June 2016
Hello PvZ fans!
A few weeks ago, we added a whole lot of new trouble to Plants vs. Zombies Garden Warfare 2 with our biggest content update ever - Trouble in Zombopolis: Part One. We're hard at work making the game bigger, badder, and better all the time and today I'm very excited to add even more new features and fun with our third major free content update,Trouble in Zombopolis: Part Two!
There are several new features that I'm really excited about. First and foremost, we're introducing Community Challenges. Yes, one of most requested features from GW1 is coming back, and in a big way! Community challenges will now start to appear in GW2, this time with real-time information about your contribution and the overall community progress! You can visit the in-game Progress-o-meter, located outside the Town Hall, to see if they qualify for the rewards, view the entire community’s progression in real-time, and crack open a community chest once a challenge goal is completed. We've also created an all new place here on our web page where you can track the Progress-o-meter and see how close you and the community are to unlocking all those awesome rewards.
We also have the addition of some new activities in the Backyard Battleground, namely the Delivery Time Challenges. These timed events will challenge your speed, as well as problem solving ability as you need to determine the fastest way to deliver some fresh Chomper Pizza and delicious Zomburgers. Who's making these deliveries, you ask? Why none other than the infamous Rocket Chomper and a very speedy Delivery Goat!
And, as always, there are tons of new update to improve the game and balance our characters for the best experience possible. These improvements wouldn't be possible without your incredible feedback - so keep playing and keep telling us what you think! Check out the notes below for full details.
Thanks again to all of our amazing fans playing Garden Warfare 2, we hope you enjoy playing these new features as much as we've enjoyed making them!
Justin Wiebe,
Creative Director – Plants vs Zombies Garden Warfare 2
@JA_WIEBE
New Features
Critical Fixes
Tuning/Balance Notes
Herbal Assault Maps
Great White North
Seeds of Time
Moon Base Z
Zomburbia
Zombopolis
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