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Bloons TD 6

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The Bloons are back and better than ever!

Latest · by Ninja KiwiWebsite

Changelog

Bloons TD 6 - Update 55.0

Added
  • New Hero He-Man with dual form transformation ability, transforming between Prince Adam and He-Man with distinct attacks and abilities at level 3
  • New Hero Dan D'Monke with alternate identity The Masqued Macaque as the base hero for He-Man skin application
  • Level 7 ability allows teleporting another tower or, when transformed, leaping to a location with devastating stunning impact
  • Level 10 ability rallies nearby towers to shrug off negative effects and deal increased damage, and when transformed unleashes Berserk Warcry for hyper-speed dashing between Bloons
  • Hero mechanics including Net Trap, Magic Barrier, Taunt & Stomp, Quick Thinking clutch mechanic, and First Aid healing
  • Mana Shield generation from popping Bloons with damage scaling based on Bloon toughness and track position
  • New Power called Sword of Power that pulses to generate Mana Shield and deal damage while sending Bloons backwards, and increases attack speed for both He-Man and She-Ra
  • New beginner map Skull Tweak, a modern 3D interpretation of the classic Skull Peak from Bloons TD5 with dual paths for Bloons
  • New quest Another Path on the Park featuring a normal game on Park Path with an additional Bloon path
  • New quest Middle of the Wild West featuring Middle of the Road difficulty with reduced income
  • He-Man and Dan D'Monke bundle pack available exclusively for 2 weeks, after which Dan D'Monke becomes available for Monkey Money purchase
Changed
  • Dan D'Monke will not be enabled in events or competitive modes until available for Monkey Money unlock

Available now! Update Video. https://www.youtube.com/watch?v=-5Uweu4vFds

New Awesome
  • New Hero & Skin Introduction

  • As the final piece of our collaboration with Mattel, we are excited to welcome the newest Hero - He-Man, the most powerful man (err, Monkey) in the universe!

  • As all well-versed Masters of the Universe fans know, He-Man is the alter ego of the noble Adam, Prince of Eternia. While He-Man is the eponymous hero, Prince Adam plays a huge role in the classic and more recent cartoons, so we went above and beyond to create 2 heroes in one with distinct attacks and abilities and the ability to transform between them!

  • Prince Adam is always the deployed hero, who attacks quickly as a large melee style sword wielder and is immune to negative effects like Stuns from Bloons or Bosses. But you don’t have to wait long (or at all with the right Knowledge), as the real magic happens at level 3 when he unlocks his iconic Transformation ability, allowing him to hold aloft his magic sword and swap to his super-powered alter ego who trades the attack speed for sheer devastating damage, by the power of Grayskull!

  • Now as many of you know from community discussions on She-Ra and Skeletor, the Mattel items must be presented as in-app purchases (IAPs) to fulfill our license obligations and do justice to this awesome, long-standing He-Man universe. We feel this full hero does that justice, and brings fun and exciting new mechanics that we want to make sure can be fairly used in all of our events and competitive modes. After much discussion, we made the only logical and (in)sane conclusion - instead of doing 2 heroes in 1, let’s do 4 heroes in 1!

  • So we’re also introducing the noble Monkey of the Court, Dan D’Monke, and his secret identity, The Masqued Macaque! Technically identical for game balance but with entirely different 3d models, animations, descriptions, and voiceovers, Dan D’Monke fills the base Hero position on which the He-Man skin is applied, just as Adora and Obyn provide the base for She-Ra and Skeletor.

  • To support the release of the major motion picture release of He-Man, we are presenting the He-Man and Dan D’Monke bundle pack exclusively for 2 weeks only upon release of v55. After two weeks, Dan D’Monke will become available for Monkey Money purchase like any other Hero. Until Dan D’Monke is available for Monkey Money unlock, he will not be enabled in any events or competitive modes.

  • The Hero & Abilities

  • Level 3 Transformation - Activation will blast nearby Bloons with crackling lightning and leave a short lingering attack speed bonus while swapping him back and forth between a quick supportive base form and a solo wrecking ball with alternate attacks and abilities.

  • Level 7 Strategically allows another target tower to be teleported to another location. But when he’s transformed, he takes matters into his own hands and leaps across the battlefield to smash down at the target location himself in a devastating, stunning impact.

  • Level 10 Ability rallies nearby towers, inspires them to shrug off negative Bloon effects and deal increased damage for a short time (at the cost of a slower attack speed) and the cry even activates the effects of passive abilities in radius as if a life were just lost. While transformed however he unleashes a Berserk Warcry that sends him into a hyper-speed frenzy, dashing wildly between Bloons across a huge range, shredding them into confetti (that you definitely shouldn’t let your cats play with).

  • Hero Ultimate Survival Kit

  • While certain attacks and effects are limited to one form or the other, this hero is tough as nails built to survive the densest Bloon rushes.

  • Some of the mechanics that make this work are: the Net Trap catches and slows small groups of Bloons, the Magic Barrier where escaping Bloons cause a magical shield to burst out from the exit to reduce lives lost while shoving the Bloons back and stunning them, Taunt & Stomp to distract and reduce the damage of Bloons or confuse and scatter them, the Quick Thinking (pensive cooldown) clutch mechanic distracts Bloons on the verge of escape backwards, and First Aid will completely heal any damage from a leaked Bloon (assuming you survive the hit!) but only at a rate of 1 life healed per second for only one Bloon at a time - so try not to get hurt again until the healing is done! At the highest levels Mana Shield is generated just from popping Bloons, and his damage scales up the tougher the Bloon threat and the further they are through the track!

  • As noted before, He-Man & Dan D’Monke can be obtained from the He-Man Booster Pack, He-Man Prestige Pack or the new Masters of the Universe Mega Pack which contains the entire set of the Mattel collab items. He-man comes with his own absolute secret Banner & Avatar

  • Not to be forgotten, this bundle will also give a New Power - The Sword of Power. Throw the Sword of Power into the ground where it pulses periodically, generating Mana Shield and dealing damage while sending Bloons backwards. For the Power’s duration, both He-Man & She-Ra attack faster

  • New Beginner Map - Skull Tweak

  • The Iconic Skull from the legendary Skull Peak in Bloons TD5 makes a triumphant return, though slightly tweaked, who would’ve guessed it hadn’t yet reached its true peak? Originally a community made winning submission by Adriano Rossi released in 2014, this fan-favourite battlefield retains its classic layout, complete with rocky cliffside walls, deep fissures and Tim. Seeing this classic map come to life in a modern Bloons 3D setting is super rad!

  • New Quests

  • Another Path on the Park - A normal game of Bloons on Park Path. Except there’s another path for the Bloons to follow!

  • Middle of the Wild West - Middle of the Road against some wild, rampagin’ Bloons. Join a Posse of Monkeys and try to win with reduced income

  • Primary Power Pairs - Use Primary Monkeys to beat Underground with the Tier 5 limit increased by 1 for all paths!

