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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.


Geraldo, ZOMG, and Alchemist plushies - Available Now!

We have once again teamed up with Makeship to bring Bloons TD 6 to life (in plush form, of course).

Geraldo. With a plushie Genie Bottle, Gerry's Fire Hot Sauce and Jar of Pickles, stored in his voluminous backpack.

Jumbo ZOMG. Huge, green, and ready to snuggle!

Alchemist. With protective eye-wear and signature potion, ready to buff your plushie collection.





Bloons TD 6 - Update Notes! Version 39.0


Available now for most (Still processing on Epic, Netflix, Amazon and Arcade no ETA yet) 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.

Update Video: https://youtu.be/-1M6aUdjzso
Key New Features
  • Map Editor!
    • We are so excited to release the Map Editor, in planning for 2 years and in active development this whole year. Bloons has a long history of player created content and we are delighted to add Map creation and sharing to BTD6 in the most robust and in-game format ever available! We stretched to include as much capability as possible in this first release, and we already have a long wishlist for future updates, and we’ll temper that after seeing what incredible creations you come up with and the top features you’d like to see included in updates. Have fun and please share your creativity with your friends and the whole community!
    • Other player’s custom maps can be played right from level 20 when the Content Browser opens up
    • Find the Map Editor via the Edit Map button inside Play Social, or from the Create button in the Content Browser Maps tab
    • Don’t be surprised - there is an unlock gate for Map Editor. At player rank 50 Map Creation can be unlocked for 6000 Monkey Money (same ballpark as the top Hero skins and fully grindable), or directly via IAP (on platforms that have IAP), which we included in response to players looking for more ways to support the game and future updates. The rank unlock helps ensure that players have a reasonable understanding of the game and how map obstacles and difficulty work before they get to work creating their own.
    • Most importantly, Map Editor works on all platforms and devices. We’ve never been able to provide an editor this robust in-game and on all devices before, so we’re thrilled to offer this level of creative control on all devices including phones.
    • Please see more details about the Map Editor features and scope below!
New Awesome
  • New Hero Skin - Book Wyrm Etienne
    • Switching out drones for dragons seems like a pretty awesome thing to do. A favorite of the team, channeling many of our book-devouring nerdy pasts (and presents!), Book Wyrm celebrates the power of imagination that has led most of us to make and play games.
  • New (Revenge) Map - Dark Path
    • Continuing the BTD tradition of more challenging versions of favorite maps that started with Rink Revenge 10 years ago, Dark Path takes the pristine triple back park setting and flips both the Bloon path and the placeable areas on their heads. Revenge is most sweet when served dark!
  • New Quests!
    • Drone Flying 101 - discover Etienne’s strengths and weaknesses
    • Obyn’s Gardening School - discover Obyn’s strengths and weaknesses
    • Grow Less Than Galaxili! - least tiers challenge quest on Geared
  • New Monkey Knowledge
    • Paragon of Power, any paragon will gain a large boost to its attack speed so long as you have no T5s of the same tower type placed
  • New Trophy Store Items
    • Heroes: Admiral Brickell Aerial Deployment placement (70)
    • Monkeys: Dart Monkey Pumpkin Spiked Balls projectiles (50), Alchemist Slime Cube pet (120)
    • Co-op: Paragon emote (75)
    • Game & UI: Tropical Carnival - Classy Brass Mix jukebox track (70), Pumpkin Patch profile banner (300)
  • Competition Winning items
    • Reddit competition winner avatars (50 trophies each) in no particular order:
      • Pancake - I CANNOT SEE by u/Xalsona
      • What a suspicious looking monkey by atomic_pizza
      • Tea Time Sauda by u/ReconScoutTeemo
      • The Admiral and the Doves by u/Thinkin_G
      • Down, Not Out by Loose Noose
  • New CT Team Store items
    • Base Props: Monkey Jack O Lantern
    • Team Banners: Contested Garden banner
    • Icons: Skull Candle icon
    • Frames: Spiked Coffin frame
Game Changes / Additions
  • Boss Event Penalty Timer reworked to be more mathematical
  • Boss Event default Penalty Time changed from: 10s > 10 + round number
  • 0.25
  • While Penalty time is counting in Boss Events cash generating abilities will stop cooling down
  • Extra Contested Territory logic added to support newer content
  • Beast Handler now enabled for CT
  • Phayze & Dreadbloon now enabled for CT
  • Custom Challenges will now display the version they were verified in rather than the version they are uploaded in.
Map Editor Feature List
  • Terrain
    • First tab on the toolbar sets the terrain texture and type for your map
    • Select the different terrain texture options to choose the main background color and feel for your map
    • Note there are two water based terrain options if you want to favor water towers; please review the Areas section below if you want to add islands!
    • There is also a second header tab for map effects that can add ambience (e.g. Rain/Fog/Leaves), but only one of these can be active at a time
  • Paths
    • Second tab allows you to place one or multiple paths and choose their texture
    • Drag one of the path images from the toolbar to the map. This will place the start of your track, and you can pick up this green cone to move where it starts.
