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Genre: Strategy, Tactical

Bloons TD 6

Bloons TD 6 - Update Notes! Version 36.0

Bloons TD 6 v36.0 - Update Notes!


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

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



Key New Features

  • New Tower - The Beast Handler
    • chomp, rawr, kakaw!
    • So much to say about this tower, but mainly we so hope you enjoy it!
    • The first never before seen tower to join the BTD universe since the Druid and Alchemist at launch almost 5 years ago.
    • This tower plays and gains power in a completely unique way, and there are intentional tradeoffs along the way - you need to choose the right time to Merge beasts or just like any other tower whether more separate and lower-power beasts are situationally better.
    • This is a Support class tower, so seeing how it works with your favorite builds is part of the fun.
    • BTW making cool-looking giant beasts pop Bloons has been pretty awesome, even though it took us twice as long as expected. Thanks for your patience!!!
  • Quests! Quests are self-contained challenges with their own special rules, difficulty, and unlock requirements. Patch joins the main menu and acts as the entry point for the Quest system. The intent along with fun gameplay is to sprinkle more story into the game, teaching certain strategies, introducing game modes, trying out items before unlocking them, as well as being a place for us to experiment with new mechanics. Did someone say special missions? No we didn’t say that for 36, but definitely downstream.
  • With the launch of the Quests system we have 3 beginner Quests aimed towards newer players. In future updates we will expand this with mid-rank, high rank, and expert level Quests that will introduce higher level ideas and challenges.
    • Beast Handler Quest - The Dartling Gunner unlocks via a basic pop target objective, but this was a simple system and had nothing to do with the tower itself. To unlock the Beast Handler with this update, rank 40+ players will take on a short adventure using the lower tiers of this tower.
    • Race Introduction - When Races unlock at rank 20, they can be quite an intimidating system to start learning. Now rank 20+ players will be able to access their first persistent race, available from the Quest menu. This is a short introduction aimed at new players, or players new to Races. More challenging Race Quests will be added in the future.
    • Quincy’s Trial - All players start the game with Quincy available, and now from the Quest menu or from Quincy's profile on the Hero menu players will be able to engage in a short mission showcasing his strengths

New Awesome

  • New Map - Polyphemus
    • No, Lotus Island was never going to be the only stop on that epic journey
    • Your next adventure is Polyphemus, whose one great eye closes over any towers in its site. Never fear, unlike Monkdyseus, your crew is not dead, just out of play until you can open the eye again.
    • Another one made with challenges in mind, and yes, we’ll look for other uses for this mechanic in the future.
  • New Achievements - a simple intro to quests with: Side Quest, World League Training
  • New Trophy Store Items
    • Monkeys: Tack Shooter Hedgehog pet
    • Bloons: Lobster BFB skin
    • Game & UI: Avatar73 - Necromancer, Avatar74 - Darts, Avatar75 - Gravelord Lych, Avatar76 - Sun Hat Adora
  • Competition Winning items
    • Banner29 - community banner by ratcrunch - Avatar of Darkness
  • Limited Time only
    • Alchemist Flower splash projectiles, Banner29 - Blossom Temple
  • New CT Team Store items
    • Base Props: Dino Spring Egg, Cake Baker Monkey
    • Icons: Overclocked Icon, Choc Bunny icon
    • Frames: Bloon From The Dead frame, Flower Burst frame

Game Changes / Additions

  • Reworked towers with secondary attack target options to use a smaller icon for this target that is no longer linked to the target priority display. We apologize to the players who were comfortable with the “buttonized” target priorities, but many players were confused by that implementation, so we’re hoping this is a better, clearer UI for all.

Bug Fixes & General Changes

  • Resolved an issue with damage bonuses to ‘stunned targets’ where the bonus was not always being applied correctly to targets that were stunned again before their previous stun expired
  • Resolved a number of cases of UI not fitting correctly in some resolutions
  • Resolved a softlock that could occur canceling request to join a team and reapplying to the same team
  • Resolved an issue that could prevent some Teams from appearing when searched
  • Resolved sparkle effect not playing on Instamonkey Black borders when viewed through the in game Powers menu
  • Resolved an issue that could prevent players from accepting an invite to a team
  • Resolved some issues with some textures loading with low resolutions
  • Made a number of corrections to tower descriptions
  • Resolved an issue with placement behind the water tower on Middle of the Road
  • Resolved an issue where certain pets could move under raised terrain and become hidden
  • Resolved a game crash that could occur when you select a tower and then quickly perform a tap-hold-drag action.
  • Resolved an issue with UI breaking after attempting to create a team without enough monkey money
  • Resolved an issue that could prevent paragons from sacrificing their T5 towers
  • Added some tap feedback to buttons which did not give feedback
  • Added an audio prompt when players join co-op lobbies
  • A number of localization fixes

Event bug fixes

  • Resolved an issue with Boss Checkpoints not being offered if taking 20 rounds to lose to a boss
  • Resolved an issue with Boss co-op lobbies not respecting main boss menu ranked checkbox option
  • Resolved an issue that could allow guest accounts to load into co-op event lobbies
  • Resolved an issue with Bosses scaling their health both from Boss & MOAB multipliers
  • Added Retry Last Round functionality to co-op Boss events
  • Resolved a number of Boss HP scaling inconsistencies
  • Resolved an issue where T5 bosses would defeat the player earlier than intended
  • Corrected the format of CT Time Attack score display
  • Resolved an issue that could prevent claiming prime gaming rewards
  • Resolved an issue where CT Team tickets may not refresh as often as they should
  • Resolved an issue with Odyssey extreme overlay being cropped on wide devices
  • Banned accounts will now restore their captured CT tiles to the previous owner

Tower Specific Fixes


Tack Shooter
  • 5xx Inferno Ring targeting priority inconsistency resolved

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

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

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

Hero Specific Fixes


Ezili
  • Resolved incorrect portrait levels for Galaxili

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


Admiral Brickell
  • Resolved incorrect portrait levels for Dread Pirate Brickell

