1. Bloons TD 6
  2. News

Bloons TD 6 News

MrBeast Promo - On Now!

Until June 10, all players that open Bloons TD 6 will receive a free pack containing 2000 MM, 3x Super Monkey Storms, 3x Monkey Boosts, 3x Cash Drops, and 3x Insta Monkeys: tier 4 Dart Monkeys of each path. You will also get an exclusive avatar for your profile!

Then try the new quest: Protect The Yacht. A challenge quest on a special map, where you need to protect the yacht.

Bloons TD 6 - Update Notes! Version 42.0

Update: Bloons TD 6 v42.0 - Update Notes!



Update Video: https://youtu.be/Kg5tHguhsGg
Key New Features
  • Accolades and Player Revenue Share
    • We are so excited to bring the success of BTD6 back to players and share revenue with players who are helping in making the game more awesomer!
    • The system allows players to gift player creators with animating Accolades that will follow their map or challenge wherever they are seen in game.
    • The initial 12 Accolades express a variety of positive reactions to inspiring content, such as Smart, Tricky, Beautiful, Fun, Masterpiece, and more!
    • At launch and for the foreseeable future we’ll be sharing 35% of the Accolade purchase price with the player creator, which means 50% if they are also a content creator and you are using their Creator Code. This is an industry leading share amount, which we aim to maintain; after the platform fees, Ninja Kiwi and Nexus.gg have the smallest shares of these purchases, as they truly are meant for the player creators.
    • Revenue share is available on platforms with IAP systems. We’ve tried to make Accolades receivable wherever possible, but we must restrict this to players who register with Nexus according to their terms and to players on non-subscription platforms. We are looking for solutions for subscription players but this will take significant time.
New Awesome
  • New Hero Skin, the Gentlemonkey Gadgeteer Geraldo! Geraldo was a challenge to find the time for a skin with so much more custom art required compared to our normal hero roster but he’s finally, fancily here
  • New Map, Castle Revenge! Longstanding fans of BTD will notice something familiar here. We love bringing our classic content forward and not just because we are nostalgic saps but because they have great play value. This one hails from both BTD5 and BTD Battles, but with a dynamic flourish that we hope gears you up to earn all of the badges!
  • New Quests
    • Multi-stage story based Bloonarius quest - prepare to be slimed!
    • Royal Tank Academy trial: discover Captain Churchill’s strengths and abilities
    • One Stop Pop Shop trial: discover Geraldo’s strengths and abilities
    • Phayze One Experiment Quest: if you enjoyed the Party Bloon Quest we have another infinite scaling Quest Boss to challenge you. This version includes unique round mechanics tied to the Boss.
  • New Trophy Store Items
    • Heroes: Corvus Owl pet - darkly adorbs!
    • Monkeys: Engineer Palbot pet - mechanically adorbs!
    • Bloons: Nightcap Bloons decal
    • Game & UI: CatEzili avatar, Boss Phayze avatar, Super Chill Banner
  • New CT Team Store items
    • Base Props: Junk Tower
  • Big Map Editor Additions!
    • Implemented a Removable/Interactable state for props through the props UI; this can be done by linking together the new Interactable Area to different special props, available from the Areas Menu (at the bottom) and the new Interactable prop menu with the Hammer icon
    • Added new category for Interactable props (look for the Hammer icon tab); these add animating flavor when Interactable layers are removed, but they can also be used as props (but with only limited animation)
    • New items: Responding to the many requests for cityscape elements, we took existing assets from maps like high finance alongside some new stuff to make building the city of your dreams a possibility! The construction supervisor just radioed in saying there are over 60 new construction props with which to build, plus new Paths, Stamps, and Terrain to match!
Game Changes / Additions
  • Map search is now also available for co-op lobby map selection
  • Map ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'
    • This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.
  • While we like giving players lots to choose from as early as possible, we’ve seen feedback that the current hero unlock flow can feel overwhelming with all Monkey Money unlockable heroes becoming available immediately at account level 10. To address this, we are spacing this period out with a few different groupings of Hero unlocks and holding back some of the more complex Heroes until account level 35.
    • Level 15 heroes: Churchill, Benjamin, Pat Fusty
    • Level 25 heroes: Sauda, Ezili, Etienne, Adora
    • Level 35 heroes: Psi, Brickell, Geraldo, Corvus
  • Added 'cash spent' to the Victory Screen summary
  • PC players request to have many niche things hotkeyed, but unfortunately these are often too niche for us to take up valuable real estate with limited keyboard space. To enable players to take this into their own hands we have added a new advanced section of default unbound hotkeys to cover more heavily situational use cases. None of these hotkeys will work by default, but if you find any to sound useful they can be manually bound in order to enable them. We are interested in hearing your feedback on more things that make sense to fit in this list.
  • Cycling upgrades menu in challenges now skips past towers that are banned (yay!)
  • Individual stages of Quests can now be replayed without resetting the entire Quest
Bug Fixes & General Changes
  • [Map Editor] Duplicate prop button no longer allows users to exceed the prop limit
  • [Map Editor] In progress maps at prop limit no longer allow +1 prop after loading saves
  • [Map Editor] Erasing stamps now correctly restores the ‘prop limit’ spent on them
  • [Map Editor] Resolved small graphical errors with asphalt path
  • Ranked boss and Battlemode boss challenge should now have the same starting cash
  • Resolved audio being triggered the background screens in some other places in the UI
  • Resolved an issue in co-op sometimes visually displaying other player towers as upgradable to you
  • Resolved some overlay display issues that occurs in some resolutions
  • Paragon cost slider no longer exceeds limits in least cash challenges
  • ‘Retry Last Round’ should no longer be available on the first round of quests
  • When users ‘Confirm’ entry of a Creator Code, the game should now keep the dialog open until server communications have either confirmed or rejected the creator code
  • Resolved a number of softlocks that could occur
  • Resolved a number of UI issues
  • Swapped some frame based timings to real world timings so the game can run smoother on specific refresh rates that were not easily divisible by 20. Our lead coder assured me this sentence made sense.
Event bug fixes
  • Players should not be able to modify Odyssey crew after sharing to the Content Browser
  • Fixed inconsistency in the ‘Upgrade Restricted’ red stripe through tower upgrades
Map Specific Fixes
  • Resolved an issue where Blons could be played through co-op
  • Resolved a crash that could occur loading some saves on Glacial Trail
  • Lych should no longer drain the Frozen status on Glacial Trail - sheesh!
Tower Specific Fixes
Dart Monkey
  • 4xx Juggernaut’s bonus damage to fortified targets now works across crosspaths
Ice Monkey
  • Resolved another arctic wind crash (polyphemus style)
Sniper Monkey
  • Resolved a case in which the Supply Drop ability could fail to trigger other Supply Drops
Monkey Sub
  • Resolved an issue where Retry Last Round removed the submerge option from Sub
  • Flanking Maneuvers MK now applies to the Sub Paragon
  • Submerge toggle now has cooldown art
Heli Pilot
  • MOAB Shove no longer ignores the children of the target it is shoving
Ninja Monkey
  • xx3 Flash Bomb should no longer fail to stun targets if damage is externally buffed
Druid
  • x5x Spirit of the Forest Track Vines now do not display over invincible/covered track sections (like Dark Castle trees, or on the new Castles Revenge map)
Hero Specific Fixes
Quincy
  • Resolved an issue with the Quincy Spec Ops Drop In placement animation
Geraldo
  • Resolved an issue where Geraldo’s subtowers would be immune to freeze on Glacial Trail after Geraldo is sold
  • Geraldo’s Lv16 Nail Mine should now save correctly
  • Geraldo should now restock inventory correctly when leveled immediately from 18 to 20
Corvus
  • Corvus - Optimisation Pass improving general performance
Platform Specific fixes
  • [Android] - Resolved a game freeze occurring on devices with a Exynos Chipset - this was affecting a number of players, so hope you are now back up and popping!
  • [PC] Alternate send round hotkey (Race Hotkey) now sends round in Sandbox
  • [PC] Mentioned in more detail above; new advanced hotkeys section
  • [Vision Pro] Resolved a number of various crash fixes around different parts of the game
Balance Changes
Tower Balance

