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BFB, Boomerang and Sauda Plushies - Available Now!

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Click the image or link below to go to the Makeship store and secure your limited edition plushies now!



Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 v37.0 - Update Notes!

Available now for iOS, Android and 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.

Check out the more awesomer update video here.
Key New Features
  • New Paragon - The Magus Perfectus! (loves casting spells) Some of you know we teased this last year, but we needed more time to balance the art and design required to make this extra special, so we are very pleased to get this live! Wizard Monkey’s Paragon is designed to be a higher level strategic Paragon with powerful ability usage similar to the Doomship.
    • The core of the Magus is a toggle to and from a Draining Beam which deals very small single target damage but absorbs graveyard mana as it damages and destroys Bloons
    • While toggled off from the Drain Beam, Magus attacks with a powerful Arcane Spike that deals massive damage to MOABs and revives Bloons it slays, while a Dark Phoenix circles overhead attacking with Firebomb breath and a radial fireball attack
    • Phoenix Explosion Ability: can be cast to consume the Paragon’s entire graveyard to set all Bloons on screen on fire for 30 seconds and summon one Zombie ZOMG for every 9000 graveyard mana consumed
    • Arcane Metamorphosis Ability: can be used to consume all graveyard mana and transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack; Metamorphosis lasts longer the more mana it consumes
    • Magus was designed for armchair play so it will fill and consume graveyard mana on its own, but our goal was to create more actively controlled Paragon for those who will enjoy microing between Beam on and off and choosing which awesome Ability to unleash and when
New Awesome
  • Happy Birthday BTD6 - On June 14th, BTD6 will celebrate 5 years of monkeytastic fun and strategy! We hope you’ll join us for the main menu changes, skinned Collection event, special Questing, and general celebration. Thank you for five amazing years and we’re looking forward to all the years ahead!
  • New Hero Skin - Jiangshi Sauda, a fun new cross-cultural look for Sauda brainstormed by the art team, mixing inspirations from a favorite show and Chinese folklore
  • New Map - Erosion
    • Community designed advanced map Erosion by “I am not an artist” ~ u/TheWiseTroll
    • TheWiseTroll’s original concept proposed land and water but when thinking about map colors and the little stories we think of behind each map, the concept of the polar bear walking back with the shrinking ice was too compelling to do anything else
  • New Quests
    • Birthday Party - Pop the Party Bloon as many times as you can before it escapes
    • Blade Sauda Nowhere - Try out Sauda and learn some of her skills
    • Patch’s Cheap Chimps Challenge - Beat Logs with as little cash spent as you can
    • Striken Bad - Defeat the BAD on round 100 using First Strike. The spelling hurts us, too, you’re not the only one - but we had to do it!
  • Least Cash and Least Tier Boss Events
    • We’ve heard feedback about and have been wanting to shake up Boss rules, so here we go!
    • Applying new victory conditions to Boss Events completely changes the focus while still needing the damage output and type to handle each Boss
    • Time still matters, as the secondary time score will break any ties
  • New Trophy Store Items
    • Heroes: Geraldo Pack Mule pet, Quincy Spec Ops Drop In placement
    • Monkeys: Sweden Village Flag
    • Bloons: Party Hat Bloons
    • Game & UI: Vortex Avatar, Sunset Samba 64 Mix music track, Quincy Arrows banner
    • Nexus.gg Creator Supporter Avatar - show your support for Content Creators by using the Creator Support button on the Settings screen and purchasing any IAP
  • Limited Time only {trophy items if there’s a seasonal}
  • 5 Year Anniversary Avatar, 5 Year Anniversary Banner
  • New CT Team Store items
    • Base Props: Treasure Chest
    • Icons: Overclock icon, Archmage Staff icon
    • Frames: Bloon From The Dead frame, Mage Hat frame
  • New Slider
    • Everybody loves sliders, right?
    • After lots of discussion on the team and a fair few player requests, we’ve added a ‘Projectile and Effects Scaling’ accessibility option to main menu Settings
    • This is primarily for accessibility to minimize the size and brightness of projectiles and effects, especially when the screen is crowded with Monkeys and Bloons
    • This is not directly a performance improvement feature, so please do not expect the game to run noticeably better - just noticeably cleaner
    • We tried not to remove key game state indicators but this is ultimately in player control - if you adjust the slider and effects and projectiles make it harder to play the game, please reset the slider until the game is working the way you want
    • It’s also really fun for silly screengrabs, so please post your favorites!
News - Anniversary Giveaways!




We would also like to formally announce that we will be doing a week of giveaways on our Twitter starting next Monday NZT to celebrate the BTD6 5 year anniversary! 5 winners will be picked randomly each day for 5 days to win an awesome prize from our merch store. This will be exclusive to Twitter so make sure to follow us here to be involved!
Game Changes / Additions
  • New Party Time game theme event!
  • Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
  • Bosses on spawn will now clear the map of all existing projectiles
  • Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
  • The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
  • Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
  • Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
  • Translated game into Thai
Quest Changes
  • Added a ‘Play Again’ button to the victory screen for quests
  • Added a ‘Disable Dialogue’ checkmark for some quests after beating them
  • Game hints are now hidden during Quests
  • Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom
Bug Fixes & General Changes
  • A large number of localization fixes - thanks for the player feedback on your pet peeves!
  • Resolved a number of general crashes
  • Number of additions/changes to improve existing quests, highlight scores to beat & increase our possibilities for quest creation
  • Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
  • Holding down on a tower should correctly hide the UI again
  • Quests no longer play placement effects for any pre-placed towers
  • Resolved an issue that could prevent Total Damage from counting correctly to profile
  • Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
  • Resolved certain very specific freeplay seeds causing crashes on certain rounds
  • Bloons Leaked summary no longer gets cleared in co-op after reviewing map
  • Stairs in the top corners on Resort are now placement blockers
  • Resolved a crash that could occur when waiting on the events screen as events end
  • Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
  • Fixed some towers not targeting the test bloon when set to target type Strong
  • Fixed position of the full patch notes link on update popups on some resolutions
  • Midnight Mansion plays a fishie animation in the bloon exit on loading in
  • Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
  • Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
  • Pressing back from the avatar/banner selection will now just back out of that selection
  • Changed Pop Count on summary screen to Damage Count and added actual Pop Count
  • Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
  • Paragon art state changes moved from 22/42/62/82 to 20/40/60/80
  • Resolved map-based buffs not inheriting to subtowers correctly
  • Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
  • Co-op red areas fade in more slowly when you cross the boundary
  • Resolved online/Invisible profile setting displaying text incorrectly
  • Audio polish when opening reward chests in the collection event
  • Updated wording on logout screen to address some confusion
  • Added a background to the rewards UI
  • Added confirmation pop-up for In App Purchases added from outside the game
  • Monklish font has been regenerated to include the Māori macrons
Tower Specific Fixes

Ice Monkey
  • Resolved a number of cases of the xx2 Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage.

