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Genre: Strategy, Tactical

Bloons TD 6

Druid, Fortified Camo Regrow Red Bloon, and Pat Jumbo Plush - Available Now!

Our latest collaboration with Makeship has arrived!

A Red Regrow Camo Fortified Bloon. Not particularly dangerous but at least it's got heart!

A happy Druid. So much potential, so much relax.

And a Pat Jumbo Plush. How else would we accurately depict the biggest monkey around?

These are only available for a limited time so order now to avoid disappointment!





Ninja Kiwi Makeship Storefront

Bloons TD 6 - Update Notes! Version 43.0


Update: Bloons TD 6 v43.0 - Update Notes!

Available now for most platforms 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/97SrSDiSNfk

Key New Features

  • New Event, Boss Rush!
    • We are so psyched to release this event! We have heard the many requests for more Team activities, and after testing some functionality in Quests, we are so happy to release a very different way to play as a Team. Thank you for your feedback and patience, and we truly hope you enjoy!
    • Band together with allies to defend against the powerful Boss Rush threatening your Team. With multiple Boss threats looming on the horizon, you and your Team must work together to defend nearby islands from a variety of invaders!
    • To assist in pushing back the threat players are outfitted with Relic Knowledge to leverage and a number of Revive Shields that will recover you from 0 lives! But be careful, Revives are limited and each time one is triggered the Boss will rush closer to the exit.
    • These Bosses cannot be destroyed alone, so when defending any island your goal is to deal as much damage as you possibly can before they make it past. When your Team reaches enough combined total damage the island is successfully defended and you can progress to the next island, with a new Boss to defend against!
    • Between islands some monkey types must stay behind to defend, but additional Relic Knowledge will be acquired to assist in the next challenge.
    • Defend 5 islands, each with a fast paced Boss challenge against different Bosses out of the initial 3 available: Bloonarius, Dreadbloon & Phayze. (Vortex & Lych to be coming at a later date!).
    • Immediately after defending an island, all Team members can claim the island rewards!
    • For launch we are releasing with a pure Team focus without competitive leaderboards. This allows us to review balance and get feedback from players before making changes in future updates. Boss Rush has evolved to be much bigger than the minigame-like concept it was initially planned to be and we look forward to seeing all of your Teams defend their islands together!
    • The Event Timer shows when the next Boss Rush will start - less than a day after launch.
  • New Code Redemption System
    • This new system will allow us to create gift packs that can be redeemed by anyone with the code for free in-game rewards, so keep an eye out for any codes we may share (or hide…) in future!
    • Due to privacy requirements, certain platforms won’t be able to enter the codes directly in the game. Instead, you will need to visit a Ninja Kiwi website where you can log in to your LiNK account and redeem the code.

New Awesome

  • New Hero Rosalia! (responds to Lia for short!)
    • Jetpack Monkey joins the team! Try out Rosalia right away in her new trial quest! Rosalia is built to be a strong ‘set and forget’ hero who also happens to work well with a techbot. The ability to swap weapon to handle her own weaknesses exists for people who wish to play her as their sole DPS, but the power of both her weapons is balanced to scale up together at a fair rate so there's no reason not to pick a preferred weapon forever, and build the rest of your towers to cover any weakness left.
    • Rosalia freely jumps around her large workshop area, attacking faster the more Bloons are nearby while swapping between a powerful single target laser & bouncing cluster grenades to deal with different threats!
    • Enhanced special attacks for the 10th shot fired on either weapon, showering Bloons in a fog of explosions, or Shocking and pushing them back with powerful Plasma blasts
    • Reduce all upgrade costs for Monkey Ace & Heli Pilot, plus one other friend!
    • Lv3 Scatter Missile ability, to clean up Bloons with a barrage of powerful stuns
    • Lv7 Hover ANYWHERE and gain the Flight Boost ability to temporarily pursue Bloons everywhere around the track and temporarily boost the flight speed of Aces & Helis
    • Lv10 Kinetic Charge ability, which sticks MOAB-class Bloons with a charge that explodes after a short duration and amplifies this explosion based on the amount of damage that hits the target before the charge explodes. Focus fire!
    • You could try this code: ROSALIAROCKS
  • New Beginner Map Tinkerton
    • Explore Rosalia’s workshop and help defend it against Bloon incursion! Who knew orange juice had so many uses?
  • New Quests
    • Tinkerer’s Tutorial: discover Rosalia’s strengths and weaknesses
    • A Strange Bloonomaly: Dr. Monkey wants your help investigating some unusual Bloons
  • New Trophy Store Items
    • Heroes: Obyn Wolf Dance placement animation for Standard Obyn
    • Monkeys: Boomer ‘Roo pet for the Boomerang Monkey
    • Bloons: BAD Scarab skin
    • Game & UI: Boomer and ‘Roo profile banner, Distinguished Gentlemonkey avatar
  • Limited Time Trophy Store Item
    • Druid of the Rainbow avatar
  • New CT Team Store items
    • Icons: Battle Monkey Icon
    • Frames: Boss Rush Clouds Frame

Game Changes / Additions

  • Map Editor Beach items
    • It may be getting colder in New Zealand, but we know it’s getting back to beach weather for most of you!
    • Beach water path x1
    • Areas x2
    • Stamps x3
    • Props x22
  • Map Editor ‘full path’ settings to modify how entire paths work
    • Set paths to be alternating, sequential, or a specific pattern
  • Map Editor ‘path node’ settings to modify small sections within a path
    • Invulnerable MOABs: MOABs will not be targetable until the next node
    • Invulnerable Bloons: Bloons will not be targetable until the next node
    • All Bloon Speed: Speed modified by a set multiplier until the next node
    • Scale Bloon: Bloons will increase in visual size until the next node
    • Scale MOAB: MOABs will increase in visual size until the next node
  • FPS is no longer capped by default, instead a 60 FPS limit can be enabled from the screen resolution menu

Bug Fixes & General Changes

  • Endurance Roundset used in the Phayze One quest has been extended from 100 to 205 rounds, and now has naturally spawning Camo Bloons added
  • David Vs Goliath achievement now works in Boss Challenge
  • Resolved a crash that could occur when logging out
  • Resolved a crash that could occur when exiting out of the received accolades menu too quickly after entering
  • Resolved a case in which ‘login required’ could incorrectly display on arcade builds
  • Unlocking a new hero should always select that new hero
  • Resolved some UI overlap issues within Map Editor
  • Resolved some minor visual issues with quests forcing hero level ups
  • Map Editor vfx should no longer sometimes become locked to the player’s selection and block interaction / clicking on other items
  • Resolved an issue that could sometimes fail to load the ‘My Teams’ button
  • Resolved an issue where tower outlines would incorrectly misalign from the tower
  • Improved resolution of the default App icon
  • Restarting a game in the Content Browser should no longer render that run invalid for the ‘first winner’ slot
  • The ‘messages’ page is now loaded by default when interacting with the My Team button
  • Income modifiers used in challenge rules should correctly apply to all sources of income

Event bug fixes

  • Team island props should once again animate when interacted with
  • Game should no longer crash when in the Odyssey scene as the event ends

Map Specific Fixes

  • Protect the Yacht quest map’s Boss Spawn Point art has been corrected
  • Protect the Yacht quest map should no longer use the #ouch odyssey statue

Tower Specific Fixes


Tack Shooter
  • 5xx Inferno Ring’s fire aura is now visually disabled when VFX slider is set to 0%

Ice Monkey
  • x3x Arctic Wind ice aura is now visually disabled when VFX slider is set to 0%

Glue Gunner
  • x4x Glue Gunner can no longer debuff Dreadbloon in Primary Immune phase

Monkey Sub
  • x5x Pre-Emptive Strike now works on Castle’s Revenge
  • Resolved a crash that could occur when building a sub paragon as Vortex spawns.
  • 3xx+ Monkey Sub aura no longer shrinks with the VFX slider, but is disabled at 0%

Monkey Buccaneer
  • 4xx Aircraft Carrier planes now have camo restored when Polyphemus Eye is opened
  • xx4 Favored Trades no longer increases the sell value of towers in CHIMPS above $0

Heli Pilot
  • Swapping to Lock in Place while moving should no longer visually jam the rotation

Super Monkey
  • Resolved a hypersonic automatic blink teleport attacks issue that never happened in a live build but is kinda fun to talk about, and honestly less hype than i’m making it out to sound anyway.

