverted to pre-1.7.1 version of the level
- TB-II: Reworked with the "Defeat pelicans" objective
- Dev Note: Enough time has passed for us to realise that we might be a little better than average at Cannons Away and that not many people enjoyed the PSX-V rework with the added objective. PSX-V is going back to the way it was (just a harder PS-V) while TB-II now merges that pelican objective with its original gimmick for hopefully a more fun (and optional) time.
- Invaded PSX-IV: Now features Bot Swarm ambushes
- WW-IX: Reworked to have a different gimmick
- FF-I: Now introduced Jetpack Zombie
- FF-II: Reworked to account for Jetpack rework
- FF-III: Now introduces Robo-Cone Zombie
- FF-IV: Reworked to account for Jetpack rework, now introduces Disco-Tron 3000
- FF-VI: Reworked to introduce Jack-in-the-Box Factory
- FF-VII: Reworked to feature Jack-in-the-Box Factory & standard Jetpack Zombies
- FF-VIII: Now introduces Mecha-Football Zombie
- FF-IX: Reworked to feature Jack-in-the-Box Factory
- FF-X: Reworked to feature Jack-in-the-Box Factory & standard Jetpack Zombies
- FFX-I: Overall wave nerf & moved Bonk Choy one tile to the right
- FFX-II: Reworked to feature Jack-in-the-Box Factory & standard Jetpack Zombies
- FFX-IV: Reworked
- FFX-V: Reworked
- FFX-VI: Reworked
- FFX-VII: Reworked
- FFX-VIII: Reworked to now feature scrap tiles
- FFX-X: Reworked to feature Jack-in-the-Box Factory
- Invaded FF-VII: Reworked
- Invaded FFX-III: Reworked
- Invaded FFX-VI: Reworked
- LCX-III: Now features Jack-in-the-Box Factory
- LCX-X: Minor buffs
- FCX-III: Frozen Red Stingers replaced by Peashooters
- FCX-IX and its invaded variant now clarify that you have to protect at least 2 special Chard Guards
- BWBX-I: Fixed small issues with Low Tide ambushes
- BWBX-VIII: Fixed tide movement
- BWBX-X: First Low Tide ambush moved back by one column
- Dev Note: Hope this helps!
- LOD-III: Disco Jetpacks replaced by standard Jetpack Zombies
- LOD-VI: Poncho Zombies replaced by Jack-in-the-Box Factories
- LOD-VII: Dark Stormy Night visuals improved further
- SS-I: Now features Jack-in-the-Box Factory
- BB-VI: Irish Dance Freaks spawned from portals now jam
- Gardened Guillotines (Plant Showcase): Shortened
- Dev Note: All levels that featured Jetpack Zombies before Update 1.8 and weren't mentioned in this changelog now feature the new Cosmonaut Zombies, which are mechanically identical.
Endless Zone Changes:
- Some big changes coming to all Endless Zones:
- All Zones' difficulty curves have been moved ~10 levels forward. What that means is Level 1 will now feel like old Level 11 and so on.
- PF/Flag count increase points haven't been moved, so the first few levels of each zone will still only be one flag for example
- To make up for this buff, more starting plants are given in each zone, including one plant from a foreign world
- Brickheads have been added to all zones except Celebratory Carousel Crash
- And some changes unrelated to those above:
- Pyramid of Doom sandstorm and grave spawns buffed
- Arthur's Challenge necromancy ambushes no longer show an ambush message - a coding workaround required for us to have Crimson Front's endless zone feel more polished
- Temple of Bloom parachute rain spawn count increased
Balance Changes:
- Heart of the Sea now only gives +100% speed boost to zombies (was 150%)
- Pelican Carrier is no longer immune to butter (but will not be instantly killed by it, unlike Seagull Zombies)
- All premium plants costing less than 175 sun no longer get Pro Status cost reduction
- Dust Devil's Dynamite:
- Toughness: 240 -> 220
Dev Note: Slightly easier to take out now.
- Jetpack Zombie has been reverted to his vanilla self:
- Toughness: 260 -> 320
- Speed: 1.45 -> 1.62
- Can be hit by all projectiles, boosts up to fly over plants
- The new Cosmonaut Zombie retains all stats of pre-1.8 Jetpack Zombie
- Gargantuar Prime:
- Toughness: 4500 -> 4000
- Speed: 0.64 -> 0.76
- Bug Bot Imp is now thrown on column 3
Dev Note: We felt that Garg Prime was a little overtuned for the 4th world of the mod despite the bulky appearance. Some speed is given back to compensate.
- Fortune Gargantuar:
- Wooly Imp is now thrown on column 4
- Iceberg Lettuce:
- Recharge: 30s -> 22.5s
- Freeze duration: 12s -> 10s
- Chill duration: 20s -> 15s
Dev Note: Separating its usage from Stunion - Iceberg is now the more spammable between the two. Uptime is also very slightly buffed.
- Bonk Choy:
- Recharge: 30s -> 22.5s
Dev Note: It's been falling a bit behind in later worlds, so this is a slight buff to make it more relevant.
- Coconut Cannon:
- Sun cost: 325 -> 300
- Recharge: 30s -> 15s
- Damage: 600 -> 650
Dev Note: All three minor buffs are aimed to make its gameplay more satisfying and smooth.
- Spikerock:
- Toughness: 300 -> 1500
Dev Note: Honestly, why not? Hardly anything can damage Spikerock anyway without just crushing it. Try it out against the new Landmine Zombies!
