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Bloons TD 6 - Update Notes! Version 41.0

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

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



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



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

Bloons TD 6 - Update Notes! Version 40.0



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nominate Bloons TD 6 for Labor of Love!

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

2023 has been huge for Bloons TD 6.

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

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

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

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

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


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


Geraldo, ZOMG, and Alchemist plushies - Available Now!

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

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

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

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





Bloons TD 6 - Update Notes! Version 39.0


Available now for most (Still processing on Epic, Netflix, Amazon and Arcade no ETA yet) please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

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





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