Titled Graveyard Variety Pack, the first free Plants vs Zombies Garden Warfare 2 update arrives tomorrow, March 8, on PlayStation 4, Xbox One, and PC.
Along with a new map, new activities in the Backyard Battleground, and new gameplay and control options, tomorrow’s update also features gameplay balancing and bug fixes. Some notable changes you’ll find include a shorter timer between multiplayer matches, an improved regeneration upgrade for all characters, and re-tuned hit reactions.
Here’s the full list of patch notes for tomorrow’s Garden Warfare 2 update:
New Features
Added new co-op/team vanquish map “Aqua Center” which may seem familiar (it first appeared in Garden Warfare as the Garden Center), 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 SnareChanged 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
Creative Director Justin Wiebe said, “We had an incredible launch and we’re very humbled at all the amazing fan feedback we’ve received so far. We believe strongly that if you invest your time in us, then we should invest our time in you.”
How many hours have you put into Garden Warfare 2?