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Bloons TD 6 - Update Notes! Version 30.0

Bloons TD 6 v30.0 - Update Notes
Key New Features
  • Co-op Split Editing! We’ve wanted this for a long time and have had bits of it working, but we’re pleased to start the 2022 updates with this great quality of life feature.
    • Players creating Co-op lobbies can now choose which Co-op split to use for the match
    • Not content with just the change in splits, we’ve added 2 new splits (Radioactive and Stairs) that will make their way into Co-op Challenges and even Boss Events, and of course also be an option for player-created Co-op games. We’re hoping to see some awesome content creator games and challenges come out of this!
New Awesome
  • New Map, Sunken Columns - absolutely a rock hard tribute to one of the new maps in Battles 2 but custom made for all the sight, overblockers, and co-op nuances of BTD6
  • New Hero Skin, Psimbals - you thought playing several instruments was difficult? Try playing them telekinetically at the same time! A very different take on Psi - hope you enjoy!
  • New Achievements
    • Sticky Situation - Glue 500,000 Bloons
    • Big Spender - Spend 1,000,000 cash in one round
    • The Daily Reid - Win 365 unique daily challenges
    • I'll Be Back - Spend 1,000 MM on Continues or Checkpoints
  • New Monkey Knowledge
    • Bionic Augmentation - Allows Turbo Charge ability to grant boomers camo vision
    • Bonus Glue Gunner - Instead of a free Dart Monkey, you may now choose to start with a free Glue Gunner instead.
    • X-ray Ultra - Allows Ultravision super monkeys to see, target and shoot through blocking objects.
  • New Trophy Store Items
    • Heroes: Striker Jones - german shepherd pet, ETn Beam Down placement
    • Monkeys: Necromancer Wizard Chomp Zombies projectile swap, Heli Pilot Hummingbird pet
    • Bloons: BAD Whale skin
    • Co-op: Thinking Monkey emote
    • Game & UI: Flower Patch road spikes skin, Monkey Boost - Sugar Rush, Avatar 57 - Explorer Monkey Sub, Avatar 58 - Fusty Ice Cream
    • Limited Time only {trophy items if there’s a seasonal}
    • Bloon decal - daisy chain circlet
    • Druid Spring avatar
    • Obyn Peace emote
    • So Buzzed profile banner
    • Competition Winner banners
    • Doodle Brilliance banner by bonbonni (*Now chompypaw)
    • Arcanum Necronicom by _Concilliabule_
Big Changes / Additions
  • Sound controls - By popular request (and sometimes demand), you now have more audio control over your Heroes and chaotic critters.
    • Pet sounds can now be toggled separately to other sound effects.
    • Additionally Hero Voices has instead been moved over into its own slider.
  • Trophy Store filters - If your Trophy Store inventories are like some of ours, we all know some organization was due.
    • Added subcategory filters to each store section and the inventory to help find what you’re looking for
    • Clarifying as this was not mentioned in the Preview Notes - the Trophy Store will now be unavailable for use whenever mods are active. Removing any mods from the install directory should restore it again. To be clear the goal here is purely to prevent players from bricking their accounts if they do mod, not to detract from modding.
Bug Fixes & General Changes
  • Optimizations made to the trophy store for loading & performance
  • Added a timer to the freeplay/restart/continue buttons in co-op. This delay will be shown on the buttons
  • Strong target option should now prioritize fortified bloons correctly if they also have regrow
  • Heroes can no longer receive customized names
  • Resolved some boss leaderboards not always displaying the right medals from your profile
  • Added individual reset buttons for each Odyssey island within the editor
  • Resolved some Height/terrain inconsistencies with placement/visibility
  • Resolved some edge of map tower footprint size issues
  • Going AFK for a long time on a pause screen should no longer eventually break the UI
  • Hitting Home on ‘waiting to rejoin co-op game’ should now prompt ‘are you sure?’
  • Co-op resync should no longer mix up tower locations on Sanctuary
  • Resolved some issues with UI being offset incorrectly on some devices/resolutions
  • Translated Odyssey descriptions should no longer M̶̩̅e̷̮͑̾ŗ̴̠̗̃̂͝ą̸͔͎͙͆̕̚-̷̛̼̜͝{̶͙͈̖͑0̶̧̣̻̟̓͐}̸̙̊́̋̓
  • Boss menu can no longer be entered without an internet connection
  • Resolved some issues with players from previous versions seeing extremely buggy profiles when looking at player profiles that have equipped new items from future versions. This fix will not apply to anyone playing before v30
  • Reworked how co-op resyncs interact at defeats
  • Resolved an issue displaying player removed messages in co-op multiple times
  • User ID now included on some menu screens
  • Resolved an issue that could be causing the Alchermistman and Bloonacleboy achievement to not save completion
  • Resolved some tower buffs preventing Bloons from becoming frozen
  • Game no longer softlocks on Review Map screen when you hit Escape key before the Review Map UI transition completes.
  • Resolved a number of minor crashes
  • Resolved a crash that could occur when selling Ezili to place multiple times
  • Resolved an Odyssey crash that could occur when excluding all towers
  • Resolved a crash that could occur from opening multiple deep links in a row
  • Resolved an issue with Strong targeting working incorrectly with Camo Prio
  • Resolved cases in which the remove disconnected player button would persist on co-op UI even though that player disconnected voluntarily
  • Resolved an issue that could prevent players re-joining co-op games after a crash
  • Resolved a number of different Locs issues

Bomb Shooter
  • x2x Should no longer become ‘lower’ and lose vision over objects

Ice Monkey
  • 4xx Ice Monkey should no longer slow & remove camo from White Bloons without being able to damage them
  • 5xx Super Brittle debuff duration corrected from 2s -> 3
  • x3x Arctic Wind :| - that is all.
  • x5x Absolute Zero now has an ability icon for the buff it grants other Ice Monkey
  • x5x Absolute Zero ice monkey buff is now correctly drained by Lych

Glue Gunner
  • 2xx Corrosive Glue and above now allows the top path of Glue Gunner to be targeted by Acidic Mixture Dip, as the acid DoT does benefit
  • xx5 Super Glue can target Glued Bloons again

Monkey Sub
  • x4x First Strike Capability ability initial impact damage is now dealt before splash damage

Monkey Buccaneer
  • Resolved a number of platform issues with Navarch

Wizard Monkey
  • Missing sell/upgrade animations fixed

Druid
  • Missing sell/upgrade animations fixed
  • x5x Vine Rupture ability should now be influence by Challenge Editor cooldown slider

Engineer
  • Resolved a save loading bug that could cause Foam to target the center of the map from any location
  • x3x Cleansing Foam should now count damage when popping lead bloons

Gwendolin
  • Lv3 Cocktail of Fire now extinguished by purple bloons

Obyn Greenfoot
  • Resolved a save loading bug that could cause Wall of Trees to target the center of the map from any location
  • Resolved some issues with buff applications not working correctly in all cases

Benjamin
  • Resolved some visual issues with Matrix Placement FX
Desktop Version
  • Resolved a launch softlock on Chromebooks
  • Resolved an issue once again allowing scroll wheel to be a bindable hotkey
  • Added new Tower Special hotkey (PageDown by default) this will activate tower unique functionality like Boomerang arm swap & Camo Prio
Balance Changes

Dart Monkey

Juggernaut relying on ricochets felt too niche in the current game, sadly excelling in far too few situations, so instead the Ceramic damage strength has been increased leading a little better into the T5 and benefiting it in more general straight line situations. Crossbow Master is pretty much around the entry level T5 that we want, but a little too expensive for something that brings no extra utility.
  • 4xx Juggernaut ceramic bonus increased from +2 -> 3
  • xx5 Crossbow Master price $25,000 -> 23,500

Boomerang Monkey

To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. Bionic Boomerang’s price has been lowered to make this upgrade slightly more approachable, but Turbo Charge’s price increased as we’re ok with the higher tiers on this path. Finally MOAB Dom’s price has been reduced a little, while this upgrade mostly fits as an early freeplay support/carry this price buff will make it more affordable before then and slightly benefit saveup for the paragon.
  • 5xx Glaive Lord main attack damage increased from 1 -> 8
  • x3x Bionic Boomerang price 1600 -> 1450
  • x4x Turbo Charge price $4000 -> $4200
  • 005 Moab Domination price reduced $60k -> 50k

Bomb Shooter

Has strong meta usage, Mauler as a moab focus upgrade no longer needs the bonus to ceramic crutch
  • x3x MOAB Mauler ceram bonus reduced 1 -> 0

Tack Shooter

Ring of Fire doesn’t keep up well enough for where it is placed, so the attack speed increase from this upgrade has been bumped up from 15% to 25%. Inferno Ring itself feels ok but for the difficult saveup not so much, so as a bit of a buff we have added crosspathing to the Meteor attack.
  • 4xx Ring of Fire attack delay reduced from 0.5355 -> 0.4725
  • 5xx Inferno Ring still sets attack delay to a flat 0.1
  • 520 Inferno Ring, Super Range grants meteor base pierce 1 -> 2
  • 502 Inferno Ring, Even More Tacks grants meteor dmg 700 -> 1000

Ice Monkey

Cryo Cannon has pulled far ahead of similar cheap Bloon control options, while leading into the also quite cheap Icicles which for most of the game offers more Bloon shredding support for cheaper than those other options.
  • xx4 Icicles price increased from $2000 -> 2750

Sniper Monkey

Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing.
  • x3x Bouncing Bullet - bounce distance reduced slightly 50 -> 40
  • 230 Bouncing Bullet distance increased back distance: 40 -> 50
  • 004 Full Auto Rifle gains MOAB bonus to initial hit 0 -> +1
  • 005 Elite Defender gains MOAB bonus to initial hit 0 -> +2
  • 105 Elite Defender gains MOAB bonus to initial hit 0 -> +3
  • 205 Elite Defender gains MOAB bonus to initial hit 0 -> +4

Monkey Sub

Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s own. This reason still applies as Airburst provides a significant power boost just on it’s own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly.
  • 030 Ballistic Missile attack rate 1.105 -> 0.9945
  • 032 Ballistic Missile no longer adds 10% rate

Monkey Buccaneer

Some parts of the new Buccaneer paragon were balanced more around a Degree 100 level without properly scaling, so we have fixed up some of this to better fit scaling up to 100 reaching those values, and moved the ability for it and any possible future paragons to also scale in cooldown based on the Degree.
  • All Paragon Ability Cooldowns will now increase rate in a similar formula to attack speed
  • Navarch passive grapple hook rate: 0.02 -> 0.06
  • Navarch active grapple hook cooldown: 20 -> 30