Monkey Buccaneer
  • xx5 Trade Empire should no longer buff too many merchants in co-op
  • Resolved tower moving from flagship to navarch displaying vfx at the wrong scale
  • Resolved "Paragon available" pip displaying for Buccaneer with only Flagship and Pirate Lord unlocked
  • Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order

Monkey Ace
  • xx2 Centered Path ace no longer displays it’s placement target on screen initially when loading a save
  • Upgrading to 002 Ace no longer refreshes the cooldown on the special toggle
  • Resolved an issue with Monkey Ace jumping offscreen after a Retry Last Round

Banana Farm
  • 5xx Banana Central no longer buffs other Banana Centrals in co-op

Engineer
  • 1xx Engineers can now place their sentries correctly on One Two Tree
  • Overclocking a 5xx Engineer’s sentry just as it starts exploding no longer crashes the game
  • Engineer Paragon no longer crashes if created while a Bloontrap is being deployed
  • Engineer Paragon no longer crashes when selling the main tower while it has a sentry moving through the air that has not landed yet
  • Engineer Paragon should no longer throw sentries into the middle of the map due to techbots
  • Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save

Beast Handler
  • 3xx Great White projectiles can no longer hit bloons far out of range
  • 3xx Great White rare crash that could occur at end of rounds has been resolved
  • 3xx Great White’s slow applied to grabbed target now expires correctly
  • 310 Beast Handler now has eyebrows, just like that one map suggestion
  • Corrected the splash asset for crosspathed 4xx & 5xx Beasts
  • Merging an Orca into a Megalodon while it's taking out a bad should no longer cause a 2nd Megalodon to briefly appear
  • x1x Microraptor no longer fails to attack in some cases when being moved to different heights
  • x4x Tyrannosaurus Rex ability now scales with Challenge Editor ability cooldown slider
  • Beast Handler's bird targeting no longer breaks when set to strong if bloons are leaving radius
  • Resolved a crash that could occur when moving a beast to the screen boundary
Hero Specific Fixes

Obyn Greenfoot
  • Resolved an issue where Obyn’s Wall of Trees when placed on an intersection looping back around on itself would not be able to hit the children of any targets that passed over it

Psi
  • Resolved a crash that could occur when attacking glued Bloons

Geraldo
  • Resolved an issue where selling Geraldo, and then re-buying him would show the description of the last-viewed store item from before selling him
Platform Specific fixes
  • PC: Beast Handler’s hotkey in the hotkeys menu has been moved up near the rest of the support towers
  • PC: Added a ‘ Monkey Special 2’ hotkey (for towers like Beast Handler, Necromancers & Ace Paragon). By default the Special 1 & Special 2 hotkeys have been assigned to PageUp & PageDown and ordered so that PageUp triggers the upper specialty, and PageDown triggers the lower one
  • Arcade: Resolved a strange one pixel wide black line that can appear above some text characters on the arcade font
  • Chromebook: Game no longer crashes if attempting to login via webview
  • Chromebook: Resolved an issue with bluetooth mice being unable to scroll
Balance Changes

Boomerang Monkey

This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
  • Boomerang Paragon knockback amount reduced 3 > 1

Bomb Shooter

MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
  • x4x MOAB Assassin ability passes through MOAB layers
  • x4x MOAB Assassin ability explosion centers around the impact target

Tack Shooter

Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
  • x3x Blade Shooter pierce increased from 6 > 8

Ice Monkey

Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
  • 000 Ice Monkey freeze duration reduced by 50% on ceramics
  • All T3 Ice Monkeys increase freeze duration on ceramics from 50 > 100%
  • 203 Icicles crosspath now gains camo prio

Glue Gunner

The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
  • 4xx Bloon Dissolver now creates puddles on track leading up to Bloon Solver, puddles deal 1 damage, all other stats and crosspath benefits are the same.

Sniper Monkey

This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
  • 5xx Cripple MOAB damage increased from 80 > 280

Monkey Buccaneer

Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
  • 210 Grape Shot total projectiles reduced from 10 -> 6
  • 310 Destroyer also reduced from 10 > 6 grapes
  • 310 Destroyer now increases grape attack rate twice as much, matching increase to the regular attack
  • 410 Aircraft Carrier planes radial attack now fires an arc of grapes instead of darts
  • 410 Aircraft Carrier planes radial Emission Angle 360 > 90
  • 410 Aircraft Carrier planes radial projectile count 8 > 6
  • 410 Aircraft Carrier plane grape projectile speed 100 > 200
  • 420 Aircraft Carrier planes radial projectile art: dart > hot grape
  • 420 Aircraft Carrier planes radial damage type Sharp > Fire
  • 400 Aircraft Carrier plane radials damage 1 > 2
  • 4xx Aircraft Carrier missiles now follow tower target priority

Monkey Ace

Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
  • xx4 Spectre Dart damage increased 3 > 4
  • xx4 Spectre Dart ceramic bonus reduced 2 > 1
  • xx4 Spectre Dart pierce reduced 15 > 10
  • xx4 Spectre Bomb damage increased 2 > 3
  • xx4 Spectre Bomb ceramic bonus reduced 4 > 3
  • xx4 Spectre Bomb pierce reduced 30 > 20

Heli Pilot

Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
  • 302 Razor Rotors will now benefit from the faster firing crosspath
  • 3xx Razor Rotors cooldown rate 0.75 > 0.5
  • x4x Support Chinook price reduced from $10500 > 9500
  • x4x Support Chinook supply crate cash generated reduced $1650 > 1,550
  • x4x Support Chinook max uses per round reduced from 3 > 2
  • xx4 & xx5 Comanche mini's follow the target priority set on their main Heli
  • xx5 Comanche Commander missile damage 7 > 15
  • xx5 Comanche Commander missile moab bonus 5 > 8
  • xx5 Comanche Commander mini's missile dmg 5 > 15
  • xx5 Comanche Commander mini's missile moab bonus 5 > 8

Mortar Monkey

As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
  • 4xx The Big One stun duration non-MOABs increased from 0.5s > 0.75
  • 5xx The Biggest One stun duration MOAB increased from 0.3s > 0.5
  • 5xx The Biggest One stun duration BFB increased from 0.2s > 0.3
  • 5xx The Biggest One stun duration DDT increased from 0.2s > 0.3
  • x3x Heavy Shells attack delay reduced from 1.08 > 0.81
  • x4x Artillery Battery attack rate buff reduced from ¼ to ⅓ (remains the same rate: 0.27)
  • xx3 Signal flare cost increased $700 > 800
  • xx4 Shattering Shells price reduced from $11,000 > 10900
  • xx3 Signal Flare decamo radius reduced from 50 > 43
  • 103 Signal Flare decamo pierce increased by 5 > 10
  • xx4 Shattering Shells burn DoT deals moab bonus +5

Super Monkey

As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
  • 4xx Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target prio as their parent tower

Ninja Monkey

We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
  • Ascended Shadow now grants global camo detection for all your towers
  • Ascended Shadow no longer strips camo from Bloons with every attack
  • Ascended Shadow main attack gains bonus to camo +6
  • Ascended Shadow Flash Bomb Explosion gains bonus to camo +20
  • Ascended Shadow Flash Bomb Shurikens gains bonus to camo +16
  • Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200
  • Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700
  • Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn

Alchemist

Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
  • x4x Transforming Tonic transformed alchemist can now ignore line of sight
  • x5x Total Transformation towers transformed by the x5x will keep their Target Priority

