ECLISE Log
ECLISE Log
- tl;dr: 83 new levels, 161 randomized level layouts, and a buttload of QoL changes
with custom animations
NEW CONTENTS:
BALANCING:
Sunshroom HP 200 250 300 >> 300 375 450
Peanut
suncost 300 450 650 >> 300 450 675
recharge 24.0 28.0 32.0 >> 20.0 25.0 30.0
damage 30 35 40 >> 20 20 20
shot CD 0.64 0.5 0.4 >> 0.45 0.3 0.2
Dusk Lobber
suncost 350 725 1150 >> 75 200 350
recharge 20.0 30.0 40.0 >> 7.0 10.0 14.0
damage 20 40 60 >> 10 15 20
Crystall-shroom ducking range is made smaller
Grimrose: now correctly prioritizes the more dangerous zombies
Tier 1 & 2 damage: 1000 to 800 (he now aims at Gargs first before
basics)
Shadow-shroom
Tier 1 poison DPS: 30 to 60, poison duration: 40s to 20s
Tier 2 poison DPS: 20 to 40, poison duration: 60s to 30s
Tier 3 poison DPS: 15 to 20
Escape Root: now swaps instantly! and doesn't work with Sporeshroom anymore.
Tier 1 PF damage: 1800 to 0
Tier 2 CD: 15s to 40s; HP: 900 HP to 2000 HP
Electric Currant: his melee damage and melee zap rate is now equal to his
fence damage and zap rate
Empeach
tier 3 sun cost: 75 to 100
Dandelion projectiles are not be able to hit chickens anymore
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## BETA 1.7.2
- Animation fixes for Bowling PF - he will now fire PF bulbs properly
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## BETA 1.7.1
- Fixed the broken Training Room reset function
- Fixes to some Community levels
- Animation fix for Crystall-shroom and Wheat PF
- Faster tier swap screen (less laggy)
- DDA-5 has been changed: less garlimite, more Snow Pea
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## BETA 1.7 - EASY MODE RELEASE! a different obb for ECLISE, that has all of the
enemies' HP scaled down to 60-70%. Made for casual players, marked by the silver
coin display of your coin counter!
- tl;dr: 114 new levels, 144 randomized levels, 2 new plants, night AE and daytime
DA
- NEW PLANT: Garlimite! Complete the new adventure segment to unlock him.
- ANOTHER NEW PLANT: Crystall-shroom! We're in the endgame now - unlock her through
a master quest at the end of 21-10
- Daytime Dark Ages lawn and extra adventures!
- Night Ancient Egypt lawn!... and extra adventures!
- Community World! - contains 71 new levels made by... the community, also new
worldmap for it
- Training Mode with 4 difficulty modes with 7 level modes within each of that!
hopefully that makes sense.
Training mode is available after you beat level 2-10
4 difficulty level for you to choose: Easy - Normal - Hard - Extreme
There are 7 game mode for each difficulty for you to play with. Including
Last Stand, 2000 sun headstart, and Auto Sun dropper. Click on a difficulty level
to randomly enter those
Currently constructed for AE, LC, and DA. More worlds to come later (I need
to make 48 levels for each worlds)
Complete level 2-10 to unlock Training Mode, it's on the left of your house
- Removed LC endless (Temple of Bloom) in order to make the Training Mode
- Added Night Egypt and Daytime Dark Ages to their world's endless zone cycle
- Puzzle quest: Minesetter and some new minigames
- Costumes for Lava Guava, Puff-shroom and Tile Turnip! (made by FurballArts and
me, goodp2 :)
- You can now replay one-off challenge levels!
- Bowling minigame: Bowlings are now have bigger hitbox, can hit flying zombie and
drop bonus coins on multiple hits
- Nerfed earlier adventure levels:
1-10: heavily nerfed in general
2-5: more delay time between zombie waves
2-9: moved some endangered Iceburg to the left
2-10: added more gold tiles
3-4: spawns more sun gravestones instead of normal gravestones
5-8: more preparation time before the first wave, removed early snowstorms
5-9: minor nerf
7-9: time limit to kill zombies: 5 to 10s
8-4: faster conveyor speed (if you know how to trigger it :p)
8-9: dinosaurs won't come until half of the level
10-3: preplaced citrons are now at tier 2
- Replaced level ICS-5 with a new one
- Universal color - tweaked the colors of some gravestones & lawnmowers to make
them fit into everywhere
- Minor changes in texts & stuff
- Bugs fixed for Bowling PF and Wheat Slinger PF
- Camel Zombies, Bugs, Relichunter and Cleopatra zombies now cost more to spawn
- USE RATE rebalancing: these plants are already balanced in before but underused
at certain tiers. With this update, I hope it could bring even more variation to
your game experience.