  • He-Man Has the Power! - Help He-Man and She-Ra save the day

  • New Trophy Store Items

  • Monkeys: OG Wind Up Dart Monkey pet for the Dart Monkey

  • Game & UI: Classic Ninja Avatar, Classic Dart Monkey Avatar, Classic Monkey Ace Avatar, Wistful Quincy profile banner

  • New CT Team Store items

  • Building Props: JuiceBar

  • Base Props: Sandcastle, Icecream monkey, Beach Umbrella, Volleyball Net, Monkey Drinking Coconut

  • Water Props: Lifeboat, Swimming Monkey, Shark…

  • Flying Props: Paragliding Monkey, Seagull

  • Team Banners: PArty Hands banner

  • Icons: Snoozing Cat icon, Fortified Castle icon

  • Frames: New Scroll frame

Social Seasons

Social Season #2 is coming up, aiming for late June-early July, and we’re excited about the changes that we’ve made based on our own play experiences and community feedback. Right off the bat, we agree there were too many ‘win games’ goals for the first season. We had already done a significant pare back of target numbers and repeat tasks, but the goals released in Season #1 were still more of a time investment than intended, especially for players who were not setting up their games to make progress on 2 or more goals at the same time. Season #2’s goals have been designed to reduce the time investment overall and also to help players make progress on multiple goals at once. Our hope for Social Seasons continues to be that we’re providing fun, themed events with cool Perk and Global rewards that also provide reasons to mix up your normal play and try new builds. More details:

  • For any ‘Win Games’ goal no single tier asks for more than 5-10 game wins
  • Season #2 goals list has a more varied tasks and more tasks that can be mixed together with others for those who like to plan out simultaneous task clearing with the fewest games possible
  • An indicator will now display when you have hit your daily contribution to global goals
  • Season #2 has 7 new Perks, including Global Jungle Drums & a Monkey Super Star
  • Of course, a new exclusive to Social Seasons Banner & Pet have been created for the Global rewards
  • Theme hint: moustache
Bug Fixes & General Changes
  • A number of localization & ui fixes
  • Resolved a number of minor analytic mis-counts found from Social Seasons
  • Odyssey Completion screen should now show the icon for the difficulty you beat
  • Resolved an issue with round budget generation in Apopaylpse / Freeplay rounds
  • Resolved issues with some towers double dipping certain Monkey Knowledge points
  • The ‘session token is invalid’ error popup now offers a "Logout" option to work around
  • Review Map should no longer hide the Social Seasons button from the end-game screen
  • Resolved a Dev build issue where if Quincy was level 7 at the start of round 25 - BOOM
  • [Co-op] Moved the Home button on the Rejoining screen to prevent accidents
  • Hype Boost Monkey accuracy bonus no longer buffs 360° attacks
  • Tech Bot Primes with Abilities can now be targeted by other Techbots
  • xx3 Tech Bot Prime ability radius now increases with increases to tower range
  • Tech Bot & Prime’s Link or Unlink abilities no longer count as abilities used
  • Resolved a crash that would occur when placing a xx3 Techbot Prime, and then placing the other T3 Techbot Primes
Event changes
  • [Social Season] Resolved a conflict between multiple Social Season Medals
  • [Social Season] The global progress bar now swaps to display Team progress when full
  • [Boss Rush] Bloonarius should properly Bleed Bloons in Rush. If it bleeds we can pop it.
  • [Boss Event] The projectile clear on Boss Spawn & End of Round should now properly destroy projectiles rather than expiring them, which will prevent Sub-Projectile spawns
  • Resolved a game crash that would occur in any game upon losing the first life of the game while using an ambidextrous 052 Boomerange monkey
  • No longer completely blocks abilities with ‘max pierce’
  • Corrected the Boss Roundset within Boss Challenge mode
  • Skull damage thresholds should now work again
Map Specific changes
  • [Dark Castle] Removables should properly restore on map restart
  • [Adora’s Temple] Should no longer layer track items inside the temple in some areas
  • Resolved a visual issue with the background assets
  • [Figgens Creek] Hasn’t been found. Still doesn’t exist.

Legends changes

  • Temporary Traits 'remaining rounds' countdown should now live update
  • Frontier Bloons now list below all others in Sandbox & only after being seen
  • Temporary Traits boosting Bananite now work on Bannite Clusters & Chests
  • When already at full stamina, fishing will no longer play ‘Stamina Recovering’
  • Power Nexus and Master of All Trades artifacts should apply correctly together
  • The Slipped on the Peel Artifact no longer slows Bloons on Zebra Bloon Tiles
  • Resolved an issue with some Artifact produced projectiles not scaling in size
  • Bloons on Zebra Bloon Tiles now benefit from Freeplay Speed modifiers
  • The Tit for Tat Artifact will now speed up Bloons on Zebra Bloon Tiles
  • Bargaining Chip no longer costs more to purchase from merchants
  • All bosses should use their Elite Appearance in late stages
  • Optimizations made to legends save files
Tower Specific Fixes
  • Desperado - A weapon swap bug that no longer matters as weapon swap was changed
  • Super Monkey - Resolved an issue with temple not saving its full discount buff
  • Super Monkey - Resolved a visual placement issue with the temple’s creation animation
  • Ninja Monkey - Resolved an issue where x5x Grand Sabotage ability could be buffed
  • Alchemist - Resolved an issue with some transformed towers losing Camo detection
  • Alchemist - Alchemist Popssum pet can now be muted
  • Druid - Projectile spread can now be buffed by Accuracy improvements
  • Druid - Paragon should no longer consume cash while in Review Mode
  • Druid - Should no longer be able to count. Themselves for Poplust buff during placement
  • Mermonkey - xx5 Final Harmonic should no longer sometimes lose its hero buff
  • Monkey Village - Resolved a minor verbal dispute with Striker Jones
  • Beast Handler - Can no longer give a Merge button to Pro Farmers

Hero Specific Fixes

  • Quincy - just lost the game
  • Gwendolin - No longer loses her extra projectiles after being buffed after loading a save
  • Striker Jones - Should no longer cause x4x Bomb Shooters to not get the cooldown buff from 4xx Monkey Villages
  • Geraldo - Glue is no longer invisible if placed at the top of a map
  • Corvus - Resolved an issue where Camo Detection did not apply to the Repel Spell

Platform Specific fixes

  • Resolved a crash that could occur when loading Cloud Save mid-game

Balance Changes

Boomerang Monkey With 052 Permacharge much preferred due to the ease of obtaining pierce externally, we have moved the ability’s extra damage bonus from crosspath into the base upgrade so that 250 can be more competitive

  • x5x Permacharge ability damage bonus increased 8 > 10
  • 052 Permacharge ability damage bonus remains 10

Bomb Shooter Bomb Paragon is in a spot it seems to perform well, but it still doesn’t see a good spotlight in boss events so we’ve scaled up the Boss Bonuses with a bump in price.

  • Main attack boss damage 2500 > 3500
  • Primary Cluster boss damage 1000 > 1250
  • Recursive Cluster boss damage 500 > 600
  • Paragon upgrade price 600k > 650k

Glue Gunner With the 240 crosspath now providing MOAB Layer soaking, Glue Strike’s base ability will last through more layers before wearing off, but with a slower cooldown to match the T5 which already sits at a 40s cooldown.

  • x4x Glue Strike layers glued by ability 3 > 5
  • x4x Glue Strike ability cooldown 30s > 40s

Desperado Mid-path desperado’s pistol was intended to be a soft ‘minimum range’, but implementation was confusing and frustrating to use, somehow again right after Wolfy’s recent struggles (fun videos those), we decided to work on improving the first timer's desperado experience for this path. The Rifle weapon will now always take priority and shoot first over the pistol if there are targets within Rifle radius, HOWEVER, pistol range is now a true deadzone that the rifle cannot target within. TLDR; The pistol now attacks when there are only Bloons within the pistol radius and nothing in the rifle radius.

