Level 3's dialog was referring to how each plant physically grows, be it in stages or in arm time You better believe heath was a problem child to balance lol, we were insistent on not including it because of how difficult it was. Think it was Slime who came up with its current iteration Level 10 was mine this time! After the, ahem, failure that was last year's Harvest LTE, I wanted to make *absolutely sure* that the finale was satisfying while not being overly difficult, and I adore all the differing strategies people have come up with. Your cauli spam was particularly inventive! I would never have assumed it's work bc of the sun objective and Cauli removing zombies from the board so fast. Oh, yeah, the anti-stall. Intentionally banned all plants that can teleport (hocus, thyme, and teleportato) to prevent you from saving anything from those jurassic panics. It's a foolproof board wipe. If anything else slipped under the radar, it will be dealt with when the veteran version of the level is added to the archive (one of the earlier versions was much more difficult but still beatable by the QA team, and I intentionally lowered the difficulty in turn)
Man a whole year really flies by, eh? Did level 1 and 8 for this event, which actually went through quite a LOT of changes as a result of a new philosophy in level design we took on moving forward with LTEs, after reading and analyzing all of the feedback we got from events like childrens day, summer nights and big brainz. Summer was certainly rough when it came to LTEs, so moving forward we intend on making LTEs as more fun, short events than pure challenges all the way through. This means theres a lot less long form levels, less overall challenging or hard levels, and more casual oriented, fun levels, and thats an idea we hope to bring moving forward with future LTEs. Nearly every level got affected by this change as we had made Harvest Festivals levels already when we established it, resulting in Level 1 getting rid of lone chickens spawning (was really funny, but a bit strat limiting), and level 8 becoming shorter (went from 3 flags to 2, but the concept, being a reference to "mitchells vs. the machines" with farmers and robots colliding with each other) became a lot crazier as a result!. Level 10 too was made easier after we realized that having chief hailstorm was hell for deck building. A few other notable changes: Level 6 originally did start with wave 1 stampedes. Stampede as an ambush is RNG based where it´ll spawn though, so that had to be moved later into the level. I did suggest adding normal spawn bulls, so you could pick where they would spawn, but that was cut too. 9 was a bit longer I think? And bandit spawns were made more generous. A lot of the old levels are gonna be available in our level archive once the event ends. VERY Fun strats this time around though, which really tells me we did our job right when moving to casual oriented levels. If not at least we did better than harvest last year. I still get chills thinking about 5.
had a bad time this week and am currently writing this from the hospital bed, nearly died of alcohol poisoning after my friend dared me to do the "take a shot every time flag zombie uses a hypnosis plant"-challenge.
@@PeppinoDripwth exactly my thougths after i noticed the impending damnation of my kidney after flag said that you save 25 sun when you revive a hypnoshroom with Intensive Carrot
Funny thing is that I accidentally put the split pea on non minecart tiles in level 5 because I forgot the existence of it's usage and made my life ten times harder, tho managed to beat it first try surprisingly due to lucky pitchfork spawn rng on the same lane. Not proud of it, just glad cause rng always screws me sometimes.
13:09 Ah, what a great use of Garlic. Really does show how good Garlic can be in that world, as he can divert zombies from dino lanes to empty lanes. A mod should really put Garlic in that world, but also make a zombie that's immune to Garlic's ability for the most part. ...Maybe in an alternate universe.
It looks like you have some sort of competition flag zombie with the armored harvest flag zombie don't you? But honestly you don't because i don't think harvest flag zombie will use funny silly strats unlike you,your strats are always silly and wacky Funny and cool event. Level 8,9,10 were my favourite i like level 10 being some sort of mini game rather than mini boss fight like previous event pretty creative.
Guys, I recently started playing pvz2 again, and I heard about this Reflourished mod, and I wanted to know how it works, does it receive updates and events like the original game? And when new plants arrive in the original game, they are added to the mod too? Is it worth migrating from the original game to Reflourished?
To answer your questions 1) It does receive updates and events like the original game, they have even added new worlds with a brand new circus world coming soon and 2) Some of the new plants from the original are here but not all of them. They are taking their time adding new plants so they can properly balance them. The newest addition so far being Heath Seeker.
Do Tofu Turkeys from Turkey Pult have a limited life span in this mod or something? Because I noticed they spontaneously die while eating the rocks in level 7. Probably a nerf to prevent them from absolutely destroying stunned/frozen zombies or something.