Platform Specific fixes

  • Android: Resolved an issue with slow first time map navigation performance

Balance Changes


Dart Monkey

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

Boomerang Monkey

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

Tack Shooter

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

Ice Monkey

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

Glue Gunner

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

Sniper Monkey

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

Monkey Buccaneer

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

Heli Pilot

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

Wizard Monkey

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

Super Monkey

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

Ninja Monkey

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

Druid

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

Spike Factory

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

Monkey Village

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

Engineer

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

Adora

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

Geraldo

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

Dark Dungeons

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

Bloons TD 6 - Update Notes! Version 35.0



New Awesome

  • New Hero Skin: Kaiju Pat
    • The Bloons are already frightened by Pat’s immense stature, so wait until they encounter his monstrous Kaiju form! Art team inspiration made this one come to life, and yes it does feel great in co-op games with Sentai Churchill. And in High Finance! Kaiju Pat plays even better with Big Monkey Towers, so if you don’t have that in your main menu Settings Extras, this is a great excuse to go get the Chunky Monkey Achievement.
  • 2 New Maps
    • Middle of the Road - is it wrong that we like the desert ghost town setting? Somewhere before the End of the Road, this beginner map takes the Bloons on a good long mosey around town.
    • Dark Dungeons - this community designed 200k Reddit competition winner certainly lives up to the challenge of making a hard map. Added to the Expert category, we changed the proportions for gameplay, riffed on the statue idea, and added traps as any dungeon needs but hopefully did justice to the inspired original submission by u/Lars_Overwick.
  • New Trophy Store Items
    • Heroes: Biker Bones Infernal Rift placement & upgrade animation - we had fun with this one!
    • Monkeys: Sniper Chameleon pet, no camouflaging that cuteness!
    • Game & UI: Banner 26 - Glue Storm banner, Avatar 69 Bloonarius, Avatar 70 Studious Patch, Avatar 71 Just A Little Monkey, Avatar 72 Happy Banana Farmer
  • Competition Winning items
    • Banner 27 - Wizard Lord Phoenix banner by u/Flipp_Flopps
    • Banner 28 - Farm Chicken banner by u/WhereThighs
  • New CT Team Store items
    • Base Props: Cosy Beanbag Monkey
    • Icons: Year of the Rabbit icon, Buzzy Bee icon
    • Frames: Year of the Rabbit frame, A Kiwi Summer frame

Game Changes / Additions

  • Round 100 & every 100 rounds Instamonkey rewards now reflect the game mode for Primary/Military/Magic only modes, granting an instamonkey for that same category. We’re still looking for more ways to focus instamonkey rewards, and we’re hoping this helps improve some collections
  • Boss Speed/Health edits have event modifier icons
  • From v35 onwards a pseudo-offline mode can now be selected to continue playing if you are unable to update to the latest game version - this has been a much requested feature so we’re pleased that it’s in!
  • Added ‘Damage Done To Bosses’ profile stat
  • Added Jukebox shuffle option to the in-game pause menu, also with jukebox enabled songs are now shuffled once on entering a map and stay in that new order until you exit and start a new game - another much requested feature and we love it, too, so keep up the feedback, it really does help!
  • Added a spicy new indicator to the main menu background for when a boss event is active - so spice
  • Added a Retry Last Round ‘continue’ option for CT & Boss for a MM cost with no bonus cash granted.
  • Improved co-op stability - this was on our list for later this year but we were able to dedicate time to it now and from our testing have improved the game experience in normal gameplay and Boss Events, so we look forward to feedback here. Note there is still a slowdown issue that can occur, so if your game does appear to be running slowly especially with fast forward on, try turning FF off and on again to see if it stabilizes at the correct speed. We know that sounds like an IT support joke, but don’t tell us you don’t do this regularly on your own device/rig. Anyway, hoping you’ll see co-op stability improvement, and we’ll keep working on more stability and to fix that slowdown!

Bug Fixes & General Changes

  • A number of localization fixes
  • A number of device/resolution specific UI fixes
  • Resolved a minor rounding error in freeplay HP formula
  • Resolved some crashes that could occur due to network issues
  • Resolved an issue where challenges using a specific hero could also force the skin
  • Advanced Search in Team Browser will now save when something is unchecked
  • A number of description updates for different Towers and Heroes
  • Small Monkeys mode now again works for all Air Towers

Event bug fixes
  • "Event ends in" timer no longer displays incorrectly when race or boss leaderboards are viewed from the victory panel after playing the race/boss event
  • Boss Event - Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save
  • Boss Event - Dreadbloon Ceramic Shield now correctly scales with playercount
  • Boss Event - Dreadbloon no longer moves at full speed after loading into a save with an active armored state
  • Boss Event - Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored
  • Boss Event - Top 50% badge now has a description
  • Odyssey Event - Resolved an Odyssey creation verification skip that could occur
  • Contested Territory Event - Air and Sea relic now displays the correct reduced prices on all difficulties
  • Contested Territory Event - Corrected CT recap display order to match timestamps

Dart Monkey

Sniper Monkey
  • xx5 Elite Defender now displays art assets for its buff state

Monkey Buccaneer
  • x4x MOAB Takedown will no longer crash when attempting to hook Rock Bloons

Monkey Ace
  • Ace ‘centered path' markers now visually update immediately after setting new points
  • xx2 Resolved an issue where reversing flight path before purchasing Centered Path would prevent the centered path target from flying in the correct direction

Heli Pilot
  • Resolved an issue with Door Gunner ignoring helipads as blocking objects for dropoffs
  • Heli 'patrol point' markers now visually update immediately after setting new points

Dartling Gunner
  • Resolved a number of projectile size inconsistencies across tiers & crosspaths

Wizard Monkey
  • xx4 Necromancer; resolved a crash that could occur with 2 or more necromancers on certain maps

Super Monkey
  • 4xx and 5xx Super Monkey again show cash earned counters after producing cash

Alchemist
  • xx3 Lead to Gold lead damage bonus will now correctly apply to Dreadbloon’s Lead layer

Banana Farm
  • x4x IMF loan name corrected to IMF Loan
  • Resolved a bug that caused Collecting All from multiple x3x Banks or higher to only target repayment back towards a single active IMF Loan
  • Candy Corn and Christmas Present trophy skins can no longer be selected at the same time since only one can apply

Engineer
  • 1xx Sentries will again correctly place on Covered Gardens
  • xx4 Blawntarp should benefit correct from xx3 Village’s cash increase
  • xx4 Bloontrap cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop

Obyn Greenfoot
  • Lv10 Wall of Trees cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop

Etienne
  • Resolved a rare crash that could occur with Etienne’s Drone Swarm

Geraldo
  • Resolved some visual issues with dart monkeys converted to super monkeys by worn heroes cape

Platform Specific fixes

  • Steam: Game no longer crashes when spamming the ESC key from the trophy store

Balance Changes


Dart Monkey

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

Bomb Shooter

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

Glue Gunner

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

Sniper Monkey

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

Monkey Sub

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

Monkey Buccaneer

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

Monkey Ace

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

Heli Pilot

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

Dartling Gunner

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

Wizard Monkey

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

Super Monkey

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

Ninja Monkey

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

Alchemist

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

Druid

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

Banana Farm

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

Spike Factory

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

Monkey Village

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

Engineer

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

Gwendolin

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

Captain Churchill

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

Pat Fusty

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

Admiral Brickell

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

Psi

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

Geraldo

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

Lych Boss

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

Bloonarius Boss

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

Dreadbloon Boss

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

Looking Forward for 2023


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

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

Bloons TD 6 Soundtrack

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

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

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

Bloons TD 6 - Update Notes! Version 34.0

Bloons TD 6 v34.0 - Update Notes!


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

Update video: https://youtu.be/xtwJ9rcP-9M

Key New Features

  • New Boss Bloon: Dreadbloon!
    • From the dark underground depths to the skies above, Dreadbloon brings its signature connection to the subterranean to combat even the toughest of Monkey defenses. Destroy Dreadbloon’s earthen armor only to find a lead interior with new special properties - complete immunity to different Monkey Tower categories each time the armor reforms. Even Paragons in those categories are rendered temporarily harmless. As if that’s not enough, Dreadbloon also spawns resilient Rock Bloons each time a skull is reached and until its stone armor is destroyed, and these Rock Bloons are so fearsome that any Monkey set to strong targeting will feel taunted to attack the Rock Bloon before anything else. Watch out for Dreadbloon in upcoming weekly Boss events and win those prestigious Dreadbloon badges!