Many towers in the game still have low tier Damage Over Time mechanics that have not been scaled at all or particularly well, so this update we went over some of these cases to bring forward more Damage Over Time use.

Dart Monkey

Players have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the attack on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern.
  • 3xx Spike-o-pult range increased from 32 > 36.8
  • 4xx Juggernaut range remains unchanged at 36.8
Bomb Shooter

In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.
  • x4x MOAB Assassin ability follows target priority instead of Strong
  • xx5 Bomb Blitz price reduced from $35,000 > $28,000
  • xx5 Bomb Blitz attack cooldown reduced from 1.5s > 1
  • xx5 Bomb Blitz damage reduced from 6 > 3
  • xx5 Bomb Blitz no longer deals bonus damage to Fortified
Ice Monkey

Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further.
  • 5xx Super Brittle attack cooldown reduced from 2.16s > 1.8s
Sniper Monkey

Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.
  • x3x Bouncing Bullet price reduced from $2,800 > $2,400
  • x4x Supply Drop price increased from $7,200 > $7,600
  • x4x Supply Drop now triggers other supply drops when one is used
Monkey Sub

As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.
  • 5xx Energizer main dart attack damage increased from 1 > 5
  • 502 Energizer airburst attack damage increased from 1 > 5
Monkey Buccaneer

General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.
  • 420 Aircraft Carrier damage over time increased from 2 > 4
  • 520 Carrier Flagship damage over time increased from 2 > 9
  • x3x Cannon Ship main dart attack disabled
  • x3x Cannon Ship Grape damage increased from 1 > 2
  • x4x Monkey Pirates Grape damage increased from 2 > 3
  • x4x Monkey Pirates damage over time increased from 2 > 4
  • 024 Flavoured Trades damage over time increased from 2 > 4
  • 025 Trade Empire damage over time increased from 2 > 9
Heli Pilot

The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy.
  • x5x Special Poperations downdraft attack cooldown reduced from 0.15 > 0.075
  • xx5 Comanche Commander price increased from $32,000 > $35,000
Mortar Monkey

We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.
  • 032 Heavy Shells burn damage over time increased from 1 > 2
  • 042 Artillery Battery burn damage over time increased from 1 > 3
  • 052 Pop & Awe burn damage over time increased from 1 > 5
Wizard Monkey

Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.
  • x4x Dragon’s breath damage over time increased from 1 > 2
  • x4x Dragon’s breath attack now ‘fires’ (hehe) 2 projectiles
  • x4x Dragon’s breath attack pierce reduced from 4 > 3
  • x4x Summon Phoenix ability projectile speed increased from 350 > 450
  • x5x WLP’s Dragon’s Breath attack damage over time increased 1 > 10
  • x5x WLP’s Dragon’s Breath attack now fires 3 projectiles
  • x5x WLP’s Dragon’s Breath attack damage reduced from 6 > 2
  • x5x WLP’s Dragon’s Breath attack pierce reduced from 50 > 15
Super Monkey

We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)
  • x3x Robo Monkey price increased from $7,000 > $7,500
  • x4x Tech Terror no longer slightly increases attack speed
  • x4x Tech Terror price increased from $18,000 > $25,000
  • x5x Anti Bloon price reduced $90,000 > $80,000
Ninja Monkey

Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.
  • xx3 Flash Bomb main Shuriken attack deals more to stunned Bloons +3
  • xx4 Sticky Bomb main Shuriken attack deals more to stickied targets +3
  • xx4 Sticky Bomb damage reduced from 500 > 450
  • xx5 Master Bomber main Shuriken attack deals more to stunned Bloons +9
  • xx5 Master Bomber main Shuriken attack deals more to stickied targets +9
  • Paragon main Shuriken attack deals more to stunned Bloons +15
  • Paragon main Shuriken attack deals more to stickied targets +15
Alchemist