Hero Specific Fixes


Gwendolin
  • Lv4 Gwendolin's Heat It Up buff no longer fails to apply if the attack runs out of pierce
  • Resolved a buggy visual that could occur when Heat It Up attacks too fast

Etienne
  • Etienne should no longer consume the ‘Box of Monkey’ Relic Knowledge

Geraldo
  • Resolved a rare crash that could occur when using hotkeys
  • Resolved an issue where Geraldo’s skin displayed the wrong portrait when viewing the full upgrades page

Corvus
  • Resolved a crash that could occur when sold at Lv2

Platform Specific fixes
  • [Vision Pro] Gentlemonkey Geraldo skin should now show on the Monkey Tray

Balance Changes
The combination of towers you are able to pass round 1 with can change quite a lot in any overall strategy, especially for more restrictive game modes, so for this update we have made an effort to open up new starter combinations with improvements to a number of initial placement towers.

Tower Balance
Dart Monkey

While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. We are slightly reducing the cost of Super Monkey Fan Club to overall improve the value of taking multiple to maintain higher uptime
  • 4xx Juggernaut Knockback duration increased 0.1s > 0.15
  • 402 Juggernaut Knockback to heavy targets 1.5 > 2.25
  • 402 Juggernaut Knockback to light targets 3 > 4.5
  • x4x Super Monkey Fan Club price reduced $8000 > 7500

Boomerang Monkey

Boomerang base price is being slightly reduced, already a decent start in many cases though this seemed enough to make slight game start changes and price it differently to other towers. The main attack for MOAB Domination has been scaled up as overall it is a good upgrade but the pierce on this main attack was previously unchanged from the T3. Glaive Lord’s main thrown attacks will now be able to bounce back again and hit the same target multiple times, this can be a very powerful effect so there is a cooldown on how frequently any single Bloon can be re-targeted.
  • Boomerang Monkey price reduced $325 > 315
  • xx5 Moab Domination Main projectile pierce increased 18 > 54
  • 205 Moab Domination Main projectile pierce increased 27 > 81
  • 5xx Glaive Lord main attack can bounce back to the same target: cooldown 0.6s

Bomb Shooter

Bloon Crush does its job locking down all movement in an area, but we feel it could see more damage to reduce the stall time without the balance really changing much. Bomb Blitz was recently refitted to a cheaper price range while proportionally keeping a similar power level for the cost, however seeing it now in this spot we feel keeping higher damage will give it the edge it needs to feel more impactful than spamming Recursives.
  • 5xx Bloon Crush damage increased 12 > 24
  • 502 Bloon Crush Frags damage increased 12 > 24
  • 502 Bloon Crush Frags bonus damage to ceramic 12 > 0
  • xx5 Bomb Blitz damage increased 3 > 5

Tack Shooter

Tack is a very powerful base tower technically, but it is unable to achieve high uptime of that potential power in many early rounds, so some base cost is moving into the cheaper xx1 and xx2 upgrades to make it easier for other towers to start alongside the tack. Additionally, while we’ve held out on this change as there are strong use cases in prior upgrades, Blade Maelstrom lacks the single target punch to last late in Modern Bloons. While it is designed as a high pierce cleanup of low tier Bloons we want to try shifting some pierce to single target damage to feel good for longer.
  • Tack shooter price reduced $280 > 260
  • xx1 More Tacks price increased $100 > 110
  • xx2 Even More Tacks price increased $100 > 110
  • x4x Blade Maelstrom damage increased 1 > 2
  • x4x Blade Maelstrom pierce reduced from 200 > 100
  • x5x Super Maelstrom damage unchanged
  • x5x Super Maelstrom pierce reduced 500 > 300

Glue Gunner

Increased duration has limited use on upgrades that completely destroy targets anyway, so a better crosspath benefit is being added onto 401 glue puddles. Bloon Solver’s pierce is being reduced as it is over-overkill for how many Bloons you realistically see at once, but this reduction should not be noticed for most players. Glue Splatter stands out as weirdly expensive for T2, and is rarely even needed so we’re significantly cutting its price to bring it down to a more affordable range with less pierce, we hope this should make it more worth considering for splatter coverage over piercing. Now that Glue Storm is extremely good for damage type & debuff support we’re removing the bonus speed reduction that should otherwise require xx2 crosspath and lowering the duration of the Glue Storm. New Relentless Glue finally offers something quite powerful so cost is slightly increasing.
  • 401 Stickier Glue allows track puddles to last +1 round
  • 5xx The Bloon Solver pierce reduced 5 > 4
  • x2x Glue Splatter price reduced $1450 > 970
  • x2x Glue Splatter pierce buff reduced 3 > 2
  • x5x Glue Storm ability ‘storm’ duration reduced 20s > 15
  • x5x Glue Storm ability glue slow 75% > 50%
  • 052 Glue Storm ability glue slow 90% > 75%
  • xx4 Relentless Glue price increased 3000 > 3400

Sniper Monkey

Lower tier Shrapnel crosspathing balance doesn’t feel great currently, so the damage crosspath benefits at T1 & T2 are improving. Even with the high damage per shot, Cripple MOAB still has low value outside of debuff capability, we feel that these shots pack enough of a punch now that they should do a little collateral damage - so lets do it! (we’ve also increased shrapnel pierce at this tier to not tip crosspath balance too far to one side).
  • 120 Shrapnel Shot damage increased from 1 > 2
  • 220 Shrapnel Shot damage increased from 2 > 3
  • 320 Shrapnel Shot damage unchanged (4)
  • 520 Cripple MOAB’s Shrapnel Shot pierce increased from 2 > 3
  • 5xx Cripple MOAB now damages Bloons around the main target
    • Radius 8
    • Pierce 10
    • Damage 28

Monkey Sub

Bloontonium Reactor’s unsubmerged damage is increasing to encourage unsubmerged possibilities. The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower.
  • 4xx Bloontonium Reactor dart & airburst damage 1 > 2
  • 520 Energizer gains bonus damage to Lead +5 when submerged
  • 502 Energizer price reduced $32,000 > 31,000
  • Paragon Hero attack cooldown increase reduced 1.5x > 1.3
  • Paragon Hero damage multiplier increased 4x > 5x

Monkey Buccaneer

While buccaneer is technically already a very good starter tower for maps that happen to have ideal spots allowing it to attack in both directions we feel this situation isn’t common enough that the tower should be priced around that expectation - this reduced cost is added back to top and bottom T3 upgrades as they do not need the buff. As the paragon has exceptionally powerful scaling mechanics as well as being a paragon that continues to produce cash the XP Unlock requirement is increasing, this increase will not affect players who have already unlocked it.
  • Buccaneer price reduced $500 > 400
  • 300 Destroyer price increased 2950 > 3050
  • 003 Merchantman price increased 2300 > 2400
  • Navarch unlock XP increased 500,000 > 750,000

Monkey Ace

Minor catchup changes to some parts have fallen out of line slightly due to balance changes for other parts of the Ace.
  • x1x Exploding Pineapple attack cooldown reduced 1.7s > 1.6s
  • xx5 Flying Fortress radial dart damage increased from 3 > 6

Ace - Goliath Doomship

A lot of stats shuffled around here; this should keep the power level roughly similar overall but with proportionally more of that power coming from the seeking attacks, and less from micro aiming the faster firing frontal gun.
  • Seeking Radials projectile count increased 4 > 8
  • Seeking Radials damage increased 200 > 300
  • Seeking Radials boss bonus increased 200 > 300
  • Non-seeking Radials projectile count reduced 16 > 12
  • Non-seeking Radials damage increased 200 > 300
  • Non-seeking Radials boss bonus increased 200 > 300
  • Frontal Gun damage reduced 300 > 150
  • Frontal Gun boss bonus reduced 300 > 150

Heli Pilot

Overall Comanche cleanup and stats shuffle; with the goal of improving baseline non-buffed performance and making it less demanding of Geraldo’s Pickle for high damage.
  • x5x Special Poperations Marine can now be sold in CHIMPS
  • xx4 Comanche Defense mini's attack rate 0.151848 > 0.228
  • xx5 Comanche Commander mini heli dart damage increased 2 > 3
  • xx4 Comanche Defense mini's missile damage 1 > 4
  • xx4 Comanche Defense mini's missile pierce 80 > 60
  • xx4 Comanche Defense mini's missile ceramic bonus increased 1 > 2
  • xx4 Comanche Defense mini's missile moab bonus removed 2 > 0
  • xx5 Comanche Commander mini's missile ceramic bonus increased 1 > 10
  • xx5 Comanche Commander mini's missile moab bonus removed 8 > 0