    • Draw the map you want by selecting other points on the map and this will place “nodes” that you can move individually
    • End your path by placing a node into the shadowed perimeter. For now, tracks must end at the perimeter of the map and no paths can end in the interior of the map. If you don’t like where the blue end-path node is placed, you can select it and move it.
    • To add multiple paths, drag another path on the map from the panel (maximum of 5)
    • To edit the texture of any path, select it in the path list within the toolbar, and select another texture type. You may also delete paths from this list.
    • The Path Width arrows allow you to customize how the path looks
  • Props
    • Third tab has a selection of Props. From grass to rocks, wooden barrels to a fountain of sparks. These will be the big objects, sight blockers, decorations and awesomeness that will make your map pop!
    • Use the drop down menu to filter the selection of Props. So you can see all the trees, or all the Props that would be at home on a meadow (monkey or otherwise)
    • Drag a Prop onto your map and the Prop adjustment panel will come up, allowing you to fine tune the Prop’s scale, rotation, tilt and position. You can enable/disable “Blocking” and “Animation” for certain Props.
    • Tap/click on a Prop to enable multi-place mode. When you place a Prop In multi-place mode, another Prop will be automatically selected ready to be placed somewhere else. (Available for stamps too)
    • Some Props are platforms that allow you to place towers on them. These can be used to give towers sight above smaller props, add a small area for land placement in water, or water placement on land.
    • Props that block Line-of-Sight can have “Blocking” disabled so that towers will be able to see past them. You can use this for Props you move into crazy and wacky positions or in case the blocking doesn’t make sense for your map. (Use sight or tower blocking Areas to make this work how you want)
  • Stamps
    • Fourth tab is home to all sorts of decorations!
    • These are 2D options that can be placed onto the map to add a bit of detail (like flowers and leaves)
    • Other stamps are semi-opaque to provide additional effects, like shadow stamps to add more depth to the scene, or river rocks that give the effect of a stream bed if placed in water
    • You can also remove specific stamps using the erase tool.
  • Areas
    • The fifth (last) tab on the toolbar and the main tool for creating a combination of terrains or for mixtures of land and water
    • Drag an area of the type desired into the map. It will start with a default of 4 nodes, but you can add nodes to make more refined shapes.
    • While an area layer is selected, you can change the area background type by selecting another area background type
    • When done select the green tick mark
    • To add multiple areas, drag another area out onto the map (maximum of 10 layers). To edit an individual area, select the “Area 1….10” from the scrolling list of areas inside the toolbar, where you can also choose to delete or hide that area.
    • Note that some Areas are tagged as water, shot blocking, and placement blocking; shot blocking and placement blocking areas are not visible on the final map
  • Layering
    • With so much happening on a map, we have included a layer reorder panel (visually 3 stacked diamond shaped layers). This allows certain things to be raised to the top of the stack and lets them be placed “above” other things or below them. You can also toggle on/off all props from here if you want to edit things that are under them like stamps/paths/areas!
  • Tips & Tricks
    • The Randomizer option - You will see a checkbox labeled Randomize, if selected, props and stamps will have their rotation randomized on each placement.
    • Getting the right rotation on a stamp will be improved, but for now, place them in a blank space somewhere on your map until you get the rotation you need. Then erase the pile of stamps when you’re done. We will add a way to do this more easily in a future update.
    • Use different layers for making stamps. It's easier to manage if things go wrong
    • Try using props from the same theme set, this can give a more uniform look
    • When making paths/areas, the shorter the tangent the sharper the corner
    • Try rotating/scaling items and combining them with other items to make them appear as something new
Bug Fixes & General Changes
  • A number of localization updates and fixes
  • Resolved an issue sometimes incorrectly blocking abilities from being used
  • Resolved an issue with hero portrait updates not correctly displaying when viewing upgrades within the Heroes menu
  • Resolved a rare case which could prevent abilities from being activated when they should be ready
  • Resolved an issue that could cause Team Search to break and display no results when there should be results
  • Resolved an issue where navigating to the trophy store via the Jukebox menu would not take you to the correct tab
  • Resolved a crash that could occur when a tower expires at the end of a round
  • Resolved an issue with some saves becoming corrupted
  • Overall audio polish throughout many parts of the UI
  • Resolved a bug that could allow players to enable multiple avatars
  • Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
  • Community button added to the Map Selection page
Challenge Editor & Quests
  • Quest progress is no longer set back down to 0/# after choosing to replay
  • ‘No Powers’ challenge editor rule should now also ban Hero Boosters from purchase
  • Backing out of a Quest should take you back into the category you were previously viewing