Monkey Ace

More of a straight quality of life, Ace has gained a new special toggle button to allow it to turn back and fly in reverse on any selected flight pattern. As Ground Zero stands out in power, & enough so to make the upgrade to Tsar Bomba questionable, some upgrade cost has been moved out of Tsar Bomba into Ground Zero to make Ground Zero more expensive while not changing Tsar much other than a slight overall cost buff. While Flying Fortress has started to see use in Boss events this feels like more of a cash dump than actual value in the tower. As Spectre value already drops off the later any game gets, the saveup into a ‘better version’ also drops off in value, and so the price should reflect that better.
  • 000 Monkey Ace can now toggle flight direction for any pattern.
  • x4x Ground Zero price increased from $14,000 -> 18,000
  • x5x Tsar Bomba price decreased from $35,000 -> 30,000
  • xx5 Flying Fortress price 100k -> 85k

Heli Pilot

Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control
  • xx4 Comanche Defense main heli Missile rate increased 3s -> 1
  • xx4 Comanche Defense main heli dart damage increased 1 -> 2
  • xx4 Comanche Defense mini heli pierce increased 3 -> 4
  • xx5 Comanche Commander main heli dart damage increased 2 -> 3

Mortar Monkey

Mortar top path feels too weak for the lead up to the Tier 5, so it along with the T5 have had some general number increases. Additionally the 302 crosspath has failed to ever see a great deal of use compared to much faster firing, to make it easier to to use up power from the DoT this path will now burn through faster
  • 2xx Bloon Buster price reduced $650 -> 500
  • 3xx Shell Shock price reduced $1100 -> 900
  • 4xx The Big One damage increased 5 -> 7
  • 5xx The Biggest One center AoE damage increased 20 -> 25
  • 5xx The Biggest One outer AoE ceram damage 10 -> 20
  • 302 Shell Shock allows burn from this tower to tic twice as fast (also expires twice as fast)
  • 402 The Big One, Burny Stuff damage over time increased from 3 -> 5

Dartling Gunner

Dartling’s Ray of Doom is far too expensive for general use, so before looking at any further power related buffs we’re lowering the price. Middle Path rocket storm is too strong for something also so buffable so is getting some number changes. Additionally Rocket Storm has always fired through blockers as we didn’t want to cripple placement too much, at this point we feel like it should be strong enough of an upgrade to have to deal with the placement problems that come with blocking objects. Finally as the Laser Shock crosspath is not so favorable for Buckshot path dartlings, we have doubled down on the ‘Focus’ of Focussed Firing to also increase projectile travel distance.
  • 5xx Ray of Doom price $95k -> $80k
  • x4x Rocket Storm ability damage reduced 6 -> 5
  • x4x Rocket Storm ability duration reduced 10s -> 8
  • x4x Rocket Storm ability no longer ignores blockers
  • 103 Buckshot’s Focus Firing crosspath grants distance to projectiles +25%

Wizard Monkey

As base Wizard shines in no way & doesn’t lead into any immediately good cheap lower tiers aside from Wall of Fire, the base price is being slightly lowered at the cost of an increase to Wall of Fire. The role Arcane Spike filled at game launch has been replaced as better synergies were learned & added over time. As it's slightly too expensive at some early key points the price is being lowered to hopefully fit some use in at those points. Wizard Prince of Darkness is annoying to position correctly due to the sudden massive radius increase & it also needs a power nerf. So overall here we are moving all of the range increase down into a lower amount at the T3 so that range positioning is known before buying any necromancer upgrades, as well as moving some of the lifespan of the zombies themselves into the lesser used 1xx lifespan crosspath.
  • 000 Wizard price reduced $400 -> 375
  • x2x Wall of Fire price increased from $900 -> 950
  • 4xx Arcane Spike price reduced from $10,900 -> 10,000
  • xx3 Shimmer tower range increased from 40 -> 60
  • xx5 Prince of Darkness tower range reduced 80 -> 60
  • xx4 Necromancer base Zombie travel distance reduced 250 -> 175
  • 104 Necromancer base Zombie travel distance remains at 250
  • xx5 Prince of Darkness base MOAB travel distance reduced 300 -> 225
  • 105 Prince of Darkness MOAB travel distance remains at 300
  • xx5 Prince of Darkness base BFB travel distance reduced 200 -> 150
  • 105 Prince of Darkness BFB travel distance increased from 200 -> 225

Super Monkey

We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay.
  • 2xx Plasma Blasts pierce 3 -> 2
  • 2xx Plasma Blasts price 4500 -> 3000
  • 3xx Sun Avatar $22,000 -> 20,000
  • 3xx Sun Avatar pierce is unchanged from the above reduction
  • x3x Robo Monkey $8400 -> 8000
  • xx3 Dark Knight $5500 -> 5600
  • xx4 Dark Champion gains bonus damage to Ceramic -> +2
  • xx5 Legend of the Night price reduced $240,000 -> 200,000
  • xx5 LotN passive ability cooldown will carry on if the tower is sold and rebought.

Druid

Druid base price has been reduced slightly to fit it in a little better as a starter choice.

Top path has had a number of buffs to help with both price and consistency in control over regular bloons through higher tiers. Superstorm has had a rather big price buff, however to prevent it locking up games in a boring stall state the blowback distance against ZOMGs has been halved.
  • 000 Druid price reduced from $425 -> 400
  • 3xx Druid of the Storm price reduced from $1850 to 1650
  • 4xx Ball Lightning's Storm blowback at T4 improved minimum 100 -> 150
  • 4xx Ball Lightning's Storm blowback at T4 improved maximum 200 -> 250
  • 4xx Ball Lightning's Storm pierce increased at T4 from 30 -> 60
  • 4xx Ball Lightning price reduced from $5100 -> 4500
  • 4xx Ball Lightning now has Cold Front MK freeze chance by default
  • Cold Front MK now increases chance from 25% -> 100
  • 5xx Superstorm price reduced $80k -> 65,000
  • 5xx Superstorm blows back ZOMGs for half the distance

Monkey Village

To improve the consistency of Primary Expertise as a long range cleanup the attack rate has been increased.
  • 5xx Primary Expertise attack delay 3s -> 2.5

Engineer

To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set.
  • 014 Bloontrap: Picking new target expires current Bloontrap & places new one

Quincy

This upgrade didn’t have enough impact so late in the game and upgrade tree.
  • Lv17 now increases Quincy Explosive Arrow frequently from every 3 -> 2 shots

Admiral Brickell

To help Brickell excel a little better at her thematic niche of water support, we have added a small permanent buff to all water in her radius to allow her to give them a bit of extra juice even during ability downtime. Additional minor buffs to her main slow-hard hitting revolver attack as she levels up.
  • Lv8 Also grants a permanent +1 pierce to all water towers in radius
  • Lv15 Revolver attack damage increased from 7 -> 9
  • Lv17 Revolver attack damage increased from 7 -> 11
Looking Forward

Thanks for reading to the end! Along the lines of the Preview Notes and in an effort to share more about what we’re working on next, for BTD6 we’ll plan on including in each major update a few notes about what we’re working on next. We don’t mean to overshadow discussion and feedback on the current update - it’s most important for us to hear what you like and don’t like about what we’ve just released. But we do want to bridge what we included in an update with what the community might have wanted in the update but didn’t get, as maybe what you’re missing is exactly what we’re working on next. In the cases where what you’re keen on is not planned in the next update either, that’s where we can have more good discussions on Reddit and Discord, so looking forward to hearing from you there!

Notes below are our planning, not our promises. Features can be derailed for many reasons, so we won’t be talking dates or commitments, just about what we’re working on, and we hope that is understood and still valuable.
  • Update 31
    • New Hero - Geraldo the Mystic Shopkeeper! A dynamic and multipurpose support Hero, Geraldo adds items to his shop with each level gained. From Action Figures that gain value to Genie Bottles to pet bunnies that merge and morph, stay tuned for more news about Geraldo.
    • New Boss - Vortex! Flying into BTD6 to speed Bloons and stun towers, Vortex will change up Boss strategies yet again!
    • Expect a new beginner map, trophy store items, and the usual sweep of fixes and balance changes
    • Other things in progress but need to see if they can land in the update - Hero Screen UI revisions, Twitch Drops, Ninja Kiwi Friends system, new Challenge victory conditions (least/target cash used; least/target upgrades used)
  • Further Out
    • These are elements that will not be in Update 31 but we’d like to see happen this year
    • New Bosses and Paragons - we’re absolutely building out the variety here for more dynamic Boss events and Paragon options; Monkey Engineer is next on the Paragon list, representing the Support Category
    • Contested Territory - we’re super excited to be thinking about bigger ways to play together and Contested Territory is a great model for making a large scale, team-centered, asynchronous Challenge; we’re not looking to make BMC inside BTD6, nor are we saying there won’t be the spiritual successor to BMC in the future; we just have a great event that is inspired by BMC and we’re digging into it
    • Mods - in response to the many questions about Mods over the years and recent direct questions from Tewtiy and others, we are looking into the technical restructuring necessary to properly support Mods while keeping the integrity of the existing game intact, especially leaderboards; we’ll approach this from a multi-year, sequential goal perspective, starting with a Tower Editor/Creator first

Thanks for reading and we look forward to your feedback on Update 30 and our future plans.