Mortar Monkey

Artillery Battery use has really exploded (!) and over the past few updates it has been sitting fairly steady in a great spot, the current power level feels good but we don’t want to create too big of a gap from the T3 yet so only a very slight cost increase. Blooncineration’s 025 crosspath currently works so much better with external buffs so we're tweaking the 205 crosspath to feel better in some situations.
  • x4x Artillery Battery price increased $5500 > 5900
  • 105 Blooncineration walls of fire pierce increased 25 > 36
  • 205 Blooncineration walls of fire damage increased 2 > 3

Wizard Monkey

Wizard has a weaker base tower so the base cost is going down in exchange for a small price increase to the cost to value ratio for the effective Arcane Mastery. As Fireball becomes very forgotten at higher tiers and is hard to even see at Dragon’s Breath, we’re improving the crosspath and adding even more projectiles at T3 for wider explosive coverage. As Shimmer is the slowest de-camo in the game it is important that it not miss when it does trigger, so pierce is greatly increased. Wizard Lord Phoenix’s Wall of Fire hasn’t had any meaningful upgrade progression, so its damage is being increased. Magus is one of the more in-depth Paragons to use effectively so having it as one of the cheapest to unlock didn't feel right, the unlock XP requirements for this and Ninja are being swapped around.
  • Wizard price reduced $375 > 325
  • 3xx Arcane Mastery price increased $1300 > 1400
  • xx3 Shimmer pierce increased 200 > 500
  • 210 Fireball crosspathed damage increased 1 > 2
  • x3x Dragon's Breath fireball projectile count increased 1 > 3
  • x3x Dragon's Breath fireball damage reduced 9 > 3
  • x3x Dragon's Breath pierce reduced 4 > 3
  • x5x Wizard Lord Phoenix wall of fire attack damage 3 > 5
  • x5x Dragon's Breath fireball damage reduced from 27 > 9
  • Wizard Paragon unlock cost increased from 500,000 > 1,000,000

Super Monkey

Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower.
  • Supermonkey projectile speed reduced 280 > 200
  • x2x Epic Range projectile speed bonus 25% > 75% (remains 350)
  • x5x The Anti-Bloon upgrade cost reduced from $80,000 > 70,000
  • xx5 Legend of the Night ability max uses per round: 2

Ninja Monkey

While a great early game option, Ninja generally struggles with dominant crosspathing choices and also has relatively poor base tower value. Without going into every single change, T3s onward remain relatively unchanged with a lot of prices below T3 being moved around from less favorable crosspaths into better/higher tier upgrades. Ninja Paragon is very simple to use so unlock XP requirements for this and Wizard Paragon are swapping around so Ninja is the faster unlock. This increase will not affect players who have already unlocked it.
  • Ninja Monkey price reduced $500 > 400
  • Ninja Monkey attack cooldown reduced from 0.7 > 0.62
  • 1xx Ninja Monkey attack cooldown reduced 38% > 30 (all attacks)
  • xx2 Caltrops attack cooldown reduced 4.4 > 3.9
  • xx4 Sticky Bomb attack cooldown reduced 5 > 4.5
  • 1xx Ninja Discipline price increased $300 > 350
  • 3xx Double Shot price increased $850 > 900
  • x1x Distraction price reduced $350 > 250
  • x2x Counter Espionage price reduced $500 > 400
  • x3x Shinobi Tactics price increased $900 > 1200
  • xx1 Seeking Shuriken price increased $250 > 300
  • xx2 Caltrops price increased $400 > 450
  • Ninja Paragon unlock cost reduced 1,000,000 > 500,000

Druid

Passive life generation is being removed in favor of the active ability being the only source of life generation, this allows druid-focus strategies to no longer ‘accidentally’ heal their Vengeance buffs away. Heart of Vengeance itself has been allowed to remain overpowered for a long time since life loss is not always an option in different challenges/modes, but with newer competitive modes being added over time that do allow for this mechanic to be, overindulged, shall we say, it feels due for substantial rebalance.
  • x4x Jungle's Bounty now generates 1 life per ability cast
  • x4x Jungle's Bounty no longer passively generates 1 life per round
  • x5x Spirit of the Forest no longer passively generates lives per round
  • xx2 Heart of Vengeance lost lives maximum rate bonus reduced 100% > 50

Banana Farm

Monkey Wall Street’s cost is being increased, but in return its special bonuses have been improved with more life generation and much more range for Banana collection.
  • xx5 Monkey Wall Street price increased $60,000 > 70,000
  • xx5 Monkey Wall Street range increased 60 > 75
  • xx5 Monkey Wall Street lives per round increased 10 > 15

Spike Factory

Spike Storm is now exceptionally strong so the ability cooldown is increasing a small amount along with the T5 cost. This comes along with a crosspath rebalance granting more 042 lifespan. Long Life Spikes can start creating a nice buildup of spikes in advance but most of the time feels fairly meh as a stepping stone into Deadly Spikes, a little price here is being shifted up to improve standalone upgrade value.
  • x4x Spike Storm cooldown increased 45s > 50
  • x4x Spike Storm ability spikes minimum duration reduced 10s > 9
  • x4x Spike Storm ability spikes maximum duration reduced 13s > 11
  • 041 Spike Storm duration bonus for ability spikes increased 50% > 100%
  • x5x Spike Storm ability spikes duration remains at 18-22s
  • x5x Carpet of Spikes price increased $40,000 > 42,000
  • xx3 Long Life Spikes price reduced $1400 > 1300
  • xx4 Deadly Spikes price increased $3500 > 3600

Monkey Village

Primary Expertise’s own attack is unreliable due partly to low bounce distance, so this is being increased. Base level Monkeyopolis continues to over perform, so the baseline cash generation is reducing.
  • 5xx Primary Expertise bounce distance increased 50 > 90
  • xx5 Monkeyopolis base cash amount reduced $1250 > 1000

Engineer

While better than many options, base Engineer still takes a lot of available starting cash so the cost is reduced slightly and being moved back up into Cleansing Foam & Bloontrap; also with a reduction to Double Gun’s price to reflect the lower value of the base tower. Sentry placements are slightly changing to improve their reliability, and will now spawn closer to the track depending on how much range the sentry has. Sentry Champion, while strong with them, is lacking without high buff support so we’re trying out an increase to the sentry damage on it.
  • Engineer price reduced $400 > 350
  • 1xx Sentries now spawn within 20% of their range to the track
  • 5xx Sentry Champagne damage increased from 2 > 3
  • x3x Cleansing Foam price increased $850 > 900
  • x4x Overclock foam pierce 10 > 15
  • xx3 Double Gun price reduced $500 > 450
  • xx4 Bloontrap price increased $3500 > 3600

Beast Handler

In going over our large list of price changes for Beast Handler’s lower tiers in 42 this change was received very positively, however we did not realize that in making this change we killed off all chance of dual-beast handlers being used as a round 1 starting option for under $650 in hard modes – So we gotta do that math all over again and convert it for difficulty, painful 😀 All T1 beast prices changed to allow 110 & 101 beast handler combos to be placed for under $650 in hard mode, all T2 & T3 prices shifted around to keep these same cost ratios.
  • 1xx Piranha price reduced 170 > 160
  • 2xx Barracutie price reduced 850 > 810
  • 3xx Great White price reduced 2075 > 2010
  • x1x Microraptor price reduced 195 > 175
  • x2x Adasaurus price reduced 890 > 830
  • x3x Velociraptor price reduced 2170 > 2065
  • xx1 Gyrfalcon price reduced 210 > 190
  • xx2 Horned Owl price reduced 940 > 860
  • xx3 Golden Eagle price reduced 3150 > 2120

Orca is very strong currently but Great White doesn’t do so much outside of max merge MOAB Takedowns, so damage is increasing to improve these non-maxed situations.
  • 3xx Great White damage increased from 8 > 12
  • 3xx Great White damage range increased from 16 > 24