New Awesome

  • New Beginner Map: One Two Tree!
    • A fun seasonal beginner map with an interesting twist! At certain rounds the trees are taken away to decorate Monkey homes leaving more space in which to build defenses. A bit like an automated Cornfield, but these plots also confer a handful of special properties to the Monkeys placed there. Pay attention to the colors and shapes on the billboard legend to help understand which Monkeys will benefit from each plot. This was a fun system to enable for use in maps, so we’ll plan to do more of this in the future and we also expect this will be heaps of fun for custom challenges - we look forward to seeing your ideas!
  • New Hero Skin: Sleigh Churchill skin
    • Inspired by the work done in Bloons Pop, Churchill’s combat ready sleigh was an easy pick for a seasonal hero skin. We had heaps of fun with this voiceover recording; Kevin Orlando did an amazing job as always, and we promise we only made a couple of sleigh homonym puns!
  • New Achievement: Invigoration
  • New Trophy Store Items
    • Game & UI: Avatar 66 - Avatar of Wrath, Avatar 68 - Absolute Zero
  • Competition Winning items
    • Banner 24 - Boomerang Glaives by u/ReconScoutTeemo
    • Banner 25 - Glyphs by u/PvtMagnuS
  • Limited Time only
    • Co-op - Fullscreen Sleighbells emote
    • Banana farm - Presents projectile swap
    • Ninja Monkey - Snowflake shuriken projectile swap
    • Dart Monkey - Snowballs projectile swap
    • Tack Shooter - Icicles and Snowflakes projectile swap
    • Avatar 65 - Christmas wreath avatar (Obyn Wolf)
    • Avatar 67 - Happy Holidays avatar (Etienne)
    • Banner 23 - Seasons Greetings
  • New CT Team Store items
    • Building Props: Christmas Tree prop
    • Team Banners: Team Banner 9 - Delicate Snowflake, Team Banner 10 - Roast Banana
    • Icons: Alien Icon, Crown Icon
    • Frames: Bloon Frame, Military Frame

What’s Not Here - Yet!

  • Context and Reality Check
    • 2022 was a big year for the BTD6 team and Ninja Kiwi overall. Getting out of lockdowns and back to work in person was a huge gift and we were excited to build big and exciting updates. Both Geraldo and Contested Territory pushed the game into new design and technical areas, but also required additional post-launch work.
    • From a team perspective, getting out of lockdowns and the return of travel also meant long overdue family reunions and we supported extended time off for those purposes without hesitation. In parallel, we also saw more sick leave this year as unsurprisingly cold and flu season hit us particularly hard in Auckland this year, causing significantly more time off for ill health during September and October. While we did plan more time and did one fewer update this year than last in order to make room for a huge end of year update, this important leave time did impact us more than expected and planned.
    • Rather than delay the entire update, we decided to delay two elements so we could still bring the Dreadbloon, the One Two Tree map, Sleigh Churchill, and new Trophy and Team Store items out for holiday.
  • Dark Dungeon Expert Map
    • We’ve been excited to respond to community requests for another difficult Expert map, especially with this excellent and inspiring community design. We implemented as designed and then iterated the room areas and path splits, in particular MOAB-class entering from two paths to prevent single path clustering. We riffed on the secret statue tower and included secrets and traps to match the dungeon theme and balance difficulty across modes and late game. These changes were producing a fantastic quality map but the nuances of the statue tower design, art, code, and QA made it compete for attention with the Beast Handler. At the point where we felt Beast Handler could still be delivered, we had to push Dark Dungeon to update 35 in the new year.
  • Beast Handler
    • This tower is very unique. The Beasts were completely different from any other mechanic in the game, and they of course required 15 new models and animation sets completely separate from the normal tower model and animations. Sharing more about the tower functionality than we have before, the Beasts were also designed to synergize, so several Handlers together would combine their Beasts in order to enable higher tier Beasts. Amazing art and animations were built, signature code was written and optimized, and design was iterated. In many ways, the Beast Handler was completed, bug tested, and nearly ready to release - nearly. Up until last week, we thought the changes were making progress, but ultimately during the last playtests of the week at both Auckland and Dundee offices, we agreed there was too much confusion with the combination system and how Beasts would interact with other Handlers. Ninja Kiwi has always cared about quality and providing our players with the best possible experience and the tower just didn’t feel like it was there. It wasn’t up to the standard we set ourselves and the standard we hold the game to. While we are extremely disappointed that we won’t be able to release a new tower this year, the team felt it was the right call to make as the Beast Handler was just not quite ready to be unleashed. This was a very difficult call after all the incredibly hard teamwork that was put in to get this done - for us to simply say that it is not yet ready to play. We can and will make this better but with the amount of revision needed, we are moving the Beast Handler out at least two updates to update 36 at the earliest. This is not a set date for the release, however. We are giving ourselves a few months to go back to the fundamental design and make sure we can make good on our commitment to quality. We will be working hard to get the Beast Handlers into your hands but we want to release a tower you all find enjoyable, challenging (in a good way!) and, most importantly, fun! We really appreciate the love and support you have all provided us with this year and we hope you will understand the decision we've made and why.

Game Changes / Additions

  • A number of localization fixes, especially centered around the newer Polish language option, thank you to everyone who offered their feedback on that.
  • Advanced challenges & Time Attack tiles in CT will no longer earn XP
  • Failed CT score submissions due to internet problems are now able to attempt to resubmit
  • Boss Events now support multipliers to Boss Speed & Boss HP as an event rule
  • Boss Events now support paragon count limits as an event rule
  • CT Events now support splitting up tile degradation rules based on the tile type
  • CT Events rules now support the option of tiles going ‘stale’, not awarding any more points but still remaining captured - we’ve built out some systems to address issues players are having with how CT works currently and will be trying some things out in future now that the systems are in place
  • The Trophy Store icon on the main menu will now display a notification when there are limited time items available that you don’t yet own