  • Resolved an issue in Quests that could cause non-upgradable heroes to become upgradable
  • Resolved a case in which the Birthday Quest BAD could be destroyed
  • Resolved a case where the Birthday Quest BAD would not save current Health correctly
Event & Co-op changes
  • Paragon limit removed from current CT tiles to reduce unnecessarily bloating rules
  • Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
  • Updated Boss Rules panel to reflect design changes
  • Resolved some issues with save loading not always correctly loading back on Lych
  • Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons
  • Flint Tip Darts should no longer be able to skip its final damage tic
  • Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields
  • Resolved an issue where Phayze could trigger additional skull events on loading a save
  • Resolved a daily challenge title display bug that could occur
  • Probably resolved some unknown boss co-op crash
  • Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)
  • Resolved a softlock when accepting an invite to a co-op game while in an Odyssey
  • Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
  • Behind the scenes updates to Co-op Area Division data
  • Added commas to co-op cash panel
  • Tower UI when it can't fetch the correct value of an upgrade will no longer display unreasonably high numbers
  • Resolved a bug preventing Golden Bloons working correctly for all players in co-op
  • Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed
Map Specific Fixes
  • Changed up some of the maps displayed on the first page of Beginner Difficulty for some different colors
  • Fixed splash animation not lining up correctly for Penguins on Skates
  • Resolve some issues with Aircraft Carrier planes being blocked from spawning on Water Park
  • Resolved a number of issues with track items clipping on Water Park
  • Resolved placement inconsistencies on Midnight Mansion
  • Resolved some cases where merging paths could incorrectly see Bloons on the last segment before swapping path as untargetable (Notably on Workshop)
  • Resolved a crash that someone had on Dark Dungeons
Tower Specific Fixes
Dart Monkey
  • Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth.
Sniper Monkey
  • Resolved an issue preventing Elite Targeting target prio from saving in some cases
Monkey Buccaneer
  • xx4 Should no longer be able to buff Paragon upgrades
Monkey Ace
  • No longer shows a Paragon Pip at 505 upgrades
  • xx4 Spectre can no longer ignore Phayze’s camo immunity when under Radar Scanner
Mortar Monkey
  • Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets
Wizard Monkey
  • Magus’s Phoenix should no longer be immune to Vortex stun
  • Resolved an issue where Phoenix data could be saved incorrectly and brick game saves
  • Changing Necromancer target location in co-op should no longer cause a desync
Super Monkey
  • 4xx Super Monkey can no longer increase cash value of Bloons in CHIMPS
  • 041 Tech Terror’s ability can no longer knock Bloons forward in some cases
Alchemist
  • Permabrew applications are no longer globally removed in co-op when another player builds and sells a new Permabrew
  • x5x Transforming Tonic ability end animation lines up correctly with the act end again when the duration is increased
  • Solved quantum entanglement
Druid
  • x5x Spirit of the Forest should correctly pop Frozen Bloons with Hot Magic knowledge
Spike Factory
  • Using the x5x active ability just before the passive ability triggers will no longer cause Carpet of Spikes to skip a passive ability activation
  • Resolved a bug that allowed Spike Piles to be collidable for 1 frame before moving to their track position
Monkey Village
  • 4xx Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer
  • xx5 Crash resolved when creating game saves with a Monkeyopolis that has decimal point crate values
Engineer
  • Should no longer show cash generated from Bloontrap on the CHIMPS Victory Panel
  • Resolved inconsistency in the display of the Ultraboost buff icons
Beast Handler
  • x4x Tyrannosaurus Rex should no longer record damage incorrectly when max merged
  • x4x Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub
  • Resolved some missing animations with 3xx beasts
  • Players should no longer be able to merge T5 beasts into other T5 beasts no matter how nicely they ask
Hero Specific Fixes
Obyn Greenfoot
  • Should no longer show cash generated from Wall of Trees on the CHIMPS Victory Panel
Benjamin
  • Resolved an issue with Biohacks downtime icon persisting for too long after expiring
  • Sushi Benjamin skin now correctly displays downtime visual on towers affected by Biohack
Ezili
  • Lv10 MOAB Hex should no longer be able to skip its final damage tic
Adora
  • Resolved an issue with voice lines playing on the wrong skins
  • Resolved issues with Sunbeam Placement not loading in correctly
Geraldo
  • Lv5 & Lv15 Sharpening Stones can no longer stack their benefits
  • Lv7 Blade Trap can now benefit from Camo granted to Geraldo
  • Geraldo’s level should now correctly update within the shop inventory
Platform Specific fixes
  • PC: Holding a tower hotkey to place multiples will now cancel placement when you can no longer afford to place another
  • PC: Resolved a game crash when making the game full screen after the monitor is turned off with the game open.
  • PC: Resolved a rare crash that could occur when using certain hotkeys immediately after loading a save game
  • Android Netflix/Amazon: Resolved incorrect achievement icon showing on main menu
  • Netflix: Resolved a game crash that could occur when switching from default language to another language and then to Monklish even while not standing on your head