Similar to Sentries, Beast spawn placement will now scale closer to the track based on how much range the beast has.
  • 1xx Piranha now spawn within 20% of their range to the track
  • x1x Microraptor now spawn within 30% of their range to the track

Golden Eagle has stood out more than Condor against MOABs which has felt very wrong, last update it was nerfed against MOABs and now we are playing with the pierce & penalties to improve Golden Eagle further against non-MOAB-Class targets and for Condor more help with lower MOABs.
  • xx3 Golden Eagle pierce increased from 15 > 30
  • xx3 Golden Eagle pierce range increased from 30 > 60
  • xx3 Golden Eagle MOAB pierce penalty increased from 44 > 1089
  • xx3 Golden Eagle attack cooldown range from 0.28679625 > 0.28
  • xx4 Condor Unchanged by any above changes
  • xx4 Giant Condor ceramic penalty reduced from 1 > 0
  • xx4 Giant Condor BFB penalty reduced from 44 > 29

We’re slightly reducing beast reposition cooldown as the tiny range leaves movement very tight, which is especially painful for Microraptor path given the low range.
  • Beast Handler move cooldown reduced from 3s > 2

Hero Balance


Quincy

Quincy’s Rapid Shot starts with an extremely short duration that slowly increases over levels, the difference between min and max is huge but it doesn’t feel too impactfully increased at any point through the leveling up process, so we are increasing the base duration and instead moving the buff up to max duration all into his Lv13 which currently doesn’t do much.
  • Quincy no longer gains 0.5s Rapid Shot duration per level
  • Lv3 Rapid Shot duration increased 3.5s > 8
  • Lv13 now also increases Rapid Shot duration 8.5s > 12

Gwendolin

Gwendolin’s Heat it Up was recently reworked to allow for much more frequent triggering from attacks, however the 4.5s internal cooldown still limits it from being scaled up far so that internal cooldown is now also being reduced. Additionally, Heat it Up’s bonus buff to damage against Lead targets has been improved slightly so we can get more out of that niche.
  • Lv4 Heat it Up minimum delay reduced from 4.5s > 1.5s
  • Lv17 Heat it Up buff to Lead type increased from +1 > 2

Obyn Greenfoot

Obyn isn’t necessarily the best support for every type of Druid to reach its highest DPS, but with his more easy reliable design it feels appropriate for him to solve Druid’s biggest weaknesses in a more laid back approach with:
  • Lv8 ‘Nature’s Wrath’ additionally grants camo detection to Druids in radius

Benjamin

Benjamin’s Cyber Security and Skimming levels have been swapped around so that the early game skimming cash snowball doesn’t come quite so soon, and Cyber Security can come in earlier where it will make a bigger impact proportionally to the lives being lost.
  • Swap the levels for Lv6 Cyber Security and Lv4 skimming

Admiral Brickell

We’ll probably regret this, but the nerf made people very sad, and that is not a life goal 😢
  • Lv18 Mega Mine cooldown 45s > 40

Etienne

Etienne's drones are prone to missing due to very low projectile speed, this speed is increasing a fair amount to help with this as drones already have an inability to directionally aim well.
  • Lv1 Faster projectile speed for all drones 150 > 250

Psi

Purple Popping is underwhelming with how late it comes online, so this is swapping around with level 11’s slightly faster pop speed.
  • Lv11 (Faster Popping) & Lv13 (Purple Popping) swapped

Geraldo

Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities and much more flexible Fertilizer; with the % benefit being reduced in return for improved replenish rate, maximum stock and the ability to now work on all Banana Farm types.
  • Lv2 Action Figure price reduced $700 > 650
  • Lv6 Worn Cape restock rate reduced 5 > 7
  • Lv6 Worn Cape cape max stock increased 2 > 3
  • Lv7 Blade Trap max stock increased 3 > 4
  • Lv9 Fertilizer cash bonus reduced 25% > 20
  • Lv9 Fertilizer max stock increased 2 > 4
  • Lv9 Fertilizer rounds to replenish reduced 5 > 3
  • Lv9 Fertilizer will now work on all Banana Farms
  • Lv13 Shooty Turret v2 damage reduced 7 > 6
  • Lv8 Gerry’s Fire duration reduced 10r > 5
  • Lv16 Gerry’s Fire v2 duration remains 10r
  • Lv11 Jar of Pickles bonus to fortified removed 1 > 0
  • Lv16 Jar of Pickles bonus to fortified reduced 2 > 1

Corvus

As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far.
  • Lv1 Spear pierce increased from 3 > 4
  • Lv3 Soul harvest cooldown 35s > 40s
  • Lv5 Aggression initial mana cost 80 > 50
  • Lv7 Malevolence tick rate 0.5s > 0.3s
  • Lv14 Malevolence damage 3 > 5
  • Lv20 Might damage 400 > 300
  • Lv20 Overload damage 4000 > 3000

Relics

Minor tweaks to Heartless which feels it has no competitive edge over most other Relics & Monkey Boost which overperforms on all available tiles.
  • Heartless now ‘disables’ Regrow Bloons: Regrow rate increased 150% > 10,050%
  • Monkey Boost granted uses of the Monkey Boost power reduced 3 > 2

Some Relics required more functional changes. As more range is situational and sometimes detrimental Going the Distance has been merged with Durable Shots to also grant increased Lifespan, Durable Shots now instead increases the pierce of all towers. As ‘Popping White Bloons’ is also far too situational Deep Heat now also grants Frozen Bloon popping and improves the duration of Freezes.
  • Going the Distance now also provides Lifespan +30%
  • Durable Shots no longer grants increased lifespan
  • Durable Shots now grants towers increased pierce +25%
  • Deep Heat now also allows all attacks to pop 'Frozen'
  • Deep Heat now also grants Freezes longer duration +10%
  • Deep Heat now also allows Freezes to last extra layers +1

Boss Bloons

Bloonarius

This is really just for fun, bringing increased variety of Bleed Bloons from higher tier Bloonarius
  • Elite Tier 4: Bleed Bloons from 12 MOABs > 8 MOABs + 2 BFBs
  • Elite Tier 5: Bleed Bloons from 8 DDTs > 6 DDTs + 2 fort ZOMGs

Dreadbloon

Rock Bloons in the higher tiers of Normal Dreadbloon are very outscaled, and so their health values are being increased.
  • Normal Tier 4: Rock Bloon HP increased 5000 > 9000
  • Normal Tier 5: Rock Bloon HP increased 12000 > 22500

Phayze

In Elite mode Phayze’s speed bonus while shielded is being reduced by 5% across the board as it felt just a little too quick.
  • Elite Tier 1 shielded speed bonus reduced from 50% > 45%
  • Elite Tier 2 shielded speed bonus reduced from 55% > 50%
  • Elite Tier 3 shielded speed bonus reduced from 60% > 55%
  • Elite Tier 4 shielded speed bonus reduced from 65% > 60%
  • Elite Tier 5 shielded speed bonus reduced from 70% > 65%

MrBeast Promo - On Now!

Until June 10, all players that open Bloons TD 6 will receive a free pack containing 2000 MM, 3x Super Monkey Storms, 3x Monkey Boosts, 3x Cash Drops, and 3x Insta Monkeys: tier 4 Dart Monkeys of each path. You will also get an exclusive avatar for your profile!

Then try the new quest: Protect The Yacht. A challenge quest on a special map, where you need to protect the yacht.

Bloons TD 6 - Update Notes! Version 42.0

Update: Bloons TD 6 v42.0 - Update Notes!




Update Video: https://youtu.be/Kg5tHguhsGg

Key New Features

  • Accolades and Player Revenue Share
    • We are so excited to bring the success of BTD6 back to players and share revenue with players who are helping in making the game more awesomer!
    • The system allows players to gift player creators with animating Accolades that will follow their map or challenge wherever they are seen in game.
    • The initial 12 Accolades express a variety of positive reactions to inspiring content, such as Smart, Tricky, Beautiful, Fun, Masterpiece, and more!
    • At launch and for the foreseeable future we’ll be sharing 35% of the Accolade purchase price with the player creator, which means 50% if they are also a content creator and you are using their Creator Code. This is an industry leading share amount, which we aim to maintain; after the platform fees, Ninja Kiwi and Nexus.gg have the smallest shares of these purchases, as they truly are meant for the player creators.
    • Revenue share is available on platforms with IAP systems. We’ve tried to make Accolades receivable wherever possible, but we must restrict this to players who register with Nexus according to their terms and to players on non-subscription platforms. We are looking for solutions for subscription players but this will take significant time.