As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.
  • 3xx Berserker Brew price increased from $1,250 > $1,300
  • 4xx Stronger Stimulant price reduced from $3,000 > $2,950
  • xx3 main attack damage over time now also deals bonus to Leads +9
Druid

Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.
  • x4x Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is used
Banana Farm

Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.
  • 5xx Banana Central price increased from $100,000 > $115,000
  • x4x IMF Loan cooldown reduced from 90 > 85s
  • xx2 Banana Salvage cost increased $200 > $400
  • xx3 Marketplace cost reduced from $2,900 > $2,700
Beast Handler

When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.
  • 1xx Piranha price increased from $160 > $170
  • 2xx Barracuda price reduced from $875 > $850
  • 3xx Great White Shark price reduced from $2,950 > $2,075
  • x2x Adasaurus price reduced from $945 > $890
  • x3x Velociraptor price reduced from $2,600 > $2,170
  • xx1 Gyrfalcon price increased from $190 > $210
  • xx2 Horned Owl price reduced from $960 > $940
  • xx3 Golden Eagle moab penalty increased from 29 > 44
  • xx3 Golden Eagle damage reduced 2 > 1
  • xx3 Golden Eagle damage range reduced 4 > 2
  • xx4 Condor damage remains 2
  • xx4 Condor damage range remains 4
Hero Balance
Quincy

Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.
  • Lv18 Storm of Arrows deals bonus damage to Ceramics +18
  • Lv20 Storm of Arrows deals bonus damage to Ceramics +24
Gwendolin

Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.
  • Lv4 Heat it Up now has pierce of 100
  • Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
  • Lv12 Heat it Up damage increased from 3 > 10
  • Lv15 Heat it Up damage increased from 3 > 20
  • Lv18 Heat it Up damage increased from 3 > 30
Obyn Greenfoot

Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.
  • Lv3 Brambles cooldown reduced from 35 > 30
  • Lv3 Brambles round duration increased from 1 > 5
  • Lv5 Range buff for x3x druids increased from 20% > 40%
Benjamin

Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.
  • Lv1 cash generation reduced from $100 > $80
  • Lv2 cash generation reduced from $150 > $120
  • Lv8 cash generation remains unchanged at $250
  • Lv11 cash generation increased from $300 > $1,000
  • Lv15 cash generation increased from $500 > $2,500
  • Lv17 cash generation increased from $800 > $5,000
Ezili

Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.
  • Lv16 Main attack can now de-camo DDTs
Corvus

Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly
  • Lv3 Haste cost reduced from 75 > 50
  • Lv8 Storm attack cooldown increased from 0.1 > 0.12

Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery
  • Lv8 Corvus mana gain curve decay start point 40% > 25%
  • Lv8 Corvus mana gain curve decay end point 80% > 65%

The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this.
  • Recovery spell no longer applies cooldown reduction to Nourishment

We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons
  • Lv1 Haunt mana gain per layer reduced from 8 > 5
  • Lv1 Corvus passively recovers 1mana /s so long as Bloons are spawning
Relic Knowledge Balance

We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons.
  • Hero Boost: Hero XP multiplier increased from 15% > 20%
  • Broken Heart: Bonus damage to Regrow increased from 1 > 2
  • Going the Distance: Range bonus increased from 20% > 30%
  • Fortifried: Bonus damage to fortified increased from 1 > 2
  • Restoration: Maximum barrier reduced from 200 > 150

We want to do more with relics in the future, though these can be trickier to do much balance with without adding additional functionality as most of them only modify a single variable, but feedback here is appreciated.

If you’ve made it this far we just wanted to mention that the issues mentioned at the top of the bug fixes allowing players to exceed the prop limit didn’t actually allow you to submit the map afterwards, so hope no one read through that then tried to submit some crazy map before updating!

Looking Forward
  • We’ve deepened team discussions about all of the topics raised in the Update 41 notes, and we’re so pleased to make player revenue sharing a reality this early in the year. As always, we’ll be looking for your feedback on the player creator system, and we’ll be thinking about improvements in platform coverage and any specific additions needed to better support the Game Editor and mods system later in the year. We continue to enjoy the experimental and story-related elements of the Quests system, and it’s generating more room for great ideas all across the team to quickly turn into live gameplay. We have one surprise that will happen before Update 43, so we’ll talk about that once live, and until then here is the latest news on key content that we’ve already mentioned.
    • PlayStation: We were on track for early April launch but did have issues to fix from our submission, so we are back in the pipe and very close to launch. Stay tuned to Ninja Kiwi social feeds, where we’ll post the date as soon as that is locked in.
    • Console Updates: We are shifting our priorities as stated in Update 41, as we have heard loud and clear from Xbox players that they are frustrated to be so far behind the other platforms. Once PlayStation is out, our next priority will be a content update for Xbox and PlayStation, focusing on maps, Heroes, and other content that can come forward without substantial input reworks (meaning substantially different UI and controls like Contested Territory, Corvus’ spellbook, and more complicated interactive maps like Polyphemus). We are going to try to bring as much forward as possible, but we will err on the side of leaving a few more complicated elements out of the update in favor of getting a huge chunk of content in the hands of very patient Console supporters. We are still keen to get Switch into development after this content update.
    • Jetpack Hero is planned for Update 43 and Mermonkey Tower for Update 44. These are both in progress and looking to add super fun play mechanics - fitting well with the other Monkeys but also standing out as quite unique.
    • Boss Rush Team Event is in development for Update 43 but there is a heap of backend to all multiplayer and Team related systems, so we will shift this back if needed.
    • Game Editor: Not much to report on this other than we are further defining the core architecture of the system to be future proof, and we’ve had initial conversations with existing BTD6 modders and we’re further defining the scope of the initial launch this month, so stay tuned on this.
  • Enjoy the update and thanks as always for your reactions, thoughts, and feedback. We’re always looking to blend our instincts and ideas with the fantastic feedback we’ve come to expect (and massively respect) from our more awesomer community.