Peashooter
tier 1 damage: 20 to 24
Cabbagepult
tier 1 damage: 45 to 50
Bloomingheart
tier 1 damage: 10 to 15
Puffshroom
expire time 180.0 90.0 30.0 >> 200.0 120.0 60.0
shotcooldown 1.2 0.95 0.7 >> 1.1 0.85 0.65
Homingthistle
tier 1 damage: 20 to 24
Bombegranate
suncost 200 150 150 >> 200 200 200
recharge 40.0 32.0 25.0 >> 40.0 40.0 40.0
damage 400 160 40 >> 400 200 40
seed damage 260 200 180 >> 260 440 660
Tallnut
suncost 125 200 300 >> 125 150 175
recharge 20.0 20.0 20.0 >> 20.0 25.0 32.0
Potatomine rework
suncost 25 25 50 >> 25 50 25
recharge 20.0 20.0 20.0 >> 20.0 20.0 7.0
HP 300 500 900 >> 300 300 300
arming time 14.0 17.0 20.0 >> 14.0 20.0 10.0
damage 1500 1500 1800 >> 1500 2400 400
Primalpotatomine
tier 1 damage: 400 to 420 - enough to take out captain & jester zombie
Snowpea: no more bonus chance for freezing projectiles!
tier 2: gain small splash chill
tier 3: bigger splash with additional 0.3s freeze
- Normal balancing lol:
Escape Root: now swaps instantly!
tier 2 recharge: 15s to 40s, HP: 900 to 2000
Toadstool
tier 1 chew time: 5.0 to 0.0
Tanglekelp
recharge 20.0 35.0 50.0 >> 20.0 30.0 36.0
drag damage 400 600 800 >> 400 400 400
electricblueberry: each zap will now deal 200 dmg instead of 1500 (takes
longer to kill a zombie)
Starfruit projectile hotbox is slightly bigger
Kernelpult normal damage: 20 to 10
Ghostpepper
recharge 25.0 40.0 60.0 >> 30.0 45.0 60.0
dps 20 30 40 >> 40 40 40
Intensivecarrot
tier 2 recharge: 6s to 20s, health restored: 100% to 300%
Primalsunflower
recharge 10.0 5.0 0.0 >> 10.0 6.0 3.0
Rotobaga
suncost 200 450 950 >> 200 350 500
damage 10 20 40 >> 10 15 20
recharge 7.0 14.0 25.0 >> 7.0 10.0 14.0
Electriccurrant fence damage -24% for all tier (pea x4 >> pea x3 at tier 1)
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## BETA 1.6 - BALANCING UPDATE - BLOVER IS GONE
- NEW PLANT: the Wheat Slinger! a cheap solution for threat that stays behind,
highly spamable. Complete the new adventure segment to unlock him.
- New Night Wild West extra adventures!
- A whole bunch of new minigames in Modern Day. yes a lot
- Lost City world map rearranged! (just like AE but not as good.)
- Easy mode for standalone levels in MD for casual players to enjoy. That alone
took me whole bunches of time
- Checkpoints are here, you'll no longer need to beat the first level in order to
unlock the gate
- Plant quest: Banana Launcher, Spring Bean
- New costume for Cactus & Primalpeashooter & Chomper
- Fixed popcap's typo in the code that resulted in electriccurant's dis-
immunization of ballad jam a.k.a electric currants cannot be charmed now.
- Reworked TICKDOWN mode: instant-damaging plants are removed, longer preparation
time, the zombies are crowder, also added some new levelset. It's quite fun to play
now gotta say.
- new minigames in MD. some changes to the old ones too. also new veteran level
quests
- No more flash red warning when the zombies are close to your house
- Nerfed some clutchy vasebreaker levels (V1-1, 2-3, 3-1, 4-2, 4-3, 5-3, 6-1, 9-3,
10-2, 10-3)
- nerfed level S-19, 11-5, 11-8, 11-9, 13-8, 15-6, 18-2, SDL-5
- Nerfed and expanded 13-3, level 13-6 is replaced with a new one, level 13-10 is
buffed
- Level 11-4 and 11-7's rewards are swapped (Toadstool >< Parsnip)
- Witchhazel is banned in most of last stand levels
- Caulipower and blover are banned from survival mode (except cauli in survival:
gargantuar)
The changes in zombie's eating dps while leveling makes caulipower too op in
the long run. Will consider laststand next time... maybe
- Fixed the visual bug on excavator's death animation
- Fixed explorer, pharaoh & eighties imp hitbox
- Ice-shroom gained a bit more weight in design
- Melons' tier 1 splash effect is looking cooler
- The almanac is more tidy now. Neat!
- New almanac icons for the new zombies! Finally
- Disco Mech reworked: slower jetpack spawning time, jetpack disco HP: 260 to 400,
jetpack disco speed: 0.26 to 0.28
- Football-mechs spawn less frequently and worth more points
- Chicken HP: 8 to 5
- Jester zombie can sometimes spawn with invisibility...jk
- *Adjusted* boosting cost for each plant
- Endless zone changes:
MD: now can only spawn 2 portals per wave at most, randomly cycle between day
& night also!