  • x3x Rifle takes priority on attacks but cannot target Bloons inside pistol radius
  • x3x Pistol range is now capped and will not scale with range buffs
  • x3x Pistol range increased from 28 > 40

Monkey Buccaneer Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat

  • xx3 Merchantman with cash above $10,000 damage +100%
  • xx4 Favoured Trades with cash above $10,000 damage +100%
  • xx4 Favoured Trades with cash above $50,000 damage +200%

Monkey Ace Spectre was making the save-up into into a Flying Fortress too effortless so it’s single target power has been lowered with a raised upgrade cost, enough to make this not quite so easy

  • xx4 Spectre Frontal Bombs bonus to Ceramic reduced 5 > 4
  • xx4 Spectre Frontal darts damage reduced 8 > 6
  • xx5 Flying Fortress Frontal darts damage reduced 8 > 6
  • xx5 Flying Fortress price increased $85,000 > $90,000

Wizard Monkey The Wizard Paragon's Metamorph form bonus Boss damage from the main flamethrower attack has been reduced as it overperforms even without overclocking

  • Flamethrower Boss bonus damage reduced from 1000 > 800

Druid The Monarch’s Superstorm re-hitting has felt like a success though it over-buffed single target performance while over-nerfing the blowback due to rapid pierce consumption, so we are scaling back the damage but reducing pierce penalties to balance this out. Additionally, to reduce game lag from attack speed double-dipping, the Druid Paragon's Vinenado cooldown has been increased, while its economy has been buffed with higher base income and a stronger Boss Skull multiplier - though we don’t want to quickly jump into making this easily self-sustaining the Boss Skulls in particular should now grant 5x the cash they did previously.

  • Monarch of Storms 5xx storm damage 150 > 100
  • 5xx Superstorm attack MOAB Penalty 4 > 2
  • 5xx Superstorm attack BFB Penalty 14 > 8
  • 5xx Superstorm attack DDT Penalty 7 > 6
  • 5xx Superstorm attack ZOMG Penalty 44 > 32
  • (Paragon) Vinenado attack cooldown 6s > 18s
  • (Paragon) Base Cash Generation 120 > 240
  • (Paragon) Bonus Cash Generation from farm tiers doubled
  • (Paragon) Bonus Cash Generation from T5 farms doubled again
  • (Paragon) Cash Generation multiplier for Boss Skulls 2x > 2.5x (total 5x)

Spike Factory It was a day like any other. Waiting behind the front lines, ready for an attack, sat a lone "Long Life Spikes" factory. Sitting there, alone, the tower thought to itself "Is this all I have? Is this all I am? A machine meant to destroy these floating fools if they break through our defenses? Is my purpose only to sit here as backup? I want glory. I want power!" Alas, this was something it had thought about many times, though not once had it ever even seen a Bloon. This was the life given to those who defended the Monkey Meadows. As time went on, the lone factory grew older. One day, while minding its own business, it noticed something coming along the road… There it was, a single floating red Bloon. The Long Life Spikes instinctively prepared its spikes and finally claimed its first pop. While overjoyed by the accomplishment, that joy soon turned to dread at the sight of countless more Bloons following in the rounds ahead. "What is happening on the front lines?" it muttered to itself. "Was Ryan AFK? No matter, I must stand my ground!" And so countless rounds went by as the factory popped more and more Bloons… No longer just red, but innumerable variations of blue, green, yellow, and even pink. After some time, the small factory realised it could not keep up spike production at this pace, it needed more power, but felt totally helpless. Just as its last spikes were being destroyed and the end seemed near, it happened. Something shifted inside. "Long Life Spikes" blinked for the last time, and when its eyes reopened, "Deadly Spikes" was born. With ruthless efficiency, it tore through the incoming wave with ease. After a few more rounds of chaos, it seemed the situation on the front lines had stabilized. For the first time since its awakening, it was able to cover the area with a pile of iron, 30 feet high! "I will stand my ground till the very end.” it vowed. “I will not let a single Bloon pass." Many, many more rounds passed. Every now and then the Bloons would return, and every time Deadly Spikes stood proud and victorious. No longer fighting mere Bloons, it now fac

Bloons TD 6 - Update 54.0

Update Video: https://www.youtube.com/watch?v=ItotzXvYK1E

New Awesome

New Paragon, the Root of all Nature for our beloved Druid

  • Bestows a suite of primordial blessings upon its most trusted BrObyn

  • Generates cash based on the size of Banana Farm empire at the end of each round, the end of each BAD Bloon and the end of each Boss Skull, NATUREPROVIDES!

  • Basic attack unleashes a jet of Electrified Thorns that ricochet between Bloons to tear powerful groups apart, and the longer it can keep attacking the faster its attack rate will scale

  • The track is reclaimed by a sentient forest that tears apart Bloons passively & with wrathful storm trees that grow around the track attacking nearby Bloons to deal damage and blow them back with Vinenados (yes Vinenados - next up, Vinenados on a Plane!). These trees also count as ‘Banana Farms’ for… Paragonical reasons

  • Primordial Wrath ability can be toggled on or off to enter a beautifully furious wrathful nature state, draining cash over time while providing a massive damage boost to the tower until disabled - but take note: no cash can be generated from towers during this time.

New Advanced Map, Mushroom Grotto

  • A community competition winning map from u/Oski_01, this map utilizes new lighting functionality from Frontier Legends to apply regions of spore filled darkness that towers are unable to see through, the Mushroom patches can be interacted with to illuminate more areas.

New Pro Powers

Tech Bot Prime, has a larger radius and Ambush Tech built in

  • Top path will boost the damage of abilities that it triggers, and trigger additional copies of the same ability, with a pinnacle upgrade that grants additional damage to all attacks from the linked tower for a few seconds after ability activation

  • Middle path can link up to multiple different Monkeys, trigger abilities in radius of the Techbot as well, and gains a massive radius with an option to toggle automatic activations off and instead trigger all linked towers and towers in radius at specific times with its own Activate All ability

  • Bottom path can set multiple Ambush points with mini ambush drones, causes linked abilities to cooldown faster, and can activate its own ability which triggers all abilities in Techbot radius regardless of their cooldown state with a 25% chance to reset their cooldown again

Monkey Boost Pro places a Hype Boost Monkey, who activates a Monkey Boost ability

  • Top Path grants towers extra range, Camo Detection, Accuracy, All damage type popping & even allows towers to shoot through walls!

  • Middle path gains a much shorter cooldown, longer duration, and immunity to any stun or interruption mechanics as well as breaking them out of any of these mechanics

  • Bottom path can store up to 3 ability charges & instantly replenish these with Monkey Money, increases attack speed for all towers in radius at all times, and grants bonus damage to towers

Key New Feature - Social Seasons

We are super excited to update Teams and provide a new reason to join them and play as Teams inside the new recurring Social Seasons event. Don’t let that Seasons word worry you - there are no Battle Passes and no new IAPs related to this - just fun Goals for you to achieve with your Team, and for the first time ever in BTD6, the entire community of Team players going after epic Goals! The Seasons umbrella merely provides a timeframe for your rewards to be active, until the next Season arrives with its own new Goals and rewards. Read on!

Social Seasons

  • Each Social Season is a new Team-focused event where participating Team members complete individual goals to earn points and progress toward special new Team rewards. Social Seasons have 2 Phases over two weeks each, with 5 stages of rewards. Goals are balanced to require some daily effort from most of a large team, with max rewards still being possible for a small dedicated Team. Don’t worry, slower teams and late joiners can still work on any incomplete Phase 1 tasks during Phase 2.

  • Rewards you say? Up to 5 temporary Perks can be unlocked through Team progress, and 2 extra from Global Goals. Some examples of Perks that can be unlocked are Anti-Camo Dust which grants an ability to de-camo Bloons, and Bouncy Projectiles to enable all of your towers to rebound off obstacles and map borders. Players can individually manage their unlocked perks to enable any 3 at a time to grant powerful bonuses in non-competitive modes (excludes CHIMPS, Ranked, and submitted Maps and Challenges). Any Perks earned during the Social Season will be usable by players until the next Social Season begins, when the next set of Goals and Perks will be revealed.