Bug Fixes & General Changes

  • Resolved an issue with placing certain towers near the top of the map preventing their model from loading
  • Resolved a game crash on boost upgrading a hero that has already leveled past 10
  • Save icon on maps should no longer interact with clicks as if it is it’s own separate button
  • Resolved a crash that could occur when exiting a custom input mode for a tower
  • Resolved an issue preventing first game launch without internet for no reason
  • Resolved a number of map specific placement issues
  • Resolved a crash that could occur when quickly entering and exiting from CT
  • Resolved an edge case with host re-joining lobby causing games to run in different modes for each player
  • Resolved an issue where focus markers could remain on CT map after new event start
  • Resolved a noticeable lag spike on game saving the player profile
  • Resolved an issue with stacking model assets on CT island menu
  • Resolved an issue with store purchased relics & their regular counterparts sometimes not stacking together
  • Resolved an issue with CT King item restarting its full animation on every interaction
  • Resolved an issue that could occur with the pre-game prep knowledge spikes being removed if not hitting any Bloons
  • Resolved an issue with remaining Race Passes sometimes being unable to update display to the correct amount that you have
  • Added ‘Teams’ icons to available player banners that are available from their Teams
  • Resolved an issue where creating a paragon from the middle path T5 tower would recover cooldown instantly
  • Resolved an issue where default hero skins were not initially displayed as a selectable hero skin choice
  • All CT Team Store notification Pips should now be clearable by clicking on the items
  • Resolved an issue with the ‘Go to Trophy Store’ button instead saying ‘remove’ on banners you don't have
  • Removed Hidden T-Posing Monkeys in the background easter egg that could occur when a menu is opened over the top of the Main Menu.
  • Resolved some language filtering issues
  • Optimizations made to the Team Search / Quick Join search results
  • Resolved some low framerate issues on specific pixel devices
  • Resolved an issue with Monkey Team rewards not visually displaying for all players in co-op
  • Resolved a crash that could occur when purchasing race passes on the pause menu
  • Resolved a crash that could occur when loading a save with a necromancer in an odyssey
  • Resolved some menu UI situations that displayed a blackened out background
  • Potentially fixed that old crooked medal visual bug that still gets reported a lot
  • A number of behind the scenes optimizations

Dart Monkey
  • Resolved niche cases in which Juggernaut’s projectiles would not properly be able to hit targets again after rebounds

Boomerang Monkey
  • 5xx Glaive Lord DoT can no longer be applied to DDTs from a camo village without being able to deal damage to lead

Tack Shooter
  • Inferno Ring should now swap to 'first' target on upgrade purchase

Monkey Ace
  • Resolved an issue with Goliath doomship degree 100 end trail fx were being culled from the simulation incorrectly

Heli Pilot
  • Comanche xx4 upgrade damage should no longer incorrectly change with crosspathing

Super Monkey
  • 5xx True Sun God resolved a potential Co-op error on purchasing upgrade
  • 4xx & 5xx Super Monkeys should no longer attack during upgrade animation

Captain Churchill
  • Captain Churchill's Tank Drop Trophy Store item's animation now works correctly again

Adora
  • Resolved an issue with Vengeful Adora projectile assets not correctly displaying

Etienne
  • Resolved an error where Etienne would not record all stats correctly to your profile
  • Lv3 Drone Swarm ability now has a forced expiration after the drone swarm duration +10s to prevent them getting stuck
  • ETn beam down animation should now play correctly on loading a save

Platform Specific fixes

  • Windows Store: Resolved a crash that could occur on save
  • Epic version: Webview now supports Linking Codes
  • Apple Arcade: Monkey Names trophy item is no longer available for Child Accounts
  • Apple Arcade: Resolved an infinite loading screen some users could come across
  • Apple Arcade: Resolved an issue with Save Slot 3 not saving to iCloud when using multiple devices logged into the same iCloud account
  • Apple Arcade: Resolved an issue with fresh local saves not conflicting with remote saves
  • Apple Arcade: New UI to notify players of their iCloud account's enabled/disabled state
  • MacOS: can no longer set game resolution to smaller than 800 x 600 since it cannot properly support a resolution that small
  • MacOS: Resolved a game softlock on initial loading screen after selecting new cloud data on older version of the game
  • Resolved a crash that could occur on certain iOS devices
  • Resolved a map compression issue for the Alpine Run map on Android devices.


Balance Changes



For a full breakdown of the balance changes in update 34.0, please check out the update notes on Reddit


Looking Forward


While we need to look at our planning overall and learn from the places where we bit off more than we could chew, we’re still planning on incredible updates for next year!
  • Console: we’ve made great progress on the Xbox and Playstation versions of BTD6, and we will have these released as early next year as possible given the approval process on these platforms; we’ll update on this as we have meaningful news but we can tell you that 4 player couch co-op is truly awesomer!
  • Update 35: we need these first updates of the year to be smaller so the team can rest and relax over the holidays, but we will have Dark Dungeon and as much extra as we can squeeze in
  • Update 36: we’ll be pushing to have Beast Handler ready for this update but we’ll continue to hold it until it’s ready; there will be extra awesome here as well but still juggling whether that would be a Paragon or Boss
  • Key Goals: we’re still brainstorming and pitching ideas for next year so there will be more than the list below but these are areas where we are excited to build new awesome
    • Quests: both as events and as a player-paced progression system, we’re already underway with a system to support multiple linked games with short narratives and special rewards
    • New Heroes, Paragons, and Bosses: with particular focus on new mechanics, challenge variety, and exciting visuals
    • New Team Events and Features: more ways for Teams to play, compete, and have fun together, focusing on skill rather than grind, as well as new Team tools to help find like-minded players and safely communicate
    • Creators: improved coordination around releases, creator events, and expanding the creator code program
    • Map Editor and Player Creators: a fully functional in-game map creation tool with a curation pipeline is a huge goal; we’ll attempt to build this in stages so we can get more frequent community feedback about what should come next
  • 2023 and Beyond: we’ll start working on these pieces in 2023 but we’re not sure whether they will land in 2023 or after
    • Mod support: whether via direct support or 3rd party tools, we’ll be developing better ways for modders to have fun with the game while improving the tracking and compartmentalizing of mod-based play to alleviate friction with accounts, main game progress, and fair competitive play
    • Tower & Bloon Editor: potentially overlapping with mod support, we’ll continue working on ways to play and have fun tweaking existing Monkey Towers and Bloons, and ultimately create a safely curated pipeline for new Tower and Bloon ideas
    • Player Creator payback: a challenge on the technical, legal, and financial fronts, we still think that it’s important to share back with player creators if they help create valuable content for others. We love the idea that someone might get into game design and development because of the work they started in BTD6 or that others might be able to make a little bit of extra money and make their lives better by playfully working on a game they already enjoy. This is a massive challenge but we like the old wisdom that rising tides should lift all boats, and we know Admiral Brickell agrees.

And finally, Happy Holidays! We absolutely love this game and working together as a team on it. We are so thankful to our players, our community, the content creators and the added entertainment they create, the player creators who push gameplay even further, and the amazing fan art, ideas, and questions that inspire us to do our best. We have huge plans for where to take Bloons TD 6 and we hope you all will keep playing and have fun helping us get there. Let’s all plan on having a very happy 2023 together as we look for more ways to involve the community in our vision and plans for where we go next, and until then please know that everyone at Ninja Kiwi wishes you the absolute best for a restful and playful holiday season!

Nominate Bloons TD 6 for Labor of Love!

The 2022 Steam Awards are here and after 4 years and 27 updates (on Steam), we'd LOVE for you to nominate Bloons TD 6 for the Labor of Love category. Click above to nominate Bloons TD 6!



Over the last 12 months we've added The Gravelord Lych, Vortex; Mystic Shopkeeper, Geraldo; team-based game-mode, Contested Territory; Goliath Doomship and Master Builder, Paragons for Engineer and Monkey Ace. As well as new maps, cosmetics and of course many improvements, balance changes and bug fixes, just to put the labor in Labor of Love.