Bloons TD 6 - Update Notes! Version 29.0


Bloons TD 6 v29.0 - Update Notes!
Key New Features
  • New Paragon Tower: Navarch of the Seas!
    • Bringing all 3 paths together under the command of a sharply dressed, market-savvy, pirate-code-adhering military arch-commander. No need for a bigger boat here.
    • We enjoyed bringing Navarch into the mix as it covers both military category and water-heavy maps. With an emphasis on boat farming, destroyer spam for early rounds, and pop farming with active use of hooks it makes it a very different and fun road to Paragon. Portable Lake spam in non-ranked games has also led to some good laughs.
  • Co-op Lobbies 2.0!
    • We have condensed the UI flow of co-op lobby creation, allowing more options to be picked after creating the lobby instead. Number of slots, Map, Difficulty & Mode are now all instead chosen within the lobby itself.
    • Once made public, these elements cannot be changed, in an effort to prevent co-op teams coming together but then bailing if the host changed settings.
    • Along with this Local Join Lobbies will now display player profile/avatar/banner rather than the map, as these feel like more important factors in a local search situation now.
    • Co-op quick match buckets reworked into: Any game, Medium Game & Long Game. The removal of short/easy button is a response to players mostly choosing longer games and in the interest of encouraging players to try more options, even if they have to lean on and learn from their teammates. Short/easy games will still come up in Any searches, and players who want that can Create Match and make that public for other Any players to join.
New Awesome
  • New Intermediate map: Quiet Street
    • Chill out and enjoy the holiday here! Doubles up Trophy Store tracks Winter Nights (new) or Sunset - Silent really well.
    • Might look easy but side by side paths can create pierce-through issues when you least expect it
  • New Hero Skin: Ezili - Galaxili skin
    • And so she’s back, from outer space…
    • Galaxili’s vibe is very different from her main, we hope you enjoy the way she reaches for the stars
  • New Achievements: Davids vs Goliath, So Spiiicey Ninja Kiwi, No Harvest, Student Loans,
  • New Trophy Store Items
    • Heroes: Psi Bison pet
    • Monkeys: Village - Australia Flag
    • Co-op: Emote - Cool Ben, Emote - Biker Bones Rage
    • Game & UI: Time Stop Matrix skin, Avatar 52 - Boomerang, Avatar 53 - Pirate Captain, Avatar 54 - Geometric Quincy, Music Track Winter Nights Chilled Mix
  • Limited Time only trophy items:
    • We tried to make these extra fun to grab with enough time and Trophies over the holiday to do so
    • Avatar 55 - Star Topper Adora, Mortar - Snow Explosions, Doomsleigh DDT skin, Elf Hat Bloons decal, Energised Christmas Tree totem
  • Community Winner banner trophy items:
    • Leaping Into Space: Player Banner 8, community winner Galaksyz
    • Face The Sun: Player Banner 9, community winner Bohrokki
Big Changes / Additions
  • Added 2 new sliders for people to play with in the Challenge Editor. An Ability Cooldown % modifier as well as a Removable Object cost modifier. Maxing out this Removable Cost modifier in either direction will either make all removables Free or completely Disabled for interaction. (So to the No Corn Chimps gang, enjoy!)
  • Added some stat tracking for players to view on Daily & Advanced Challenges
  • Round ramping for deep freeplay has been increased on rounds 251, 301, 401 & 501, ramping on round 152 has been pulled back to 151
  • Continues & Restarts in co-op will now send a message to other players saying that they have been used
  • New Co-op Callouts: Boss Crusher, Well Rounded, Endless Power!
  • Leaderboards for co-op boss events will now be able to display up to a 100 total ‘teams’ for each category rather than just 100 ‘players’ for each; we didn’t want the lists to get too long and cumbersome, but most people wanted long lists (hopefully not cumbersome!)
  • Added individual stat tracking for Heroes & Hero skins to profile. This unfortunately cannot be retroactively recorded, as these were not part of existing stats that we could bring forward. We hope players will see the silver lining and start chasing high stat counts for heroes and alts into the New Year.
Bug Fixes & General Changes
  • Resolved a number of UI, interaction, and feedback issues. Full disclosure many of these were related to toolkit upgrades and internal changes necessary to support the console development that we are in late stages on. It is critical work and we’re using it to improve flow where possible but changes inevitably make bugs. Thanks for your patience on this and we hope that being able to play 4-player couch co-op on PlayStation and Xbox sometime next year will make up for it.
  • A lot of general polishing improvements made to the new Review Mode
  • Resolved a number of localization issues
  • Behind the scenes optimizations in multiple places
  • Resolved an issue with lives not being restored after a short delay when hitting 0 in sandbox
  • Resolved issues around Boss events not correctly assigning victory after defeating tier 5
  • Resolved a number of issues with co-op reconnection
  • Resolved an issue preventing some android issues loading correctly
  • Review Mode has been removed from apopalypse as the design for this mode is incompatible with Review at this point
  • Resolved some high resolution broken UI issues
  • Resolved an issue with removing 2 trees on Dark Castle at the same time bugging the animation to remain permanently on screen
  • Odyssey no longer visually shows ‘claimed’ on maps for first time completion
  • Resolved a rare crash when removing obstacles in maps
  • Resolved an issue with co-op daily lobbies not listing correct rewards
  • Resolved an issue with Tech Bots remaining floating on water after selling an Ice Monkey they were floating on
  • Resolved a UI selection issue that would occur after quitting to menu from a boss event
  • Medal tooltip text should again display on tap and hold action for iOS and Android
  • Fixed some visuals on normal version Lych boss models
  • Resolved an issue with tower vision not always correctly visually updating after nearby removable objects have been removed
  • Added proper sound effects to the Confetti Pops trophy store item
  • Added helper text to boss mini leaderboard
  • Resolved some minor texture resizing issues
  • Resolved a number of issues with Odyssey custom roundsets
  • Changing avatar in co-op lobby should now correctly save changes
  • Fixed text clipping & button alignment related to some UI menus
  • Resolved an issue with Insta Monkey Loot icon not matching the correct tier background in some menus
  • Resolved certain symbols not being enterable into webview for login
  • Reset challenge for individual maps in Odyssey Creator should now work correctly

Ice Monkey
  • 401 & 501 Ice Monkeys should now be able to stack their debuffs correctly without the Larger Radius crosspath overwriting the effect
  • 150 Absolute Zero should no longer apply an inconsistently weaker Permafrost

Mortar Monkey
  • 103 Signal Flare Camo removal AoE is now affected by the 1xx Bigger Blast crosspath

Wizard Monkey
  • x5x Wizard Lord Phoenix permanent phoenix should no longer sometimes not take external buffs depending on build order

Ninja Monkey
  • 022 Caltrops gain distraction chance from crosspath
  • 023 Sticky Bombs gain distraction chance from crosspath
  • xx3 Ninja Monkey Flash Bomb should no longer apply stun visuals to MOABs since it does not stun them
  • Ninja Paragon sticky bomb attack should now correctly create an aoe when it destroys the target

Druid
  • 5xx Superstorm no longer behaves differently in sandbox and real games

Monkey Village
  • xx5 Monkeyopolis should now always benefit from the cash buff from another xx4 Village

Captain Churchill
  • Resolved some background rogue spaghetti impacting performance; nothing worse than rogue spaghetti in a tank

Ezili
  • Lv7 Ezili Sacrificial Totem now functions independently and stacks with Village buffs

Pat Fusty
  • Lv13 should now correctly increase stun duration
Desktop Version
  • The "Windows" key should no longer be assignable as a hotkey due to issues caused with its normal functions
  • Resolve a number of input issues raised in the latest Unity update
Balance Changes

Boomerang Monkey

Just a cool/fun factor and “because it should” reasoning here honestly, not necessarily necessary but we think it fits.
  • 501 Long Range Rangs now increases area of Orbits by 15%

Separately, we noticed the Glaive Dominus press knockback’s actual explosion was only dealing a fraction of the damage of any other part on this upgrade, this combined with it pushing targets out of the tower’s radius made it somewhat stally so we juiced up the power of this explosion significantly.
  • Paragon Press Attack: Explosion damage increased from 100 -> 2500
  • Paragon Press Attack: Explosion bonus damage to boss + 5000
  • Paragon Press Attack: Fire DoT increased from 100 -> 500

Glue Gunner

Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.

Bloon Solver’s single target power feels like it ramps slowly on larger targets, and while it is mainly a grouped cleanup, we decided to give a nudge here with bonuses to large targets to help with higher round falloff.
  • 4xx Bloon Liquefier DoT deals +1 damage to ceramic
  • 5xx Bloon Solver DoT deals +1 damage to MOAB Class

Glue Strike doesn’t seem to hold up to any other option in a similar role, so we’ve doubled down on its support factor with a new role and are hoping for more synergy to emerge there.
  • x4x Glue Strike ability now weakens Lead Bloons allowing them to take sharp damage
  • x4x Glue Strike bonus damage taken while glued increased from 1 -> 2
  • x5x Glue Storm bonus damage taken while glued increased from 1 -> 2

Monkey Sub

The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier.
  • 400 Reactor sub damage type changed from Normal -> Shatter
  • 420 Reactor sub damage type remains as Normal type

Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn.
  • Pre-Emptive Strike missile damage increased from 1 -> 10
  • Pre-Emptive Strike missile ceram damage increased from 10 -> 15
  • Pre-Emptive Strike missile MOAB damage increased from 10 -> 15

Dartling Gunner

The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce.
  • x5x MAD damage to MOABs reduced from 750 -> 550
  • x5x MAD pierce increased from 8 -> 12

The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path.
  • xx2 Powerful Darts damage type from Sharp -> Shatter

Wizard Monkey

As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3.
  • x2x wall of fire tic rate decreased from 0.1s -> 0.15s
  • x3x wall of fire tic rate increased back to current 0.1s
  • 021 pierce bonus to wall of fire reduced from 5 -> 4
  • x1x Fireball fireball's attack delay reduced from 3s -> 2.2
  • x3x Dragon's Breath fireball's damage increased from 3 -> 9

Druid

While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section.
  • x4x Jungle Druid range reduced from 55 -> 45
  • x5x spirit of the forest thorn pile damage increased from 1 -> 5

Spike Factory

While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up.
  • 042 Spike Storm ability will benefit from the xx2 crosspath start of round speed increase
  • x4x Spike Storm now allows spikes created from the ability to last past the end of 1 round

Super Mines gets damage - to stand it out in Bosses more.
  • 5xx Super Mines Base Spike damage increased from 10 to 50
  • 5xx Super Mines Base Spike ceramic bonus increased from 6 -> 20
  • 5xx Super Mines Base Spike fortified bonus increased from 1 -> 15
  • 5xx Super Mines mini explosion damage increased from 10 to 20
  • 5xx Super Mines mini explosion ceram bonus of 10
  • 5xx Super Mines mini explosion fort bonus of 5
  • 5xx Super Mines Large Explosion ceramic/moab bonus reduced from 2 -> 0
  • 5xx Super Mines Large Explosion fortified bonus increased from 1 -> 250
  • Editorial: There is no such thing as any kind of ‘max spike limit’ and never has been. Just putting this out there, as we don't know who started that rumor but certainly don’t need to keep spreading it.