  • In co-op games these Perks will follow MK logic so that the same Perks don’t stack but each player will apply their own Perks for all players in the game - making a well coordinated co-op game the only way to see all 7 Perks active at once for added social fun. More sweet Badges! Earn stackable Season Team Badges that celebrate your progress, plus a unique Season Ultimate Team Badge and a completionist Season Champion badge. All Badges will be braggable on your profile page, and Team-earned Badges will also appear on Team profile pages

  • Saving the cutest for last - an exclusive pet! Awarded to all players who earn points during the Season for reaching the all-Teams Global Goal. Once claimed, these adorable exclusives are Trophy Store (not Team Store) items that the player owns forever and can activate individually. For launch, we have a Dr Monkey Teams banner and an unstable but adorable Possum pet for the Alchemist, and more will be coming for future social seasons. Go Teams Go!

  • Please note that the Social Season #1 will not start as soon as v54 launches. We want to give the rest of the content in each update time to shine, so Social Season events will usually start a few weeks after each update. Season #1 will start in late April.

Teams 2.0!

  • Massive, massive overhauls to how the Team Store works, how items are now owned by players but used by Teams, the Mayor of the Day helper feature for Teams with lapsed leadership, and a gorgeously expanded 3d Team island that allows every Team member to place multiple items!

  • Team Store: We’ve flipped crowdsourcing Team items on its head! No more contributions - players earn Team Trophies and spend them to buy the items they want. Those items stay with them permanently if they move to a new Team. Every player has individual decoration options, and the Mayor can choose buildings, frames, and emblems from everything owned by the Team

  • Team Island gets an amazing upgrade, allowing up to 15 land, 15 air, and 15 water decorations, one from each Team member. It’s gorgeous chaos perfectly suited to BTD6 and we can’t wait to see what well coordinated Teams will get up to. Mayors still set key elements like central building and Team iconography

  • Instant Teams for Social Seasons: in order to streamline participation in Social Seasons, players will be able to quick-join Public Teams with recent activity or quick-create a team. We’ve also lowered the cost of creating a team to 200MM for more access. For Teams wishing to control your membership, we recommend you set your Team status to Private before the Event starts.

  • Mayor for a Day: many of us have struggled on Teams with lapsed Mayors and Assistants, which prevents key interaction with Team tools and decorations. If Mayor and Assistants have been dormant for too long a ‘Mayor For A Day’ button appears for other Team members. This temporarily assigns Assistant permissions for decorating Team island and setting Team focus only (not promotion/demotion). After filling this role 5 times total a player is upgraded to full Assistant status. If the Team Mayor has been inactive for more than 90 days their team creation fee is refunded and they are demoted to Assistant with the most recently active Assistant promoted to the Mayor position. We hope this will help with the natural lifecycle of Teams and keep active players together.

  • Please note that the Social Seasons event will not be live when Update 54 launches. We always have plenty of new things to explore in each update, so the Social Seasons are intended to go live a few weeks after each update. Keep your eyes on the countdown and we hope you and your Team will have fun and win that Possum Pet!

More New Awesome

New Achievements

  • Season Starts: Achieve Tier 1 in any Stage in a Social Season

  • Mid Season: Earn 7,500 Stars in any Social Season

  • Season Champion: Earn a perfect 15,000 Stars in any Social Season

New Trophy Store Items

  • Game & UI: Bringing back 4 classic avatars and Spring Banner

New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • Spring Avatar

New Social Seasons items

  • Dr Monkey banner, Alchemist Transforming Possum pet

New CT Team Store items

  • Building Props: Hollow Tree

  • Base Props: Tiered Fountain, Terrarium, Shrooms, Nana

  • Water Props: Lily Pad Cat

  • Flying Props: Butterflies, Broomba Cat

  • Team Banners: 1x BCS Banner

  • Icons: 1x Emblem icon

  • Frames: 1x Emblem frame

Boss Changes

  • Bosses now only need to be completed in Normal mode once each to permanently unlock their Elite mode for all future events featuring that boss.

  • Diamondback - now unwinding into the full game! Look for this dastardly Boss in base game Boss Modes, Boss Rush, Contested Territory and Rogue Legend

  • Lych - No longer exists as you once knew it

  • Dreadbloon Elite - now has 7 skulls and loops through each immunity twice

  • Blastapopoulos - Heat builds up slower, Fireballs are now tied to the Heat mechanic with no fireballs cast below 25% heat and 1 extra fireball cast for each 25% fill. Using abilities that don’t reduce heat will now generate extra heat with more heat generated the longer the ability cooldown. Note Heroes & Powers will not generate extra heat from this.

  • Lych 2.0 - now exists and can finally appear in Boss Rush & Rogue Legends!

Lych has been a source of confusion and problems over the years, so we’ve finally decided to take the time to revamp it into Lych 2.0. This is the same Boss but rebuilt in some very different ways Here are some of the details for the new Lych 2.0

  • Has Regrow property, causing it to passively regenerate a small amount of health on a 9s interval. This regeneration can be blocked or removed. Attacks that deal bonus damage to Regen Bloons will also apply to Lych.

  • Tower sellback value is passively reduced by a flat -35% while Lych is in play, but selling towers will no longer cause additional healing.

  • Periodically Lych drains buffs from surrounding towers & restores Regrow Property to itself if this has been removed. Lych no longer heals from this, only removes buffs from nearby towers. Upon the Regrow Property being restored the first time, the passive health restoration instead has a one time 3s interval on the Regrow Property before any health is restored. Make sure you have lots of regen stripping towers on the field to constantly keep it at bay.

  • Lych periodically spawns Tombstones on the track that can be targeted and attacked by towers but can also be ignored if you want to focus down the boss faster; beware though Tombstones block pierce for all projectiles passing through them and passively spawn Zombie MOABs of an increasing tier over time until the Tombstone is destroyed. Tombstones also have a higher danger priority than the Boss, so be careful when using Strong targeting!

  • Lych will still turn Ethereal on Skulls, but now spawns 3 weaker Lych Souls spaced out along the track that must be destroyed to return back to regular form. In Elite mode, 5 Lych Souls will spawn instead. Lych Souls no longer passively drain lives, but will spawn their own additional Zombie MOABs over time.

Frontier Update

  • Frontier now supports a second save slot, for players who want to keep their forever world while playing through new experiences.

  • Frontier now supports multiple difficulty choices when starting a campaign, it can also be changed on an existing save. If you have a Frontier save from before v54.0, it will automatically be set to “Normal”.

  • Story: Faster stamina regen, slower Bloons, slower Wild Bloons, no cash penalty on loss, Saloon Refresh cost reduced, easy mode pricing for towers.

  • Normal: Normal Stamina Regen, normal Bloon Speed, normal cash penalty on loss, normal Saloon Refresh cost, normal mode pricing for towers… Yea, normal.

  • Hard: Reduced passive stamina regen, Bloon Speed increased, Tower Tired penalty increased, Saloon Refresh cost increased, hard mode pricing for towers.

  • Extreme: No Life Regen at Campsites/Homestead, further reduced passive stamina regen, victory cash reward increased, Cash increased from Fishing & Bloon fighting, Stamina Regen from Fishing & Bloon fighting increased, Impoppable mode pricing for towers, games now restart on defeat, Towers will flee at 0 Stamina, and if you run out of lives your campaign ends immediately!

  • Custom: Unlocked by completing the campaign on any difficulty, allows you to mix and match difficulty modifiers, plus additional modifiers that are not available in the preset difficulties above.

  • New Feat for completing the campaign on Extreme without changing difficulty.

  • Fishing improvements, on average you should make a little more cash from fishing & also see a greater variety of fish.

  • At least 10 new fish, in fact 15 more than that - there’s 25 new fish!