Druid

While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
  • 3xx Druid of the Storm’s Tornado no longer targets MOAB-class Bloons
  • x3x Druid of the Jungle no longer pops Lead Bloons without 130 crosspath
  • x3x Jungle Vine follows target prio of tower instead of strong
  • x3x Jungle Vine defaults tower to strong priority when purchased
  • 205 Avatar of Wrath base Heart of Thunder attack rate increased 2.3s > 1.15

Spike Factory

We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
  • 4xx Spiked Mines pierce increased from 12 > 20
  • 4xx Spiked Mines explosion pierce reduced from 40 > 30
  • 4xx Spiked Mines DoT damage increased from 1 > 10
  • 5xx Super Mines explosion pierce remains at 60
  • 5xx Super Mines DoT damage increased from 1000 > 2500

Monkey Village

A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
  • xx5 Monkeyopolis income formula now includes a base +$2500 minimum

Engineer

The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
  • xx5 XXXL Trap attack cooldown reduced from 5.8s > 4.6

Beast Handler

As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
  • 3xx Great White thrash rate benefits from speed buffs
  • 3xx Great White damage increased 4 > 8
  • 3xx Great White max extra damage from merge increased 8 > 16
  • 3xx Great White max attack rate buff from merge increased 0.20634 > 0.38
  • 3xx Great White extra thrash knockback duration from merge increased 0.1 > 0.2
  • 4xx Orca thrash damage increased 20 > 30
  • 4xx Orca thrash max extra damage from merge increased 40 > 60
  • 4xx Orca max attack rate buff from merge increased 0.37829 > 0.38
  • 4xx Orca thrash radius increased 20 > 24
  • 5xx Megalodon price reduced from 55,000 > 45,000
  • 5xx Megalodon thrash radius increased 30 > 36
  • 5xx & x5x Beast handler paths are now overclockable
  • x4x and x5x Max Merge Bonus: Overkill damage on MOABs now distributes to the children of that target
  • xx1 Gyrfalcon path deals +1 damage to Regrows to stop accidental infinite regrow farms
  • xx3 Golden Eagle pierce increased 12 > 15
  • xx3 Golden Eagle pierce range increased 24 > 30
  • xx3 Golden Eagle ceramic pierce penalty reduced from +3 > 1
  • xx3 Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14

Gwendolin

Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
  • Lv6 Gwendonlin main attack DoT stack count 0 > 1
  • Lv6 Gwendonlin main attack DoT damage increased from 1 > 2
  • Lv9 Gwendonlin main attack DoT damage increased from 1 > 4
  • Lv10 Gwendonlin main attack DoT damage now increases by 1 per additional level

Adora

While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons.
  • Lv7 Blood Sacrifice can now be used on Beast Handlers

Admiral Brickell

We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
  • Upon Selling Brickell - all of her placed Mines are now expired along with her as well

Psi

Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
  • If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds
  • Lv3 Psychic Blast pierce increased from 50 > 200
  • Lv7 Psychic Blast pierce increased from 100 > 200

Event / Boss / Relic / Knowledge
  • All Lych Soul variations can now be stunned/slowed by paragon tier upgrades
Looking Forward

Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball:
  • Update 38 Key Content
    • New Boss - Phayze: another all new Boss concept and play style, not giving any other hints apart from the name itself
    • Summer fun: a new Brickell hero skin and a waterpark map aimed toward Intermediate to help keep northern hemisphere summer cool
    • Quests: continuing to build new quest system features and adding a few new Quests to the list
  • Update 39 Key Content
    • Map Editor: under construction since last year with internal systems testing happening during 38.0 development, we are super excited to put map creation tools in player hands on as many platforms as possible when it goes live
    • New Hero - Spirit Walker: another unique design that we’re sandboxing already to make sure it has as much balance and art iteration as possible, again no hints other than the name
  • Update 40 Key Content
    • New Paragon - Monkey Sub: we’ve tagged sub as the next Paragon, so tell the Navarch to stop hoarding all of the Portable Lakes!
    • Stretch Goals - Boss Rush Team Event and CT Themes: lots of unknowns 3 updates out but we have strong plans for a new Team event and new parameters for Contested Territory that will make each CT more dynamic - anything that we don’t get done by end of year will have strong groundwork for next year
  • Console
    • Getting closer to submission on Xbox and PlayStation but this has been slow going. We’ve added another programmer and are working even more closely with platform partners to get through our last issues and launch as soon as possible, but that’s likely at least another 2 months. Switch is still a consideration depending on response to Xbox and PlayStation, as it will require additional bespoke development.

Bloons TD 6 - Update Notes! Version 36.0

Bloons TD 6 v36.0 - Update Notes!

The update button has been pressed! These updates can take some time to be rolled out to every region due to how the storefronts are set up. Please restart your storefront or be patient if it does not appear for you right away.

While you wait, you can check out the update video here: update video here.

[previewyoutube]https://youtu.be/_Nq4f9n2vdU]https://youtu.be/zWyCqR1juZA[/previewyoutube]