BWB: revamped!
PS: fixed zombies clogging in the 5th lane
AE: sandstorms can only happen after wave 8
LC, WW, JM: added night variant!
- Minor changes in strings & stuff. also added new MD minigames
~~ rebalancing time ~~
aloe: healing +100 HP for all tiers (to cover up the delay for his animation)
bonkchoy
tier 2 damage: 22 to 20
tier 3 damage: 30 to 25
cactus rework! too lazy to list so read the almanac
Citron: has slower projectile speed
tier 1 reload speed -25%, damage +23% (700 to 860)
tier 2 reload speed -11%, damage +9% (1600 to 1740)
tier 3 reload speed -5%
Coldsnapdragon PF
damage 1200 1600 2000 >> 300 340 380
freeze duration 10.0 10.0 10.0 >> 60.0 67.5 75.0
Dandelion: blover can now blow out up to 3 dandelions
tier 1 CD: 25s to 10s
tier 2 CD: 30s to 14s
tier 3 CD: 35s to 18s
E.M.Peach: now affects 8bit zombies, boombox, jetpacks
tier 3 CD: 16s to 10s
Escaperoot PF potatomines now have slightly bigger explosion
Explode-o-nut (was left from prev. instant-plant nerfs)
tier 1 CD: 30s to 40s
tier 2 CD: 26s to 35s
tier 3 CD: 22s to 30s
Ghostpepper explosion damage: 450 to 360, better PF damage
tier 1 CD: 27.0 to 20.0
tier 2 CD: 33.0 to 25.0
tier 3 CD: 40.0 to 30.0
Gold Bloom
tier 1 CD: 25s to 20s (was mistaken to be 25s, now fixed!)
tier 2 cost: 100 to 150
grapeshot projectiles
damage: 200 to 150
splash damage: 0 to 100
bounce count: 5 to 10
homing thistle: rework
suncost 250 500 800 >> 150 350 750
starting CD 60.0 60.0 60.0 >> 20.0 40.0 60.0
recharge 24.0 27.0 30.0 >> 12.0 24.0 36.0
HP 600 700 800 >> 600 700 800
Thanks for playing! More updates coming later! Update your words on the survey!
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## BETA 1.1
Welcome young gardeners, to update 1.1 of ECLISE! This balance features a lot of
balance changes and bug squashing, so let's get right to it!
- New quests! Complete each chapter for a small amount of gems, then complete side
quests for even MORE gems! More side quests coming soon!
- Bugs fixed:
+) Fixed the Quest Day 3 softlock glitch
+) Fixed the bug where you can access other worlds from almanac
+) Fixed the bug where levels are being auto-completed (thus skipping the first
time reward)
- Changes to adventure levels:
S-1, 3-1: removed tier 1 enforcing
2-10: nerfed the random zombie spawner (200 + 80 to 120 + 40)
3-4: nerfed the annoying gravespawn near the end
4-9: starting sun from 2200 to 2500
4-10: less gargs, less painful
5-8: small nerfs
6-8: slight nerf at the flag waves
6-9: removed 1 of the SOS sunflowers, changed 1 into primalsunflower
7-5: some nerfs after flag 1
7-10: expanded preparation time
8-1 8-2: these level aren't hard, but the difficulty spike was too high
8-3: toned down the difficulty a bit, mostly at the flag waves
8-6: still a wise-strategy-needed level, easier to handle
8-7: dino introducing level shouldn't be hard
8-10: removed some normal zombies
9-1 9-2: difficulty spikes again
9-5: nerfed the bot swarm waves
9-6: this one was hard for even good players, now it's hard to casual players
9-7: some nerfs after flag 1
9-9: nerfs at the flag waves
10-7: downgraded some coneheads to basics, now preset guacodile
10-8: expanded preparation time, removed some party-breaking gargantuars
11-1: added 2 more plantfoods. the intro level should be fun
11-2: individual nerfs
11-5: moved a plantfood to wave 2
11-6: +2 pf
11-7: replaced peashooters with repeaters
11-8: this level was supposed to be hard... not too hard tho, so got reworked
- Changes to plants:
Squash:
tier 2 damage: 1400 to 1300
tier 3 damage: 1000 to 860
Sunshroom:
tier 3 recharge: 10.0 to 7.0
Bonkchoy (rework): tier 1 2 3 old to new
suncost 150 300 600 >> 150 250 350
damage 15 25 45 >> 15 22 30
recharge 3.0 6.0 9.0 >> 3.0 5.0 7.0
HP 300 600 1000 >> 300 375 450
Kernelpult
tier 2 buttering duration: 8.0 to 7.0
tier 3 buttering duration: 8.0 to 6.0
Pepperpult
tier 1 recharge: 12.0 to 16.0
tier 2 recharge: 17.0 to 20.0
Primalpotatomine
tier 2 arming time: 8.0 to 10.0
tier 3 arming time: 10.0 to 15.0
Thanks for playing!