New Awesome

  • New Hero Skin, the Gentlemonkey Gadgeteer Geraldo! Geraldo was a challenge to find the time for a skin with so much more custom art required compared to our normal hero roster but he’s finally, fancily here
  • New Map, Castle Revenge! Longstanding fans of BTD will notice something familiar here. We love bringing our classic content forward and not just because we are nostalgic saps but because they have great play value. This one hails from both BTD5 and BTD Battles, but with a dynamic flourish that we hope gears you up to earn all of the badges!
  • New Quests
    • Multi-stage story based Bloonarius quest - prepare to be slimed!
    • Royal Tank Academy trial: discover Captain Churchill’s strengths and abilities
    • One Stop Pop Shop trial: discover Geraldo’s strengths and abilities
    • Phayze One Experiment Quest: if you enjoyed the Party Bloon Quest we have another infinite scaling Quest Boss to challenge you. This version includes unique round mechanics tied to the Boss.
  • New Trophy Store Items
    • Heroes: Corvus Owl pet - darkly adorbs!
    • Monkeys: Engineer Palbot pet - mechanically adorbs!
    • Bloons: Nightcap Bloons decal
    • Game & UI: CatEzili avatar, Boss Phayze avatar, Super Chill Banner
  • New CT Team Store items
    • Base Props: Junk Tower
  • Big Map Editor Additions!
    • Implemented a Removable/Interactable state for props through the props UI; this can be done by linking together the new Interactable Area to different special props, available from the Areas Menu (at the bottom) and the new Interactable prop menu with the Hammer icon
    • Added new category for Interactable props (look for the Hammer icon tab); these add animating flavor when Interactable layers are removed, but they can also be used as props (but with only limited animation)
    • New items: Responding to the many requests for cityscape elements, we took existing assets from maps like high finance alongside some new stuff to make building the city of your dreams a possibility! The construction supervisor just radioed in saying there are over 60 new construction props with which to build, plus new Paths, Stamps, and Terrain to match!

Game Changes / Additions

  • Map search is now also available for co-op lobby map selection
  • Map ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'
    • This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.
  • While we like giving players lots to choose from as early as possible, we’ve seen feedback that the current hero unlock flow can feel overwhelming with all Monkey Money unlockable heroes becoming available immediately at account level 10. To address this, we are spacing this period out with a few different groupings of Hero unlocks and holding back some of the more complex Heroes until account level 35.
    • Level 15 heroes: Churchill, Benjamin, Pat Fusty
    • Level 25 heroes: Sauda, Ezili, Etienne, Adora
    • Level 35 heroes: Psi, Brickell, Geraldo, Corvus
  • Added 'cash spent' to the Victory Screen summary
  • PC players request to have many niche things hotkeyed, but unfortunately these are often too niche for us to take up valuable real estate with limited keyboard space. To enable players to take this into their own hands we have added a new advanced section of default unbound hotkeys to cover more heavily situational use cases. None of these hotkeys will work by default, but if you find any to sound useful they can be manually bound in order to enable them. We are interested in hearing your feedback on more things that make sense to fit in this list.
  • Cycling upgrades menu in challenges now skips past towers that are banned (yay!)
  • Individual stages of Quests can now be replayed without resetting the entire Quest

Bug Fixes & General Changes

  • [Map Editor] Duplicate prop button no longer allows users to exceed the prop limit
  • [Map Editor] In progress maps at prop limit no longer allow +1 prop after loading saves
  • [Map Editor] Erasing stamps now correctly restores the ‘prop limit’ spent on them
  • [Map Editor] Resolved small graphical errors with asphalt path
  • Ranked boss and Battlemode boss challenge should now have the same starting cash
  • Resolved audio being triggered the background screens in some other places in the UI
  • Resolved an issue in co-op sometimes visually displaying other player towers as upgradable to you
  • Resolved some overlay display issues that occurs in some resolutions
  • Paragon cost slider no longer exceeds limits in least cash challenges
  • ‘Retry Last Round’ should no longer be available on the first round of quests
  • When users ‘Confirm’ entry of a Creator Code, the game should now keep the dialog open until server communications have either confirmed or rejected the creator code
  • Resolved a number of softlocks that could occur
  • Resolved a number of UI issues
  • Swapped some frame based timings to real world timings so the game can run smoother on specific refresh rates that were not easily divisible by 20. Our lead coder assured me this sentence made sense.

Event bug fixes

  • Players should not be able to modify Odyssey crew after sharing to the Content Browser
  • Fixed inconsistency in the ‘Upgrade Restricted’ red stripe through tower upgrades

Map Specific Fixes

  • Resolved an issue where Blons could be played through co-op
  • Resolved a crash that could occur loading some saves on Glacial Trail
  • Lych should no longer drain the Frozen status on Glacial Trail - sheesh!

Tower Specific Fixes


Dart Monkey
  • 4xx Juggernaut’s bonus damage to fortified targets now works across crosspaths

Ice Monkey
  • Resolved another arctic wind crash (polyphemus style)

Sniper Monkey
  • Resolved a case in which the Supply Drop ability could fail to trigger other Supply Drops

Monkey Sub
  • Resolved an issue where Retry Last Round removed the submerge option from Sub
  • Flanking Maneuvers MK now applies to the Sub Paragon
  • Submerge toggle now has cooldown art

Heli Pilot
  • MOAB Shove no longer ignores the children of the target it is shoving

Ninja Monkey
  • xx3 Flash Bomb should no longer fail to stun targets if damage is externally buffed

Druid
  • x5x Spirit of the Forest Track Vines now do not display over invincible/covered track sections (like Dark Castle trees, or on the new Castles Revenge map)

Hero Specific Fixes


Quincy
  • Resolved an issue with the Quincy Spec Ops Drop In placement animation

Geraldo
  • Resolved an issue where Geraldo’s subtowers would be immune to freeze on Glacial Trail after Geraldo is sold
  • Geraldo’s Lv16 Nail Mine should now save correctly
  • Geraldo should now restock inventory correctly when leveled immediately from 18 to 20

Corvus
  • Corvus - Optimisation Pass improving general performance

Platform Specific fixes
  • [Android] - Resolved a game freeze occurring on devices with a Exynos Chipset - this was affecting a number of players, so hope you are now back up and popping!
  • [PC] Alternate send round hotkey (Race Hotkey) now sends round in Sandbox
  • [PC] Mentioned in more detail above; new advanced hotkeys section
  • [Vision Pro] Resolved a number of various crash fixes around different parts of the game

Balance Changes

Tower Balance


Many towers in the game still have low tier Damage Over Time mechanics that have not been scaled at all or particularly well, so this update we went over some of these cases to bring forward more Damage Over Time use.

Dart Monkey

Players have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the attack on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern.
  • 3xx Spike-o-pult range increased from 32 > 36.8
  • 4xx Juggernaut range remains unchanged at 36.8

Bomb Shooter

In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.
  • x4x MOAB Assassin ability follows target priority instead of Strong
  • xx5 Bomb Blitz price reduced from $35,000 > $28,000
  • xx5 Bomb Blitz attack cooldown reduced from 1.5s > 1
  • xx5 Bomb Blitz damage reduced from 6 > 3
  • xx5 Bomb Blitz no longer deals bonus damage to Fortified

Ice Monkey

Embrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its attack rate further.
  • 5xx Super Brittle attack cooldown reduced from 2.16s > 1.8s

Sniper Monkey

Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.
  • x3x Bouncing Bullet price reduced from $2,800 > $2,400
  • x4x Supply Drop price increased from $7,200 > $7,600
  • x4x Supply Drop now triggers other supply drops when one is used

Monkey Sub

As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.
  • 5xx Energizer main dart attack damage increased from 1 > 5
  • 502 Energizer airburst attack damage increased from 1 > 5

Monkey Buccaneer

General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.
  • 420 Aircraft Carrier damage over time increased from 2 > 4
  • 520 Carrier Flagship damage over time increased from 2 > 9
  • x3x Cannon Ship main dart attack disabled
  • x3x Cannon Ship Grape damage increased from 1 > 2
  • x4x Monkey Pirates Grape damage increased from 2 > 3
  • x4x Monkey Pirates damage over time increased from 2 > 4
  • 024 Flavoured Trades damage over time increased from 2 > 4
  • 025 Trade Empire damage over time increased from 2 > 9