Key New Features
  • New Tower - The Beast Handler
    • chomp, rawr, kakaw!
    • So much to say about this tower, but mainly we so hope you enjoy it!
    • The first never before seen tower to join the BTD universe since the Druid and Alchemist at launch almost 5 years ago.
    • This tower plays and gains power in a completely unique way, and there are intentional tradeoffs along the way - you need to choose the right time to Merge beasts or just like any other tower whether more separate and lower-power beasts are situationally better.
    • This is a Support class tower, so seeing how it works with your favorite builds is part of the fun.
    • BTW making cool-looking giant beasts pop Bloons has been pretty awesome, even though it took us twice as long as expected. Thanks for your patience!!!
  • Quests! Quests are self-contained challenges with their own special rules, difficulty, and unlock requirements. Patch joins the main menu and acts as the entry point for the Quest system. The intent along with fun gameplay is to sprinkle more story into the game, teaching certain strategies, introducing game modes, trying out items before unlocking them, as well as being a place for us to experiment with new mechanics. Did someone say special missions? No we didn’t say that for 36, but definitely downstream.
  • With the launch of the Quests system we have 3 beginner Quests aimed towards newer players. In future updates we will expand this with mid-rank, high rank, and expert level Quests that will introduce higher level ideas and challenges.
    • Beast Handler Quest - The Dartling Gunner unlocks via a basic pop target objective, but this was a simple system and had nothing to do with the tower itself. To unlock the Beast Handler with this update, rank 40+ players will take on a short adventure using the lower tiers of this tower.
    • Race Introduction - When Races unlock at rank 20, they can be quite an intimidating system to start learning. Now rank 20+ players will be able to access their first persistent race, available from the Quest menu. This is a short introduction aimed at new players, or players new to Races. More challenging Race Quests will be added in the future.
    • Quincy’s Trial - All players start the game with Quincy available, and now from the Quest menu or from Quincy's profile on the Hero menu players will be able to engage in a short mission showcasing his strengths
New Awesome
  • New Map - Polyphemus
    • No, Lotus Island was never going to be the only stop on that epic journey
    • Your next adventure is Polyphemus, whose one great eye closes over any towers in its site. Never fear, unlike Monkdyseus, your crew is not dead, just out of play until you can open the eye again.
    • Another one made with challenges in mind, and yes, we’ll look for other uses for this mechanic in the future.
  • New Achievements - a simple intro to quests with: Side Quest, World League Training
  • New Trophy Store Items
    • Monkeys: Tack Shooter Hedgehog pet
    • Bloons: Lobster BFB skin
    • Game & UI: Avatar73 - Necromancer, Avatar74 - Darts, Avatar75 - Gravelord Lych, Avatar76 - Sun Hat Adora
  • Competition Winning items
    • Banner29 - community banner by ratcrunch - Avatar of Darkness
  • Limited Time only
    • Alchemist Flower splash projectiles, Banner29 - Blossom Temple
  • New CT Team Store items
    • Base Props: Dino Spring Egg, Cake Baker Monkey
    • Icons: Overclocked Icon, Choc Bunny icon
    • Frames: Bloon From The Dead frame, Flower Burst frame
Game Changes / Additions
  • Reworked towers with secondary attack target options to use a smaller icon for this target that is no longer linked to the target priority display. We apologize to the players who were comfortable with the “buttonized” target priorities, but many players were confused by that implementation, so we’re hoping this is a better, clearer UI for all.
Bug Fixes & General Changes
  • Resolved an issue with damage bonuses to ‘stunned targets’ where the bonus was not always being applied correctly to targets that were stunned again before their previous stun expired
  • Resolved a number of cases of UI not fitting correctly in some resolutions
  • Resolved a softlock that could occur canceling request to join a team and reapplying to the same team
  • Resolved an issue that could prevent some Teams from appearing when searched
  • Resolved sparkle effect not playing on Instamonkey Black borders when viewed through the in game Powers menu
  • Resolved an issue that could prevent players from accepting an invite to a team
  • Resolved some issues with some textures loading with low resolutions
  • Made a number of corrections to tower descriptions
  • Resolved an issue with placement behind the water tower on Middle of the Road
  • Resolved an issue where certain pets could move under raised terrain and become hidden
  • Resolved a game crash that could occur when you select a tower and then quickly perform a tap-hold-drag action.
  • Resolved an issue with UI breaking after attempting to create a team without enough monkey money
  • Resolved an issue that could prevent paragons from sacrificing their T5 towers
  • Added some tap feedback to buttons which did not give feedback
  • Added an audio prompt when players join co-op lobbies
  • A number of localization fixes
Event bug fixes
  • Resolved an issue with Boss Checkpoints not being offered if taking 20 rounds to lose to a boss
  • Resolved an issue with Boss co-op lobbies not respecting main boss menu ranked checkbox option
  • Resolved an issue that could allow guest accounts to load into co-op event lobbies
  • Resolved an issue with Bosses scaling their health both from Boss & MOAB multipliers
  • Added Retry Last Round functionality to co-op Boss events
  • Resolved a number of Boss HP scaling inconsistencies
  • Resolved an issue where T5 bosses would defeat the player earlier than intended
  • Corrected the format of CT Time Attack score display
  • Resolved an issue that could prevent claiming prime gaming rewards
  • Resolved an issue where CT Team tickets may not refresh as often as they should
  • Resolved an issue with Odyssey extreme overlay being cropped on wide devices
  • Banned accounts will now restore their captured CT tiles to the previous owner
Tower Specific Fixes

Tack Shooter
  • 5xx Inferno Ring targeting priority inconsistency resolved

Glue Gunner
  • 5xx Bloon Solver no longer incorrectly applies a pink asset below the green one

Heli Pilot
  • Resolved a crash that could occur ¯\_(ツ)_/¯

Super Monkey
  • 050 The Anti-Bloon projectile color for main plasma attack corrected
Hero Specific Fixes

Ezili
  • Resolved incorrect portrait levels for Galaxili

Pat Fusty
  • Resolved an issue with Pat’s height not being set correctly after chinook movement


Admiral Brickell
  • Resolved incorrect portrait levels for Dread Pirate Brickell
Platform Specific fixes
  • Android: Resolved an issue with slow first time map navigation performance
Balance Changes
Dart Monkey

Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range.
  • xx4 Sharpshooter range increased 56 -> 60 (+25% over xx2)
  • xx5 Crossbow Master range increased 76 -> 80 (+33% over T4)
  • xx5 Crossbow Master price reduced from $23500 > 21500
Boomerang Monkey

Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap. Glaive lord is too expensive for so low a single target tower so this is going down. We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
  • 3xx Glaive Ricochet now ignores obstacles
  • 3xx Glaive Ricochet price reduced from $1300 > 1200
  • 3xx Glaive Ricochet pierce increased from 50 > 60 (4xx same)
  • 3xx Glaive Ricochet jump distance increased from 62.5 > 90
  • 4xx MOAR Glaives jump distance reduced from 187.5 > 180
  • 5xx Glaive Lord price reduced from $32400 > 29400
  • Boomerang Paragon grants
  • 0.9 rate to other primary towers including paragons
Tack Shooter

Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3.
  • 2xx Even Faster Shooting attack cooldown bonus 40% > 25%
  • 3xx Hot Shots gains attack cooldown bonus 20% (0.63 rate)
Ice Monkey

Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5. While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
  • x3x Arctic Wind slow area 60% > 50%
  • x5x Absolute Zero remains at 60%
  • xx3 Icicles pierce increased from 20 > 30 (just the same as base ice)
Glue Gunner

Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value.
  • 4xx Bloon Liquifier rate 1 > 0.75 (T5 unchanged)
  • 5xx Bloon Solver glue puddles duration increased from 5 > 7.7
  • 502 Bloon Solver glue puddles duration increased from 5 > 16.8
  • 5xx Bloon Solver glue puddles pierce increased from 1 > 3
  • 510 Bloon Solver glue puddles pierce increased from 1 > 4
  • 5xx Bloon Solver puddles no longer filter out glued targets
  • xx4 Relentless Glue on-pop stun pierce increased from 3 > 6
  • 014 Relentless Glue on-pop stun pierce increased from 3 > 7
  • 024 Relentless Glue on-pop stun pierce increased from 3 > 9
  • xx4 Relentless Glue on-pop stun duration increased from 0.5 > 1
Sniper Monkey

Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway.
  • xx5 Elite Defender MOAB Damage increased from 2 > 4
  • 105 Elite Defender no longer increases MOAB Damage 1 > 0
  • 205 Elite Defender no longer increases MOAB Damage 1 > 0
Monkey Buccaneer

We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well. We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
  • 1xx Faster Shooting price reduced $350 > 275
  • 2xx Double Shot price reduced $550 > 425
  • xx1 Long Range price increased from $180 > 200
  • xx2 Crow's Nest price reduced from $400 > 350
  • x2x Hot Shot burn DoT damage increased from 1 > 2
  • 130 Cannon Ship now reduces attack cooldown of the cannon
  • x4x Monkey Pirates cannonball bonus to MOABs 6 -> 3
  • x5x Pirate Lord cannon-ball damage decreased 5 > 3
  • x5x Pirate Lord cannon-ball MOAB bonus decreased 10 > 6
  • x5x Pirate Lord cannon frags damage decreased 10 > 6
  • x5x Pirate Lord cannon frags MOAB bonus decreased 5 > 4
Heli Pilot