Engineer

Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam
  • Base price reduced from $450 > 400
  • 3xx Sprockets price increased from $525 > 575
  • 030 Cleansing Foam gains targeting for the Cleansing Foam
  • 014 Bloontrap gains targeting for the Bloontrap from the Larger Service crosspath

Gwendolin

Similar to Wall of Fire, Gwendolin’s Cocktail gains too much strength in grouped situations too early on and so this power has been pushed to higher levels.
  • Lv3 Cocktail of Fire’s pierce refresh rate slowed from 0.1 -> 0.2
  • Lv3 Cocktail is no longer able to innately ignore Purple Bloons
  • Lv7 Cocktail of Fire’s pierce refresh rate increased back again from 0.2 -> 0.1
  • Lv16 Cocktail of Fire can once again damage Purple Bloons

Obyn Greenfoot

As a ‘druid buffing’ hero, Obyn has in actuality been a bottom path druid buffing hero, so we’ve tweaked a couple extra levels to give more path specific bonuses to other druid paths that weren’t benefiting as much from his wizened presence, regardless of whether your Obyn says “Fries” or “Clive”. Also since we worked out how to do more advanced targeting for the engineer anyway, this has been applied to Wall of Trees too. We considered brambles as well but prefer the early game variety, didn’t want brambles and WoT to appear at the same spot, and didn’t want to overcomplicate with 2 targeted placements, and WoT is clearly the more important.
  • Lv5 All your Druid of the Jungle have increased range +20%
  • Lv9 All your Druid of the Storm projectile radius increased +20%
  • Lv9 All your Druid of the Storm have MOAB damage +1
  • Lv10 Wall of Trees now gains a Set Target option
  • Lv12 All your Magic Monkey abilities cooldown 5% faster

Psi

Psi’s Psionic Scream often didn’t feel as satisfying if a lot of the blown back targets rolled a minimum distance, so we have upped the minimum distance that it can blow back
  • Lv10 Psionic Scream minimum blowback increased from 10 -> 50

Monkey Knowledge

Gorgon Storm clearly released overtuned for a single knowledge point due to the way it works with large numbers of projectiles applying consecutive stuns. It will still be extremely powerful even after this, but should be harder to achieve an actual permastall on MOABs most of the time.
  • Gorgon Storm stun duration on MOAB class bloons reduced from 0.5 -> 0.1

Bloons TD 6 - Update Notes! Version 28.0

Bloons TD 6 v28.0 - Update Notes!
Key New Features
  • Co-op Boss Events!
    • Play with friends or open up a public match and find how much fun co-op bosses can be
    • Don’t be Player 3 - coordinate farming and placement to tip the fun:frustration ratio to the fun side (frunstration isn’t a word but should be)
  • Ranked Boss leaderboards!
    • Not content with just co-op Bosses, we wanted to give extra challenge through ranked play
    • While not a race, Ranked Boss games time your play while the Boss is onscreen through the completion of the round on which the Tier 5 Boss is popped
    • Leaderboards are unique for 1p, 2p, 3p, and 4p so you can show up on multiple leaderboards but you will only receive rewards for your best normal and best elite placement
    • Note there are timer penalties for stalling, so don’t try a stalling strat. Careful with those Cripple Snipers; put them on First.
  • New Boss added - Lych, the Gravelord
    • While some BTD fans want to see all of the known BMC bosses, we wanted to make it clear that we are committed to introducing new content and mechanics to keep the BTD universe dynamic and challenging
    • True to its name, Lych draws power from others, draining buffs from Monkey Towers and stealing any Monkey’s lifeforce when sold to heal itself (avoid buff Alchemists and other familiar activated boosts!)
    • When damaged to a Skull level on its health bar, the Lych is ethereally immobilized as it revives undead MOAB class Bloons, releases the stiletto-fast Lych-Soul, and steals lives as long as it remains ethereal
    • Revivified MOABs and the Lych-Soul must be destroyed before Lych will return to normal state
    • Due to their sheer awesomeness, Heroes are immune to the Lych’s buff drain effect
    • The Lych can revive all MOAB class Bloons besides BADs
  • New Paragon - Ascended Shadow Ninja
    • To combat this new evil, the Ninja Paragon unleashes its triple mastery on Boss Bloons
    • Painfully expensive but deals incredible damage, especially at high Degree
More New Awesomeness
  • New Beginner Map - The Cabin, perfect for a dark, spooky night’s play
  • New Hero Skin - Viking Sauda brings all the axetasticness
  • New Achievement - Perfect Paragon
  • New Boss Music track - Onslaught will play with Lych events but is not exclusive to Lych (not going to be a new music track per Boss, for game footprint issues)
  • New Trophy Store Items
    • Heroes: Sentai Churchill Scifi Drone pet
    • Monkeys: Monkey Village Canada flag, Glue Gunner Rat pet, Buccaneer Narwhal pet, Bats Upgrade FX
    • Co-op: Pleeeease Monkey Emote, Panic Monkey Emote
    • Game & UI: Sun Temple Banner, Best Ben avatar, Action Psi avatar, Community Avatar Lead Zeppelin by waywardzuck
  • Limited Time only
    • Hockey Mask limited Halloween avatar
    • Vampire Hunter Engineer projectiles swap
    • Jack-o-Lantern ZOMG
    • Vampire Cape Bloons
    • Haunted House music track
    • Ghosts’n’Candy Banner
Quality of Life & Other Additions
  • Added a ‘Review Map’ option to all game modes which will allow you to look over your towers after any victory or defeat, mainly to look at Monkey pop counts for bragging rights or to optimize strategies
  • Load Checkpoint option has now also been added to the Pause Menu during Boss Events
  • Rich presence messages updated for player created odysseys
  • Rich presence added for bosses
  • Highest round stats added to profiles for both CHIMPS and Deflation
  • Added Refresh button to race leaderboard
  • Races now have a pause delay which will incur a penalty for pausing too frequently; the idea of a race is a strategic sprint - one fast run with your best thinking in the moment
Bug Fixes & General Changes
  • Avatar 44 Description to include the correct name LV-223_Deacon.
  • When players quit to menu (rather than crashing) they will now immediately be removed and have their resources distributed instead of waiting for a rejoin.
  • Various fixes for co-op rejoining & host migration
  • Co-op callouts should no longer display on the defeat screen
  • Added a small double cash icon to the in-game cash display to show when it is active
  • Should now be less content required to be downloaded between versions
  • Collection event bonus is now shared from the Host in co-op
  • Free Race attempts will now prevent a Race Pass from being used
  • Custom user banners now show in more locations
  • Some general UI & Localization fixes
  • Towers should no longer be redistributed to removed co-op players when multiple players are removed from any co-op session
  • Loading a boss save will now pause
  • Optimized music tracks behind the scenes
  • Game will now on launch check if a co-op lobby actually still exists before showing the rejoin message on main menu
  • Resolved low-resolution Powers icon as challenge reward
  • Round-send flag and comparison timer fixed in Race mode
  • Resolved an issue that was being really mean
  • Paragon cost on the upgrades screen will now update based on game difficulty
  • Resolved a few issues with Boss Music Tracks playing/not playing at correct times
  • Obsolete patch notes button removed from main menu
  • Resolved an issue where Paragons were displaying as 6-0-0 upgrades on victory callouts
  • In Challenge Editor Reloading Last Round then returning to menu immediately will no longer delete the save
  • Insta Monkey Menu now loads correctly if viewed in game
  • Boss event state is now saved immediately when Boss is defeated.
  • Nonfunctional close button removed from
  • Waiting for end of round* message box.
  • Buff Icons now show on Monkey Farmers
  • Resolved some final issues with the sword on Ravine so Setk can get his black border
  • Hero Selection for Boss Events is now not displayed as an option if no selected hero is allowed under the challenge rules
  • Muting players while they are emoting will no longer cause some emotes to loop
  • Resolved an issue where creating a Paragon with a tower inside a Heli during redeployment or Door Gunnerisim would cause a crash
  • Resolved a co-op softlock that could occur when playing with other players on a bad connection
  • Removing camo from a Neon skin DDT when other players in the match have the shark skin will no longer change the DDT into a Shark skinned version
  • Lotus flowers once again remember their ready state when loading a save
  • Degree 1 paragons will now also deal double damage to Elite Bosses. Previously this bonus was not applying until at least Degree 2
  • Co-op resync can no longer re-assign map areas to a disconnected+removed players
  • Resolved some issues with not receiving mini race rewards
  • Resolved an issue with profiles loading incorrectly in offline mode
  • Resolved a softlock that could occur with 2 players attempting to rejoin into the same co-op lobby at the same time

Boomerang Monkey
  • 502 Glaive Lord with Red Hot Rangs crosspath will now use the red-tipped glaives projectile for rotating glaives

Mortar Monkey
  • Mortar Monkey's new decamo AoE at xx2 should no longer apply to DDTs without Paint Stripper MK

Super Monkey
  • Named monkey stats will track cash generation on super monkeys now.

Alchemist
  • x3x Unstable Concoction damage again increases for Fortified Bloon variants

Druid
  • First child of Bloons popped by Spirit of the Forest should take damage again
  • Reworked some functionality around chinooking a Spirit of the Forest

Banana Farm
  • x3x Monkey Bank resolved an issue where fractional cash amounts could sometimes round up instead of down

Engineer
  • Alright, Sentry Paragon is now a Champion.

Gwendolin
  • Resolved issues with Gwendolin Lv17 firestorm’s Heat it Up buff

Striker Jones
  • Strikers Parachute drop placement animation should no longer break if you sell Striker after using it, and place him again
  • Resolved an issue that could cause Strike Jones’ attack animations to permanently break

Benjamin
  • Resolved Benjamin’s Trojan displaying the wrong cash gain sometimes

Ezili
  • Resolved an issue that could cause Ezili’s attack animations to permanently break
  • Resolved an issue where Ground Zero could cause Ezili’s MOAB Hex to not remove children

Pat Fusty
  • Lv3 Rallying Roar buff will now pause between rounds

Adora
  • Joan of Arc Adora’s ball of light should display correctly at all times

Admiral Brickell
  • Lv3 Navel Tactics buff will now pause between rounds

Psi
  • Psi should now inherit Monkey Town buffs more consistently
Desktop Version
  • Added 2 extra cursor options which will increase size, note that these options will result in a less precise cursor under intensive situations.
  • Holding a tower hotkey down once again allows you to place multiples
  • Resolved some slow mouse scroll issues in Challenge Editor
  • A bug; Due to some changes to the latest version of the engine, issues have risen with the first click returning the game to the foreground after being backgrounded. We have put our own temporary fix in place for now which may mostly resolve this for the time being but are also in talks with Unity about a true resolution.
Balance Changes

Camo Prioritization

Instead of saying the same thing each time; many specific crosspaths that add a ‘camo specialty’ to a tower end up being viewed as rather inferior crosspaths due to camo being quite available to pick up through other methods. To give these upgrades more use even with other forms of camo reveal in play, we have added a brand new Camo Prioritization option that is added to the towers when taking this crosspath. When enabled this filter combines the selected target method with Camo Prioritization (e.g. Strong Camo would work through all Camos in strength order, then revert to normal Strong until any new Camos show up). Individual Monkeys are called out below.