Bloons TD 6 - Update Notes! Version 41.0

Bloons TD 6 v41.0 - Update Notes on Reddit (with bug fixes and balance changes)!
41.1 and 41.2 notes.

Available for all platforms. These notes are a bit late, so hopefully you've been enjoying the update already!



Update Video: youtu.be/aMHaWUhZy-w
New Awesome
  • New Paragon, the Nautic Siege Core!
    • Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we’re really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.
    • Unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.
    • While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.
    • At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.
  • New Map, Sulphur Springs
    • We’ve had fun roundabout maps in BTD5 and we harken to that around a different visual theme than usual and effort behind specific placement locations.
  • New Quests
    • Pat Fusty Hero Test
    • Psi Hero Test
    • MOAB Madness - still great and even better
  • New Trophy Store Items
    • Heroes: Benjamin pet - it’s a mouse of course! Yes, we couldn’t resist.
    • Bloons: MOAB Bee skin, because, well, bees
    • Game & UI: Dread Rising avatar (Dreadbloon), Year of the Wood Dragon profile banner
  • Limited Time only
    • Powers: Pontoon Chocolate Bar
    • Avatar: Flower Friends Corvus
  • New CT Team Store items
    • Base Props: Wizard Apprentice prop
    • Team Banners: Monkey Squad banner
    • Icons: Year of the Dragon icon, Cheeping Chick icon
    • Frames: Year of the Dragon frame, Bees N’ Flowers frame
Game Changes / Additions
  • Much requested, Apopalypse Mode now grants end of round cash. We’ve agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode.
  • As always intended, Boss Challenge mode now allows for co-op, with separate score tracking for all player counts
  • Looking back and reviewing CHIMPS in the game in general over the past few years we feel that there are 2 main standout problems. The first is that CHIMPS is unapproachable for new players and a very difficult gameplay loop to initially get excited about and break into, and the second is that the majority of the people who are invested in this gameplay loop already don’t play it within the base game most of the time since the Challenge Editor makes it more approachable. Given this we have made the following changes:
    • CHIMPS mode now allows for a 'Retry Last Round' option, upon defeat allowing players to reload the previous round before the defeat occurred
    • This is essentially a ‘home + reload save’ rather than a ‘Continue’ and so choosing to retry at any point will invalidate the run for any Black Medal purposes, but still grants the Red Medal on completion.
    • It is important to us that CHIMPS remains a completely fair free to play pinnacle endgame experience, so this option will remain free to use just like in custom challenge creation
  • Maps Menu Search Functionality
    • Players can now search within the maps menu to more easily track down the ones they are looking for, map names are also localized to the current language the player has set
  • Along with this a number of QoL terms can be used for filtering this search
    • Commands start with ‘/’, and return results both in English and the language currently set if different from English
    • Searching by map name does not require a full exact match but commands do
    • /Events shows all maps with any events (Teams, Golden Bloon, Collection)
    • /ShowIncomplete or /NoMedals shows maps that are not Gold/Black Bordered
    • /Show /AllMedals shows maps with all medals (Gold or Black Border)
    • /Black, /Gold, /Silver, /Bronze shows maps with those borders
  • Map Editor
  • Candyfalls Pack containing extra special items, unlockable with Monkey Money or direct IAP
  • Various new free spring themed assets & additions
  • New asset tags for Candy (Biome), Spring (Biome), Easter (Seasonal)
  • Multi-stage quests now allow for any stage to be replayed without resetting the quest
  • Arabic Language
    • By popular request and with any number of technical and display issues for right to left reading script, Arabic is finally in the game!



Looking Forward
  • So happy to be starting the year with a new Paragon, with our launch ready version of BTD6+ on Vision Pro, and with our PlayStation version ready to submit! January has been incredibly busy and tactical, but we did take important time out for planning the year ahead. We can’t talk about everything quite yet, as we need to make sure the full team has reviewed the calendar first but here are a few of the things that we’re super excited to bring to the game! Cheers to an awesome 2024 ahead, and thanks in advance for your feedback!
    • Console: PlayStation is heading into submission very soon. We don’t have a release date to announce yet so keep an eye on our official socials for news. PlayStation will launch as a PS4 game so it will be playable on both PS4 and PS5. Switch development will start immediately and we’ll keep you updated on status and timeline. Once Switch is in submission we’ll dig into the content updates that we all want to see on all 3 console platforms.
    • Player Creator Systems: As mentioned in December, we have been working on systems to help highlight the incredible content players are creating for Maps, Challenges, and Odysseys. We are framing this around Accolades - visual tags that other players can purchase as IAPs to express their praise for any given curation. There will be ~10 of these at launch, each of them expressing support for the visuals, hard work, intelligence, fun, and challenge of player creations. The IAP structure is central to the revenue share back to the player creators, as a portion of that IAP will be paid out via their Nexus.gg account. Along with the Accolades and rev share, we’ll also be featuring player creations in new ways to try to share the spotlight as broadly as possible amongst creations the community is enjoying. We’re intending this for update 42, so wish us luck as there is a lot of backend and UI to these systems!
    • New Hero: We’re not ready to reveal the name just yet, but still in the first half of the year we’re planning a Jet Pack Hero. Think multiple mobility upgrades, switching between two weapon types, more bouncy projectiles because they are such fun, and cool build synergies with other flying Monkeys.
    • New Monkey Tower: By northern hemisphere mid summer we’re hoping to add an all new Monkey Tower to the game! New Towers with all of their crosspaths and combinations with other Towers takes significant iteration, so we’ve been working with this concept for a non-military water unit for a long time. Every time we’d see fan art in this direction, we’d bite our tongues, but, yes, from the depths of Monklantis…
    • Teams Event: Bosses are tough, and many players haven’t successfully taken them on or even tried. Teaming up is the classic way to take down bosses, but in co-op the extra hands are balanced by the split of XP. As a proper Teams event, we’re planning a Boss Rush event where aggregate play against the Boss is the way to succeed.
    • Game Editor: Building from the framework of the Map Editor and working with existing modders of BTD6, we hope to deliver in the last quarter of the year a full functional Game Editor with the ability on all platforms to changes stats, damage types, and projectiles of Monkeys, have more choice with roundsets, and have sandbox tools that allow the creation of new game modes like progressive gun-game or rogue-like upgrade choices to allow for completely new game types. We’re hoping to have further mod support enabled for PC with Steam Workshop integration, and to keep building from there!
    • More more!: Heaps more we want to do and have penciled in, so that’s where more planning is needed and we don’t want to share that whole list and disappoint ourselves and you. But rest assured we are working on Bosses and Paragons, new Quests with more experiments and lore, Hero Skins, new Maps, hoping to get the Bloonspedia in to help new players, and framing out periodic Legends content drops for players looking for even more challenge.
  • In addition to this being the first update of the year, this is technically our 40th update, since we started out with version 1 at launch! To celebrate this milestone, we have a few fun things planned for the community and wanted to let you all know to keep an eye out. Firstly, we will be planning to run a poll over the next few weeks to pick what tower plushie you would like to see from three options and there may be a chance for some giveaways over on our Twitter/X account but we will have more to share once the poll is up. Secondly, we will be doing a collection event with increased rewards which will be live with the update so get to collecting!
  • We hope some or most of that excites you about what adventures the Monkeys will get up to and we hope this update 41 starts your BTD year off well! Thanks so much for playing and we look forward to your feedback on our socials.