For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently.
  • x3x Downdraft can now remove ice & glue mutators from blown Bloons
  • x4x Heli redeploy ability cooldown reduced from 60 > 45s
Wizard Monkey

Dragon’s Breath will still be great, just a little less excessively so
  • x3x Dragons Breath attack rate 0.1 > 0.125
  • x3x Dragon's Breath ceramic damage bonus 1 > 0
Super Monkey

Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs
  • xx4 Dark Champion projectiles bounce (like quincy) 0.1s delay
  • xx4 Dark Champion cost 60k > 55,555
  • xx4 Dark Champion camo bonus increased 1 > 2
  • xx5 Legend of the Night camo bonus increased 1 > 4
  • xx5 Legend of the Night moab bonus increased 8 > 13
Ninja Monkey

Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. Ninja currently appears to be the least competitive paragon, & as it is also very similar in cost to the Navarch we feel that lowering Ninja into its own price range will fill a bit of a cost-gap and increase the effective value it has for the cost.
  • 502 Caltrops pierce increased from 5 > 6
  • xx2 Caltrops lifespan reduced from 70 > 35
  • xx5 Master Bomber's Caltrops damage increased 1 > 5
  • xx5 Master Bomber's Caltrops gain ceramic bonus +5
  • Ninja Paragon cost reduced from $600k > 500k
Druid

Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
  • x3x Druid of the Jungle price increased from $950 > 1050
  • x4x Jungle's Bounty price reduced from $5000 > 4900
  • x4x Jungle’s bounty ability base $240 -> $320
Spike Factory

Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
  • 3xx Spike Factory pierce reduced from 14 > 12
  • xx5 Permaspike pierce reduced 50 > 25
  • 105 Permaspike pierce reduced 90 > 45
  • xx5 Permaspike damage increased 10 > 15
Monkey Village

Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages
  • xx4 village buff to cash producers increased from 15% > 20%
Engineer

XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
  • 024 Bloontrap de-fortifies anything that it consumes
  • 005 Bloontrap deploy rate reduced from
  • 2.8 > 5.8
  • 205 'should now work' and actually make Bloontrap’s cooldown faster
Adora

Adora skyrocketed in value with her fortification changes and this has been great, but the initial fort bonus she gains doesn't feel like it needs to immediately start at +2 given her base damage of only 1
  • Lv9 Adora bonus damage to fortified Bloons reduced from 2 > 1
Geraldo

Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle
  • Lv1 Pickle rate reduction increased from 1.25 > 1.33
  • Lv1 Stack of Nails rounds to replenish 5 > 1
  • Lv1 Stack of Nails amount replenished 2 > 1
  • Lv16 Stack of Nails pierce increased 14 > 24
  • Lv16 Stack of Nails damage type Sharp > normal
  • Lv9 Fertilizer duration reduced from 5 > 4 rounds
  • Lv10 Rabbit pierce increased from 10 > 15
  • Lv10 Rabbit max damage boosts increased 30 > 40
  • Lv10 Rabbit boost threshold requirement reduced 3000 > 2,250
  • Lv17 Tube of Amaz-o-Glue MOAB class extra pierce taken reduced MOAB 9 > 4, DDT 19 > 9, BFB 19 > 9, ZOMG 49 > 24
Dark Dungeons

The Spike Traps on Dark Dungeons weren’t intended to have a stun element and having this has scaled them through the game more effectively than intended, this has caused some balance implications so we are reducing the duration of the stun significantly. We also wanted to try out a few tweaks to the secret statue, allowing v2 to 1shot super ceramics, and v3 to 1shot fortified super ceramics along with a slight projectile speed increase on each upgrade.
  • Spike Traps stun lifespan reduced 6 > 1
  • Dungeon Statue ball v2 projectile speed 24 > 30
  • Dungeon Statue ball v2 damage 50 > 100
  • Dungeon Statue ball v2 moab bonus 200 > 150
  • Dungeon Statue ball v2 cost $150,000 > 100,000
  • Dungeon Statue ball v3 projectile speed 24 > 36
  • Dungeon Statue ball v2 damage 100 > 150
  • Dungeon Statue ball v3 moab bonus 400 > 350
  • Dungeon Statue ball v3 cost $300,000 > 200,000

Bloons TD 6 - Update Notes! Version 35.0

[previewyoutube]https://youtu.be/zWyCqR1juZA]https://youtu.be/zWyCqR1juZA[/previewyoutube]