Stall Farming

Farming methods involving stalling out games for theoretically infinite amounts of time have been around since previous games in the series, and we set out to stop a few of them with BTD6’s launch but still allowed some to linger on due to how difficult they were to perform. Nevertheless these time-consuming methods don’t fit the spirit of the game and while tedious to perform they have sparked certain mindsets that they need to be used when things get too hard. We have chosen to now add in a 3 minute timeout preventing further use of any Cash Generating abilities within any single round to end any remaining cash value in this ‘infinite stalling’ of any single round. This allows players to continue to use this strategy, but only to a specific, limited extent, so strategies can be planned around this; we hope players will agree this is a fair compromise.

Dart Monkey
  • xx2 Enhanced Eyesight now grants Dart Monkey the new Camo Prioritization filter
  • Dart Paragon has had a slight performance change to improve bit rate issues when streaming. This will not change power in any way

Boomerang Monkey

While the higher tiers are quite good, Bionic Boomerang does not feel like a strong stepping ston, and 052 is still mostly considered an inferior crosspath due to base tower damage already being high, so Bionic’s ability increase to damage has been increased further. MOAB Domination’s MOAB damage has been increased to give it a little more power than just stalling & finally we’re tweaked up some of the numbers on Boomerang Paragon’s damage to even out some parts of it that were not contributing effectively
  • x3x Bionic Boomerang MOAB damage bonus increased from 1 -> 2
  • 052 Red Hot Rangs ability bonus damage increased from 8 -> 10
  • xx5 MOAB Domination damage on MOAB throw per hit increased from 20 -> 25
  • Boomerang Paragon burn DoT damage tic increased from 50 -> 100
  • Boomerang Paragon Shred DoT damage tic increased from 250 -> 750
  • Boomerang Paragon rotating glaive base damage increased from 20 to 42

Bomb Shooter

While MOAB Maulers are a current popular meta the base bomb shooter is unaffordable early on for the little contribution it can make at early levels when not much pierce is really needed, so some cost has been moved out of the base upgrade and into the Mauler with an overall price increase to Mauler. We’ve acknowledged that Frag Bombs have felt like an inconsistent crosspath both in what they add to the tower and what they lose when upgraded further on their own path, so now in addition to frags popping Black Bloons xx2+ will allow all attacks from the tower to pop Black.
  • 000 Bomb Shooter base price decreased from $600 -> 525
  • 030 MOAB Mauler price increased from $900 -> 1,100
  • 002 Frag Bombs upgrade now grants ‘fraggy explosions’ which allows all explosions from the tower to pop Black Bloons

Ice Monkey

Embrittlement being a ‘camo reveal’ has not been viable due to the price, so T2 Metal Freeze has been granted camo detection to allow this tower to somewhat hold off camos while it saves up to become a reveal. Additionally Embrittlement will now be able to target and debuff MOAB Bloons for the smaller damage bonus without needing to be upgraded to T5. Additionally some smaller price nerfs have been made along the lower tiers of bottom path as each of these upgrades has been standing out a little much.
  • 2xx Metal Freeze can now target camo
  • 2xx Metal Freeze price increased from $300 -> 350
  • 2xx name change from ‘Metal Freeze’ to 'Cold Snap'
  • 4xx Embrittlement can now target and debuff MOABs but not slow them
  • xx1 Larger Radius price increased from $100 -> 175
  • xx2 Re-Freeze price increased from $200 -> 225
  • xx3 Cryo Cannon price increased from $1750 -> 1950

Sniper Monkey

No wrist enjoys spamming cash drops, so sniper’s random cash drop has been standardized around a higher amount with slower cooldown for an overall buff. As middle path sniper has been feeling to be in a good spot with alchemist buffs, but other uses of sniper shrapnel weak due to lack of alchemist buff, we have decided to swap alchemist buffability over from the number of bounces to the power of the shrapnel itself.
  • x2x Night Vision Goggles now grants Sniper Monkey the new Camo Prioritization filter
  • x4x Supply Drop: Cash Generating abilities now have a 3 minute timeout
  • Sniper x4x cooldown increased from 60s -> 90
  • Sniper x4x cash produced increased from a range of $500-1000 to a flat $1200
  • Sniper x5x cash produced increased from a range of $1500-3000 to a flat $3000
  • 020 Shrapnel Shot, shrapnel on all crosspaths is now able to receive any external buffs
  • 030 Bouncing Bullet is no longer able to receive external buffs to the number of bounces
  • 004 Full Auto Rifle price reduced from 4750 -> 4250
  • 004 Full Auto Rifle dmg type changed from Normal -> Sharp
  • 005 Elite Defender dmg type changed from Normal -> Sharp

Monkey Buccaneer

Bottom crosspath feels behind compared to others here, so in addition to the new Camo Prioritization filter Longer Range on this path will now also grant bonus pierce. Favored Trades stacking was never intended to be a feature but we previously updated the description to support the stacking instead of changing functionality, so this has now been corrected.
  • xx1 Longer Range now also grants +1 pierce to most Buccaneer projectiles
  • xx2 Crow’s Nest now grants Buccaneer the new Camo Prioritization filter
  • xx4 Favoured Trades no longer stacks the sellback rate buff to other towers.

Monkey Ace

Monkey Ace has had an overall rework to a lot of different upgrades in order to highlight the x1x Exploding Pineapples upgrade as a buff to all explosives, in addition to this Spectre has been reworked to have less base pierce but a higher damage bonus to Ceramic Bloons in order to make the new option of a pierce crosspath more viable while also allowing it to carry on better into the endgame against Super Ceramics.
  • 300 Fighter Plane Missiles pierce increased from 3 -> 4
  • 400 Operation Dart Storm Missiles pierce remains 4
  • 310 Fighter Plane Missiles pierce increased from 3 -> 6
  • 310 Fighter Plane Missiles radius increased from 30 -> 34.5
  • 410 Dart Storm Missiles pierce increased from 4 -> 6
  • 510 Sky Shredder Missiles pierce increased from 5 -> 7
  • 004 Spectre Dart damage to ceramics increased from 2 -> 4
  • 004 Spectre Dart pierce reduced from 30 -> 15
  • 004 Spectre Bomb damage to ceramics increased from 3 -> 5
  • 004 Spectre Bomb pierce reduced from 60 -> 30
  • 014 Spectre Bomb pierce reduced from 60 -> 45
  • 014 Spectre Bomb radius increased from 20 -> 23

Heli Pilot

For similar reasons to Sniper, Chinook is a pretty annoying tower to farm with, so its ability has been standardized into a single producing both a life & a cash crate on a longer cooldown; the cash production of this has gone up while the life generation has been reduced as the power stood out too much compared to any other life generation method. MOAB Shove has had a missile attack similar to xx4’s mini comanches added to provide this path something extra for when the mini comanche are not active.
  • Heli x4x Support Chinook: Cash Generating abilities now have a 3 minute timeout
  • Heli x4x Support Chinook’s Supply Drop now drops life and cash crates together
  • Heli x4x Support Chinook’s Supply Drop cooldown increased from 60s -> 90
  • Heli x4x Support Chinook’s Supply Drop cash increased from $1000-2000 to $1800
  • Heli x4x Support Chinook’s Supply Drop lives produced decreased from 50-75 to 10
  • Heli x5x Special Poperations increases Supply Drop values to $4500 and 25 lives
  • xx3 MOAB Shove gains a ‘mini heli missile' attack with pierce 10 damage 1
  • xx4 Comanche Defense increases ‘mini heli missile’ pierce to 30
  • xx4 Comanche Defense increases ‘mini heli missile’ damage to 3

Mortar Monkey

Bottom path Mortar burns have been reworked to burn faster and last longer at all upgrades; the Extra Burny Stuff MK has been tweaked in order to keep it’s benefit the same comparatively to the new & improved base values.
  • xx2 Burny Stuff DoT duration increased from 3s -> 3.75
  • xx2 Burny Stuff DoT tic interval reduced from 1.5s -> 1.25
  • xx5 Blooncineration DoT tic interval reduced from 1s -> 0.75
  • MK: Extra Burny Stuff buff amount reduced 0.5s -> 0.25

Dartling Gunner

Even though we like the theme of the slow hitting upgrade, Buckshot has struggled to live up to its potential, so attack speed has been further increased through all tiers. Ray of Doom’s damage bonuses have been shuffled around in order to not be so weak against Super Ceramics as by the time anyone reasonably affords this SCs are the only ones you’ll be seeing.
  • xx3 Buckshot attack cooldown reduced from 1.8s -> 1.5
  • 5xx Ray of Doom damage increased from 5 -> 25
  • 5xx Ray of Doom MOAB Damage bonus reduced from 20 -> 0
  • 5xx Ray of Doom shock DoT damage increased from 15 -> 20

Wizard Monkey

Some general buffs have been made to Wizard’s abilities to give it a small boost. Prince of Darkness has been performing extremely well after all its buffs and this is nice after it underperformed for so long, but the round 81 change to counter reduced Bloon Children with bonus Graveyard per pop has made it sustain high levels of graveyard too easily, this bonus has been lowered a little.
  • x4x Summon Phoenix Ability cooldown reduced from 60 -> 45
  • x5x Summon Phoenix Ability cooldown reduced from 50 -> 45
  • x4x Summon Phoenix Ability damage increased from 4 -> 5
  • x4x Summon Phoenix Ability pierce increased from 6 -> 10
  • x5x Wizard Lord Phoenix Ability flaming ball travel range increased from 180 -> 250
  • xx2 Monkey Sense now grants Wizard Monkey the new Camo Prioritization filter
  • xx5 Necromancer ‘bonus grave’ after r81 reduced from 7 -> 13 to 7 -> 10

