Does anyone know how to get Hydra and/or Malum running on 18.0?

When I run the game with either one of them, it’s just stuck in version 17.4, the version before they dropped the update yesterday. I’ve seen a lot of people also talking about errors, like that they can’t vote with Malum, but I don’t get that error, but I feel like it’s cause mine is still in 17.4. Anyone know how to fix it?

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u/Competitive-Wind1888 — 18 hours ago

Heads Up:

If you didn’t get lucky enough to get a jackpot like most of us, well good news they’re all gone now, every single one of them, so you can finally quit, delete the game, and be at peace now. Unless they do something crazy good tomorrow, I think this is the final nail in the coffin for this game.

u/Competitive-Wind1888 — 2 months ago

This gotta be a joke right?

They put this out AFTER a bunch of people already claimed the reward, and they have the audacity to force you to be satisfied with this bullshit.

u/Competitive-Wind1888 — 2 months ago

I am working on reworking/making balance changes and fixes to each card I think needs it to make each card usable, viable and strong in its own ways. Once I finish or come close to completing all the card updates, I will start working on the mod to make this stuff real and bring it to the game.

So far I have made about 40 cards that have been changed, are new cards, reworked, or have new mechanics or abilities, about 20 on each side (plant and zombie). Much later down the line, when I'm closer to completing all the cards as well, I can start working on making this into an actual mod to get it into the game and test out all these cool ideas! It will be fun to see how it plays out and get feedback from the community to make updates for the better to make it the best version of PVZ: Heroes we possibly can! I will work on more cards soon. Let me know in the comments which are your favorites so far from these?

Plants:

0- Repeater: (No Changes, 2/3 base with double strike for 3 cost)

1- (New Card!) Vines: (1 Cost Trick) Do 2 damage. (Plant equivalent of bungee plumber)

2- Fire Pea: now costs 4 sun instead of 2 and is a 3/4 instead of a 3/2. (Gained + 2 hitpoints) Fire Pea also has its own new ability that has not yet been introduced in the game. Fire Pea will burn any zombie it hits and that burn will stay, doing 2 damage to that zombie every time it’s a new turn (the time to play zombies). This effect does not work on the zombie hero, and does not stack. Even if Fire Pea dies or doesn’t hit this turn, it only needs to hit once. Once the zombie has been burned, it will continue either until the burn is removed, or the burned zombie dies. There will be a few ways to remove a burn, including some new support cards to help out.

3- Torchwood: Costs 0 instead of 1 and buffs peas behind it by +1. Has 2 health.

4- Geyser: costs the same still and does all the same stuff, only it has the added bonus of healing any type of burn effects from all your plants now as well.

5- Cornucopia: Costs 10 sun instead of 9 and all plants made are now guaranteed to be 5 cost or higher plants. Buffed to a 6/9 from a 6/6.

6- The Great Zucchini: Reworked to 10 cost instead of 9, it is amphibious, and untrickable. It’s an 8/8 that when played, transforms all zombies into 1/1 imps. These imps lose all abilities and cannot be transformed or buffed for the rest of the game. (Such as Bad Moon Rising)

7- Doom Shroom: Now costs 6 instead of 5, plant trick. When played, destroy all zombies with 4 strength or higher. In whichever lane you play doom shroom, a crater environment is made there. A crater environment makes it so that nothing (including other environments) can be played here for two turns. After two turns are up, the crater disappears and that lane restores back to normal. When a crater is made, all zombies and plants already in that lane will be destroyed (including zombies with 3 strength and lower, but only in the crater lane. This will no longer destroy all of your own plants, but it will destroy any ones that are inside a crater lane when it is formed. The lane of the crater is determined by where you play the actual card.)

8- Kernel Corn: Costs 8 sun, buffed to 6/8 from 6/6, does 4 damage to all zombies when played.

9- Cob Cannon: still costs 6 at 4/6 stats. Plant evolution requirement: when played on another plant, destroy a chosen zombie and zombies in lanes here and next door shrink, receiving -2/2.