New Awesome
  • New Hero Skin: Kaiju Pat
    • The Bloons are already frightened by Pat’s immense stature, so wait until they encounter his monstrous Kaiju form! Art team inspiration made this one come to life, and yes it does feel great in co-op games with Sentai Churchill. And in High Finance! Kaiju Pat plays even better with Big Monkey Towers, so if you don’t have that in your main menu Settings Extras, this is a great excuse to go get the Chunky Monkey Achievement.
  • 2 New Maps
    • Middle of the Road - is it wrong that we like the desert ghost town setting? Somewhere before the End of the Road, this beginner map takes the Bloons on a good long mosey around town.
    • Dark Dungeons - this community designed 200k Reddit competition winner certainly lives up to the challenge of making a hard map. Added to the Expert category, we changed the proportions for gameplay, riffed on the statue idea, and added traps as any dungeon needs but hopefully did justice to the inspired original submission by u/Lars_Overwick.
  • New Trophy Store Items
    • Heroes: Biker Bones Infernal Rift placement & upgrade animation - we had fun with this one!
    • Monkeys: Sniper Chameleon pet, no camouflaging that cuteness!
    • Game & UI: Banner 26 - Glue Storm banner, Avatar 69 Bloonarius, Avatar 70 Studious Patch, Avatar 71 Just A Little Monkey, Avatar 72 Happy Banana Farmer
  • Competition Winning items
    • Banner 27 - Wizard Lord Phoenix banner by u/Flipp_Flopps
    • Banner 28 - Farm Chicken banner by u/WhereThighs
  • New CT Team Store items
    • Base Props: Cosy Beanbag Monkey
    • Icons: Year of the Rabbit icon, Buzzy Bee icon
    • Frames: Year of the Rabbit frame, A Kiwi Summer frame
Game Changes / Additions
  • Round 100 & every 100 rounds Instamonkey rewards now reflect the game mode for Primary/Military/Magic only modes, granting an instamonkey for that same category. We’re still looking for more ways to focus instamonkey rewards, and we’re hoping this helps improve some collections
  • Boss Speed/Health edits have event modifier icons
  • From v35 onwards a pseudo-offline mode can now be selected to continue playing if you are unable to update to the latest game version - this has been a much requested feature so we’re pleased that it’s in!
  • Added ‘Damage Done To Bosses’ profile stat
  • Added Jukebox shuffle option to the in-game pause menu, also with jukebox enabled songs are now shuffled once on entering a map and stay in that new order until you exit and start a new game - another much requested feature and we love it, too, so keep up the feedback, it really does help!
  • Added a spicy new indicator to the main menu background for when a boss event is active - so spice
  • Added a Retry Last Round ‘continue’ option for CT & Boss for a MM cost with no bonus cash granted.
  • Improved co-op stability - this was on our list for later this year but we were able to dedicate time to it now and from our testing have improved the game experience in normal gameplay and Boss Events, so we look forward to feedback here. Note there is still a slowdown issue that can occur, so if your game does appear to be running slowly especially with fast forward on, try turning FF off and on again to see if it stabilizes at the correct speed. We know that sounds like an IT support joke, but don’t tell us you don’t do this regularly on your own device/rig. Anyway, hoping you’ll see co-op stability improvement, and we’ll keep working on more stability and to fix that slowdown!
Bug Fixes & General Changes
  • A number of localization fixes
  • A number of device/resolution specific UI fixes
  • Resolved a minor rounding error in freeplay HP formula
  • Resolved some crashes that could occur due to network issues
  • Resolved an issue where challenges using a specific hero could also force the skin
  • Advanced Search in Team Browser will now save when something is unchecked
  • A number of description updates for different Towers and Heroes
  • Small Monkeys mode now again works for all Air Towers
Event bug fixes
  • "Event ends in" timer no longer displays incorrectly when race or boss leaderboards are viewed from the victory panel after playing the race/boss event
  • Boss Event - Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save
  • Boss Event - Dreadbloon Ceramic Shield now correctly scales with playercount
  • Boss Event - Dreadbloon no longer moves at full speed after loading into a save with an active armored state
  • Boss Event - Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored
  • Boss Event - Top 50% badge now has a description
  • Odyssey Event - Resolved an Odyssey creation verification skip that could occur
  • Contested Territory Event - Air and Sea relic now displays the correct reduced prices on all difficulties
  • Contested Territory Event - Corrected CT recap display order to match timestamps
Dart Monkey Sniper Monkey
  • xx5 Elite Defender now displays art assets for its buff state
Monkey Buccaneer
  • x4x MOAB Takedown will no longer crash when attempting to hook Rock Bloons
Monkey Ace
  • Ace ‘centered path' markers now visually update immediately after setting new points
  • xx2 Resolved an issue where reversing flight path before purchasing Centered Path would prevent the centered path target from flying in the correct direction
Heli Pilot
  • Resolved an issue with Door Gunner ignoring helipads as blocking objects for dropoffs
  • Heli 'patrol point' markers now visually update immediately after setting new points
Dartling Gunner
  • Resolved a number of projectile size inconsistencies across tiers & crosspaths
Wizard Monkey
  • xx4 Necromancer; resolved a crash that could occur with 2 or more necromancers on certain maps
Super Monkey
  • 4xx and 5xx Super Monkey again show cash earned counters after producing cash
Alchemist
  • xx3 Lead to Gold lead damage bonus will now correctly apply to Dreadbloon’s Lead layer
Banana Farm
  • x4x IMF loan name corrected to IMF Loan
  • Resolved a bug that caused Collecting All from multiple x3x Banks or higher to only target repayment back towards a single active IMF Loan
  • Candy Corn and Christmas Present trophy skins can no longer be selected at the same time since only one can apply
Engineer
  • 1xx Sentries will again correctly place on Covered Gardens
  • xx4 Blawntarp should benefit correct from xx3 Village’s cash increase
  • xx4 Bloontrap cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop
Obyn Greenfoot
  • Lv10 Wall of Trees cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop
Etienne
  • Resolved a rare crash that could occur with Etienne’s Drone Swarm
Geraldo
  • Resolved some visual issues with dart monkeys converted to super monkeys by worn heroes cape
Platform Specific fixes
  • Steam: Game no longer crashes when spamming the ESC key from the trophy store
Balance Changes
Dart Monkey

As an already highly niche tower, adding a little more niche than 'just ceramics' by helping Ultra-Juggernaut with a small amount of endgame DDT AoE. Also, we’re already fairly happy with the SMFC abilities, but at T4 it feels clunky and outdated that the ability can only influence a max of 10 dart monkeys at a time when casting the ability multiple times in quick succession from multiple T4s so we are removing that limitation. We discussed whether the SMFC change would reduce the specificity of which Monkeys are affected but the benefits seemed greater, so we’ll be looking for feedback from folks who enjoy dart multitude builds.
  • 5xx Ultra-Juggernaut mini-balls ceramic damage bonus increased 2 > 3
  • 5xx Ultra Juggernaut main projectile now deals bonus damage to lead +20
  • x4x SMFC multiple simultaneous ability uses is no longer limited to 10 maximum conversions
Bomb Shooter

Upon closer inspection, Recursive Cluster has been hitting pierce in the 100’s, far more than was really intended for it so we are pulling back on this but adding in some fortified bonus to cancel out this large weakness the upgrade has.
  • xx4 Recursive Cluster second cluster pierce multiplier x6 > x3
  • xx4 Recursive Cluster gains bonus damage to Fortified +1
  • xx5 Bomb Blitz gains bonus damage to Fortified +5
Glue Gunner

We were unsure this rework would make it in at all until late and didnt want to mess around too much further before release, so we plan to make further refinements to the numbers in order to bring power properly in line with what we would like - however the long awaited mechanic rework for Relentless & Super Glue is here and we feel it is a promising start. Relentless Glue now brings some AoE stun on layer popping and glue track puddles has been reworked into a dps enhancement for the top path Bloon Solver instead of a hyper niche bottom path stalling bonus (the more ceramics the merrier!). Glue Gunner has also had a number of price changes aimed at improving the middle path / crosspathing while avoiding improving MOAB Glue. We’ve already found interesting uses for the top path change so keen to hear about your cool use cases.
  • 5xx The Bloon Solver upon destroying a Bloon now drops puddles of acid on the track that deal 1 pierce of 20 damage to whatever hits it (we will likely lower damage but increase pierce to help improve crosspathing of the pools)
  • x2x Glue Splatter price reduced from $1800 > 1650
  • x3x Glue Hose price reduced from $2900 > 2500
  • x4x Glue strike price reduced from $3850 > 3450
  • x5x Glue Storm duration increased from 15s -> 20
  • xx1 Stickier Glue price increased from 120 > 280
  • xx4 Relentless Glue no longer drops any puddles on the track
  • xx4 Relentless Glue on any glued layer popping stuns Bloons (non-moabs) in the area with a small splat (pierce 3, radius 12, 0.5s duration)
  • xx5 Super Glue on any glued layer popping stuns any Bloons or MOABs in the area with a small splat (pierce 3, radius 12, 0.5s duration)
Sniper Monkey

While there is some level of strategic placement to the 420 crosspath, Maim MOAB has high effectiveness for unlimited range slowing without any necessary spam use so is seeing a small price increase with a larger reduction on the T5 cost. Bouncing bullet synergises too effectively with some buffs too early, and we don’t want to raise the price here and make the saveup from T2 to 3 any more tedious so the number of bounces is going down but remaining unchanged at T4. Full Auto Rifle gains 1 more MOAB damage bonus to improve it as a stepping stone into the T5.
  • 4xx Maim MOAB price increased from $5000 > 5400
  • 5xx Cripple MOAB price reduced from $34,000 > 32,000
  • x3x Bouncing Bullets bounce pierce 4 -> 3
  • x4x Supply Drop bounce pierce remains 4 (unchanged)
  • xx4 Full Auto Rifle moab bonus increased from 1 > 2
  • xx5 Elite Defender moab bonus remains at 2
Monkey Sub