Looking Forward
  • As some of you have asked about via the Preview Notes, we did have to make some schedule and content adjustments from the Update 37 Notes based on the massive size of Update 39. So here’s the latest!
    • Spirit Walker: We have moved the Spirit Walker to Update 40, due out before the end of the year. This hero has complex stacking abilities which are already being tested and balanced, so aside from the focus on Map Editor, we needed to make sure that Corvus had ample focus to lock in this signature play mechanic.
    • Monkey Sub Paragon: We have moved the Monkey Sub Paragon to next year in order to give it ample space as well, partly to give it the space it needs but also let the new Paragon balance changes settle and make any adjustments through update 40 before releasing a new Paragon. This does not necessarily mean Update 41 either, as the first update of the year is intentionally smaller to allow the Auckland team to recharge over the southern hemisphere summer holiday break.
    • Boss Challenge: We have more design, UI, and server work to do to make Boss Rush meet the new Team event goals we have, so this will develop further in the new year, but we do have a stretch goal to get more flexible individual Boss play in for Update 40.

Bloons TD 6 - Update Notes! Version 38.0

Bloons TD 6 v38.0 - Update Notes!

Rolling out now, 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.

Check out the more awesomer update video here.
Key New Features
  • New Boss Bloon, Phayze!
    • As existing Bosses continue to be tuned and refined, designing new Bosses becomes increasingly complex to find both visual and functional differences that truly mix up play styles, approach to eco, and Monkeys used. We knew camo would be a focus but the movement and entry migration proved to be essential as Phayze’s design took shape. We hope you enjoy the challenge!
    • Phayze has the Camo property and spawns with a Reality Shield that increases its movement speed while the Shield is active. Monkeys can destroy this shield to reduce Phayze’s movement speed back to normal again
    • Phayze triggers a Radar Jam every 24 seconds - this restores its Camo property if this has been lost & for 12 seconds grants Phayze immunity to any form of camo removal as well as disabling all shared Camo-granting buffs from towers
    • When Radar Jam occurs Phayze also pulls all Bloons forward to Phayze’s Location and grants them the Camo property
    • When each skull is reached, Phayze rebuilds the Reality Shield and warps forward, while opening a tear in the fabric of reality that allows for all Bloons to spawn further along the track. Note that the warp is proportional to track length, so shorter warps on short tracks and prepare for startling warps on longer tracks!
    • Skulls also trigger a stacking slow aura around Phayze, which reduces the attack speed of all Monkey Towers until the boss is defeated
  • Contested Territory Competitive Mode
    • We’ve heard the community feedback and have wanted ourselves to help Teams define themselves as Competitive or Casual, so we’ve developed a system that allows Teams to set their stance to attract players with the same mindset as well as sign up for each CT and lock those Team rosters in to acknowledge and help address some of the Team griefing that we’ve seen happening.
    • We’ve pushed the cadence for Contested Territory back one week to give time for Teams to review this new system and sign up for Competitive play.
    • Mayors can now set their team stance inside their Team settings. All existing Teams will default to Casual, so Mayors will need to set their stance to Competitive in order for the team to sign up for each CT’s competitive leaderboards. Team members can send canned chat requests to set stance to Competitive.
    • Teams that have been set to Competitive stance will appear in the Team search with a new shield icon indicating this Competitive stance and interest in recruiting competitive players.
    • We understand that some Teams have been playing competitively with dormant Mayors. If you are on a Team with a dormant Mayor and want to play competitively, you can consider leaving your Team and using the Team search to identify Teams with the Competitive shield icon.
    • Each CT event itself will now consist of two experiences: Competitive and Casual
    • CT events will start with a pre-register time period starting after the previous CT ends and lasting until 24 hours before the next event begins. For Competitive Stance Teams, once 5 players sign up for Competitive play from their team screen OR the Mayor or Assistant Mayor signs the team up, a team will be registered for Competitive Mode for that CT only. This sign up will need to be done for each individual CT.
    • Any teams that do not pre-register in time, or that are created after an event has already started will instead join the Casual event.
