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Bloons TD 6 - Update Notes! Version 39.0


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

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





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

Bloons TD 6 - Update Notes! Version 38.0

Bloons TD 6 v38.0 - Update Notes!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Dart Monkey

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

Boomerang Monkey

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

Bomb Shooter

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

Tack Shooter

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

Ice Monkey

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

Glue Gunner

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

Sniper Monkey

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

Monkey Buccaneer

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

Monkey Ace

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

Heli Pilot

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

Dartling Gunner

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

Wizard Monkey

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

Super Monkey

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

Ninja Monkey

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

Druid

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

Spike Factory

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

Monkey Village

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

Beast Handler

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

Obyn Greenfoot

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

Benjamin

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

Adora

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

Etienne

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

Vortex changes

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

Lych changes

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

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

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

BFB, Boomerang and Sauda Plushies - Available Now!

We've teamed up with Makeship to bring more famous Bloons TD 6 characters to life in plushie form!

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



Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 v37.0 - Update Notes!

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

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




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

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

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

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

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

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

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

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

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

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

Boomerang Monkey

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

Bomb Shooter

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

Tack Shooter

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

Ice Monkey

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

Glue Gunner

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

Sniper Monkey

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

Monkey Buccaneer

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

Monkey Ace

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

Heli Pilot

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

Mortar Monkey

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

Super Monkey

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

Ninja Monkey

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

Alchemist

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

Druid

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

Spike Factory

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

Monkey Village

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

Engineer

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

Beast Handler

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

Gwendolin

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

Adora

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

Admiral Brickell

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

Psi

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

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

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

Bloons TD 6 - Update Notes! Version 36.0

Bloons TD 6 v36.0 - Update Notes!

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

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

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

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

Tack Shooter
  • 5xx Inferno Ring targeting priority inconsistency resolved

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

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

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

Ezili
  • Resolved incorrect portrait levels for Galaxili

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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