Heli Pilot

The blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy.
  • x5x Special Poperations downdraft attack cooldown reduced from 0.15 > 0.075
  • xx5 Comanche Commander price increased from $32,000 > $35,000

Mortar Monkey

We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.
  • 032 Heavy Shells burn damage over time increased from 1 > 2
  • 042 Artillery Battery burn damage over time increased from 1 > 3
  • 052 Pop & Awe burn damage over time increased from 1 > 5

Wizard Monkey

Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.
  • x4x Dragon’s breath damage over time increased from 1 > 2
  • x4x Dragon’s breath attack now ‘fires’ (hehe) 2 projectiles
  • x4x Dragon’s breath attack pierce reduced from 4 > 3
  • x4x Summon Phoenix ability projectile speed increased from 350 > 450
  • x5x WLP’s Dragon’s Breath attack damage over time increased 1 > 10
  • x5x WLP’s Dragon’s Breath attack now fires 3 projectiles
  • x5x WLP’s Dragon’s Breath attack damage reduced from 6 > 2
  • x5x WLP’s Dragon’s Breath attack pierce reduced from 50 > 15

Super Monkey

We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)
  • x3x Robo Monkey price increased from $7,000 > $7,500
  • x4x Tech Terror no longer slightly increases attack speed
  • x4x Tech Terror price increased from $18,000 > $25,000
  • x5x Anti Bloon price reduced $90,000 > $80,000

Ninja Monkey

Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.
  • xx3 Flash Bomb main Shuriken attack deals more to stunned Bloons +3
  • xx4 Sticky Bomb main Shuriken attack deals more to stickied targets +3
  • xx4 Sticky Bomb damage reduced from 500 > 450
  • xx5 Master Bomber main Shuriken attack deals more to stunned Bloons +9
  • xx5 Master Bomber main Shuriken attack deals more to stickied targets +9
  • Paragon main Shuriken attack deals more to stunned Bloons +15
  • Paragon main Shuriken attack deals more to stickied targets +15

Alchemist

As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.
  • 3xx Berserker Brew price increased from $1,250 > $1,300
  • 4xx Stronger Stimulant price reduced from $3,000 > $2,950
  • xx3 main attack damage over time now also deals bonus to Leads +9

Druid

Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.
  • x4x Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is used

Banana Farm

Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.
  • 5xx Banana Central price increased from $100,000 > $115,000
  • x4x IMF Loan cooldown reduced from 90 > 85s
  • xx2 Banana Salvage cost increased $200 > $400
  • xx3 Marketplace cost reduced from $2,900 > $2,700

Beast Handler

When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.
  • 1xx Piranha price increased from $160 > $170
  • 2xx Barracuda price reduced from $875 > $850
  • 3xx Great White Shark price reduced from $2,950 > $2,075
  • x2x Adasaurus price reduced from $945 > $890
  • x3x Velociraptor price reduced from $2,600 > $2,170
  • xx1 Gyrfalcon price increased from $190 > $210
  • xx2 Horned Owl price reduced from $960 > $940
  • xx3 Golden Eagle moab penalty increased from 29 > 44
  • xx3 Golden Eagle damage reduced 2 > 1
  • xx3 Golden Eagle damage range reduced 4 > 2
  • xx4 Condor damage remains 2
  • xx4 Condor damage range remains 4

Hero Balance


Quincy

Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.
  • Lv18 Storm of Arrows deals bonus damage to Ceramics +18
  • Lv20 Storm of Arrows deals bonus damage to Ceramics +24

Gwendolin

Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.
  • Lv4 Heat it Up now has pierce of 100
  • Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
  • Lv12 Heat it Up damage increased from 3 > 10
  • Lv15 Heat it Up damage increased from 3 > 20
  • Lv18 Heat it Up damage increased from 3 > 30

Obyn Greenfoot

Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.
  • Lv3 Brambles cooldown reduced from 35 > 30
  • Lv3 Brambles round duration increased from 1 > 5
  • Lv5 Range buff for x3x druids increased from 20% > 40%

Benjamin

Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.
  • Lv1 cash generation reduced from $100 > $80
  • Lv2 cash generation reduced from $150 > $120
  • Lv8 cash generation remains unchanged at $250
  • Lv11 cash generation increased from $300 > $1,000
  • Lv15 cash generation increased from $500 > $2,500
  • Lv17 cash generation increased from $800 > $5,000

Ezili

Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.
  • Lv16 Main attack can now de-camo DDTs

Corvus

Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly
  • Lv3 Haste cost reduced from 75 > 50
  • Lv8 Storm attack cooldown increased from 0.1 > 0.12

Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery
  • Lv8 Corvus mana gain curve decay start point 40% > 25%
  • Lv8 Corvus mana gain curve decay end point 80% > 65%

The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this.
  • Recovery spell no longer applies cooldown reduction to Nourishment

We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons
  • Lv1 Haunt mana gain per layer reduced from 8 > 5
  • Lv1 Corvus passively recovers 1mana /s so long as Bloons are spawning

Relic Knowledge Balance

We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons.
  • Hero Boost: Hero XP multiplier increased from 15% > 20%
  • Broken Heart: Bonus damage to Regrow increased from 1 > 2
  • Going the Distance: Range bonus increased from 20% > 30%
  • Fortifried: Bonus damage to fortified increased from 1 > 2
  • Restoration: Maximum barrier reduced from 200 > 150

We want to do more with relics in the future, though these can be trickier to do much balance with without adding additional functionality as most of them only modify a single variable, but feedback here is appreciated.

If you’ve made it this far we just wanted to mention that the issues mentioned at the top of the bug fixes allowing players to exceed the prop limit didn’t actually allow you to submit the map afterwards, so hope no one read through that then tried to submit some crazy map before updating!

Looking Forward
  • We’ve deepened team discussions about all of the topics raised in the Update 41 notes, and we’re so pleased to make player revenue sharing a reality this early in the year. As always, we’ll be looking for your feedback on the player creator system, and we’ll be thinking about improvements in platform coverage and any specific additions needed to better support the Game Editor and mods system later in the year. We continue to enjoy the experimental and story-related elements of the Quests system, and it’s generating more room for great ideas all across the team to quickly turn into live gameplay. We have one surprise that will happen before Update 43, so we’ll talk about that once live, and until then here is the latest news on key content that we’ve already mentioned.
    • PlayStation: We were on track for early April launch but did have issues to fix from our submission, so we are back in the pipe and very close to launch. Stay tuned to Ninja Kiwi social feeds, where we’ll post the date as soon as that is locked in.
    • Console Updates: We are shifting our priorities as stated in Update 41, as we have heard loud and clear from Xbox players that they are frustrated to be so far behind the other platforms. Once PlayStation is out, our next priority will be a content update for Xbox and PlayStation, focusing on maps, Heroes, and other content that can come forward without substantial input reworks (meaning substantially different UI and controls like Contested Territory, Corvus’ spellbook, and more complicated interactive maps like Polyphemus). We are going to try to bring as much forward as possible, but we will err on the side of leaving a few more complicated elements out of the update in favor of getting a huge chunk of content in the hands of very patient Console supporters. We are still keen to get Switch into development after this content update.
    • Jetpack Hero is planned for Update 43 and Mermonkey Tower for Update 44. These are both in progress and looking to add super fun play mechanics - fitting well with the other Monkeys but also standing out as quite unique.
    • Boss Rush Team Event is in development for Update 43 but there is a heap of backend to all multiplayer and Team related systems, so we will shift this back if needed.
    • Game Editor: Not much to report on this other than we are further defining the core architecture of the system to be future proof, and we’ve had initial conversations with existing BTD6 modders and we’re further defining the scope of the initial launch this month, so stay tuned on this.
  • Enjoy the update and thanks as always for your reactions, thoughts, and feedback. We’re always looking to blend our instincts and ideas with the fantastic feedback we’ve come to expect (and massively respect) from our more awesomer community.