    • Rewards have similarly changed with Global rewards and badges of any kind only available for Competitive leaderboards. Casual Teams will not have global leaderboards or rewards; they will have local leaderboards and rewards but no badges.
    • Daily login reward remains regardless of Casual or Competitive modes
    • Ticket system remains unchanged for both Casual and Competitive - individual tickets are awarded daily, with unused Team tickets available to the rest of the Team on a periodic basis
    • Players who join a Competitive team after an event has already started will not be allowed to participate in CT until the next event starts. Players can freely join teams participating in Casual CT and immediately begin participating.
New Awesome
  • New Hero Skin: Lifeguard Brickell
    • While already a true master of water defense, this update Brickell is diving in head first to take charge of Monkey water safety over the summer. There will be no running in the Water Park on her watch, especially from the Bloons, as her safety buoys pack a punch!
  • New Intermediate Map: Water Park
    • Sometimes Bloons want to cool off a bit too, whether it be on the waterslide or floating down the lazy river. But this is a Monkey Water Park so we can’t simply let them play around on their own!
  • New Quests
    • Trial By Fire - discover Gwendolin’s strengths and abilities
    • Brickell Bootcamp - discover Brickell’s strengths and abilities
    • Scoop’s Tall Tale - Scoop tells a tale about three brave monkeys, and this challenging 3 part adventure comes with some goodies for those persistent enough to make it through
  • New Trophy Store Items
    • Monkeys: Bomb Shooter Tortoise pet, because - of course!
    • Bloons: Bloon Sunglasses decal and Boat MOAB skin to help celebrate summer
    • Co-op: Tower Categories co-op emotes
    • Game & UI: Jukebox track Fiesta Flamenco [Helium Heights Mix], Lawn Sprinkler Camo Trap, Sunset Strip profile banner, Beast Friends Forever avatar, Greenfoot Fields Avatar
  • New CT Team Store items
    • Water Props: Banana Pool Float
    • Team Banners: Power Play banner
    • Icons: Many Hands icon
    • Frames: Gold Star Frame
Game Changes / Additions
  • Added Bronze & Silver map borders for completing all Easy/Medium medals, making for an easier entry barrier to get into map border collecting and add a more scaled progression to this reward system.
  • Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
  • Similar to cash earnings, ‘Regrown’ Bloons will now no longer count towards increasing a tower’s damage stat when they are popped repeatedly.
  • Categorized and sorted Quests to organize Patch’s quest menu
  • Added further support to grant our events more flexibility in Boss starting and finishing rounds
  • Team search filter added to search for Competitive Teams
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Resolved some issues with font size showing too small in some areas in certain languages
  • ‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
  • Resolved an issue causing different player callouts to appear in co-op
  • Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
  • Resolved an issue preventing the Polyphemus Eye from being re-opened after restarting a Chimps/Impoppable game
  • Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
  • Cleaned up some small excess pixels that were visible on friend portraits
  • Party Quest BAD should no longer change to match the icon for whatever skin is equipped
  • Resolved some issues with how ‘Wind’ knockback effects were applying to Bloons outside of the map / Blown back out of the entrance
  • Resolved a softlock that could occur when attempting to purchase IAP while offline
  • Loading a quest save no longer allows unsellable towers to be sold
  • Resolved Camo Trap Incorrect Animation State on Map Restart
  • Resolved a case in which Update Notes button would not be displayed in the options menu
  • Resolved an issue where Quests would not save player progress if the player wins and chooses ‘Play Again’
  • Account webview should now allow for text to be copied to clipboard
  • Resolved an issue where partying ninjas did not have hands - while perhaps a definition of ninjaness, was a bit creepy
  • Resolved an issue where loading quest saves could reset tower target locations
  • Resolved an issue with 1000’s separator not being consistent across every language
  • Resolved a bug where some profiles were showing shared profile stats of ‘8/7’
  • Added Retry last round to some quests
  • Pre-game prep spikes now use trophy store road spike cosmetics
Event fixes & changes
  • Behind the scenes maintenance on Boss leaderboard score processing
  • Added an event icon to display if a Paragon Limit is being applied to events
  • Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame
  • Resolved an issue with Defeat UI being closed when Bosses leak in co-op
  • Dealing damage to Dreadbloons armor now counts correctly towards tower damage
  • Resolved an issue where some 1 shot effects could destroy the Lych Soul
Tower Specific Fixes