Super Monkey

In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. Dark Knights have been feeling strong with their stalling power but we don’t want to hit this too hard just yet so have reduced the slow amount slightly and restored it at the T4.
  • 5xx Sun Temple Military sacrifice total projectile size increase formula has been reworked to give an overall reduction in size for the sake of visual clarity
  • xx2 Ultravision now grants Super Monkey the new Camo Prioritization filter
  • xx3 Dark Knight lead/ceramic slow amount decreased from 100% -> 90%
  • xx4 Dark Champion lead/ceramic slow remains at 100%

Ninja Monkey

As ninja is the ‘Camo Specialist’ and has been since inception, it is the only tower that will unlock Camo Prioritization on the base tower. Master Bomber’s main flash bomb has also been buffed in damage slightly leading into the new Ninja Paragon.
  • Ninja Monkey now gains the new Camo Prioritization filter
  • xx5 Master Bomber Flash Bomb damage increased from 5 -> 10

Alchemist

Acidic Mixture Dip did nothing for Glue Gunners but alchemist would waste it on them
  • 2xx Acidic Mixture Dip will no longer pick Glue Gunners as valid buff targets

Druid

As an underused crosspath on this tower, Druid’s Hard Thorns will now allow them to counter all of its weaknesses instead of just frozen targets. Druid of the Storm has been reworked to more consistently blow targets back due to being stationary and slower firing compared to other upgrades that do a similar task. Jungle Druids have been reworked to have more offensive power at both T3 and the T4 while not being quite so good at farming
  • 1xx Hard Thorns now allows Thorns to pop all Bloon Types
  • 300 Druid of the Storm minimum blowback distance increased 33 -> 100
  • 300 Druid of the Storm maximum blowback distance reduced 300 -> 200
  • 3xx Druid of the Storm tornado radius increased from 13 -> 16
  • 5xx Superstorm price reduced from $90,000 -> 80,000
  • x3x Vine grab now drops spiky thorns to the track upon popping a target
    • Damage: 1
    • Pierce: 30
    • Pierce Refresh: 0.3
  • x4x Jungle's Bounty can now grab 2 different Bloons at once
  • x4x Jungle's Bounty ability cooldown reduced from 40 -> 60
  • x4x Jungle's Bounty ability cash amount increased from 200 -> 240
  • x4x Jungle's Bounty ability cash bonus per farm in radius increased from 100 -> 120
  • x4x Jungle’s Bounty: Cash Generating abilities now have a 3 minute timeout preventing further use in any single round

Banana Farm

Banana Farm’s xx2 upgrade is the inferior crosspath, so we’ve amped up the utility with the lazy aspect so that if it’s going to be inferior for production, it’s at least going to be extra lazy & less far behind. Additionally, as Monkey Wall Street is the least interesting T5 Banana Farm & doesn’t benefit from the Healthy Bananas MK it will now produce a base amount of lives each round
  • 032 Monkey Bank now autocollects at the end of the round it fills with no delay
  • xx1 EZ Collect now also salvages Bananas for 50% if uncollected
  • xx2 Banana Salvage, salvage value is now increased from 50% -> 85
  • xx2 Banana Salvage, now also increases this farm’s sellback rate from 70% -> 80
  • xx5 Monkey Wall Street now also generates 10 lives per round

Spike Factory

Some minor changes to a few upgrades on Spike Factory evening out some aspects of it.
  • 105 Permaspike pierce increased from 80 -> 90
  • 5xx Super Mines price reduced from $162,500 -> $150,000
  • 5xx Super Mines 'Small Explosion' pierce increased 20 -> 30

Monkey Village

Further enhancing the cooldown buff that is initially added by the T4
  • 5xx Primary Expertise cooldown buff for primaries increased from 10 -> 20%

Benjamin

Biohack would attempt to buff/debuff Paragons but do nothing.
  • Lv3 Biohack no longer picks Paragons as valid targets

Ezili

Ezili’s main attack was causing large problems behind the scenes due to it applying a stacking dot, but as stacks do not play nicely with other root level mechanics we’ve streamlined her attack into a much simpler DoT with some additional stat changes.
  • Ezili DoT can no longer stack
  • Ezili lv8 gains an on-hit moab damage bonus of 20
  • Ezili lv8 dot damage per tic to moab class increased from 20 -> 30
  • Ezili lv12 on-hit moab damage bonus increased from 20 -> 30
  • Ezili lv15 DoT duration increased by 50%
  • Ezili lv20 on-hit moab damage bonus increased from 30 -> 50

Bloons TD 6 - Update Notes! Version 27.0

Bloons TD 6 v27.0 - Update Notes!
Key Features
  • New Boss Bloon Event! Face off against the mighty hulk known as Bloonarius the Inflator!
    • In Events intended to run each week, the Boss will appear on a different map to enhance the variety of tactical decisions around economy and placement. Bosses start appearing at Round 40 and the Tier 5 appears at round 120. Each Tier Boss must be defeated within 20 rounds of its appearance or it’s Game Over.
    • Defeat the Tier 5 Normal Boss to unlock the Elite Boss for a whole new level of challenge. We mean it - Elite is bonkers monkey tough. Beating Tier 5 Normal and Elite Bosses award new badges to show off on Player Profile screens. An Elite badge is a true accomplishment - wear them with pride!
    • Boss Events feature a checkpoint save system instead of normal continues, creating a save at the start of each new Boss Tier.
    • Because of downstream Co-op and competitive Leaderboard features we intend to add in future updates, Boss Events can only be played while online.
    • Difficulty Fair Warning - Bosses are designed to be crazy challenging! If you are new to BTD6, make sure you can win most hard modes and really know how to farm well and maximize tower damage before you take on a Boss. Expect defeat. Nay, revel in it - bathe in anguish then emerge smarter, more capable, and with improved tactics that help you get further each time. If you have built up a stockpile of Powers and Insta Monkeys, feel free to use them - they are not required but they are certainly fair game. And, yes, build those Paragons...
  • New Paragon Tower Tier!
    • Paragon status granted to Dart Monkey and Boomerang Monkey, unleashing the might of the Apex Plasma Master and the Glaive Dominus!
    • Merge together all three Tier 5 upgrades of one Monkey Tower type to create an ultimate version that combines the powers of all 3 paths and deals incredible bonus damage to Boss Bloons.
    • Paragon Tier has a significant XP cost and can only be unlocked after unlocking the Tier 5 upgrade of all 3 paths.
    • In battle, Paragons gain strength by absorbing the power of all Monkey Towers of that type on the playfield - the greater the number and effectiveness of the Monkey Towers absorbed, the greater the Degree of Paragon you will create! Paragon Degrees start at 1 and reach a maximum Degree of 100.
    • Once created, Paragons cannot be buffed by other towers, nor can their transformation price be reduced.
  • Co-op Rejoining! We’ve been working on this for some time, and we are delighted to announce support for crashed/disconnected games. Player towers & cash will no longer be immediately distributed when a player disconnects but give time for the disconnected player to rejoin. If remaining players know the disconnected player won’t return or do not want to wait, disconnected players can be removed within the co-op menu depending on player position. Please note that some games will not be recoverable if multiple players disconnect at the same time, but this feature should greatly improve general co-op experience when one player drops for any number of reasons and wants to get back in.
  • Twitch Polls! Twitch Steamers and viewers take note, we now allow automated polling directly from the game to Twitch chat for viewers to vote on tower restrictions. We have more Twitch features planned for future updates, so if you have thoughts on fun streaming integration features for BTD6 please shout them out!
  • Every Day is Event Day! With Boss Events added, we will bridge the gap between Odysseys ending and the next week’s Odyssey starting. Odysseys will begin the weekend as usual, then Races a day later, then Boss Events that are intended to run until the next Odyssey starts. This allows access to all 3 Events over the weekend when most players have the most time to play and also keeps something special running every day of the week, in addition to our normal Daily and Content Browser Challenges.
  • Profile Banner Backgrounds! Customize the look of your Profile Screen background, and show off in leaderboards, co-op lobbies, and Content Browser entries! Look for these sweet profile backgrounds in the Trophy Store and don’t be surprised by the high trophy costs - you’ll know that players flairing these have earned the right to show off.
More New Awesome
  • New Intermediate map - Bloonarius Prime. Emphasis on the prime.
  • New Achievements
    • What is this new Bloonery?
    • Who's the Boss?
    • I'm the Boss
    • Like a Boss
    • Apotheosis
  • New Trophy Store Items
    • Heroes: Gwen Fireball placement animation
    • Monkeys: Butterflies Upgrade FX, Village Germany Flag, Village UK Flag,
    • Bloons: Neon DDT, Water Bloon Pop FX, Bucket Hat Bloons
    • Co-op: Next Round! Scary! emote, Fist Pump emote
    • Game & UI: Aerials Banner, Spirit Wolf Banner, Dart Storm Banner, Reactive Banner, Incoming Banner, Ezili Avatar, Spiked Ball Avatar
  • Community Winner avatars
    • Avatar 44 SAS Monkey - by LV-223_Deacon
    • Avatar 45 Blueprint - by dungeon-raided
  • Tweaks have been made to Freeplay Rounds 101-119 in order to balance out the length and difficulty in relation to the new Boss Events
Bug Fixes & General Changes
  • Custom Odyssey saves should now only show up under "My Saved Games", if the save has not been completed
  • Odyssey UI now supports room for even more rules to be applied
  • Added more of a visible difference between new/old Odyssey Browser challenges
  • When share is still locked in Odyssey Browser added a pop-up like challenges to explain why
  • Resolved a case where game close/crash on final round of Odyssey could cause players to have an unwinnable odyssey freeplay save
  • Resolved some Odyssey specific save issues
  • In Deflation, Hero 'cost to level up' should again update at the end of each round
  • Resolved an issue where launching Steam via the BTD6 executable could fail to start Steam and also cause the game to not load
  • Resolved some asset bundle caching issues on certain devices
  • Fixed up some problems with restarting on Ravine causing problems with the sword, though it’s not perfect yet.
  • Resolved some localization issues - thanks to the native speakers who report issues!
  • Resolved some rare crashes

Boomerang Monkey
  • xx5 MOAB Domination press attack should correctly explode even if it runs out of pierce