Bloons TD 6 - Update Notes! Version 41.0


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

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



Update Video: youtu.be/aMHaWUhZy-w

New Awesome

  • New Paragon, the Nautic Siege Core!
    • Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we’re really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.
    • Unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.
    • While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.
    • At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.
  • New Map, Sulphur Springs
    • We’ve had fun roundabout maps in BTD5 and we harken to that around a different visual theme than usual and effort behind specific placement locations.
  • New Quests
    • Pat Fusty Hero Test
    • Psi Hero Test
    • MOAB Madness - still great and even better
  • New Trophy Store Items
    • Heroes: Benjamin pet - it’s a mouse of course! Yes, we couldn’t resist.
    • Bloons: MOAB Bee skin, because, well, bees
    • Game & UI: Dread Rising avatar (Dreadbloon), Year of the Wood Dragon profile banner
  • Limited Time only
    • Powers: Pontoon Chocolate Bar
    • Avatar: Flower Friends Corvus
  • New CT Team Store items
    • Base Props: Wizard Apprentice prop
    • Team Banners: Monkey Squad banner
    • Icons: Year of the Dragon icon, Cheeping Chick icon
    • Frames: Year of the Dragon frame, Bees N’ Flowers frame

Game Changes / Additions

  • Much requested, Apopalypse Mode now grants end of round cash. We’ve agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode.
  • As always intended, Boss Challenge mode now allows for co-op, with separate score tracking for all player counts
  • Looking back and reviewing CHIMPS in the game in general over the past few years we feel that there are 2 main standout problems. The first is that CHIMPS is unapproachable for new players and a very difficult gameplay loop to initially get excited about and break into, and the second is that the majority of the people who are invested in this gameplay loop already don’t play it within the base game most of the time since the Challenge Editor makes it more approachable. Given this we have made the following changes:
    • CHIMPS mode now allows for a 'Retry Last Round' option, upon defeat allowing players to reload the previous round before the defeat occurred
    • This is essentially a ‘home + reload save’ rather than a ‘Continue’ and so choosing to retry at any point will invalidate the run for any Black Medal purposes, but still grants the Red Medal on completion.
    • It is important to us that CHIMPS remains a completely fair free to play pinnacle endgame experience, so this option will remain free to use just like in custom challenge creation
  • Maps Menu Search Functionality
    • Players can now search within the maps menu to more easily track down the ones they are looking for, map names are also localized to the current language the player has set
  • Along with this a number of QoL terms can be used for filtering this search
    • Commands start with ‘/’, and return results both in English and the language currently set if different from English
    • Searching by map name does not require a full exact match but commands do
    • /Events shows all maps with any events (Teams, Golden Bloon, Collection)
    • /ShowIncomplete or /NoMedals shows maps that are not Gold/Black Bordered
    • /Show /AllMedals shows maps with all medals (Gold or Black Border)
    • /Black, /Gold, /Silver, /Bronze shows maps with those borders
  • Map Editor
  • Candyfalls Pack containing extra special items, unlockable with Monkey Money or direct IAP
  • Various new free spring themed assets & additions
  • New asset tags for Candy (Biome), Spring (Biome), Easter (Seasonal)
  • Multi-stage quests now allow for any stage to be replayed without resetting the quest
  • Arabic Language
    • By popular request and with any number of technical and display issues for right to left reading script, Arabic is finally in the game!



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

Bloons TD 6 - Update Notes! Version 40.0



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

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

Key New Features

  • Events Menu Overhaul
    • Our events menu was getting longer and longer, and perhaps a little too reminiscent of our Flash gaming roots. We’ve moved everything over to a new and improved events menu with all active items visible at a glance and estimated countdowns for upcoming events.
    • Co-op daily challenges will now last multiple days up until the next challenge cycles around for more time to complete and less downtime between them.
  • Boss Challenge
    • With more Bosses came more downtime between each Boss appearance. To remedy that and to massively extend the ability to practice different strats and maps, we’re opening up a persistent Boss Challenge system!
    • Any Boss Bloons not currently in an active event can now be challenged at any time on a map of your choice, even tougher maps where we won’t generally run Events.
    • Boss Challenge can be accessed from the new Events menu, or via the Boss Menu.
    • Along with this, we’ve ensured that every map now has a designated Boss Spawn track so that there is no randomness to where they will come from.

New Awesome

  • New Hero: Corvus the Spirit Walker
    • After months of work developing the complicated balance and technical aspects of a Hero with so many combinable elements, we are so happy to confirm that Corvus will indeed be in Update 40! We’ve seen the community speculation about whether we’d get Corvus released this year, and while it wasn’t easy, not only did the team rally but we’ve had significant time to balance and bugfix. We hope you enjoy playing this very unique Hero!
    • Corvus fights alongside his lovable Spirit companion, which will attack Bloons anywhere on the map following his target priority. Corvus harvests Mana from Bloons and uses this to channel powerful energies through his Spirit companion to perform many powerful attacks from his spellbook (which we think isn’t in any way cursed or possibly sentient)
    • Corvus himself is able to debuff a single Bloon at a time with his Haunt, which removes regrow and purple properties and enables increased energy damage. When destroyed, Haunted targets are absorbed as Mana and then explode, dealing strong area damage.
    • Because much of Corvus’ power comes from Spells, proximity to Bloons for Haunting and Mana generation is essential, and we think it suits Corvus’ personality to be near the frontline, too. At Level 7, Corvus gains the ability to Spirit Walk mapwide, which allows repositioning if other Monkeys start pop stealing too much.
    • Corvus can be unlocked for 7000 Monkey Money. To date he is the most complicated and in-depth Hero in BTD6 and as noted has taken months of work and revision. Given this and the high level of strategic understanding involved in playing with him, we feel the higher price both reflects this additional development effort and will defer the unlock until players have additional experience to better understand how and when to use his powers.
    • This same price point reasoning also applies to Geraldo, and we plan to raise Geraldo up to this 7000 Monkey Money unlock as well. We don’t want to blindside anyone with this change, however, and won’t be changing the unlock price until Update 41. Anyone who doesn’t have Geraldo unlocked, you have the Holiday season to unlock him at the current rate.
    • We also want to note after the last few fairly complicated towers between Geraldo, Beast Handler, Magus & now Corvus we don’t intend to continue a trend of more and more complex designs. We aim to have a healthy mix of simple and complicated new content, and our next planned Hero (who will drop in midway through next year) will step back to a ‘less is more’ design aimed to be unique in its own way but simpler to pick up and with the lower 5000 Monkey Money unlock.
  • New Expert Map: Glacial Trail
    • We hope you will find this map to be a unique play experience compared to other Expert maps, as Glacial Trail was designed with the goal of bringing in another fun single lane track to the Expert category.
    • Glacial Trail features very limited space near to the track, so be very careful and prepare your Mortars and Helis! Warning: May be a little too cold for many Monkeys, so dress warmly!
  • New Quests
    • We put a lot of work into Quests to give lots to play over the holidays, some instructional and some quite challenging. Please don’t expect this many new Quests every update - this is our Christmas gift!
    • Striker Instruction: Discover Striker Jones’ strengths and abilities
    • New Dart Just Dropped: Multi-stage tale of two Dartling Gunners
    • A Guide to the Book of Spirits: Discover Corvus’ strengths and abilities
    • Under a new ‘Experiments’ tab in the Quests section, we have some special feeling missions to play around with
      • Fast Upgrades: Very special quest returning from BTD5; survive 6 special action packed rounds on Dark Path with all towers upgrading once for free after each round!
      • Intense Bloon Rounds: 30 rounds of concentrated Bloon attack
  • New Achievements
    • Also a good bunch of new Achievements to chase over the holidays!
    • Heavy Investment: Invest EXACTLY $401,626 extra when creating any paragon (or more, that’s also fine)
    • 25 to Life: Defeat 5 unique bosses at Tier 5 (in either Boss Events or Boss Challenge mode) - unlocks the hilarious 'Tiny Boss Bloons' Extras option, which can be toggled via the Main Menu Settings
    • Community Connoisseur: Win 100 different community submissions
    • Life Experience: Earn 5,368,709 experience for any tower
  • New Trophy Store Items
    • Monkeys: Druid Capybara pet, awwwww!
    • Bloons: Pirate Turtle ZOMG skin
    • Game & UI: Pinata cash drop skin, Sushi Ben avatar, Mortar Shot avatar, Cyberdart Graffiti banner, Winter is Coming Tonk Mix track
  • New Team Store items
    • Share a bit of Christmas cheer as your Team ruthlessly dominates all tiles!
    • Flying Props: Christmas Cardinal flying prop
    • Team Banners: Hero Christmas banner
    • Icons: Holly Bell emblem
    • Frames: Christmas Bow frame