Bloons TD 6 - Update Notes! Version 33.1

Bloons TD 6 v33.1 - Update Notes!


For a full list of 33.0 Changes you can find the update notes here.

Changes

  • Base game paragon count restriction increased to 4 in response to feedback that with a restriction having support for 4 player co-op to each push for a paragon is more fair
    • We have heard even more clearly from the community that this was a frustrating change, even for players who didn’t push for multiple paragons. We’re certainly not happy that our balance-focused decision has created such concern, and we certainly don’t want nerf-blaster toting giant head monkes showing up at our doors.
    • Superceding the 33.0 notes, we are planning for 34.0:
      • Continued review of the use of Paragons and discussion with community and creators around Paragon limits overall
      • Maintain a default of 4 Paragons in Boss Events and CT, but allow this to be edited per event, consistent with the Content Browser feature below
      • Provide the Content Browser feature previously discussed, to allow individual Paragons to be excluded and total Paragon limits to be edited for maximum challenge creation flexibility
  • Intro animation for CT will no longer play together with the "Daily Bonus" popup
  • Added Tile Recap title & pop-up to recap mode in Contested Territory

Fixes

  • Resolved an issue with Sentries not placing on Covered Gardens
  • Resolved visual issues related to disconnecting and rejoining a co-op game on Covered Garden
  • Resolved visual issues related to modified starting round on Covered Garden challenges
  • Resolved an issue with xx4 Buccaneers receiving a small income buff from the Navarch Paragon
  • Resolved an issue with x3x Bomber Ace bombs exploding instantly on Covered Garden with no fall animation
  • Resolved a crash loading a save using a Goliath Doomship set to wingmonkey
  • Resolved some cases in which CT Building 3D elements would carry over into other parts of the game or become duplicated visually
  • Resolved a crash that could occur when adding Geraldo to your Odyssey crew
  • Resolved a crash that could occur when entering and backing out of the CT menu too quickly
  • Resolved a crash that could occur on android devices that did not have google play installed

Halloween Candy Collection Event

Bloons TD 6 is celebrating the Steam Screamfest this Halloween with decorations across the whole game!

There are limited time collectors items in the Trophy store and the Halloween Collection Event allows you to earn powerful Insta Monkeys just for playing the game! Collect candy by beating maps and grab increasingly powerful Insta Monkey packs!

Halloween Candy Collection Event

Bloons TD 6 is celebrating Halloween with decorations across the whole game!

There are limited time collectors items in the Trophy store and the Halloween Collection Event allows you to earn powerful Insta Monkeys just for playing the game! Collect candy by beating maps and grab increasingly powerful Insta Monkey packs!

Bloons TD 6 - Update Notes! Version 33.0



New Awesome



New Paragon Tower - the Monkey Ace Goliath Doomship!


  • Endless jokes about big planes aside, we've been very excited to build and balance the first air Paragon!
  • While we resist thinking about Paragons as 5/5/5+ Monkey Towers, the Goliath Doomship did allow for a logical blending of all 3 paths, plus we included a powerful activated ability that adds further tactical control that plays out usefully across various map shapes
  • At $800k cash, you will have to make sure your eco game is strong, but Doomship's power is balanced to that lofty setup cost

New Halloween game icon


  • Your eyes are not failing, nor is your screen - our icon is simply celebrating the ghoulish colors of Halloween!

New Maps


  • Advanced Map - Midnight Mansion
  • Intermediate Community designed map - Covered Garden from u/SuperPsou

New Trophy Store Items


  • Heroes: Joan of Arc Adora - Dragon Pet
  • Monkeys: Monkey Ace - Dragonfly Pet
  • Co-op: Psigh emote
  • Game & UI: Banana Farmer - Banana Costume, Glue Trap - Honey Bee skin, Profile Banner - Patchwork, Profile Banner - Sun Rays, Profile Banner - Star Burst
    • Banner winner by DREAD_LEAD (Engineer Foam)
    • Banner winner by LordTeddington (Grand Master Ninja)

New Halloween Limited Time Items:


  • MOAB Skins: Spider DDT
  • Avatars: The Scream, Monkey Brains

New CT Team Store Items


  • Building Props: Fortified Castle
  • Base Props: Refracting Telescope, Pirate Crew
  • Water Props: Mini Pirate Boat
  • Flying Props: Moon Rabbit
  • Team Banners: Pet Frenzy banner, Contested Territory banner
  • Icons: Kung Fu Kiwi icon, All-Seeing Eyecon
  • Frames: Cognition frame, Ninja Scroll frame


Game Changes / Additions


  • New Languages - Polish and “Monkelish” are now supported
  • Team Browser - Added more intuitive UI to the "Advanced Search" panel
  • Paragon tower placement restrictions.
    • We’ve set a maximum of 3 per game in 33.0, as we now have a baseline of general purpose DPS paragons and want to move into more synergies and interesting mechanical interactions between them, which become more interesting when choices need to be made
    • We have heard the clear feedback from the community about this general restriction based on the preview notes and now plan to do the following in future major updates, or minor ones if feasible:
      • Increase the limit to 4, based on feedback about 4 player co-op in particular
      • Include a Content Browser editor function that allows players to set higher limits or unrestricted in player-created Content Browser games

  • Contested Territory

    • The number of steps required to use Relics felt like too many, so we’ve removed Relic Voting from the team store. Now, when viewing any tile players will be able to pop up a full list of their available relics to personally select from.
    • To improve active team coordination we have allowed Vice-Mayors to also set focus markers on the CT map.
    • The total number of focus markers each team can set in CT has been increased from 1 to 4, to allow for diverse preference and strategies.
    • Contested Territory matchmaking improved for better groupings based on activity & overall rank.
    • Added a Daily Reward to welcome back players entering the Contested Territory event.
    • The Main Menu CT Icon now shows a pip displaying available tickets.
    • Tidied the CT Info panel up for much clearer readability.
    • Added a spooky Seasonal Theme to CT screens, in preparation for Halloween!
    • Added Discord & Steam Rich Presence for Contested Territory.
    • Team Banners can now be set on personal profiles, as long as your team owns that banner.
    • Over 32.4 to 33.0 we made general constant improvements to the balance of Banner/Relic tile distribution over the CT map.