Dart Monkey
  • ‘4 and 4’ Monkey Knowledge should now apply to the Dart Monkey Paragon

Glue Gunner
  • Fixed a bug with 420 glue gunner not spawning puddles from the splat

Sniper Monkey
  • 5xx Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase

Monkey Sub
  • 5xx Energizer should now correctly show it’s buff icon on Heroes below level 3

Heli Pilot
  • Door gunner can no longer collect towers from the Polyphemus Eye as it closes

Dartling Gunner
  • 2xx Dartling lock target no longer layers underneath Boss Bloons

Wizard Monkey
  • Wizard’s Phoenix should no longer show as overclock/door gunner targets
  • Resolved an issue creating a permanent magus flamethrower attack

Super Monkey
  • 4xx Sun Temple should no longer sometimes disable the main beam attack after absorbing another mini sun avatar

Alchemist
  • Resolved an issue with transformed towers from Total Transformation showing broken UI if still selected when the effect expires

Druid
  • Upgrading a crosspathed Druid to x3x changes target prio to strong
  • x3x Druid can no longer grab frozen bloons without popping them
  • 030 Druid vines now have green thorns until crosspathed to 130

Monkey Village
  • xx5 Monkeyopolis now gives the correct cash amount in Half Cash mode
  • xx5 Monkeyopolis resolved an issue with wrong purchase cost being shown until reselecting the tower

Engineer
  • Resolved a crash that could occur when trapping a fortified blimp with a 025 trap after upgrading the parent XXXL trap into a paragon
  • Engineer Paragon sentries are now correctly destroyed if their platform is removed
  • Engineer Paragon sentries no longer position incorrectly when placed as the round ends
  • Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save

Beast Handler
  • Beast Handler merge hitbox size increased
  • Resolved an issue with Beast Handler not showing path restriction UI in Challenge and Odyssey Editor

Pat Fusty
  • Placing towers in Pat’s radius will now show a grayed out Rallying Roar buff icon


Admiral Brickell
  • Resolved an issue with Brickell’s Mega Mine not switching cosmetic assets

Geraldo
  • Geraldo’s restock rates are no longer 1 round longer if used from full stock
  • Geraldo Rabbits placed on ice platforms no longer prevent them from merging
  • Geraldo’s rabbit should no longer despawn when attacking in vicinity of an ice platform
  • Geraldo’s Rabbits should no longer become extinct due to climate change on Erosion
  • Paragon Totems can no longer be overclocked
  • Geraldo’s action figure should no longer inherit the wrong sell value when reassigned in co op
Platform Specific fixes
  • Arcade & Netflix friends names now have a dynamic font resolving display issues
Balance Changes

Dart Monkey

Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.
  • 3xx Spike-o-pult now allows re-hitting targets after bounces
  • Paragon price reduced $350,000 > 325,000

Boomerang Monkey

Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
  • xx1 Long Range Rangs range bonus increased 15% > 33%
  • 501 Glaive Lord radius increase from LRR increased 15% > 33%
  • 050 Perma-Charge ability cooldown 40s -> 45s
  • Paragon orbit no longer deals +2 damage to fortified
  • Boomerang Paragon cost increased from $325,000 > 350,000

Bomb Shooter

We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.
  • 3xx Really Big Bombs now pushes back Bloons by 10 units
  • 4xx Bloon Impact stun duration increased from 1 > 1.4
  • 4xx Bloon Impact now also pushes Bloons back on every hit in addition to the Stun
  • 5xx Bloon Crush pushes back MOAB class by half this amount
  • xx4 Recursive Cluster cluster pierce multiplier increased
  • 3 >
  • 4