  • Fish chances diversified so that you don’t always see the same few. Some fish are still rarer than others, but previously when the most common within each rarity were appearing about 25% of the time, the most common will now only appear about 10% of the time

  • 2 new Sheriff items that can be found by fishing up the associated trash fish

  • Location & Time of Day based fishing changes - certain fish are more likely to appear at either day or night, and some fish will also favour certain fishing locations over others

  • Tower recruitment costs now scale with their traits, negative traits will lower the cost of towers while positive traits will increase their cost

  • Whole new Quick Draw Minigame & Overworld Wild Bloons overhaul. We heard your concerns and have expanded and reworked the Quickdraw minigame, give it a fresh try!

  • Completely reworked how Wild Bloons spawn in the overworld with max & min spawns per area based on day, night & Bloon types

  • The minigame is different and rebalanced, we’ve reduced the reliance on reaction time, and loss no longer occurs after one mistake, and you can land crits!

  • Introduced more balance axes to make different Bloon Types feel unique

  • Punishment for losing reworked and reduced to not be so punishing with reduced stamina penalty and a life cost instead of a cash cost

  • New Sheriff gear - 4 new hats, 4 new armours, and 4 new weapons including the 2 new items found from fishing

  • Random Encounters - these random events will occasionally trigger and liven up the world. An encounter will prompt a dialog box with a situation and give you choices to resolve that situation. Your Posse members can get into all sorts of wacky situations, which may result in learning a new trait, or losing one, or completely changing all its traits! Your Posse can also gain temporary traits that last a few rounds, or you may get lucky and gain free resources.. Or lose them.

  • Collection Screen expanded - implementation of 100% completion tracking. Added a lot of collection stat tracking with over-100% bonus for Black Borders with Final Completion Total of 110% including black bordering. This is broken down into Story, Exploration, Items, Fishing & Quickdraw and progress can be viewed per region in your homestead

  • Homestead overbuff, recruits left in the Homestead (ie; your Ranch Hands menu) will continue recovering stamina past 100% at a reduced rate up to a max of 200% and also receive a rested buff when above 100% stamina

  • New Monkey Traits that can roll for any new recruits; Burst Fire, Re-hit, HUGE Slow Projectiles, Gambler, Lucky & Teleport

  • Legendary Monkeys are now cheaper, and there are more to find at the Saloon (Keep your eyes peeled for Bert!)

  • More Homestead space upgrades, with a LOOOOT more Monkey capacity, for the completionists who want to get all of those new Legendary recruits.

  • A bunch of general balance tweaks across the frontier

Rogue Update

  • Modified a number of existing maps, removing many standard Bloon encounters and adding more optional short paths to reduce the total length of many of the longer maps. Please continue to pass on any feedback about specific maps, as we plan to do more passes over this and it helps us out a ton narrowing down the fun/problem maps!

  • Added 9 new maps that can appear, with new biomes! Explore desert, lava & snowy rogue maps all with optional fast paths of roughly 5-7 standard Bloon tiles as well as long paths allowing you to choose your own pace.

  • As noted in the boss section, Diamondback & Lych will now appear in Rogue, along with their own unique Boss Artifacts!

  • More artifact support for Hero & Power builds

Bug Fixes & General Changes
  • Double Cash again works in Sandbox mode

  • Resolved an issue with UI Transition stutter on some devices

  • Resolved a crash that could occur backing out of Odysseys too quickly after starting a journey with an empty crew

  • Diamondback visual fx should now scale correctly with boss size changes

  • Resolved a crash that could occur when opening the mailbox with Monklish language

  • Paths & Areas can now be placed in Drop and Lock mode within Map Editor

  • Resolved some inconsistencies with how Powers counted towards tower limits

  • Heroes no longer gain experience in Sandbox

Map Specific changes

  • [Spa Pits] Ninja Paragon should now correctly apply its Grand Sabotage effect

  • \ Monkey Ace should now fly correctly when platforms move

  • [Ancient Portal] Sauda & Corvus track wipe abilities should no longer affect only 1 path

  • [Ancient Portal] has been moved from Advanced to Intermediate. Please note that we will not move maps up in difficulty, however as it seems appropriate we have dec

Bloons TD 6 - Update 53.0!

New Awesome
  • New Hero Skin - Firecracker Gwen!

  • Celebrate anything and everything with Firecracker Gwen’s fireworks!

  • New Advanced Map - Party Parade!

  • Festivities are under fire! Bloons have been spotted at Party Parade, and it’s up to you to defend the great lane division from oncoming threats in both directions! Don't let the Bloons burst the fun - stay sharp, divide your forces, and let’s get this party popping!

  • New Quests

  • ZOMG Rush: Beat rounds 30-60 on Off the Coast with a ZOMG that spawns right away at the start, and respawns every time you pop it!

  • Support Monkeys Only: Beat Bazaar on Impoppable difficulty with Support Monkeys only

  • Targeting Monkeys: Clear the faster paced Rogue Roundset on Logs with limited towers but with a catch, for this quest All Monkeys shoot where you aim!

  • New Trophy Store Items

  • Game & UI: Firecracker Gwen avatar, Cupcake Heroes avatar, Silas profile banner

  • Limited Seasonal Item: Lunar New Year profile banner

Game Changes / Additions
  • Co-op end screens now have Add Friend buttons
  • Advanced tower performance: Towers Info panels now have an extra button listing a performance summary with more details for how many pops, how much damage, cash earnt, current value and lives earnt they have!
  • You asked (many times), and finally you receive! Powers that you own a copy of can now be used in Sandbox for free
  • Obtaining an Insta-Monkey for the first time will now display a ‘New’ banner on the rewards screen - no more guessing if you already had it in your collection!
  • Hero Pets can now be mixed and matched regardless of the associated Hero Skin, because Ocean Obyn loves that little fiery Balfrog
  • Optimizations made for load times & performance in Legends game modes
  • Boomerang Paragon new ability ‘Overcharge’. Upon activating immediately granting itself 10 stacks of ‘Overcharge’ which give increased attack speed for every stack, stacks will deplete over time one by one every few seconds. More detail in balance changes section later
  • Druid Jungle’s Bounty ability is no more, druid cash generation is now purely a passive end of round bonus. We are looking at possible changes for other abilitized cash generation and would like to hear more thoughts on this. To be clear; we are not simply looking to swap every cash generating ability to a passive, but there should be some choice in when you time an ability activation and we do not agree there was any reason to not spam these on cooldown which makes this a tedious clicking quota. Druid’s cash generation already has interesting interaction so for this case it felt more interesting to focus on that interaction instead, and the new ability gives careful timed activation that can assist in holding off on spending money on DPS towers for longer to effectively earn more cash which is more engaging of a choice to make. More detail in balance changes section later
Bug Fixes & General Changes
  • Resolved a number of minor localization & UI issues
  • Resolved a number of erratic menu screen transitions
  • [Map Editor] Crash closing tab when previewing Prop or Action Prop
  • Resolved an issue with Tower Unlock Packs displaying ‘purchased’ when they were not
  • Resolved an issue where T5 towers consumed to create paragons were contributing their cost value in addition to their T5 value to the resulting tower
  • Pro Powers should no longer count as a tower towards global tower limits in regards to preventing placement of future towers (Were already placable themselves past the limit)
  • Insta Monkey collection no longer list ‘out of 1664’ as there are still only 1600 instas
  • What Did it Cost should now work again
  • Budget Cash Drops should again work while in the main menu
  • The ‘Log In’ pop up should no longer be able to stack multiple times
  • Challenges that prevent use of certain upgrades should now correctly prevent use of instamonkey towers that are upgraded beyond those banned tiers
  • Fixed that one guy’s really specific crash