Bomb Shooter
  • 4xx Bloon Impact no longer applies a ‘stunned’ debuff to MOABs without stunning them

Sniper Monkey
  • 520 Cripple MOAB once again applies it’s stun asset and debuff correctly in all cases

Alchemist
  • 301 Berserker Brew’s Faster Throwing crosspath once again increases the rate of the Brew attack

Spike Factory
  • 5xx Super Mines damage for the main spike hit corrected from 2 -> 10

Monkey Village
  • x3x MIB will now correctly allow supported towers with Ice attack to pop Rainbow Bloons into Frozen Zebras

Engineer
  • x4x Overclock significant framerate loss issue resolved when linked to a tech bot without any target set for the Overclock ability

Gwendolin
  • Lv10 Firestorm no longer damages the screen with an additional instance of Heat it Up

Adora
  • Level 20 Ball of Light once again has sound when being cast
Desktop Version
  • Hotkeys menu on the in-game pause screen has been relocated into a PC-Only options sidebar next to the new twitch integration menu for affiliate streamers.
  • As mentioned above, Twitch Polls integration has been added for Affiliate & Partner streamers.
Balance Changes

Boomerang Monkey

Due to large memory leak issues with Glaive Lord’s stacking DoT which could not be resolved this upgrade has seen a rework to the DoT. Bionic Boomerang’s base attack rate has been improved to compensate for recent reworking of the 2xx Glaives Crosspath
  • 5xx DoT no longer stacks
  • 5xx DoT damage increased from 10 -> 100
  • x3x Bionic Boomerang attack delay reduced from 0.28 -> 0.238

Ice Monkey

Snowstorm’s duration has been improved to give it more bang for its buck as an alternate option to Ninja’s Bloon Sabotage, and Absolute Zero’s price has been reduced to bring it more within reach for a support upgrade.
  • x4x Snowstorm duration increased from 4s -> 6
  • x5x Absolute Zero price reduced from $26,000 -> 20,000

Monkey Sub

Ballistic Missile’s 230 crosspath has been in a confusing spot for a while where it functioned different to Advanced Intel, so it has been converted to function with Advanced Intel in the same way that any other Sub upgrade would. Additionally First Strike's secondary explosion has had its target count reduced slightly.
  • 230 Ballistic Missile now benefits from Advanced Intel's targeting in the same way as all other sub attacks to instead seek the radius from other towers on the map
  • x4x First Strike ability secondary AoE pierce lowered -> 80

Monkey Ace

Now allows you to find your center. Very zen.
  • xx2 Centered Path functions as normal until any path is set, but now allows players to set a center location similar to Heli Lock

Heli Pilot

As a small quality of life feature Chinook’s redeploy ability has been reworked to allow slight movements of towers in a single use, rather than having to move them away and then use another redeployment to move them back again.
  • x4x Support Chinook’s Redeploy ability is now ability to move a tower back down over the top of its current location

Mortar Monkey

Mortar Monkey has been given a T4 ability, since it didn’t have one and also to make up for Bloon Impact no longer triggering ‘stun debuff’ on MOABs when it hasn’t actually been stunning them. Signal Flare has had its camo revealing aspect reworked to make it more generally useful.
  • x4x Artillery Battery new ability 'Bombardment', for 8 seconds attack rate is increased by 4x & blast radius is increased by 15%, cooldown of 60 seconds
  • xx3 Signal Flare triggers a larger secondary AoE on impact with no weakness which reveals all camo Bloons size 50 & pierce 80.

Wizard Monkey

In order to allow for more strategic use of the birdy, Summoned Phoenix will now follow the set target priority.
  • x4x Phoenix now copies targeting of the Wizard

Super Monkey

Robo Monkey has never filled the super effective role it held in BTD5, so Dr Monkey has installed updated HUD targeting systems that now deal occasional critical hits. Additionally as the abilities on this path didn’t match up to their history or other Monkey Tower options (like Ground Zero) so they have been improved significantly in damage and increased radius.
  • x3x Robo Monkey is now able to deal critical damage on it’s hits
    • Criticals occur every 20 shots within the 15th-20th shot
    • Criticals deal a damage increase from 1 -> 10
  • x3x Robo Monkey price increased from $7000 -> 8400
  • x5x The Anti-Bloon criticals occur every 17 shots within the 13th-17th shot
  • x5x The Anti-Bloon criticals deal a damage increase from 5 -> 50
  • x4x Tech Terror Bloon Annihilation ability damage increased from 1000 -> 2500
  • x4x Tech Terror Bloon Annihilation ability radius increased from 60 -> 70
  • x5x Anti Bloon Bloon Annihilation ability damage increased from 3500 -> 5000
  • x5x Anti Bloon Bloon Annihilation ability radius increased from 110 -> 120

Ninja Monkey

To try and allow more strategic use Ninja’s Sticky Bombs will now use the targeting of the main tower instead of always Strong. Additionally as they weren’t feeling good enough in general Sticky Bombs will now deal a smaller amount of damage in an AoE to anything surrounding the main target.
  • xx4 Sticky Bomb now follows the tower's target priority for Sticky Bombs
  • xx5 Master Bomber now follows the tower's target priority for Sticky Bombs
  • xx4 Sticky Bombs now deals an additional AoE when they explode for 100 damage, 10 pierce and 40 AoE
  • xx5 Master Bomber inherits this new AoE and increases damage to 300

Druid

To allow for more strategy in placement, Druid’s Spirit of the Forest track vines are now more dense & deadly the closer they are to the main tower. Also by popular demand Avatar of Wrath’s 205 crosspath will now benefit from improved Lightning damage proportional to the RBE of Bloons on screen similar to the main thorns.
  • x5x Bloons outside 100 Range take current 2 damage + 8 to Multi HP
  • x5x Bloons within 100 Range will be hit for additional 1 damage +4 to Multi HP
  • x5x Bloons within 50 Range will be hit for yet another 1 damage +4 to Multi HP
  • 205 Avatar of Wrath now grants a slight portion of it’s RBE damage bonus to the Heart of Thunder lightning chains as well equal to 1 damage for every 6000 rbe on screen with a cap of +15 damage

Banana Farm

Given the relatively low value and use case of upgrading Banks further to IMF Loan, the overall incredible power of the Bank Deposits MK on Banks, and the fact that Banks are majorly considered to be the most powerful farm; we have decided to limit this incredibly powerful Knowledge point until the IMF Loan to both reign it in and give a little more back to that lacking T4 upgrade.
  • x3x Monkey Bank is no longer able to deposit cash from the Bank Deposits MK until the x4x IMF Loan and above

Spike Factory

Due to a number of performance concerns, the ability for the Spike Storm factory will no longer be able to benefit from a denser storm of spikes via stacking speed buffs on the base tower.
  • x4x Spike Storm ability will no longer benefit from increases to rate of fire

Adora

In order to just generally grant more value to this ability and develop strategy in what targets you want to pick to use it on and when, Adora's buff gained after sacrificing another tower will now scale based on the sacrifice's cost. Additionally as Sacrifice loses value when using it after Adora reaches the level 20 cap it now receives a large duration buff at that point.
  • Lv7 Sacrifice’s buff of 10% attack speed and range is now a ‘minimum’ amount
  • Lv7 Sacrifice’s buff value now increase by +1% for every $100 value of sacrifice made
  • Lv7 Sacrifice’s buff caps at a maximum buff of +25%
  • Lv20 now increases Sacrifice’s buff to +1% for every $50 value to a maximum of +50%
  • Lv20 now increases Sacrifice’s buff duration from 10s -> 60
  • Lv20 True Sun Transformation damage bonus increased 5 -> 8

Admiral Brickell

Due to much user concern with Brickell’s Sea Mines seriously overkilling weak targets and wasting themselves in this way, they now have a short delay between activations.
  • Placed Sea Mines now have a small delay, only setting off max 1 per 0.4sec

Sauda

While we feel Sauda’s power has been balanced fairly well, we have also felt that too much of this power is generally available while ignoring the synergies that she was intended to be built around.To correct this her damage will in total remain the same, but some key levels that increased damage will now instead buff her weakness bonuses. We would also like to make it clear that this has been in the works for some time and has nothing to do with the recent 1TC completion, so please don’t be mad at that person. This will mean fairly little to most players, who are not doing those sorts of challenges anyway.
  • Lv13’s damage +1 now instead grants +1 damage to Sauda’s Lv7 Bloon Weakness
  • Lv17 "main attack damage +3" reduced from 3 to 1
  • Lv17 now grants +1 damage to Sauda’s Lv7 Bloon Weakness
  • Lv17 now grants +1 damage to Sauda’s Lv11 Afflicted Bloons Weakness

Powers

As Timestop is not considered to be an actual application of ‘slowing’ it will now apply to all Bloon types including BAD. This is a unique case that isn’t going to be changed for any Monkey Towers, just the Timestop.
  • BAD Bloons are no longer ignorant to the passage of time

Temple & Freeplay balance

Temples feel like far too much of the bulk of total power in deeper Freeplay scenarios. While this is their role, ever since adding the hidden Vengeful version of the Temple the VTSG has pushed ahead so much that it nearly invalidates other freeplay tower options. While this change won’t completely alter that, we have scaled back temples compared to the new Paragons & expensive regular towers by reducing the damage bonus of 555 temple by 33%, and also roughly easing up on the freeplay health ramping of MOABs by a similar amount
  • 555 Super Monkey base attack damage reduced from 75 -> 50
  • 555 Super Monkey attack multiplier for sacrifice powers reduced from 3x -> 2x
  • Freeplay formula for MOAB Health Increase from round 125+ reduced from 0.20 -> 0.15
  • Freeplay formula for MOAB Health Increase from round 152+ reduced from 0.50 -> 0.35