10- Onion Rings: now costs 4 sun instead of 5, at 4/4 stats. When played: all plants in your hand become 4/4. At the start of each turn, for the rest of the game, these plants gain +1/1 wherever they are (hand or lawn).

11- Astro Vera: 8 cost, buffed to 6/6 from 5/5, When played: Your plant hero gains +10 max hp, heal your plant hero for 10. Passive ability: When this plant heals your hero (only works with this card), deal 4 damage to the zombie hero.

12- Three-Headed Chomper: 6 cost, 6/5 stats, splash damage for 2 in lanes next door. When played, chomp all zombies in this lane. After the end of each turn, chomp all zombies in this lane and one random lane next door (left or right). Ability: for each chomp this gets +1 HP.

13- Dark-Matter Dragonfruit: 8 sun cost, now buffed to a 6/8 from the previous 6/6 (attack/HP), splash damage remains the same at 6, tricks now cost 7 brains more to play instead of 6 more.

14- The Godflower: (New Legendary Card! Max 2 copies per deck): Costs 8 sun, 4/6 stats, Legendary with Untrickable and Burn Effect and armor 2 (Does + 2 damage at the end of each turn until the zombie is defeated, or the burn is healed. Cannot affect heroes). Ability (When Played): Increase your maximum sun capacity by +10 (10 sun/brains). When a second one is played, you get +10 more max sun capacity up to 30 max capacity. Refund 8 sun when played. Ability (When Destroyed): Self-destructs in this lane, destroying all plants & zombies in this lane. 

15- Heartichoke: 4 cost 4/4 with strikethrough. When your plant hero is healed, deal that much damage to the zombie hero. This damage cannot trigger any environmental abilities. 

16- Wall-Nut Bowling: 8 cost, deal 4 damage in all ground lanes. Spawn three 0/4 armored 2 walnuts in those lanes that have the pecanolith ability (attacks with health instead of attack stat).

17- Aloesaurus: (Reworked) Costs 4 sun instead of 5, buffed to a 4/8 from a 4/7 base, heals all plants for plus 1 and plant hero for plus 2 each turn rather than plus 1 on both.

18- Brainana: (Reworked) Costs 6 sun still, buffed to a 4/6 from a 4/3. (+3 HP). Instead of draining all brains, when played, drains all but 2 brains for this turn, leaving small counterplay.

19- Soul Patch: (Reworked) Costs 6 sun still, from 5/10 to 6/6, now has armored 2 instead of armor 1 and untrickable; ability: wherever your hero would get hurt, this gets hurt instead. When played: this plant can’t be hurt for this turn. At the end of each turn: Heal +1 HP.

20- Winter Melon: (Reworked) Costs 6 sun, now a 4/6 instead of 4/5, freezes all zombies in this lane and lanes next door when played. Amphibious, untrickable, splash damage 4. When it attacks the zombie in its lane, they get the deep freeze effect. Deep freeze can’t be stopped by immunities such as Tuskmaster, or tricks. Deep freeze lasts 2 turns. Troops cannot be deep frozen again, as you could freeze forever. Only normal freeze still works after a deep freeze.

When it hits a zombie such as with splash damage in lanes next door, it gets a normal freeze. This can be prevented in normal ways. The deep freeze in its own lane cannot be prevented. 

Zombies:

1- Frostbite Winds: (New Card!) Frostbite Winds come straight from the depths of Frostbite Caves, transported here by Zombot himself with all his crazy gadgets. This is a 2 cost trick. You will choose a zombie to freeze for this turn. As you know, a frozen card skips combat but it can still take damage. That zombie will gain +3 hitpoints (HP) and it will be healed of any burn effect if it has been applied.

2- Garg Feast: now costs 10 brains instead of 11 and makes 3 random gargantuars in 3 random lanes as before. The newly summoned gargs will gain a protected shield that will protect them from taking damage for this one turn.