Event changes

  • Resolved some buggy interactions with Beast Handler
  • Resolved a number of missing animations for items placed in CT team island
  • [Boss Rush] Updated some missing seasonal visuals
  • [Boss Rush] Resolved an issue where Blastapopoulos could double Fireball Spawn
  • Correct a number of cases of incorrect localization
  • Fixed a number of cases where things that should have progressed certain goals were not doing so correctly
  • Resolved and Error popup that could appear clicking Share Button

Map Specific changes

  • [Tricky Tracks] Reduced hitbox size for lights interactables
  • [Tricky Tracks] Adjustments made to fix overlapping farm placement
  • [One Two Tree] Should no longer prevent Chinook from redeploying towers from one category specific tile to another specific tile for that same category

Marketing Changes

  • Following mobile marketing tests last year, we are starting a broad paid marketing push for Bloons TD 6, starting with mobile platforms and expanding to PC later
  • For marketing to be effective, we enable basic player behavior data to be shared with the advertisers so that we know what type of ads are most effective
  • Players on iOS may now see the App Tracking Transparency system message, especially new players. This is Apple’s high standard opt-in for data authorization, so completely up to each player and will not effect game performance or features.
  • For perfect clarity, this has nothing to do with ads being shown inside BTD6. We do not show ads and we have no plans to show ads in BTD6. This is only so that players who see an ad and download the game can share data that will help us improve our marketing efforts - making the BTD6 community bigger and better. Thank you!

Legends changes

  • A pass has been made over the mode for improved UI polish
  • Implemented small dialogue pop ups over monkey villagers and other NPCs
  • Improved Bloon circling around map tiles to be different depending on tile size
  • Added a warning prompt when attempting to retreat a tower with 0 stamina
  • Bananite count-up animation is now faster the more Bananite was earned
  • Rocko now has the Sticky Bomb trait wherever they appear in the campaign
  • Improved visual feedback for Lives & Stamina both in game and overworld
  • Added a 3D Overworld Diamondback model for associated tiles
  • Current Bananite balance is now displayed in the Fishing UI
  • Players can no longer fast travel to their current location
  • Resolved a rare issue when fishing up a Bloon Chipper if the player was outside or had an open window they could be sucked through it into a pocket dimension and forced to compete against other players at yahtzee where the champion would be selected to challenge the evil power and if successful be the only one permitted to claim the crown and return back to their original reality
  • Improved UI layering to resolve some cases of clipping
  • Players should now properly be able to resume Frontier progress after immediately after completing the Trial & purchasing the DLC pack at the end, without being kicked out of Frontier mode and having to load back in
  • Resolved some cases on awkward map geometry in a number of locations
  • Resolved a number of cases where multiple different cutscene type events could trigger at the same time
  • Resolved an issue where some tiles could become uninteractable after a loss
  • Frontier profile stats should no longer include a bunch of Rogue related stats
  • Frontier save data has been optimized to reduce space
  • Resolved a number of cases of incorrect camera transitions / skipping
  • Sheriff should no longer retain his clothing in the UI at the start of a new campaign after deleting an old one
  • Resolved an issue where dismissing heroes in a certain order allowed purchasing the same Hero multiple times (Could not be used in the same posse anyway)
  • Fishing rods can no longer be cast multiple times at once to trigger many fishing minigames simultaneously
  • Boss Bloons should now correctly animate when found in the Overworld
  • Glass Bloons should no longer be immune to projectiles that spawn inside of the reflection radius (Including things like explosions and 3xx Beast Handler fish)
  • Glass Bloon immunities list has been corrected
  • Resolved an issue where some tiles would vibrate slightly when held
  • Quick Restart hotkey disabled as it is not supported & was breaking games
  • Chest lids are now attached to the bottom of the chest with hinges
  • Beast Handler should now correctly be stunned by Retribution Bloons
  • Resolved issues where Beast Handler could break attacking Frontier Bloons
  • Feeble trait damage reduction corrected 50 > 40
  • Phantom trait stamina cost reduction corrected 20% > 25%.
  • Rebound trait correct to bounce up to 1 > 2 times
  • Undertaker trait corrected Zombie lifespan 3s > 18s
  • Zombie Traits should no longer be overridden by the Wader Outfit
  • Resolved an issue where the currently selected base base hero’s description could apply over the top of different heroes selected within frontier
  • Resolved an issue where maps were not properly randomizing
  • Sheriff should no longer appear as an insta-type reward. Wait, what’s that? Oh, it probably wasn’t actually happening anyway but I already wrote this so just pretend
  • Resolved some Artifact generated projectiles not correctly scaling with the visibility slider
  • Corrected some tiles appearing rotated backwards in maps
  • Resolved some crashes that could occur related to rebounding artifacts
  • x3x Druid Vines can no longer crit with artifacts as they destroy all targets
  • Legends Trials should now play their associated music instead of the main menu theme
  • Resolved some cases in which Rich Presence could not differentiate legends
Tower & Hero Fixes
  • Dart Monkey 4xx Crosspathed Juggernauts should no longer bounce off map borders
  • Ice Monkey 4xx Embrittlement shaved off a single vertice error from its left eyebrow
  • Ice Monkey x5x Absolute Zero’s freeze should no longer prevent Ice Monkeys attacking the target
  • Mortar Monkey 032 Mortar should now be able to apply Burny Stuff to Black Bloons
  • Captain Churchill Lv17 Bonus damage to Fortified should no longer break at this level
  • Ezili's Lv3 Heartstopper Ability now grants Purple popping power for Blastapopoulos (Fortunately doesn’t even have to convert Purple Bloons into MOABs to achieve this!)
  • Ezili's Lv3 Heartstopper Ability should not lag as much with high Bloon Counts
  • Psi Lv4 Should no longer hit Lead/Purple until Psi is able to pop those types
  • Silas Lv13 no longer allows T5 Ice Monkeys to be placed when prohibited by challenge rules

Platform Specific fixes

  • Resolved an issue which could prevent the FPS cap from applying in all cases
  • Resolved a crash that could occur after updating linked email address
  • Resolved a crash upon finishing the Frontier Legend preview quest
Balance Changes

We have seen an increase in feedback related to power creep impacting enjoyment and we do want to go into this year similar to how we finished last year with more thought on targeted nerfs and fewer buff changes mostly focussing on the quality of life angle or big things that have been on the backlog for a while rather than injecting raw improved stats, this said there are still a number of your highly requested buff changes in this list.

Dart Monkey

Juggernaut knockback is excessive against regular light Bloon targets and will be reduced.

  • 4xx Juggernaut light knockback multi reduced 6 > 4
  • 402 Juggernaut light knockback multi reduced 9 > 6

Boomerang Monkey

Bionic Boomerang is getting a rebalance improving baseline power outside of ability activation while maintaining roughly the same power when ability is activated. MOAB Press continues to act as a very powerful scaling MOAB Stall option, slightly increased cost will add up more when building these in groups.

  • x3x Bionic Boomerang bonus damage to MOAB-Class 2 > 1
  • x3x Bionic Boomerang attack cooldown reduced 0.238s > 0.15
  • x4x Turbo Charge ability rate boost reduced from 7x > 5x
  • x5x Perma Charge attack cooldown 0.034s > 0.03s
  • xx4 MOAB Press price increased from $2400 > $2700

Boomerang Paragon is being rebalanced around a higher price point, and as a part of this change is gaining its own ability Overcharge. Upon activation this immediately grants itself multiple stacks of Overcharge buff which each increase the tower’s attack speed but these stacks rapidly deplete over time one by one until expired.

  • Paragon cost increased $250,000 > 375k
  • Paragon attack damage increased 20 > 25
  • Overcharge number of stacks applied: 10
  • Overcharge attack cooldown per stack: -10%
  • Overcharge duration per stack: 3s
  • Overcharge cooldown: 45s

Bomb Shooter

Previously increasing the Bomb Blitz cooldown once the passive became much more powerful felt like a mistake, instead we want to bring that back and push the price up to something more fitting again instead.