Bloons TD 6 - Update Notes! Version 26.0

Bloons TD 6 v26.0 - Update Notes!
New Awesome
  • New Hero: Psi the Psionic Monkey, a youthful hero who uses their mental abilities over any distance to hold and unravel Bloons from the inside out
  • New Expert Map: Sanctuary - where you can be mindful of the movement of things around you
  • New Achievements
    • So Shiny!
    • Glittering Gold
    • Glorious Gold
    • Magical Gold
    • Hook, Line, and Sinker
    • Moving House
    • Social Butterfly
    • Achievement of Achievements
    • Team Player
    • Team Captain
    • Ultimate Team-up
  • New Trophy Store Items
    • Heroes: Etienne Roomba pet, Ezili Glyph Materialization placement
    • Monkeys: Village Scotland Flag, Village NZ Flag, Village Banana Flag
    • Bloons: Beard Bloons decal, Old Timey MOAB-Class Bloons
    • Co-op: Activate! emote, Tumbleweed emote, Skull and Crossbones emote,
    • Game & UI: Music Track Tropical Carnival Octopus Mix, Avatar 42 - Corporate Patch
  • Community Winner avatars
    • - Avatar 40 Harlegwen PFP by u/Qqertynn
    • - Avatar 41 Flash Bomb by u/_Concilliabule_
  • Limited Time only
    • 4 cool items you can be the first to grab when it gets nearer to shooting off fireworks (135 total trophy cost if you want to start saving!)
Key Features
  • Play Social - The Co-Op main menu button has been updated to make room for more social features, including the Content Browser and visibility to weekly Co-Op challenges when those are running. We’re keen to keep adding more fun ways to play together and share creations, so watch for more here in future updates!
  • Odyssey Creator & Browser! You’ve been able to make your own Challenges - now put them together in player-created Odysseys! Use all of the features you’d expect from Challenge creation but put them together with a theme, Odyssey difficulty (including Extreme!), and Crew restrictions and make the best Odysseys you can dream up for friends and community.
  • Monkey Teams: Stick to the chosen team to earn extra rewards! To mix things up with an alternative to the Golden Bloon, Monkey teams will be assigned to a random map in each category similar to the Golden Bloon, however for this event players have the option of beating the map using only their hero along with 3 randomly selected towers. If the game is completed without breaking this team rule then a small monkey money bonus will be awarded. Monkey Teams and Golden Bloon will alternate for variety, and both can be running while Collection Events are on.
Big Changes / Additions
  • Freeplay rounds from 121 to 140 have now been added in the default round set, so like the recent 101-120 additions, these will now be consistent rounds. Interesting, I wonder if Ninja Kiwi is up to something...
  • Minor tweaks have been made to the previously added 101 - 120 fixed freeplay rounds.
  • Player regions in Co-op are now labelled with their name
Bug Fixes & General Changes
  • Performance optimizations made to tower targeting
  • Localization corrections made - native and fluent speakers please keep flagging non-English translations that are bugging you!
  • Resolved an issue where towers would sometimes not have a complete range circle
  • Default & Reset towers in Challenge Creation will now default to select hero
  • Resolved an issue where the Hide Completed filter in the Challenge viewer would only be able to hide a maximum of 1024 challenges (so awesome that some of you were having this problem!)
  • Hitting the send round button in races will no longer trigger a flag animation if all rounds have already been sent (if you liked just waving the flag, let us know if you want that or some other trophy store animations to play during races, especially if you’re making videos)
  • Resolved some minor UI loading issues when changing menus
  • Resolved a visual issue with Ravine’s Sword Easter Egg after restarting
  • Resolved an issue with Lotus Island flowers not recharging correctly after use
  • Quitting and loading a save on round 100 should now award Instamonkeys upon completion of the round
  • Base Avatars no longer display as limited time under some odd circumstances
  • Resolved a UI issue where Full Tower Unlock purchase would leave newly acquired upgrades as greyed out
  • Resolved some issues with some hotkeys not working correctly after a game restart
  • Resolved hero level 20 level up animation issue

Ice Monkey
  • x3x Arctic Wind will no longer retain its frozen platforms after being transformed by an Alchemist as this could cause a crash upon ability expiration

Glue Gunner
  • xx5 Super Glue can now re-target Bloons that is has already Glued after stun expires

Sniper Monkey
  • x4x Supply Drop sniper crate ability should no longer land inside high terrain
Monkey Sub
  • 3xx Submerge and Support should no longer be possible to disconnect tower location from visible model

Monkey Buccaneer
  • 5xx Carrier Flagship has had a desync between the Flagship platforms when placed on moving platforms resolved
  • xx5 Trade Empire should correctly buff the damage of other Merchantmen in CHIMPS

Monkey Ace
  • 010 Exploding Pineapple should no longer display the wrong number on every 2nd Pineapple

Heli Pilot
  • x04 Comanche Defense should now correctly be able to spawn Mini-Comanche if it is granted camo detection from an external source
  • xx4 Comanche Defense should no longer be completely and utterly bonk on Workshop
  • x5x Special Poperations will no longer crash the game if disabling MK after picking up a door gunner

Super Monkey
  • x3x Robo Monkey now remembers target priorities when loading saves

Druid
  • 3xx Druid of the Storm blowback should correctly remove ongoing glue damage effects from Bloons when the slow is removed

Striker Jones
  • Lv5 debuff to Black Bloon immunity should no longer fail to work on Zebra Children from MOABs in rare cases

Adora
  • Lv10 Ball of Light no longer breaks when she is placed above an Arctic Wind on water
Desktop Version
  • BTD6 is now available on Windows Store, full PC features have been enabled.
  • Hotkeys are now available to view and edit from the pause menu in-game
  • Improved Steam Rich Presence (moving onto Twitch features now - if you’re a Twitch streamer let us know what features and support you’d like to see, or anything that’s making it difficult or frustrating to stream BTD6)
Balance Changes

Dart Monkey

While overall good, the difficulty of using PMFC to its full potential doesn’t feel quite worth it so price has been cut to make it a little easier to reach.
  • x5x Plasma Fan Club price reduced from $50,000 -> 45,000

Boomerang Monkey

To reduce some top crosspath dominance, have middle path stay the true speed crosspath and also provide a small buff to the base Boomerang, Glaive’s attack speed bonus has been moved down into the base Boomerang Tower. Glaive Lord’s innate lead popping has been removed to allow that meaning to remain in the crosspath along with price being reduced to compensate. MOAB Domination’s explosion has had pierce increased to improve consistency on children Bloons.
  • 000 Boomerang attack delay reduced from 1.42 -> 1.2
  • 2xx Glaives no longer increases attack speed 15% -> 0%
  • 5xx Glaive Lord price reduced from 35,000 -> 32400
  • 5xx Glaive Lord no longer passively pops Lead without Red Hot Rangs
  • xx5 MOAB Domination’s Explosion pierce increased from 20 -> 40

Glue Gunner

Super Glue currently fits a role of essentially a weaker Ice Impale that is also much more expensive (and, well, worse). For now the cost has been cut substantially to keep their function and value balanced.
  • xx5 Super Glue price reduced from $35,000 -> 28,000

Sniper Monkey

Cripple MOAB’s price currently limits it mainly to freeplay and so has been reduced.
  • 5xx Cripple MOAB price reduced from $40,000 -> 34,000

Monkey Sub

As Airburst Darts alone already gives a huge benefit to the tower regardless of not applying any crosspath buff, some of the attack speed benefit this upgrade gave to 032 Ballistic Missile has instead been moved into the base 030 Missile.
  • 030 Ballistic Missile missile attack delay reduced from 1.3 -> 1.105
  • 032 Ballistic Missile missile rate buff reduced from 25% to 10%

Monkey Ace

As Dart Storm currently feels like a lossy stepping stone the damage has been increased.
  • 4xx Operation: Dart Storm homing missile damage increased from 18 -> 24

Heli Pilot

We’ve noted that Special Poperations has save-up issues, and then once owned has uptime and single target issues. With the 30 second duration, it now has potentially no downtime and instead allowing careful (or techbot) management to give a short burst of increased single target.
  • x5x Special Poperations, Marine ability cooldown reduced from 40s -> 25
  • x5x Special Poperations, Marine unit pierce reduced from 30 -> 20

Dartling Gunner

Rocket Storm is currently too powerful as just a ‘spam whenever it’s ready’ without much thinking really required, its cooldown is being lowered so that it remains quite powerful but may require more timing.
  • x4x Rocket Storm cooldown increased from 30s -> 40

Spike Factory

Pierce amounts for Spiked Balls and Mines fits their use cases too awkwardly due to super ceramics. Considering the power of Spiked Balls, their pierce has been reduced slightly to add value to the pierce focussed higher tier in addition to a price cut for Spiked Mines.
  • 3xx Spiked Balls pierce reduced from 17 -> 14
  • 4xx Spiked Mines price reduced from $11,000 -> 9,500

Monkey Village

As currently it doesn’t feel as valuable to use the City buff versus other cash producing towers, the buff Monkey City applies to other cash producing towers in radius has been increased.
  • xx4 Monkey City cash production bonus to towers in radius increased from 10% to 15%

Engineer

It has been clear that Sentry Expert needs changes, with Cryo sentries the only ones that really seemed valuable and purposeful, so all of the others have been improved to fit their role. Additionally higher tier sentries will now be able to benefit from the xx2 Pin crosspath, so enjoy some laser pins. Bloon Trap redeployment rate has also been buffed a fair amount.
  • 4xx Laser Sentry gains pierce increased from 4 -> 8
  • 401 Laser Sentry gains pierce increased from 5 -> 10
  • 4xx Ball Sentry damage increased from 1 -> 2
  • 4xx Ball Sentry attack cooldown increased from 1s -> 1.1
  • 4xx Boom Sentry attack cooldown reduced from 1.3s -> 0.9
  • 302 Sentries & Higher will now also be able to Pin Bloons they pop
  • xx4 Bloon Trap redeployment cooldown reduced from 15s -> 12

Gwendolin

As the Firestorm ability itself drops off later anyway, Gwen’s level 17 buff to Heat it Up will now apply to the version granted to all towers by Firestorm as well.
  • Lv17 Firestorm’s full-map Heat It Up now also benefits from this level’s buff to Heat It Up

Etienne

We have to admit there were some mistakes not trusting ourselves as much as we should have due to lackluster initial reception of Etienne (except for you die hard Etienne fans, who we greatly appreciate). He was quickly buffed in the very next update before giving users time to settle and find out just how to use a hero who played so differently and after the resurgence in play with the ETn skin. While we still feel that those changes rather nicely sorted out quality of life issues and we took more time to avoid ping ponging him around, he clearly reigns far too supreme and needs some nerf stick. Rather than removing any of those usability changes we have decided to trim down the power of his very dominant UCAV ability.
  • Lv10 UCAV Damage reduced from 3 -> 2
  • Lv15 UCAV Damage reduced from 6 -> 4
  • Lv17 UCAV Damage reduced from 9 -> 7
  • Lv20 UCAV Damage reduced from 12 -> 10