Tack Shooter

Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.
  • xx5 Tack Zone rate increase from previous tier 25% > 35%
  • xx5 Tack Zone pierce reduced from 4 > 2
  • 400 Ring of Fire pierce reduced from 40 > 30
  • 410 Ring of Fire pierce reduced from 50 > 30
  • 420 Ring of Fire pierce reduced from 60 > 45
  • 040 Blade Maelstrom pierce reduced from 200 > 120
  • 140 Blade Maelstrom pierce reduced from 200 > 160
  • 240 Blade Maelstrom pierce remains at 200
  • 041 Blade Maelstrom changes rotation direction to counter-clockwise
  • 041 Blade Maelstrom duration increased from 3s > 3.5s
  • 042 Blade Maelstrom duration increased from 3s > 4s
  • Super Maelstrom pierce reduced from 500 > 300
  • 150 Blade Maelstrom pierce reduced from 500 > 400
  • 250 Blade Maelstrom pierce remains at 500
  • 051 Blade Maelstrom duration increased from 9s > 10.5s
  • 052 Blade Maelstrom duration increased from 9s > 12s

Ice Monkey

Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.
  • 030 Arctic Wind pierce 100 -> 40
  • 050 Absolute Zero pierce remains 100
  • 003 Cryo Cannon has 20% shorter freeze lifespan from 1.5s > 1.2

Glue Gunner

This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
  • 4xx & 5xx Glue Gunners will only drop puddles from the first child in the split
  • 4xx & 5xx Glue puddles no longer hit Camo Bloons innately
  • xx4 Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s

Sniper Monkey

Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.
  • x5x Elite Sniper Elite Supply Drop will now also trigger all other Supply Drop Abilities
  • x5x Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop abilities.

Monkey Buccaneer

Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks.
  • 101 Long Range more pierce to Main projectile +1 > +2
  • 031 Cannonship cannonball pierce 28 -> 35
  • 031 Cannonball frags pierce 1 -> 2

Monkey Ace

As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.
  • 040 Ground Zero ability pierce increased from 1000 > 2000

Heli Pilot

Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.
  • x3x Downdraft rate 0.15 > 0.225
  • x3x Downdraft pierce 1 > 2
  • x3x Downdraft ceramic pierce penalty 0 > 1
  • x4x Support Chinook downdraft pierce 1 > 4
  • x4x Support Chinook downdraft rate remains 0.15
  • x4x Support Chinook downdraft no longer increases blowback distance

Dartling Gunner

We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
  • 203 Buckshot shock bonus damage increased from 1 > 2
  • 204 BADs shock bonus damage increased from 1 > 3
  • 205 BEZ shock bonus damage increased from 1 > 6

Wizard Monkey

Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
  • x3x Dragon’s Breath price increased from $3000 > 3300
  • x4x Summon Phoenix now requires the 042 crosspath for Phoenix ability to see Camo
  • x4x Summon Phoenix beloved phoenix micro has been restored
  • xx4 Necromancer targeted spawn point can now be reset back to default by activating the target option, then canceling without selecting a point
  • Wizard Paragon no longer drains 100 mana for every single Bloon hit by the main attack, instead;
    • Each main attack fired drains mana 50
    • Each Phoenix firebomb attack fired drains mana 50
    • Zombie Bloon spawn mana cost increased from 100 > 250
    • Zombie Bloons travel range increased from 175 > 400

Super Monkey

We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
  • 041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2

Ninja Monkey

We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
  • 1xx Ninja Discipline no longer grants increased range
  • xx1 Seeking Shuriken now grants increased range +7
  • xx4 Sticky Bomb tower range increased from 40 > 55
  • xx4 Sticky Bomb bonus +50% of tower range removed, now matches base tower
  • xx5 Master Bomber still has full map range Stickies

Druid

Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
  • 3xx Druid of the Storm tornado gains strong homing
  • 3xx Druid of the Storm tornado travel distance increased from 80 > 100
  • 5xx Superstorm price reduced from $65000 -> $60000
  • x4x Jungle’s Bounty vine brambles damage increased from 1 > 2
  • x4x Jungles Bounty cash bonus per farm in range from 120 > 130

Spike Factory

Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
  • 401 Spiked Mines explosion blast radius: 30 > 40
  • 501 Super Mines large explosion blast radius 100 > 133
  • 002 Smart Spikes passive ability duration 2.5s > 3s
  • x5x Carpet of Spikes main attack gains +5p
  • xx5 Permaspike pierce increased 25 > 50
  • 105 Permaspike pierce increased 45 > 90
  • xx5 Permaspike damage reduced 15 > 10
  • xx5 Permaspike attack rate reduced 4.85 > 6.0625
  • xx5 Permaspike start of round buff duration 2.5s > 10s