  • Bomb Blitz price increased $23000 > $30000
  • Bomb Blitz Bomb storm cooldown reduced 75s > 60s

Similar to previous changes for abilities on paragons, as Bomb Paragon’s main attack is quite slow we have decided to tilt its power more directly to MOABs than just bosses. So its damage & MOAB Damage bonuses are being scaled up so that outside of the ability it should hit for much chunkier explosions whenever it attacks.

  • Paragon main explosion damage increased 210 > 250
  • Paragon main explosion bonus MOAB damage increased 2100 > 2500
  • Paragon main explosion bonus Boss damage increased 0 > 2500
  • Paragon cluster explosion bonus MOAB damage increased 300 > 1000
  • Paragon cluster explosion bonus Boss damage increased 900 > 1000
  • Paragon secondary cluster explosion bonus MOAB damage increased 150 > 500
  • Paragon secondary cluster explosion bonus Boss damage increased 450 > 500
  • Paragon Ability cooldown reduction per leak increased 5s > 10s

Tack Shooter

We feel the Tack Paragon needs a nudge to help it compete against other paragons as this price range proves to be quite easy to skip over.

  • Paragon Ability Meteor damage increased 50,000 > 60,000
  • Paragon Ability Fireballs damage increased 700 > 900

Ice Monkey

Ice Monkey T5’s are very strong right now, Embrittlement in particular stands out as a problem with its high damage so this is being reduced, however the range of its shards is being increased to retain the higher cool factor of buying this upgrade. Absolute Zero is also seeing a price increase as another very powerful Ice right now. We’re also increasing the soluopopatsalB counter potential here on middle and bottom paths. Ice Monkey’s paragon has caused a big stir with the powerful mechanics it brings to the table; uptime of its passive debuffs is being lowered as currently it maxes uptime too easily without degree investment and Embrittlement debuffs will no longer be stackable - only the highest tier Embrittlement debuff will take priority. Finally players responded with a lot of love for what Ice Paragon brings but also big annoyances with timing; for QoL we have changed the skull freeze from a debuff that has to be applied to a boss to be a simple active duration, this means is instead timing 1 exact frame for the debuff to be applied the effect will just be active for a duration and should work so long as a boss skull is triggered any time within that active duration.

  • 5xx Embrittlement shard damage reduced 10 > 5
  • 5xx Embrittlement shard projectile range increased 20 > 40
  • x5x Absolute Zero price increased $19k > $21k
  • x4x Snowestorm ability heat reduction 500 > 1000
  • x5x Absolute Zero ability heat reduction 1500 > 3000
  • xx5 Icicle Impale icicle heat reduction 6 > 10
  • Paragon attack interval increased 4 > 5
  • Paragon attack cooldown increased 3s > 4s
  • Paragon beam pierce set to 500
  • Paragon Bloon damage debuff reduced 10 > 8
  • Paragon’s bonus damage for ice attacks no longer applies to Shatter damage type
  • Paragon’s Eclipse of Fimbulwinter skull freeze is now an active duration not a debuff

Desperado

Bottom path’s Avenger was severely underappreciated when it was last buffed, with that buff bringing in so much attention it is time to step back that power. At the same time bottom path Desperado’s low shotgun range is being scaled up to increase their useful placement, and as a fittingness and fun bonus Nomads will also be allowed to group up in range of other Nomads with no penalty. The Desert Phantom also gains more single target buckshot power as this big weakness holds it back considerably.

  • x3x Deadeye fort bonus reduced 12 > 10
  • xx1 Wanderers no longer remove Wander stacks from other Wanderers
  • xx3 Enforcer shotgun range increased 28 > 36
  • xx4 Avenger price increased $6500 > $9500
  • xx4 Avenger moab knockback reduced 2 > 1.5
  • xx5 The Desert Phantom buckshot MOAB bonus increased 20 > 40

Sniper Monkey

For Deadly Precision a price decrease allows for more early to mid flexibility, and granting it a huge Ceramic bonus allows it to pop Super Ceramics now in 1 hit instead of 2 for possible lategame use cases without spiking its MOAB power too much as Maim MOAB doesn’t really want to destroy MOABs quickly.

  • 3xx Deadly Precision Ceramic bonus damage increased 15 > 50
  • 3xx Deadly Precision price reduced $2500 > $2200
  • 4xx Maim MOAB price increased $6000 > $6300

Monkey Sub

Monkey Sub kept leaving bags of poop on our doorstep and will be gaining improved reliability for its de-camo pulse, with Reactor already doing very good at this and buildup growing more reliable from the change it gets a tiny price raise.

  • 3xx Submerge and Support de-camo pulse cooldown reduced 1.5s > 1.35s
  • 4xx Bloontonium Reactor price increased $2300 > $2400

Monkey Buccaneer

Destroyer’s price is going up very slightly as it’s performing well, but we’re mostly happy with it. Aircraft Carrier’s lifespan is being tweaked slightly to properly tie in the xx1 crosspath as a projectile distance buff for all projectiles rather than just the small selection it currently buffs.

  • 3xx Destroyer price increased $3050 > $3350
  • 4xx Aircraft Carrier base projectile lifespan increased 0.6s > 0.7s
  • 4xx Aircraft Carrier plane missiles lifespan reduced 24 > 16.8
  • 401 Aircraft Carrier plane projectiles scale with the Long Range upgrade

Monkey Ace

The suggestion sounded cool? & Pineapple crosspath has always been really boring so some coo

Bloons TD 6 - Update 52.0

Update Video: https://youtu.be/gVaNbCIr2mY

Key New Features
  • New Legends DLC - Frontier Legends

YEEHAWW! Saddle up, partners! It is our incredible pleasure to introduce our second game-within-a-game Legends drop - Frontier Legends! This DLC is the longest and most robust long-form story game we’ve built at Ninja Kiwi, and we sincerely hope you enjoy the experience. If we were to describe it in BTD6 main game terms, it’s like an Odyssey Quest across 50+ maps in a huge 3D world, plus mini games, persistent currency and upgrades, and RPG-style Monkeys with prefix names that correspond to unique traits.

We have gotten so much fan art over the years about the maps being connected, we decided to pay homage to that in a pretty huge semi-open world. We love discussing canon with the community and often intentionally dodging questions of exactly what is canon, and we felt ready to tell a story that adds lore and whimsy to the Blooniverse.

Relative to Rogue Legends, the size of Frontier Legends DLC and the development effort behind it are both significantly larger and the slightly higher price of US$12.99 reflects that.

Check out all of the awesomerness included in Frontier Legends!

  • Build your Sheriff by mixing and matching Hats, Torso Equipment, Weapons, and Consumables - and don’t forget to bring along your favourite pet companion!

  • Mosey on over to the Saloon to recruit hired monkeys with their own unique names and randomized traits

  • Sometimes a Legendary Recruit may show up, so keep an eye out for them!

  • Multiple Heroes, as you journey through the Frontier world, you can increase the normal hero limit by earning Deputy Stars. I wonder how high this can go?

  • Face 6 new specialized Bloons unique to Frontier Legends introduced throughout all new round sets

  • Dynamite Bloons: Careful of that blast radius

  • Glass Bloons: Some projectiles bounce right off

  • Diamond Bloons: So shiny those high damage attacks lose their luster

  • Aura Bloons: These farm so hard nearby Bloons are inspired

  • Retribution Bloons: Sometimes what you hit can hit you back

  • Ringleader Bloons: So influential they shield nearby Bloons from damage

  • Diamondback, the new and terrifying multi-segment Boss Bloon

  • This boss will be exclusive to Frontier at launch, but we will be adapting it for inclusion in the base game next year

  • We’re sure players will work out all there is to know but we will share that it is a conglomerate boss inspired by Bloons Super Monkey 2

  • Core mechanics revolve around Pierce and deliberate attacks that cause the boss to debuff itself

  • A dozen unique Feats each with cool Cosmetic and other rewards

  • More new Feats will be tied to the Curse system that will be coming in a Frontier update next year

  • 3D menus that feature almost every tower in the game

  • Every pet in the game now has a walk cycle (or something equating a walk at least!)