Bug Fixes & General Changes



  • Team Island should correctly reflect your Team Colour in CT
  • Resolved an issue where loading a save and restarting would not allow you to earn a Black Border from that run
  • Resolved a number of background errors in CT
  • Changed team permissions so that Mayors can only only transfer leadership to members who have already been promoted to Vice-Mayors
  • Changing search filters in Team Browser will now trigger a search
  • Resolved an issue where disabling friend requests would not save
  • Resolved a number of map specific placement issues
  • Loading a profile from the cloud will no longer keep boss event saves
  • Resolved a crash on using boss checkpoints
  • Resolved an issue preventing some challenge codes from being searched
  • Resolved an issue where powers could be disabled in unranked co-op Bosses
  • Paragon towers should be correctly sold when their supporting arctic wind platform is removed
  • Resolved an issue with the CT event main menu banner appearing prior to level 30
  • Improvements made to camera zoom in CT
  • Large texture cleanup for all Paragon towers
  • Resolved an issue with logging out of accounts on some devices
  • General cleanup and optimizations of the Team Store
  • A number of localization issues resolved
  • Resolved an issue where players could add duplicate entries to their Friends List
  • Resolved an issue with friends showing 'default' avatar for their highscores on maps
  • Resolved a number of issues around joining and leaving Teams
  • Resolved a number of cases in which the background for some menus would show entirely black
  • Optimizations made to a number of large textures
  • Team/Friends - Popup dialogs can no longer appear off screen
  • Team Trophy balance now correctly updates visually upon purchase
  • Resolved a minor graphical glitch on Frozen Over map when Cave Monkey is released
  • Resolved an issue with heroes gaining more than one level at a time counting as tiers purchased with the least tiers ruleset
  • Resolved an issue with Team Search not allowing Space entries
  • Resolved low quality splash screen issues
  • Heroes are now purchasable from the upgrades menu in-game

    Ice Monkey

    • 5xx Embrittlement no longer slows MOABs by too much with permafrost
    • 250 Absolute Zero no longer slows MOABs by too much with permafrost

    Glue Gunner

    • xx4 Relentless Glue no longer targets Bosses/BADs
    • 104 Glue Gunner should no longer sometimes apply green glue assets

    Monkey Sub

    • 3xx Submerge subs should now submerge correctly on Quarry

    Monkey Buccaneer

    • Buccaneer paragon should no longer mis-align its platforms if upgraded from the trade empire

    Super Monkey

    • 025 Legend of the Night now correctly gains crosspath pierce

    Pat Fusty

    • Highlighting on Snowman Pat Fusty no longer disappears at Lv3
    • Pat’s legs should no longer sometimes not sink into water when taking a dip

    Admiral Brickell

    • No longer clips into ship badly at Lv12

    Psi

    • Psi is now able to target Leads when the Alchemist Touch relic knowledge is equipped

    Geraldo

    • Description spelling errors resolved
    • When fitting multiple sentry items on top of a flagship platform, these will now correctly relocate when creating the Paragon
    • Rejuvenation Potion will no longer reset Paragon cooldowns

    Desktop Version



    • Added Linking Codes to Epic clients


    Balance Changes



    Freeplay


    To encourage challenge diversity using the new extended list of preset rounds in freeplay, we have decided to make a tweak to freeplay income tax to drop it off slightly slower and allow a little more cash to be earned naturally in this range.


    • Round 101+ natural income generation increased from 2% -> 5%
    • Round 121+ natural income generation remains at 2%

    Dart Monkey


    As Sharpshooter’s crit occurrence didn’t feel frequent enough the overall attack rate has been increased also just to lead better into the T5’s already high rate of fire. Along with this all Crossbow criticals have been standardized, overall with T5 criticals occurring more frequently in exchange for a slight reduction in base pierce to improve Sharp Shot crosspath value. Apex Plasma Master excels generally too much for the cheapest paragon & how easy it is to start scaling early degrees so is seeing a rate decrease.


    • xx4 Sharpshooter attack cooldown reduced from 0.75 > 0.6
    • xx5 Crossbow Master attack cooldown unchanged
    • xx4 Sharpshooter crit rate changed from 8-12 shots to every 10th
    • xx5 Crossbow Master crit rate changed from 4-8 shots to every 5th
    • xx5 Crossbow Master pierce reduced from 10 > 8
    • Apex Plasma Master attack cooldown increased from 0.3 > 0.35

    Tack Shooter


    The Tack Zone’s all-purpose high single target & grouped DPS plus cleanup scales too well with so many options, as this is primarily intended to be the single-target damage path and that is the most fun way to use it we have traded off damage for a bonus to MOABs in order to nerf its unbuffed cleanup potential. Ring of Fire should pick up in that area for cleanup use & general destruction but it has more pierce than it really needs in most scenarios with other important stats sitting lower to compensate for high pierce, so we have shifted this high pierce more into requiring the pierce crosspath in exchange for more base power and an overall buff. Inferno Ring’s meteor will now also follow target priority since that sounds fun


    • xx5 Tack Zone damage reduced from 2 > 1
    • xx5 Tack Zone gains bonus damage to MOABs +1
    • 4xx Ring of Fire attack cooldown reduced 0.4725 > 0.315 (buff of +25 > 50%)
    • 4xx Ring of Fire pierce reduced from 60 > 40
    • 4xx Ring of Fire damage increased from 3 > 5
    • 5xx Inferno Ring damage increased from 4 > 8
    • 5xx Inferno Ring MOAB bonus reduced from 6 > 4
    • 5xx Inferno Ring attack speed unchanged
    • 5xx Inferno Ring Meteor now follows Target Priority

    Ice Monkey


    Arctic Wind never really gets used for its actual basic intended purpose, which would be cool.


    • Arctic Wind aura slow amount increased from 40 > 60%

    Glue Gunner


    We want to achieve an effect with Bloon Solver’s acid burning through the layers quickly but not instantly, though we haven’t so far achieved a good balance of this along with eliminating Super Ceramics in a timely manner, causing it to be far too impractical on any shorter map. To solve this while retaining the vision we have boosted the ceramic bonus up significantly along with preventing this bonus from overflowing into the children layers


    • 5xx Bloon Solver DoT's Ceramic bonus damage increased from 2 -> 8
    • 5xx Bloon Solver DoT’s increased Ceramic damage will not skip through extra children layers upon breaking the ceramic layer

    Sniper Monkey


    After the lower tier nerfs Elite Sniper still remains just a bit too good even without considering its cash production.


    • x5x Elite Sniper price increased from $13,000 > 14,500

    Monkey Buccaneer


    Monkey Pirates is great for the first couple MOABs but with the long ability cooldown it very quickly falls off after that point, we have pushed it and Pirate Lord’s base stats up to feel more competitive especially with possible Brickell synergy. Trade Empire farming power even with the water requirement feels like it takes off too easily, so the bonus cash it provides will now require T4 Favored Trades for the full benefit.