3- Zombot 9000: (B4 Zombot 1000) costs 10 brains instead of 9, is a 10/10 (Damage/HP) instead of a 9/9, and also makes 1 random 5 cost or higher gargantuar in a random open lane. This gargantuar can’t be hurt for this turn. After grave, destroy all plants in all lanes instead of just in lanes here and next door.

4- BMR: Bad Moon Rising has been massively reworked to be a much more strategic and fun to use It now costs 8 brains instead of 7 and instead of transforming all zombies into random zombies that cost 5 or more, it transforms all zombies into random zombies that cost 3 more brains than the old zombie. 1 cost will transform to a 4 cost, 4 cost to a 7, and so on. It rewards you for playing carefully and smart by keeping your guys alive to evolve them later on.

5- Wannabe Hero: Wannabe Hero has been reworked to an 8 cost rather than 7 and a 1/6 (attack/hp) rather than a 6/1 (attack/hp). He now gains health AND attacks equal to your hero’s health. He will only gain frenzy if your hero is at 10 hp or lower. If your hero is at 11 hp or higher, Wannabe Hero will not gain frenzy. Wannabe Hero will use these abilities when played.

6- Octo Zombie: Still costs 8, an 8/8 with frenzy, amphibious. Keeps its old ability where if it is destroyed, you conjure another octopus zombie. Only, now, when it is destroyed, the newly conjured octopus zombie will cost 2 brains less than the previous one. This effect stacks up to a minimum cost of 0 brains. If the conjured octopus is not played in the next turn it is conjured, its cost will reset to normal the next turn. 

7- Zombot Plankwalker: Still costs 8 brains, buffed from 6/6 to 8/8, has strikethrough, and is amphibious. Spawns two random pirates in two random open lanes instead of 2 random imps in 2 random open lanes.

8- Zombot Sharktronic Sub: still costs 6, buffed to 6/6 from 5/5, when played: destroy all damaged plants (does not gain buffs for initial destruction), passive aura: when a plant is hurt, destroy it, ramp ability: whenever a plant is destroyed, this gets +1/1 (attack/HP).

9- Zombot Aerostatic Gondola: costs 6 still, buffed to 6/6 from 5/6, makes a random zombie in this lane, then moves to a random lane (before combat so end of tricks).

10- Teleportation Zombie: Keeps abilities including bullseye and gravestone, now costs 3 brains instead of 2 and is buffed to a 2/5 from its previous stats being 1/5. Can still teleport zombies in.

11- Firefighter Zombie: Still costs 4 brains, now a 4/4 instead of a 5/5, but you choose a plant of your choice to bounce instead of bouncing one of your own zombies.

12- Zombot Tuskmaster 9000 B.C. (New Card!) 6 cost brains, 4/6 base stats with strikethrough, when played: Freeze all plants. Unfreeze all zombies. Once per turn when this attacks, freeze a random plant. When this card freezes a plant, this gets +2/2 stats. (Stat bonuses are not applied with the initial freeze upon entry.) Ability: While on the board, zombies can’t be frozen.
(Note: only the card’s own freeze will boost its stats, not tricks or other cards to freeze).