Monkey Village

As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
  • xx5 Monkeyopolis base cash amount reduced $2500 > 1250

Beast Handler

Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
  • 4xx Orca price reduced from $16,000 > 12,500
  • x2x Adasaurs attack cooldown scale 0.3439 > 0.3105
  • x3x Velociraptor raptor attack cooldown scale 0.3951 > 0.3105
  • x2x Adasaurus pierce reduced from 10 > 8
  • x2x Adasaurus pierce range reduced from 15 > 12
  • x3x Velociraptor damage 12 > 9
  • x3x Velociraptor damage range 24 > 18
  • xx5 Pouakai pierce reduced from 300 > 200
  • xx5 Pouakai pierce range reduced from 400 > 250

Obyn Greenfoot

Obyn obyn Obyn obyn obyn obyn Obyn obyn
  • what fits for ‘Obyn’
  • one syllable, maybe two?
  • oh well no one minds

Benjamin

May as well be a general camo for Ben level given that Trojan gives camo at 18 too
  • Level 18 Syphon Funding affects DDTs

Adora

Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability.
  • Lv3 Long Arm of Light cooldown increased from 35s > 40
  • Lvl13 Main attack pierce reduced from 13 > 11

Etienne

Because it didn’t really matter before, but guess it kinda does now.
  • Lv10 UCAV ability can now naturally see Camo Bloons

Vortex changes

As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity.
  • Paragon’s no longer resist a percentage of stun duration
  • Stun duration reworked at all tiers for generally reduced durations
    • T2 16s > 19s
    • T3 20s > 21s
    • T4 25s > 24s
    • T5 30s > 27s
    • ET1 20s > 18s
    • ET2 25s > 21s
    • ET3 30s > 24s
    • ET4 36s > 27s
    • ET5 40s > 30s

Lych changes

Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this.
  • Lych now triggers the 'buff drain' attack immediately on spawn
Looking Forward

Like the Monkeys in Update 38, we hope the northern hemisphereans have been enjoying summer and are still looking forward to awesome weeks ahead, while our fellow southern hemisphereans are making good use of layers and counting the weeks until spring!

We covered the remaining planned 2023 updates with the 37.x Notes, so this time simply giving a status update on a couple of those key items.
  • Console
    • As this text is typed, we are working on our last Xbox bugs and should be submitting for that platform very soon. We’ve continued to make improvements in controls and display, and spent heaps of time testing the Xbox requirements but the submission process will take time.
    • We can’t call a release date for Xbox yet, but we are certainly hoping for late August, and as soon as we have a confirmed date we’ll let the community know through Ninja Kiwi social feeds and also share some videos before then of what it looks like.
    • We have decided on a price point of US$29.99, based on the massive amount of additional work done and ongoing, especially around couch-coop and updates, and the depth of gameplay available in BTD6 versus other games at similar and much higher price points. We hope you will find that price point fair when you make that comparison, and we hope we’ll have tons of fans support the console version when it launches, but please do know we will be participating in periodic sales so that players who can’t spend that much initially will still have a chance to own and play BTD6 on console.
    • It is also important to understand that BTD6 Console will not cross-play with mobile and PC. Console will launch with a content equivalent of Update 32, minus CT. It was simply not possible to make traction on console without freezing content updates. Our plan will be to update the console platforms to more current content after PlayStation has launched.
    • PlayStation has been developed in parallel but will need its own requirements QA sweep, so will come as soon after Xbox as we can.
    • Switch is not in development yet, as it requires even further additional work, and we’re keen to see what the response to Xbox and PlayStation will be, and the general demand for Switch - if you want BTD6 on Switch, please let us know!
  • Map Editor
    • Just relaying excitement here! We are getting close to sharing work-in-progress visuals but for now please accept words - it is looking so good! Client side and UI flow work is going very well, and we’re doing our best to frame what is actually achievable between now and early October when we’re hoping to release 39.0. We have heaps of server side work to do but the intent is to wrap up client side core features next week then spend the bulk of August on client polish, UI integration, curation, and server. September should be about further polish, testing, and hopefully some work-in-progress map building videos from our awesome Bloons-focused content creators! Thanks for reading!