You guys seem to think this would be nice, so here it is.
  • x5x First Strike main ballistic attack splash radius increased from 18 > 24
Monkey Buccaneer

You asked for it (and we’ve always wanted it), so … our first Paragon Synergy!
  • Navach of the Seas buff to Monkey Ace attack speed now applies to the Goliath Doomship
Monkey Ace

While we wanted to initially ensure general farming achievability of the (still very high) price compared to how good we actually felt the Doomship was due to the target goal of giving it an intentional ability niche and the jump it would be as most expensive paragon, but after seeing the results of its power we're happy to take this up now
  • Goliath Doomship price increased from $800,000 > 900,000
Heli Pilot

ComCom is both lacking in pierce damage, and favors the 105 crosspath more than we’d like. This goal for this change is to improve the overall single target power for the missile AoE without such a high pierce number, with only a smaller damage buff for the main darts so existing pierce benefits that can be applied for the main attack remain valuable
  • xx4 Comanche Defense missile pierce reduced from 100 > 80
  • xx5 Comanche Commander dart damage 3 > 4
  • xx5 Comanche Commander missile damage 3 > 7
  • xx5 Comanche Commander missile moab bonus 2 > 5
  • xx5 Comanche Commander mini's missile dmg 2 > 5
  • xx5 Comanche Commander mini's missile moab bonus 2 > 5
Dartling Gunner

While admittedly difficult to handle at T3, the recent changes made to attempt to give Buckshot an easier growth into BADS overall backfired and were a failure. Looking back, the difficult T3 required attention but was still not bad if used correctly and the improved handling at T4 was far worth this effort in the end. That seemed fine enough before and we don't like how it has ended up so walking those changes back. We have to admit when we miss and thanks for continued discussion on bottom path.
  • xx3 Buckshot pierce reduced from 6 > 4
  • xx4 BADS cost reduced $16000 > $12000
  • xx5 BEZ cost increased $54000 > $58000
Wizard Monkey

Arcane Spike is seeing 1 damage shifted from MOAB bonus to regular damage to improve layer skipping issues. Dragon’s Breath range is being fixed to actually match the tower radius, but now xx2 crosspath will also improve range and can bring it back to what it was. Necromancer strategies are very dependent on where your Zombie Bloons spawn which would enable more strategies with more range, but then too much range is very harmful making the spawn location difficult to place & forcing you to often place these towers in silly locations which makes the shimmer not work well. Allowing Necro to select a spawn point addresses this issue and we hope provides some interesting micro uses, so please share any cool ones.
  • 4xx Arcane Spike damage increased 5 > 6
  • 4xx Arcane Spike moab bonus reduced 11 > 10
  • x3x Dragon's Breath flame attack matches tower range properly > 40
  • xx2 Monkey Sense increases wizard range from 40 > 50
  • xx3 Shimmer range remains unchanged at 60
  • xx4 Necromancer gains a spawn point target for zombies that the player can set
Super Monkey

We want the base Super Monkey to feel like more of a ‘weak for the cost’ stepping stone into T3s that feel more like T4s; but the base upgrade really does feel very outdated on this idea, and big crosspath problems exist due to this so we are moving some attack speed out from 2xx into the base upgrade. Robo path T3 feels a little too expensive compared to bottom path’s, and the T5’s ability doesn’t feel like enough of a step up from T4 for the much greater cost it has so some adjustments are also being made here, as after all this is Super Monkey, right?
  • 000 Base attack speed increased from 0.06s > 0.045
  • 2xx Plasma Blasts attack speed remains the same 0.045 > 0.03
  • x3x Robo Monkey price decreased $8000 > 7000
  • x5x Ability damage increased from 5200 > 10400
  • x5x Ability crit damage increased from 7,800 > 15,600
  • x5x Ability pierce reduced to 2000
Ninja Monkey

Ninja's x5x ability side-benefit of buffing all x3x ninja doesn't quite pack enough punch
  • x5x Grand Sabo buff range bonus increased 5 > 10
  • x5x Grand Sabo buff moab bonus increased 1 > 2
Alchemist

Permanent Brew is strong in the right use, but just to let it live up to more of its potential without requiring a chinook we are improving its range. Transforming Tonic has been compared to being a worse but more expensive Turbo Charge, and that seems like a fair complaint. T5 has good niche uses, but T4 isn't worth the cost right now so we’re adding more juice to the tonic.
  • 5xx Permabrew range increased 45 > 65
  • x4x Transformation transformed alchemist damage 2 > 3
Druid

Many people seem to feel that moving to a big damage bonus on the basic main attack has lost this tower's identity in the vines. We are reworking this a little, with the main attack & Bramble piles having their damage contributions tweaked to have value over multiple x4xs but not far exceeding them on the main attack anymore, and the main actual increase in DPS output is being shifted into the small center track vine damage zone in hopes of making placement more impactful.
  • x5x Spirit of the Forest base attack damage reduced from 20 > 6
  • x5x Spirit of the Forest bramble vine refresh rate increased from 0.3s > 0.1
  • x5x Spirit of the Forest bramble vine lifespan increased from 4.5s > 9
  • x5x Spirit of the Forest closest track ring moab/ceram bonus 20 > 30
Banana Farm

For sake of consistency we want Monkey Bank to increase in cash generation when used with sources that externally buff generation so everything works as expected, however along with this buff the current power of IMF loan on this path already feels too strong so we are lowering that power for IMF Loan in exchange.
  • x3x Monkey Bank will now increase in cash generation with external buffs
  • x4x IMF Loan cash granted $10,000 > 9000
  • Backroom Deals monkey knowledge IMF Loan bonus cash reduced from 2000 > 1000
  • xx5 Monkey Wall Street range increased from 40 > 60
Spike Factory

Spiked Mines explosion radius doesn’t hit too much since it’s almost always centered just in front of the ‘first bloon in a pack’ to hit it in most effective use cases, and Super Mines price is coming down a little to pull it slightly forward into more challenge viability. We also felt like a massive ceramic bonus on Super Mines could both help it annihilate super ceramics, and give it fun niche uses against ceramics in general for challenges and Bosses. Carpet of Spikes still fails to see love over multiple T4's, so rather than making it cheaper we like an all-round increase to the MOAB bonus.
  • 4xx spiked mines explosion radius increased 19 > 30
  • 5xx Super Mines small explosion radius increased 20 > 30
  • 5xx Super Mines price reduced from $150,000 -> 125,000
  • 5xx Super Mines DoT damage increased from 500 > 1000
  • 5xx Super Mines spikes ceramic bonus 20 > 30
  • 5xx Super Mines mini explode ceramic bonus 10 > 15
  • 5xx Super Mines big explode ceramic bonus 0 > 500
  • x5x Carpet of Spikes base attack moab bonus 4 > 5
  • x5x Carpet of Spikes passive ability moab bonus 4 > 5
  • x5x Carpet of Spikes ability moab bonus 4 > 5
Monkey Village