Bloons TD 6 - Update Notes! Version 40.0



Update: Bloons TD 6 v40.0 - Update Notes!

Available now for iOS, Android & Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

Key New Features
  • Events Menu Overhaul
    • Our events menu was getting longer and longer, and perhaps a little too reminiscent of our Flash gaming roots. We’ve moved everything over to a new and improved events menu with all active items visible at a glance and estimated countdowns for upcoming events.
    • Co-op daily challenges will now last multiple days up until the next challenge cycles around for more time to complete and less downtime between them.
  • Boss Challenge
    • With more Bosses came more downtime between each Boss appearance. To remedy that and to massively extend the ability to practice different strats and maps, we’re opening up a persistent Boss Challenge system!
    • Any Boss Bloons not currently in an active event can now be challenged at any time on a map of your choice, even tougher maps where we won’t generally run Events.
    • Boss Challenge can be accessed from the new Events menu, or via the Boss Menu.
    • Along with this, we’ve ensured that every map now has a designated Boss Spawn track so that there is no randomness to where they will come from.
New Awesome
  • New Hero: Corvus the Spirit Walker
    • After months of work developing the complicated balance and technical aspects of a Hero with so many combinable elements, we are so happy to confirm that Corvus will indeed be in Update 40! We’ve seen the community speculation about whether we’d get Corvus released this year, and while it wasn’t easy, not only did the team rally but we’ve had significant time to balance and bugfix. We hope you enjoy playing this very unique Hero!
    • Corvus fights alongside his lovable Spirit companion, which will attack Bloons anywhere on the map following his target priority. Corvus harvests Mana from Bloons and uses this to channel powerful energies through his Spirit companion to perform many powerful attacks from his spellbook (which we think isn’t in any way cursed or possibly sentient)
    • Corvus himself is able to debuff a single Bloon at a time with his Haunt, which removes regrow and purple properties and enables increased energy damage. When destroyed, Haunted targets are absorbed as Mana and then explode, dealing strong area damage.
    • Because much of Corvus’ power comes from Spells, proximity to Bloons for Haunting and Mana generation is essential, and we think it suits Corvus’ personality to be near the frontline, too. At Level 7, Corvus gains the ability to Spirit Walk mapwide, which allows repositioning if other Monkeys start pop stealing too much.
    • Corvus can be unlocked for 7000 Monkey Money. To date he is the most complicated and in-depth Hero in BTD6 and as noted has taken months of work and revision. Given this and the high level of strategic understanding involved in playing with him, we feel the higher price both reflects this additional development effort and will defer the unlock until players have additional experience to better understand how and when to use his powers.
    • This same price point reasoning also applies to Geraldo, and we plan to raise Geraldo up to this 7000 Monkey Money unlock as well. We don’t want to blindside anyone with this change, however, and won’t be changing the unlock price until Update 41. Anyone who doesn’t have Geraldo unlocked, you have the Holiday season to unlock him at the current rate.
    • We also want to note after the last few fairly complicated towers between Geraldo, Beast Handler, Magus & now Corvus we don’t intend to continue a trend of more and more complex designs. We aim to have a healthy mix of simple and complicated new content, and our next planned Hero (who will drop in midway through next year) will step back to a ‘less is more’ design aimed to be unique in its own way but simpler to pick up and with the lower 5000 Monkey Money unlock.
  • New Expert Map: Glacial Trail
    • We hope you will find this map to be a unique play experience compared to other Expert maps, as Glacial Trail was designed with the goal of bringing in another fun single lane track to the Expert category.
    • Glacial Trail features very limited space near to the track, so be very careful and prepare your Mortars and Helis! Warning: May be a little too cold for many Monkeys, so dress warmly!
  • New Quests
    • We put a lot of work into Quests to give lots to play over the holidays, some instructional and some quite challenging. Please don’t expect this many new Quests every update - this is our Christmas gift!
    • Striker Instruction: Discover Striker Jones’ strengths and abilities
    • New Dart Just Dropped: Multi-stage tale of two Dartling Gunners
    • A Guide to the Book of Spirits: Discover Corvus’ strengths and abilities
    • Under a new ‘Experiments’ tab in the Quests section, we have some special feeling missions to play around with
      • Fast Upgrades: Very special quest returning from BTD5; survive 6 special action packed rounds on Dark Path with all towers upgrading once for free after each round!
      • Intense Bloon Rounds: 30 rounds of concentrated Bloon attack
  • New Achievements
    • Also a good bunch of new Achievements to chase over the holidays!
    • Heavy Investment: Invest EXACTLY $401,626 extra when creating any paragon (or more, that’s also fine)
    • 25 to Life: Defeat 5 unique bosses at Tier 5 (in either Boss Events or Boss Challenge mode) - unlocks the hilarious 'Tiny Boss Bloons' Extras option, which can be toggled via the Main Menu Settings
    • Community Connoisseur: Win 100 different community submissions
    • Life Experience: Earn 5,368,709 experience for any tower
  • New Trophy Store Items
    • Monkeys: Druid Capybara pet, awwwww!
    • Bloons: Pirate Turtle ZOMG skin
    • Game & UI: Pinata cash drop skin, Sushi Ben avatar, Mortar Shot avatar, Cyberdart Graffiti banner, Winter is Coming Tonk Mix track
  • New Team Store items
    • Share a bit of Christmas cheer as your Team ruthlessly dominates all tiles!
    • Flying Props: Christmas Cardinal flying prop
    • Team Banners: Hero Christmas banner
    • Icons: Holly Bell emblem
    • Frames: Christmas Bow frame
Game Changes / Additions
  • Map Editor
    • Over 80 more items available for use in the Map Editor, including a new Dark Terrain/Area (so you don’t have to spam quite so many shadows now) and an entire Winter collection featuring tons of new winter Terrain, Areas, Effects, Paths, Stamps, and Props available for everyone to use!
    • New Xmas Pack containing 12 extra special seasonal items that can be unlocked with Monkey Money or via direct IAP
    • Added New prop tags for Christmas & Interactable
    • Sandbox sending Bloons and placing towers features can now be accessed during map editing
    • Enabled more base game props for use in map editor
    • Added a ‘Sharp Corners’ toggle for all Areas (so those nice circles you pull out will swap to a square if you wish)
    • New tag for interactable props to distinguish them (e.g. Bat, Pigeons)
    • Added desktop hotkey support for ‘Sell’ hotkey to delete selected props and CTRL+C to duplicate a selected prop
    • Implemented a slider to raise/lower props. Fair warning, due to how 3D renders in the game this may not appear exactly how you would expect, but we believe people will find good uses for this.
  • Co-op hosts will now be able to invite friends directly from the co-op lobby. So much better, thanks for continuing to ask for this!
  • Pasting entire share code URLs into search fields should now smartly trim the URL and search only for the code
  • Game icon changing back to the OG Dart Monkey. Thank you for holding down most of 2023, Beast Handler icon!
Bug Fixes & General Changes
  • Hero quests are no longer accessible from the coop, bosses, races or CT menus
  • Resolved a number of cases in which the game would display black backgrounds
  • Resolved an issue that could prevent Bloons Leaked stat from recording
  • Resolved a crash that could occur on loading on networks with limited internet access
  • Resolved an issue where towers when obtaining new abilities would not consistently order them correctly in the UI
  • Polyphemus no longer spawns extra Pre-game Prep spikes
Event bug fixes
  • Phayze’s Camo Debuff Icon should no longer scale in size with effects setting scale
  • CT Resolved an issue with the El Dorado relic displaying incorrect reward bonuses
Map Editor fixes
  • Resolved a case in which Pat Fusty would not correctly submerge in custom map water terrain
  • Opening a map share code should correctly launch the game & navigate to the map
  • Dropdown menus in map editor should no longer display on top of 'pause' menu
  • Added more Helper Popups to Map Editor
  • Entering eraser mode will now un-hide stamps layer
  • All custom maps will now follow ‘Intermediate’ difficulty
  • Players can no longer still search up and find their own deleted maps for a short time after deleting them
Tower Specific Fixes
Monkey Buccaneer
  • Resolved a build order bug that could prevent flagship from applying it’s buff to waterbound Sun Temples
Engineer
  • Engineer 410 should no longer 'Pin' Bloons after loading a save
Beast Handler
  • Movement icons now match other Tower Special buttons
Hero Specific Fixes
Benjamin
  • Benjamin's voice lines for MOAB-Class Bloons being destroyed should play again
Pat Fusty
  • Resolved an issue with Pat Fusty's Level 10 grab targeting when it shouldn't be able to
Geraldo
  • Lv15 Sharpening Stone should no longer last forever after loading a save
Spirit Walker
  • Resolved
Platform Specific fixes
  • Android: Resolved an error occurring for players trying to log in with Google Play.
Balance Changes
Tower Balance
Dart Monkey