Game Changes / Additions

  • Map Editor
    • Over 80 more items available for use in the Map Editor, including a new Dark Terrain/Area (so you don’t have to spam quite so many shadows now) and an entire Winter collection featuring tons of new winter Terrain, Areas, Effects, Paths, Stamps, and Props available for everyone to use!
    • New Xmas Pack containing 12 extra special seasonal items that can be unlocked with Monkey Money or via direct IAP
    • Added New prop tags for Christmas & Interactable
    • Sandbox sending Bloons and placing towers features can now be accessed during map editing
    • Enabled more base game props for use in map editor
    • Added a ‘Sharp Corners’ toggle for all Areas (so those nice circles you pull out will swap to a square if you wish)
    • New tag for interactable props to distinguish them (e.g. Bat, Pigeons)
    • Added desktop hotkey support for ‘Sell’ hotkey to delete selected props and CTRL+C to duplicate a selected prop
    • Implemented a slider to raise/lower props. Fair warning, due to how 3D renders in the game this may not appear exactly how you would expect, but we believe people will find good uses for this.
  • Co-op hosts will now be able to invite friends directly from the co-op lobby. So much better, thanks for continuing to ask for this!
  • Pasting entire share code URLs into search fields should now smartly trim the URL and search only for the code
  • Game icon changing back to the OG Dart Monkey. Thank you for holding down most of 2023, Beast Handler icon!

Bug Fixes & General Changes

  • Hero quests are no longer accessible from the coop, bosses, races or CT menus
  • Resolved a number of cases in which the game would display black backgrounds
  • Resolved an issue that could prevent Bloons Leaked stat from recording
  • Resolved a crash that could occur on loading on networks with limited internet access
  • Resolved an issue where towers when obtaining new abilities would not consistently order them correctly in the UI
  • Polyphemus no longer spawns extra Pre-game Prep spikes

Event bug fixes

  • Phayze’s Camo Debuff Icon should no longer scale in size with effects setting scale
  • CT Resolved an issue with the El Dorado relic displaying incorrect reward bonuses

Map Editor fixes

  • Resolved a case in which Pat Fusty would not correctly submerge in custom map water terrain
  • Opening a map share code should correctly launch the game & navigate to the map
  • Dropdown menus in map editor should no longer display on top of 'pause' menu
  • Added more Helper Popups to Map Editor
  • Entering eraser mode will now un-hide stamps layer
  • All custom maps will now follow ‘Intermediate’ difficulty
  • Players can no longer still search up and find their own deleted maps for a short time after deleting them

Tower Specific Fixes


Monkey Buccaneer
  • Resolved a build order bug that could prevent flagship from applying it’s buff to waterbound Sun Temples

Engineer
  • Engineer 410 should no longer 'Pin' Bloons after loading a save

Beast Handler
  • Movement icons now match other Tower Special buttons

Hero Specific Fixes


Benjamin
  • Benjamin's voice lines for MOAB-Class Bloons being destroyed should play again

Pat Fusty
  • Resolved an issue with Pat Fusty's Level 10 grab targeting when it shouldn't be able to

Geraldo
  • Lv15 Sharpening Stone should no longer last forever after loading a save

Spirit Walker
  • Resolved

Platform Specific fixes
  • Android: Resolved an error occurring for players trying to log in with Google Play.

Balance Changes

Tower Balance


Dart Monkey

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

Bomb Shooter

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

Ice Monkey

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

Sniper Monkey

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

Monkey Buccaneer

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

Monkey Ace

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

Mortar Monkey

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

Super Monkey

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

Ninja Monkey

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

Alchemist

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

Druid

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

Banana Farm

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

Spike Factory

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

Beast Handler

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

Hero Balance


Ezili

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

Admiral Brickell

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

Geraldo

Gerry’s Fire functions in a unique way where it can inherit some self-buffing bonuses of the towers that it’s applied to, although a lot of people have pointed out that since Ninja Monkey always has Camo this means it’s the only non-hero tower that gains a Camo Detection but can never pass it on to the Gerry’s Fire as this doesn’t come from an upgrade. We were hesitant to buff this interaction while Geraldo was much more powerful and his synergy with Ninja was already good, but he’s cooled off enough now that we’re happy to try this out. Additionally with Gerry’s Fire one of our programmers was having some fun with it, and we liked what we saw, so that will also be a thing now.
  • Gerry’s Fire now inherits innate camo detection (Including Ninja Monkey, Sauda, Psi)
  • Gerry’s Fire follows the actual heli/ace through the air rather than the landing pad

Looking Forward
  • 2023 wraps up with a big update and a huge year for the BTD6 team! Six updates including some pretty epic content like Beast Handler, Wizard Paragon, Quests, Phayze Boss, Map Editor, and now the Corvus Hero. We’d like to thank this awesome community for the constant play, feedback, support, and suggestions for how to keep making BTD6 better, and we are ourselves full of ideas for next year and beyond. We remain incredibly motivated by the possibilities, and we’ll have more details to share about 2024 in the Update 41 Looking Forward notes, after we’ve had a chance as a team to refresh our brainstorming, reflect over the holiday, and set ambitious yet achievable plans for next year. Until then here are some updates that we can broadly share:
    • Console News: PlayStation has taken significant additional work but is now amazingly close to submission for launch approval. That means it won’t be ready to launch by the end of the year, but we will release it as early next year as possible, playable on PS4 and PS5. Thank you to all of the support for the Xbox launch; between a solid release there and the many requests for Switch, we confirm that we will bring BTD6 to Switch next year. We can’t detail timing for that, as we have to balance Switch release with updating the Xbox and PlayStation versions to be more current, and we have technical planning to do before setting those priorities - both are super important to us!
    • Player Content Creators: The Challenges and Odysseys that have been made over the years test our skills and push us in our own thinking about these modes. The maps made since the Map Editor launched last update have absolutely blown our minds. There is incredible talent in our community and we are so thankful for all of the players who share their creativity and time and impressive fence pointillism. But thanks isn’t really enough - to show and share the value of your creativity, we are moving forward with our great partners at Nexus.gg on the player revenue sharing that we have mentioned in the past. Our goal is to have this live in the front half of next year - for players who are signed up to the program, we will be sharing a portion of in-app-purchases made while playing your content, including a mechanism to split that revenue share if a map maker and a challenge maker are different players. In order to make this meaningful to all player creators, at the same time we will introduce “tipping” IAPs, basically a “small thank you” and a “big thank you,” as a way for players to share their thanks with the player creators for any reason. While some player content is challenging and gives a reason for players to spend Monkey Monkey IAP for Continues or Powers, many creations are beautiful, clever, funny, whimsical, and any number of awesome creative things, and we think there needs to be an IAP (and some tags that go with it) that celebrates all of those other creative impulses. We hope you agree with this approach, and we’ll share more details on this program next year
    • Content: So much we want to do - continue to broaden and strengthen the range of content and challenge in all existing areas of the game, bring out a new Hero and a new Monkey Tower, add new content for Teams, and expand our player content creation to include modding starting late next year and continuing to expand from there. We continue to believe in expanding BTD6 to be bigger and better than ever as opposed to shifting the team to work on “BTD7” - we’re bringing all of the energy and creativity that we would have for a new game into BTD6 every day, so maybe the next time that “when’s the next BTD” question comes up in reddit or Discord, we can all feel like we’re already playing it.
  • From all of us at Ninja Kiwi, we hope you can sense the care and dedication and fun that we as a game team put into each update and each community interaction. We’re doing what we love, and that’s our holiday wish for all of you - to have lives as full of care and dedication and fun as possible, and that BTD6 and all of our games can be at least a small part of that. Happy Holidays and Best Wishes for an amazing and awesomer 2024!

Nominate Bloons TD 6 for Labor of Love!

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

2023 has been huge for Bloons TD 6.

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

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

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

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

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


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


Geraldo, ZOMG, and Alchemist plushies - Available Now!

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

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

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

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





Ninja Kiwi Makeship Storefront

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



Full list of balance changes and Paragon adjustments available on Reddit




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!