Village Call To Arms doesn't have a place in current high level meta gameplay as grouped clusters of equal towers are never really ideal. As it stands, the village radius is not a large enough area to get lots of benefit to all of the towers that you would be spreading out and maintain any uptime on them. A seemingly huge change but perhaps not in practical use, so we will be looking for feedback on this and whether this reduces placement skill or the need for multiple Villages.
  • x4x Call to Arms ability influence increased from Radius > Map
Engineer

Sentry Champion’s pierce crosspath does not feel like it has enough of an edge to compete with the deconstruction crosspath. Engineer Ultraboost is limited to viable use in high-farming situations due to its cost, and while the buff is great when applied to strong towers, we find it too expensive for an upgrade that only adds a buff to other towers, especially in games where cost is the primary focus.
  • 501 Sentry Champion turret pierce increased 6 > 7
  • x5x Ultraboost price reduced from $105,000 > 72,000
Gwendolin

For now with a noteworthy direct comparison to Brickell and the use cases for these two heroes we have done a price swap keeping the lesser of the two at the lower price point. However as 750 would put gwen on the same cost as Striker Jones and we want starts with base 4 heroes to stay more diverse we have taken her down a little extra on top of that.
  • Gwendolin price reduced from $900 > 725
Captain Churchill

As the upper end of heroes have crept up and up for awhile now, we want to reign in some of these top heroes slowly. Church’s pierce at all levels is going down to make his absolute coverage of ceramic children harder
  • Lv1 Pierce per explosion reduced from 15 > 12
Pat Fusty

Since his addition to the game Pat Fusty has been a very strong top tier hero between his powerful roar buff and ability to stall large groups of strong targets for a long time. This feels slightly out of hand (couldn’t resist), so we’re taking his slap attack’s pierce down at all levels to reduce this stalling potential without changing the buff.
  • Lv5 Slap knockback pierce reduced from 10 > 8
  • Lv15 Slap knockback pierce reduced from 20 > 16
Admiral Brickell

Brickell has shown exceptional high level performance, while not fitting in as any intended strong early solo carry. Her base cost has been increased so she won’t come into early play, and Lv20 Mega Mine is having its damage taken down to not quite decimate late game somuch. In return she will have much more pierce, and as it is mainly a niche utility we also want Blast Chain to be available more often.
  • Admiral Brickell price increased from $750 > 900
  • Lv7 Blast Chain ability cooldown reduced from 60s > 45
  • Lv20 Brickell Mega Mine damage reduced from 15,000 > 11,000
  • Lv20 Brickell Mega Mine pierce increased from 100 > 150
Psi

Psi felt too easily able to keep up with early waves given their strong endgame, and given the improved attack rate was then unchanged from level 2 to 20, we have shuffled around the Lv2 and Lv5 upgrades to address this. Psi from Lv5 onwards is unchanged from before.
  • Lv2 No longer increases attack speed from 1 > 0.85
  • Lv2 Now increases Bloon destruction rate from 0.2 > 0.15
  • Lv5 No longer increases Bloon destruction rate from 0.2 > 0.15
  • Lv5 Now increases attack speed from 1 > 0.85
Geraldo

We just wanted to give some QoL
  • For quality of life all of Geraldo’s temporary buff effects will now display buff icons to their applied tower with stack count numbers representing their remaining round durations.
Lych Boss

We feel like the T3 Lych health/difficulty sticks out as a larger obstacle compared to other bosses, and other tiers of Lych, so we are lowering the multiple T3 health values
  • T3 Lych HP reduced 245000 > 220,000
  • T3 Mini Lych HP reduced 7900 > 7000
  • T3 Elite Lych HP reduced 1,200,000 > 1,100,000
  • T3 Elite Mini Lych HP reduced 27,000 > 25,000
Bloonarius Boss

Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness.
  • T4 Elite Bloonarious bleed changed 25 ceramics > 12 moabs
  • T5 Elite Bloonarious bleed changed MOABs > DDTs
Dreadbloon Boss

The forced slowdown of Dreadbloon during the ceramic shielded phase has caused a lot more games to end due to running out of time, with average players seeing this as a rest period. We are reducing the amount of slowdown at all tiers to raise up the threat level more in this phase.
  • All Normal Tiers slow amount during shield 0.2 > 0.3
  • All Elite Tiers slow amount during shield 0.2 > 0.35
Looking Forward for 2023

New Zealand has had a heck of a start to the year, with record breaking rain that brought flooding to large parts of Auckland and Cyclone Gabrielle then tearing through two weeks later. Ninja Kiwi’s Auckland office was again flooded, so the BTD6 team is back working from home and yet again delivering updates under exceptional circumstances. We are weary and wary of work from home after Covid lockdowns, but we continue to hope for remnants of southern hemisphere summer and to put all of our creative energy into great updates and new features, so we hope you enjoy update 35.0 and are excited about what’s ahead.

As we said last year, this is our planning, not our promises. We’ve started the year with even more granular planning with wider input across the team, and still things won’t always pan out. We appreciate your patience and understanding when that happens!
  • Update 36.0
    • Beast Handler: we’ve done a major revamp to the Beast Handler’s UI and beast mechanics for ease of use - still in deep testing and balancing
    • Quest System: making its debut for Beast Handler’s unlock, plus additional story quests if time
    • Polyphemus map: tying in with both Beast Handler and Lotus Island; Monkdysseus’ journey continues!
  • Wizard Paragon
    • It is simply too much art and testing to put a new Monkey Tower and a new Paragon into the same update, so Wizard must wait until update 37.0; we know you have been waiting ages for this but the concept art on this is worth it!
  • Map Editor
    • Great progress already underway on this, with placeable objects and water terrain already working
    • Scoping this for an Octoberish release so we have most of the year on it
  • Console
    • Work from home is having the biggest impact on console but we are making progress toward Xbox submission, with PlayStation following closely
  • Other Goals
    • New Hero: several ideas in consideration here, for the latter part of the year
    • Paragons: one more after Wizard Magus Perfectus
    • Bosses: one new Boss plus new victory conditions like Least Tiers and Least Cash to mix up the focus of play (and yes arbitration of ties)
    • Teams: one new event, with a completely different cadence and feel to Contested Territories, based on aggregated damage
    • Contested Territories: adding themes to CT events, to lean further into certain rules, Bloons, and/or maps
    • Creators: looking to expand the Nexus program to more creators in the front half of this year

Bloons TD 6 Soundtrack

The Official Bloons TD 6 Soundtrack, composed by Tim Haywood.

Featuring the catchy main theme, tropical beach tunes, chill winter melodies, dancefloor remixes, and epic Boss battle compositions - whether you're hard at work, or just monkeying around, you're sure to find the perfect music for any situation.

All 24 tracks from the game are included, and have been specially mixed for a complete listening experience.
Any new tracks added in future game updates will be made available to you, at no additional cost.
Provided in FLAC and MP3 format.