We bumped up the ceramic a lot along with the paragon rework to highlight Juggernaut path and keep something of a Dreadbloon niche due to the multiple tower category requirement, upon review of this in practice we want to start off bumping that amount up even more.
  • Paragon bonus damage to ceramic increased from 75 > 90
Bomb Shooter

Slight price reduction to Really Big Bombs, it is meant to be a stepping stone upgrade into Bloon Impact but neither of these upgrades are standout right now. A while ago Frag Bombs was reworked to give Bomb normal type damage however we were not happy with the results of that change in the end, we didn’t want to go back and remove that again without giving back something nice in return so it has taken a while but now we have decided to go ahead with changing that back along with swapping out Recursive fortified damage for raw damage which we hope also improves crosspathing as the damage crosspath isn’t such a large increase over the base damage anymore.
  • 3xx Really Big Bombs price reduced from $1200 > $1100
  • xx2 Frag Bombs no longer changes damage type of explosions
  • 5xx Bloon Crush remains damage type Normal
  • xx4 Recursive Cluster Fortified Damage reduced from 1 > 0
  • xx4 Recursive Cluster Damage increased from 1 > 2
  • xx5 Bomb Blitz damage increased from 5 > 6
Ice Monkey

We want to try out allowing the Ice Shards sub-projectile to benefit from all sources of damage buff, as currently this path gets nice support use sometimes but can’t do much on its own in the base game - along with this the T5 Ice Shards are also generally being improved. Arctic Wind it feels was heavily underrated before it’s large slow aura increase, with so many players now working out how good it is and how much better an upgrade it leads into than any similar options we feel this aura needs to be reduced again although it will remain the same at T5.
  • 3xx Ice Shards shard damage is now uncapped allowing for buffs
  • 5xx Super Brittle ice shards damage increased from 2 > 5
  • 5xx Super Brittle number of ice shards increased from 3 > 6
  • x3x Arctic Wind slow zone reduced from 50% > 40%
  • x5x Absolute Zero slow zone unchanged
  • xx4 Icicles icicle projectile radius increased 4 > 5
Sniper Monkey