    • x4x Monkey Pirates Grapes damage increased 1 > 2
    • x4x Monkey Pirates Grapes ceramic bonus increased 1 > 2
    • x4x Monkey Pirates Cannonball explosion damage increased 2 > 3
    • x4x Monkey Pirates Cannonball explosion moab bonus increased 0 > 6
    • x4x Monkey Pirates price increased $4500 > 4900
    • x5x Pirate Lord Grapes damage increased 5 > 10
    • x5x Pirate Lord Grapes ceramic bonus increased 5 > 10
    • x5x Pirate Lord Grapes burn damage increased 1 -> 9
    • x5x Pirate Lord Cannonball explosion damage increased 2 -> 5
    • x5x Pirate Lord Cannonball explosion moab bonus increased 0 -> 10
    • x5x Pirate Lord Cannonball frags damage increased 1 -> 10
    • x5x Pirate Lord Cannonball frags moab bonus increased 0 -> 5
    • xx5 Trade Empire cash per round per merchant when applied to xx3 Merchantmen reduced $20 -> $15
    • xx5 Trade Empire cash per round per merchant when applied to xx4 Favored Trades remains at $20

    Monkey Ace


    To help you work towards the new Ace Paragon we have reduced Spectre’s lategame ceramic weakness with improved targeting for the bomb projectiles & a large increase to their bonus ceramic damage to help out later on, to change focus on these projectiles we have also shifted damage around for the darts to deal single target with the bombs providing ceramic AoE cleanup. Flying Fortress’s value drops off by the lategame when you can realistically afford it, so following on with this dart single target focus change at T4 we have added a large MOAB damage bonus to Flying Fortress darts


    • xx4 Spectre darts & bombs now both have a weaker homing effect
    • xx4 Spectre dart damage increased from 2 > 3
    • xx4 Spectre bomb damage reduced from 3 > 2
    • xx4 Spectre bomb ceramic bonus increased from 2 > 4
    • xx5 Flying Fortress darts now deal bonus damage to MOABs +10

    Heli Pilot


    Heli’s Razor Rotors don’t scale with higher tiers so improvements have been made specifically to that attack for Dartship & Apache Prime. Support Chinook use is too niche outside of farming for the high cost, so the upgrade cost along with that effective cash gain amount from ability usage has been lowered to retain the same farming while improving niche use. Downdraft has more general use throughout the game and scales better than the more expensive MOAB Shove upgrade though they do both see use, so the price of these upgrades has been swapped around. Faster Darts xx1 upgrade will now increase the attack distance of Heli Dart attacks in order to assist with cluttering issues where large numbers of Helis will push each other away from nearby targets


    • 4xx Apache Dartship rotors damage increased 2 > 4
    • 4xx Apache Dartship rotors pierce increased 10 -> 20
    • 5xx Apache Prime rotors damage increased 2 > 8
    • 5xx Apache Prime rotors pierce increased 10 -> 40
    • x4x Support Chinook price reduced 12,000 -> 10,500
    • x4x Support Chinook crate cash reduced $1800 -> 1650
    • x3x Downdraft price increased 3000 -> 3500
    • xx3 MOAB Shove price reduced 3500 -> 3000
    • xx1 Faster Darts also increases attack distance of dart attacks by +30%

    Mortar Monkey


    It has been hard for The Bloon Solver & The Biggest One to exist so close in the same price range when they fill the same role but with The Biggest One being simply better and more versatile, so we have ramped The Biggest One to fill a better role but for a higher cost. Artillery Battery’s special stun bonus is completely ineffective against targets which are impossible to stun, so it is receiving a small damage bonus to these targets to compensate. Other similarly priced decamo options are able to decamo DDTs, so Signal Flare feels like a far lesser choice here having this basic decamo utility locked behind an MK


    • 4xx The Big One shockwave gains bonus to ceramic +1
    • 5xx The Biggest One price increased from $28,000 -> $36,000
    • 5xx The Biggest One can now stun MOAB Class Bloons at a reduced rate
    • MOAB 0.3s, BFB/DDT 0.2s, ZOMG 0.1s
    • x4x Artillery Battery deals bonus dmg to BADs & Bosses targets > 4
    • x5x Pop & Awe deals bonus dmg to BADs & Bosses targets > 10
    • x5x Pop & Awe grants all other x4x mortars bonus dmg to BADs & Bosses > 6
    • xx3 Signal Flare can now decamo DDTs
    • Paint Stripper MK now instead allows xx4 Shattering Shells to remove Fortification from DDT's
    • xx4 Shattering Shells DoT damage per tic increased 1 > 5
    • xx5 Blooncineration DoT damage per tic remains at 5

    Dartling Gunner


    Rocket Storm being cheaper than its T3 when the T3 is more of a decent stepping stone into the good T4 didn’t quite sit right, so these prices have just been swapped. Buckshot pierce has been increased to help make its attacks cut through more for a chunkier hit. Focused Firing’s distance bonus on 203 due to how it is setup with projectile speed dropoff was a bit less than this written ‘25%’ realistically closer to 18.75%, so this number has been increased enough to give it roughly a true 30% increase in distance.


    • x3x Hydra Rockets price reduced from $5250 > 5100
    • x4x Rocket Storm price increased from $5100 > 5250
    • xx3 Buckshot dartling pierce increased 4 -> 6
    • xx5 Bloon Exclusion Zone pierce remains at 6
    • 203 Focused Firing distance bonus 25% > 40%

    Wizard Monkey


    Wall of Fire’s exceptional T2 power needs to be moved around for improved crosspathing, along with a slight nerf to Phoenix as it is currently performing too well, both of these upgrades are shifting some of their power into Dragon’s Breath so it can stand out as more than just a buff to WoF & stepping stone to Phoenix. Shimmer is prone to missing a lot of camo Bloons due to the low attack rate, we do want it to be slower than other decamos to account for the larger radius and better T5 so we are making the radius benefit more noticeable and lowering price


    • 020 Wall of Fire pierce per tic reduced from 15 -> 10
    • 021 Wall of Fire pierce per tic reduced from 19 -> 15
    • 020 Wall of Fire damage Tic rate reduced 0.1 -> 0.15
    • 020 Wall of Fire wall spawn rate reduced 5.5 -> 6.5
    • 120 Wall of Fire duration increased 4.5 -> 5.5
    • 120 Wall of Fire no longer auto-targets but gains a target marker (like x3x Engineer)
    • 030 Dragon's Breath base damage increased 1 > 2
    • 030 Dragon's Breath WoF damage Tic rate remains 0.1
    • 030 Dragon's Breath WoF pierce per tic increased 15 -> 20
    • x4x Summon Phoenix price increased $4000 -> 4500
    • x4x Summon Phoenix pierce reduced 10 > 8
    • xx3 Shimmer radius increased 70 > 80
    • xx3 Shimmer price reduced $1700 > 1500

    Super Monkey


    Ultravision is a lackluster crosspath with so many other ways to get camo detection cheaper &/or for more towers. The Anti-Bloon is expensive but as a quite underused tower feels it doesn’t live up to the super monkey name for that cost, for now the ability is seeing a cooldown decrease. We feel Legend of the Night’s base tower is more usable now after recent buffs, so without a total need to lean entirely on the passive ability for use we are increasing this cooldown to prevent some issues.


    • x5x The Anti Bloon ability cooldown reduced 45 -> 30s
    • xx2 Ultravision grants bonus damage to camo bloons +1
    • xx5 Legend of the Night cooldown increased 120 > 180s

    Ninja Monkey


    Sticky Bomb feels like it is in a very strong point right now in a lot of situations, though flash bomb isn’t good enough without a great deal of support leading into it, this shift should open up for challenge viability especially in ABR.


    • xx3 Flash Bomb price reduced $2750 > 2250
    • xx4 Sticky Bomb price increased $4500 > 5000

    Alchemist


    Transforming Tonic has always had a large struggle with pierce, rather than directly throwing onto the base pierce we have added crosspathing pierce & rate benefits for transformation enjoyers to now choose between. Acidic Mixture Dip stacking from multiple alchemists / stalling tactics too effectively lowered use of other lead counter options in a way we didn’t like, so the maximum stacks here without Permabrew has been reduced considerably.