13- Zombot Multi-Stage Masher: costs 10 brains, base stats are 8/16, untrickable. Size rule: This card takes up the lane it is played and lanes next door. You must play it where there is space in one of the 3 middle lanes, as it would not fit in the 2 side lanes. You may play this on zombies but it will destroy any zombies there are in the 3 lanes if it is played on top of those zombies. If you play zombies on top of the stage instead, they will gain a buff of +2/2. These zombies do not gain any extra buffs, just the stats. These zombies can be killed in any way including via tricks such as sham rockets. The stage itself cannot be destroyed via a trick of some sorts such as doom shroom as it is untrickable, but a simple environment will clear it out. Zombies on the stage will take the damage done by plants before the stage itself does. The stage can take damage from any of the 3 lanes it is in even if one of the lanes is open but the other 2 have zombies on the stage. It will take the damage from the open lane and the zombies will take the damage in the other lanes. If an environment is used to destroy the stage, only the stage will be destroyed. The zombies you put on the stage will be fine. They will only lose the 2/2 buff they gain from being on it and any other buffs being given by it. Ability, Mixtape Mixup: cycles through a set of genres of music each turn, granting the zombies who are on it extra bonuses. Once the music changes, the previous ability is removed and the next one is added. The stage attacks in all the 3 lanes it is placed in for 8, as well as the attacks from the zombies on the stage. The stage can shuffle through 4 different genres of music. Rock: All zombies on the stage get frenzy. Pop: All zombies on the stage gain a shield and can’t be hurt for this turn. Rap Battle: Weakens plants in the stage lanes (the middle and next door lanes) by -2/-2 stats (kind of like the microphone zombie he spins it and kills the plants around it its like your damaging the plants basically like the microphone guy from pvz2 but he weakens)
Heavy metal: Drops 3 speakers with 2/2 stats each in front of the 3 lanes the stage is in. These act as small minions to dish out extra damage and absorb an attack. These also do 2 damage to everything in the lane that it’s in, basically damaging the plants in its lane and lanes next door for 2, it has the speakers doing an extra 2 and absorbing attacks, then the stage itself doing 8 plus whatever zombie you put on top for who knows. If there are speakers from before or other zombies in front, these new speakers will replace those in the next cycle.
(Note 2: Frenzy bonus given in rock music cycle may only trigger once, so no triple attacks. When this is up, the only tricks that you may play are superpowers or shields until this dies.
When this is shielded by any type of shield, it will apply to the whole stage rather than 1 lane).

14- Zombot Dark Dragon (New Card!): Costs 8 brains, 6/6 base stats. When played, summon 2 dragon imps with 2/2 splash damage 2 in open lanes next door, and 2 4/4 armored 2 Knight Zombies in other open lanes (side lanes), and deal 1 damage to each plant in each lane. Every other turn the Dark Dragon protects itself and blocks damage for a turn. The next turn the shield is gone and the Dark Dragon can be hit. The next time it's back again. This cycle continues.

15- Ra Zombie: (Reworked): Costs 4 brains instead of 5. Buffed to a 4/4 stats instead of a 3/4. Ability: When this is played, the plant player loses 2 sun each turn. This effect may stack with other Ra Zombies. This effect lasts till Ra Zombie is defeated. Once defeated, no more steal.

16- Gargantuar Prime: (New Card!): Costs 7 brains at a beefy 7/7, and does 2 damage to any target of your choice after combat each turn (this includes the plant hero).

17- Zombot Dinotronic Mechasaur: costs 8 brains instead of 7, 8/8 base with bullseye, dino roar ability: Make 2 random dinosaur zombies in 2 random open lanes instead of a random history zombie in one random open lane.

18- Defensive End: 6 cost 6/6 instead of 5/5, no armor; when played: bounce a random plant. Passive ability: As long as Defensive Unit is on the board, plant tricks cost 2 more to play. (This effect may stack if you have more Defensive units. The max the tax can go to is +8.)

19- Knight of the Living Dead: 6 cost instead of 7, buffed from 5/5 to a 6/6 with armored 2.

20- Nurse Gargantuar: 6 cost instead of 7, buffed to 6/6 base from 4/6, whenever a zombie attacks, choose to heal your hero for as much damage as you did. If you do, that attack does no damage for that turn. If you do not heal, do the damage as normal. This effect does not stack.

21- Bungee Plumber- Now costs 2 instead of 1, does 3 damage instead of 2. (Zombie Berry Blast)

22- Pathogen- (New Card!) Costs 1, trick, Do 2 damage. (Old Bungee Plumber)

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u/Competitive-Wind1888 — 2 months ago

Think it’s finally time to put my man up for auction

He’s a PSA 10 so I’d like something quite pristine for him particularly a PSA 10 Professor would do nicely

u/Competitive-Wind1888 — 3 months ago