Full auto sniper's 024 crosspath sees a lot of fun/meme use, but not so much more than that. We’re hoping that applying the MOAB bonus that it gains to the shrapnel as well will help improve non-meme use here. (And looking over my notes, it seems this was meant to be included a while ago…But better late than never!)
  • 024 Full Auto Rifle shrapnel gains bonus damage against MOABs 0 > 1
Monkey Buccaneer

Aircraft Carrier is just a little expensive for what it offers over staying at T3, and Flagship high-end strategic value recently became a little harder due to synergies being price nerfed, so we’re doing some small cost cutting between the two of these upgrades mainly to relieve that loss for the T5 slightly but also help T4.
  • 4xx Aircraft Carrier price reduced from $7200 > $6900
  • 5xx Carrier Flagship price reduced from $25,000 > $24,500
Monkey Ace

The homing for Neva-miss darts can cause darts to expire just before they are able to loop around and hit their target, which is unsatisfying to see – we like the pattern this attacks with though so allowing a little extra distance before expiration should mostly solve this.
  • xx3 Neva-miss projectile distance increased from 450 > 600
Mortar Monkey

We’re ecstatic for all the Mortar love after the recent rework, however the two bonuses we left unchanged with the rework in order to leave a buff are… Probably a biiit much now and this has been far too significant an improvement, easily slotting Pop and Awe into an extremely high tier position over the past update. We don’t want to take this away, but are nipping those bonuses back slightly so it doesn't feel broken for our entire holiday break.
  • x5x Pop and Awe BAD/Boss damage bonus reduced from 10 > 6
  • x5x Pop and Awe damage bonus to stunned reduced from 10 > 8
Super Monkey

We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now.
  • 030 Robo Monkey pierce reduced from 7 > 6
  • 040 Tech Terror pierce remains 9
Ninja Monkey

For an early game Distraction improvement the consistency of blowbacks is being averaged out more with increased minimum distance but reduced maximum, in many cases there would not actually be 250 units of track length in front of defenses to be blown back across anyway so the overall average distance is slightly lower. More at the mid to endgame we are also weakening distraction distance against Ceramics specifically as by this point Ninja have stacked so much speed and projectiles the consistency doesn’t matter anymore. Finally, distraction values for secondary projectiles are being modified, as Distraction chance as it has existed was never balanced around more than the main attack
  • 010 Distraction blowback range normalized (all attacks): 10-250 units > 100-150 units
  • 010 Distraction distance applies to Ceramics at 0.5x
  • 011 Distraction chance of caltrops reduced from 15% > 10%
  • 013 Flash Bomb distraction chance of flash bomb increased from 15% > 30%
Alchemist

Currently 031 is the only crosspath that realistically does anything for Unstable Concoction.
  • 130 Unstable Concoction crosspath increases concoction pierce 3 > 4
Druid

We enjoyed this change a lot, but it unfortunately seems that to a lot of players this added more frustration than intended. We will look for a better way of accomplishing what we wanted to do here, but until then it doesn't really feel worth keeping the automatic targeting swap when players who do want it could also just change targeting themselves before or after buying the upgrade, and those who don’t want it have no workaround.
  • x3x Druid of the Jungle no longer swaps to Strong target prio automatically
Banana Farm

The current power of xx5 Village combined with previous nerfs to Middle Farm have it currently feeling underappreciated for farm profits, some slight price adjustment.
  • x3x Monkey Bank cost reduced from 3800 > 3650
  • x4x IMF Loan cost reduced from $7500 > 7200
Spike Factory

Small spike pierce reduction for the Spiked Mines as it’s finally coming into a strong spot on its own. Similar to Mortar it’s great to see the fresh love for middle path Spike Factory, however as they are feeling exceptionally good now for the intended pure MOAB damage role we want to cut it back very slightly so it doesn’t stay quite so crazy over our holiday break.
  • 4xx Spiked Mines spikes pierce reduced from 20 > 18
  • x3x MOAB Shredder bonus moab damage reduced from 9 > 8
  • x5x Carpet of Spikes main attack damage reduced from 4 > 3
  • x5x Carpet of Spikes all is how it should be
Beast Handler

We feel Beast Handler balance is setting down nicely overall but it feels like the reposition cooldown increasing was far more impactful and unfun than intended, we still feel the initial delay was silly but are cutting it down again a little. Orca's knockback has the same duration as the T3 so although it does gain a little increased knockback amount already it's very random in what it hits much more expensive than the T3 so this knockback duration is being increased a little for base & merge. Max merged Golden Eagle gaining the ability to grab MOABs made sense at the time although the the pierce and penalties as they were at the time that meant it jumped up from grabbing no MOABs to suddenly 3 MOABs at a time which seemed too far, so the pierce penalty on MOABs is being increased at the T3 so that this reduces from 3 to 2 MOABs at a time.
  • Beast Handler reposition cooldown reduced from 5 > 3s
  • 4xx Orca knockback duration increased from 0.2 > 0.3
  • 4xx Orca knockback merge bonus increased from 0.2 > 0.3
  • xx3 Golden Eඞgle MOAB pierce penalty increased from 14 > 29
  • xx4 Giant Condor MOAB pierce penalty unchanged
Hero Balance
Ezili

We like Ezili as she is and don’t want to mess with her too much, but currently her level 19 does effectively nothing so we thought it would be nice at this level to shift a little of that MOAB bonus damage on the main attack into raw damage instead.
  • Ezili Lv19 main attack DoT increased from 3 > 6
  • Ezili Lv19 main attack DoT MOAB bonus reduced from 28 > 25
Admiral Brickell