- Tall-nut:
- Now floats on water (doesn't require a Lily Pad)
- Dev Note: Would have never done this if we suddenly didn't have an opportunity to have the proper visuals programmed in. How cool is that?
- Fume-shroom:
- Sun cost: 125 -> 150
- Recharge: 15s -> 7.5s
- Damage: 30 -> 20
- Attack cooldown: 2.4s -> 1.4s
Dev Note: Fume-shroom has always been a divisive plant among the community, so this change is mainly to improve how it feels to use.
- A.K.E.E.
- Damage: 65 -> 70
- Projectile bounce bonus: +15 -> +10
Dev Note: The disparity between the damage on the first zombie and the zombies behind was a bit too big, so this change is to make it better against single targets.
- Lava Guava:
- Sun cost: 75 -> 100
Dev Note: Kinda had it coming, don't you think? Really flexible instant that can fit into a lot of decks.
- Olive Pit:
- Consuming time: 40s -> 30s
Dev Note: Giving Olive Pit some MUCH NEEDED love.
- Spore-shroom:
- Sun cost: 150 -> 175
- Nighttime boost now reduces sun cost by 25, toughness stays unchanged
- Toughness: 150 -> 450
Dev Note: This change is mainly to address that nighttime Spore will spawn daytime Spore, thereby spawning a frailer version even in nighttime. This also means Nocturnal Curse won't work on it for the time being.
- Phat Beet:
- Recharge: 45s -> 30s
Dev Note: Would you believe me if I tell you Snapdragon has surpassed Phat Beet? This change is to bring Phat back a little bit (but hopefully not oppressive). Plus, if Kiwibeast can get away with 30s recharge, I don't see why Phat has to stay at 45s.
- Bowling Bulb:
- Small bulb damage: 60 -> 50
Dev Note: Bowling has been out of control for a bit too long... time to rein it back in.
- Guacodile:
- Sun cost: 125 -> 100
- Shot damage: 30 -> 25
Dev Note: Improving its instant function as it has been deemed a bit too costly recently.
- Primal Peashooter:
- Now shoots a knockback shot every 5 shots that also deals extra damage
- Stun time: 0.8s -> 0.4s
- PF shot count: 5 -> 10
Dev Note: A lot of people have been missing that knockback... we didn't want to rely on RNG, however, so its knockback is now on a fixed interval. The stun time has been nerfed to account for the knockback, but overall this should be a net buff.
- Primal Wall-nut:
- Sun cost: 100 -> 75
Dev Note: With the upcoming Parawhin and the existing Red Stinger, Primal Wall-nut is considered the worst wall. This change serves to bring it back into the limelight as more than just a Gargantuar counter.
- Apple Mortar:
- PF splash area: 3x1 -> 3x3
Dev Note: Keeping its Plant Food in-line with other stronger Pult plants' Plant Foods.
- Void Orchid:
- Sun cost: 350 -> 300
Dev Note: When it works, it is very fun... but getting it out is just a bit too hard. This should alleviate that problem.
- Tiger Grass:
- Tiger Health: 300 -> 450
- PF'd Tiger Health: 600 -> 750
Dev Note: Tiger Grass's tiger has always felt a bit too frail... so we're giving it a bit more HP to survive another bite or two.
- Electric Currant:
- Sun cost: 150 -> 125
- Toughness: 450 -> 300
- Damage: 20 -> 15
- Attack cooldown: 0.55s -> 0.4s
Dev Note: This change should make Currant a bit more fun to use outside of Garlic/Sweet Potato decks (and especially more satisfying to watch those chickens zapped).
- Explode-O-Nut:
- Sun cost: 100 -> 150
- Recharge: 45s -> 30s
- (Pro Status) Damage: 800 -> 1000
- No longer has armor pierce
Dev Note: As a stackable semi-instant plant, the recharge has been holding it back greatly. Decreasing the recharge and increasing the cost seem logical. Removing armor pierce should also make it less powerful against tough armored zombies.
- Zoybean Pod:
- Zomboid HP: 190 -> 560
- Zomboid DPS: 80 -> 40
Dev Note: We have heard your cries about Zoybean for a very long time. Truthfully, Zoybean has always been a very problematic child when it comes to balancing... these changes are meant to make it more powerful on its own, but not too oppressive in stall-heavy decks.
- Blockoli:
- (Pro Status) Attack CD: 20s -> 17.5s
Dev Note: We're giving back the pro status back a bit more power, now that it doesn't get the pro status cost reduction.
- Blooming Heart:
- Damage: 20 -> 40
- Damage per stack: 15 -> 10
- Splash damage: 10 -> 5
- (Pro Status) Damage: 30 -> 40
- (Pro Status) Splash damage: 10 -> 15
Dev Note: Blooming Heart's niche has always been a bit too unreliable for the first few shots. This change should make its startup far quicker.
- Pumpkin:
- Sun cost: 100 -> 125
- Recharge: 45s -> 30s
Dev Note: For a wall that is meant to help out melee plants and against ambushes, the recharge is also holding it back greatly... wonder where we have seen this before.
- Holly Barrier:
- Damage: 560 -> 600
- Knockback distance: 1 tile -> 1.5 tiles
Dev Note: This may entirely blow up in our faces... but we have agreed that Holly can feel a bit lackluster to use at times, so giving the knockback a bit more power won't hurt... hopefully.
- Nightcap:
- Range: 3 tiles -> 4 tiles
Dev Note: Thanks to icedicere for suggesting this change. Making Nightcap a mid-range fighter can be a bit risky, so we will monitor its performance closely.