    • 140 Transforming Tonic monster pierce increased 6 -> 9
    • 041 Transforming Tonic attack speed increased 0.03 -> 0.024s
    • 2xx Acidic Mixture Dip max number of stacks reduced 200 -> 40

    Druid


    Top path Heart of Thunder doesn’t scale well with tiers for an upgrade with such niche use & generally feels lacking, so it is seeing general power improvements across the board to upgrades that incorporate this attack. Druid of the Jungle’s vines feel too strong already for this, but for quality of life the T4 Jungle’s Bounty Druid will now gain targeting options for the global vine attack


    • 2xx Heart of Thunder damage increased from 1 > 2
    • 4xx Ball Lightning (HoT) damage increased from 1 > 3
    • 4xx Ball Lightning (Ball) damage increased from 2 > 3
    • 5xx Superstorm (HoT) damage increased from 3 > 10
    • 5xx Superstorm (Ball) damage increased from 5 > 10
    • 205 Avatar of Wrath applies its full RBE damage bonus scaling to Heart of Thunder
    • x4x Jungle's Bounty vine can now follow tower Target Priority

    Spike Factory


    Spike Factory 4xx feels it needs a small boost in order to really start feeling worth upgrading to rather than getting multiple T3s in the lategame due to the improved Spiked Mines pierce not being as needed for Super Ceramics


    • 4xx Spiked Mines spikes bonus to fortified increased 1 > 3
    • 4xx Spiked Mines explosions bonus to fortified increased 1 > 3

    Engineer


    The MOAB offense of top path lacks for a mainly dps tower that is quite complex to use, T3 Sprockets already feels underwhelming so is seeing a buff here carrying up to T4, and the 320 crosspath will now be able to double dip on the Fortified & MOAB damage bonuses that it gains. Cleansing Foam is only seeing a slight tweak to help it be more viable as 'main camo detection’, this mainly fixes some issues in ABR allowing it to catch quick initial camo spawns.


    • 3xx Sprockets buff amount to sentry rate & deployment increased 40 > 50%
    • 120 Sentries can now benefit from both of the moab and fort damage bonuses on one target if that target is a fortified moab
    • x3x Cleansing Foam attack gains 1s of 4x rate on round start

    Gwendolin


    As she’s a little average all around these days with other heroes overtaking in the past years Gwendolin is seeing some improved quality of life, synergization, and extra juice to the initial hit of Firestorm since currently the ability is not great and the first impact does very little compared to the DoT.


    • lv3 Cocktail of Fire gains a target selection point
    • Lv5 Pyrotechnics Expert: All Ring of Fire, Signal Flare & Dragon's Breath gain 10% rate & radius (This follows normal buff rules, applying to higher tiers, but not subtowers)
    • Lv18 Pyrotechnics Master: Ring of Fire, Signal Flare & Dragon's Breath buff increased from 10% to 20%
    • Lv10 Firestorm initial damage increased 2 -> 5
    • Lv10 Firestorm initial moab damage increased 2 -> 20
    • Lv20 Firestorm initial damage increased 5 -> 10
    • Lv20 Firestorm initial moab damage increased 5 -> 50

    Ezili


    Ezili’s niche use is in an extremely strong spot right now so we shouldn’t really buff her, but anyway Heartstopper & Sacrificial Totem both feel too limited in total possible synergies, these are having quality of life improved and Heartstopper will additionally allow all towers to damage Purple Bloons to open up more combination options and give more reason to use it.


    • Lv3 Heartstopper can now activate if there are Purple Bloons spawned regardless of if they are regrow or not
    • Lv3 Heartstopper now also removes Purple Bloon immunity for duration
    • Lv3 Heartstopper duration increased 6 -> 10s
    • Lv3 Heartstopper cooldown reduced 60 -> 45s
    • Lv7 Sacrificial Totem now gains a targeting option for spawn
    • Lv7 Sacrificial Totem grants an additional pierce to Wizards 1 > 2
    • Lv7 Sacrificial Totem grants an additional attack speed to Wizards 15 > 20
    • Lv12 Heartstopper cooldown reduced 45 -> 40

    Adora


    Adora feels like the perfect target to fill a current hole heroes have, we so far have no real dedicated ‘Fortification Buster’ among us in the hero lineup so giving this to Adora will hopefully allow for new unique use cases that the others don’t fill.


    • Lv3 Long arm of the Light cooldown reduced from 45 -> 35s
    • Lv9 Main ඞttack gains increased damage to fortified Bloons +2
    • Lv13 Main attack fortified damage bonus increased to +3
    • Lv19 Main attack fortified damage bonus increased to +4
    • Lv10 Ball of Light gains increased damage to fortified Bloons +3
    • Lv15 Ball of Light fortified damage bonus increased to +5
    • Lv20 Ball of Light fortified damage bonus increased to +20

    Admiral Brickell


    We had people request a specific funny use case of Brickell on Ravine, and we wanted to scale her main revolver attack better into late game, so she is seeing very slight improvements.


    • lv10 Mega Mine explosion no longer blocked by map line of sight
    • Lv12 main handgun damage increased 7 -> 8
    • Lv15 main handgun damage increased 9 -> 12
    • Lv17 main handgun damage increased 11 -> 18

    Contested Territory - Relic Knowledge


    Most balance time this update was dedicated to actual towers, but a few Relic Knowledge points in CT stood out to us as far too strong or weak & are seeing the numbers update below. Next update we will be taking a closer look at top & bottom performing relic points, so if you want to have your voice heard on that matter the next month will be the time.


    • Camo Trap: Number provided reduced from 2 > 1
    • Flint Tips: DoT tic rate reduced 2 > 2.5s (4 > 5s total)
    • Camo Flogged: Bonus damage to Camo increased from 1 > 3
    • Hero Boost: Increased XP value increased 10 > 15%
    • Going the Distance: Range bonus increased from 10 > 20%
    • Bigger Bloon Sabotage: It goes without saying the Bigger Bloon Sabotage relic was not intended to apply to Boss Bloons and this has been resolved. This was a bug resolved in 32.2 but deserves mentioning here with the rest of the changes


Looking Forward



  • We said a lot in 32.0 notes so not as much new news here, but we restate our commitment to keeping players updated and looking for more ways to get the community involved in future development directions, so your feedback is encouraged, respected, and appreciated.


    34.0


    • Heads down on Beast Handler - from the look to the variety of each path, we are putting great effort into making this all new BTD tower something special. While we’re excited to preview, we have to set realistic expectations that the work involved may not leave much time before the update for sneak peaks, but we’ll do what we can!
    • More Maps - still aiming for 2 new maps to make sure there is plenty of new badges to grab over the holidays


    Creators




    Console



    • We are still pushing hard to get BTD6 submitted for PlayStation and Xbox this year. 4 player couch co-op is so much fun and we can’t wait to share it, but we cannot speak to a launch date, or even whether it’s late this year or early next. As soon as we can update you on release targets, we will!

Contested Territory!

Contested Territory is now live. Gather your Team, choose your Monkeys, and start capturing territory!