We still want a little more out of Brickell’s single target Revolver attack as it’s the least exciting per of her arsenal so are decreasing the attack cooldown, however her mega mine ability also performs exceptionally well throughout all moab rounds so we want to slightly increase its final cooldown instead
  • Admiral Brickell Lv2 Revolver cooldown reduced 0.7 > 0.65
  • Admiral Brickell Lv12 Revolver cooldown reduced 0.4 > 0.35
  • Admiral Brickell Lv18 Mega Mine cooldown 40s > 45s
Geraldo

Gerry’s Fire functions in a unique way where it can inherit some self-buffing bonuses of the towers that it’s applied to, although a lot of people have pointed out that since Ninja Monkey always has Camo this means it’s the only non-hero tower that gains a Camo Detection but can never pass it on to the Gerry’s Fire as this doesn’t come from an upgrade. We were hesitant to buff this interaction while Geraldo was much more powerful and his synergy with Ninja was already good, but he’s cooled off enough now that we’re happy to try this out. Additionally with Gerry’s Fire one of our programmers was having some fun with it, and we liked what we saw, so that will also be a thing now.
  • Gerry’s Fire now inherits innate camo detection (Including Ninja Monkey, Sauda, Psi)
  • Gerry’s Fire follows the actual heli/ace through the air rather than the landing pad
Looking Forward
  • 2023 wraps up with a big update and a huge year for the BTD6 team! Six updates including some pretty epic content like Beast Handler, Wizard Paragon, Quests, Phayze Boss, Map Editor, and now the Corvus Hero. We’d like to thank this awesome community for the constant play, feedback, support, and suggestions for how to keep making BTD6 better, and we are ourselves full of ideas for next year and beyond. We remain incredibly motivated by the possibilities, and we’ll have more details to share about 2024 in the Update 41 Looking Forward notes, after we’ve had a chance as a team to refresh our brainstorming, reflect over the holiday, and set ambitious yet achievable plans for next year. Until then here are some updates that we can broadly share:
    • Console News: PlayStation has taken significant additional work but is now amazingly close to submission for launch approval. That means it won’t be ready to launch by the end of the year, but we will release it as early next year as possible, playable on PS4 and PS5. Thank you to all of the support for the Xbox launch; between a solid release there and the many requests for Switch, we confirm that we will bring BTD6 to Switch next year. We can’t detail timing for that, as we have to balance Switch release with updating the Xbox and PlayStation versions to be more current, and we have technical planning to do before setting those priorities - both are super important to us!
    • Player Content Creators: The Challenges and Odysseys that have been made over the years test our skills and push us in our own thinking about these modes. The maps made since the Map Editor launched last update have absolutely blown our minds. There is incredible talent in our community and we are so thankful for all of the players who share their creativity and time and impressive fence pointillism. But thanks isn’t really enough - to show and share the value of your creativity, we are moving forward with our great partners at Nexus.gg on the player revenue sharing that we have mentioned in the past. Our goal is to have this live in the front half of next year - for players who are signed up to the program, we will be sharing a portion of in-app-purchases made while playing your content, including a mechanism to split that revenue share if a map maker and a challenge maker are different players. In order to make this meaningful to all player creators, at the same time we will introduce “tipping” IAPs, basically a “small thank you” and a “big thank you,” as a way for players to share their thanks with the player creators for any reason. While some player content is challenging and gives a reason for players to spend Monkey Monkey IAP for Continues or Powers, many creations are beautiful, clever, funny, whimsical, and any number of awesome creative things, and we think there needs to be an IAP (and some tags that go with it) that celebrates all of those other creative impulses. We hope you agree with this approach, and we’ll share more details on this program next year
    • Content: So much we want to do - continue to broaden and strengthen the range of content and challenge in all existing areas of the game, bring out a new Hero and a new Monkey Tower, add new content for Teams, and expand our player content creation to include modding starting late next year and continuing to expand from there. We continue to believe in expanding BTD6 to be bigger and better than ever as opposed to shifting the team to work on “BTD7” - we’re bringing all of the energy and creativity that we would have for a new game into BTD6 every day, so maybe the next time that “when’s the next BTD” question comes up in reddit or Discord, we can all feel like we’re already playing it.
  • From all of us at Ninja Kiwi, we hope you can sense the care and dedication and fun that we as a game team put into each update and each community interaction. We’re doing what we love, and that’s our holiday wish for all of you - to have lives as full of care and dedication and fun as possible, and that BTD6 and all of our games can be at least a small part of that. Happy Holidays and Best Wishes for an amazing and awesomer 2024!

Nominate Bloons TD 6 for Labor of Love!

The 2023 Steam Awards are here and we'd LOVE for you to nominate Bloons TD 6 for the Labor of Love category. Click above to nominate Bloons TD 6!

2023 has been huge for Bloons TD 6.

It began with the first update of the year, bringing a brand new, Bloon chomping tower to the game. The Beast Handler commands and controls powerful beasts that crush, scratch, carry, and chew up and spit out Bloons.

Players can unlock the Beast Handler with a special Quest. Quests are also new this year, and we've got 13 in the game, with another batch coming in update 40 and huge plans for where we can go with Quests.

Then, as if a new tower wasn't enough, map creation came to BTD6 with the Map Editor.

The Map Editor allows you to create custom maps with a huge selection of tools at your disposal. The creativity of the community, from day 1, literally (figuratively) blew our minds. It's astounding to think that this is just the beginning of the potential of the map editor. Check out the Trending and Most Liked maps in-game and keep an eye out for more showcases of awesome maps players have created.

We've had new Hero skins for Pat Fusty, Sauda, Etienne and Admiral Brickell. The Magus Perfectus, Wizard Paragon. New maps. Competitive and Casual modes for Contested Territories. New Boss rules (least tiers, least cash). A new boss, Phayze, the Reality Warper. Tonnes of new cosmetics. Plenty of balance changes, bug fixes and quality of life improvements... There's probably even more stuff I'm forgetting.


Thank you for loving this game as much as we do.