So get ready to mosey on in and wrangle up some Frontier Legends, because this is an entirely new way to play Bloons TD, and we hope you enjoy it!

New Awesome
  • New Paragon - Herald of Everfrost, the Ice Monkey!

  • The Herald of Everfrost unleashes a shattering Ice Lance Beam to freeze everything it hits for 10 seconds. As the beam rips through the Bloons, it leaves a wake of icy shards in every direction as it passes, tearing apart Bloons while Frozen Bloons slice each other with razor sharp icicles

  • Alternating with this is a thunderous Snowstorm Roar attack that passively freezes everything below a BAD, applying Permafrost, removing all Camo & Regrow, and inflicting a brutal debuff causing targets to take +10 damage from all attacks, with an additional +40 taken from any Cold-type damage attacks

  • When all else fails, the Ice Paragon calls upon the Eclipse of Fimbulwinter, giving Boss Bloons brain freeze! Or skull freeze anyway. This ability has very limited use, but freezes EVERYTHING. Break a Boss Skull during its freeze, and the boss will thaw early, but that skull shatters, and its activation is completely nullified!

  • New Expert Map - Tricky Tracks!

  • Submitted by VillainSeven & _XLGamer10! This is the first of our winners from our last map competition, and we’re so happy to release this (and have it included inside Frontier Legends as well). So Tricky Tracks is finally here, and it’s tricky! Which tracks, considering the name.

  • New Quest - Frontier Legends Trial

  • Intro quest for the Frontier Campaign.

  • New Trophy Store Items

  • Bloons: Winter Hat Bloons

  • Game & UI: Winter Avatar, Winter Banner

  • New Limited Time trophy item (Note: Not available until the seasonal event begins!)

  • Monkeys: All Towers Winter Placement Effect

Game Changes / Additions

  • Rogue permanent artifacts page now has a total owned counter
  • Rogue permanent artifacts page now has a search bar, even without starting a new run
  • Due to Frontier being built off the same system we were able to retroactively apply improvements in texturing to the Terrain tiles in Rogue, allowing them to match the new and much fancier ones in Frontier! This should make the environments where you see below the surface tile feel much more alive, since we have now textured the bottom of all the Terrain tiles.
Bug Fixes & General Changes
  • Resolved an issue with guest accounts not recording pops correctly in co-op
  • Resolved an issue with missing animations for items placed in CT team island
  • Menu Navigation should no longer run at 3x speed after a data conflict
  • Resolved an issue with some projectiles not remembering their tower category after the parent tower is sold
Event changes
  • Vortex’s Stun should now be correctly saved
  • Resolved an issue with Team Score Display
Map Specific changes
  • [Midnight Mansion] default music track set to Haunted House
  • [Lost Crevasse] Bloon Speed nodes have been slowed more to fit difficulty

Legends changes

  • Resolved a number of edge case crashes and performance issues
  • The Low Knowledge Curse should correctly disable MK upgrades
  • Rosalia’s movement should correctly match the category of her Workshop
  • The Quantum Leap Artifact should no longer expire Heli Crates too quickly
  • Resolved a crash with Rogue Legend profile stats
Tower Specific Fixes

Super Monkey

  • Temple Mini Sun Avatars should no longer stop attacking once the main tower is sold

Alchemist

  • Resolved a crash that could occur in co-op upon losing the game while an Alchemist's transforming tonic is active. Funny, I’ve been using transforming tonic in co-op and never crashed🤔

Mermonkey

  • x4x Ice Jet should no longer rebound off map borders independently

Banana Farm

  • Resolved an edge case crash linking Pro Farmer to a farm then selling the farm

Spike Factory

  • SFX from Bloons hitting spike piles should now be correctly rate limited
  • Resolved a crash that could occur with spike paragon spawning mini storms in invalid locations
  • 4xx & 5xx should no longer fail to deal their final instance of damage over time

Beast Handler

  • Resolved an issue where top path’s thrash rates differed for latched & destroyed targets
Hero Specific Fixes

Quincy

  • Trophy Placement Animation should no longer break after loading a save and restarting

Gwendolin

  • Resolved an issue where extra projectiles could not be gained from applicable levels

Admiral Brickell

  • Retry Last Round should no longer cause Brickell to become invisible with her Aerial Deployment placement animation

Corvus

  • Resolved some crashes with using & loading saves with Corvus

Silas

  • Resolved an issue where only standard MOABs received a slow penalty from Rime
  • Resolved an issue where Lv6 could attack in range of towers other than Ice Monkeys
  • Resolved a crash with Silas in Rogue Legend related to some artifact combinations

Balance Changes

We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits.

Dart Monkey

Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now.

  • Dart Paragon attack cooldown increased 0.4s > 0.5s
  • Dart Paragon Boss damage bonus reduced 80 > 60
  • Dart Paragon damage increased 15 > 25

Bomb Shooter

Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown

  • xx5 Bomb Blitz ability cooldown 60s > 75s

Desperado

Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost.

  • 4xx Twin Sixes price $4,800 > $5,800

  • 5xx The Blazing Sun price $17,500 > $16,500

  • 5xx The Blazing Sun To Burn stacks requirement reduced 55 > 50

  • x3x Deadeye Rifle damage reduced 12 > 10

  • xx4 Avenger Price reduced $8500 > 6500

  • Knockback Multipliers against MOABs, Heavy Bloons, Light Bloons

  • xx3 Enforcer knockback multi increased (0, 1, 2) > (0, 2, 2)

  • xx4 Avenger knockback multi increased (1.1, 2, 2) > (2, 3, 3)

  • xx5 The Desert Phantom knockback multi increased (2, 3, 3) > (3, 4, 4)

Heli Pilot

MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged

  • xx3 MOAB Shove ZOMG Shove 0.5 > 0.75
  • xx3 Heli BFB shove amount reduced 0.1 > 0.11
  • xx4 Comanche Defense shove amounts unchanged

Super Monkey

Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples

  • 300+ > 10,001+ (major)
  • 1001+ > 15,001+ (minor)
  • 2001+ > 20,001+ (major)
  • 4001+ > 25,001+ (minor)
  • 7501+ > 30,001+ (major)
  • 10,001+ > 35,001+ (minor)
  • 15,001+ > 40,001+ (major)
  • 25,001+ > 45,001+ (minor)
  • 50,001+ unchanged
  • Military missile minimum range increased from 80 > 100

Mermonkey

Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero. This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths.

  • 000 Mermonkey price reduced $375 > $275
  • 1xx Trident Efficiency rate bonus increased 15% > 20%
  • 2xx Trident Swiftness rate bonus increased 18% > 25%
  • 3xx Abyss Dweller pierce reduced 24 > 20
  • 4xx Abyssal Warrior pierce reduced 32 > 30
  • x2x Tidal Chill price reduced $300 > $225
  • x3x Riptide Champion price reduced $1900 > $1100
  • x3x Riptide Champion projectile speed increased 100 > 110
  • xx2 Echosense Network price reduced $380 > $280
  • xx2 Echosense Network range bonus increased 6% > 10%
  • xx3 Alluring Melody trance pierce increased 4 > 5
  • xx4 Symphonic Resonance trance pierce increased 8 > 10

Spike Factory

It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.

  • Spike Paragon attack cooldown increased 10s > 11s
  • Spike Paragon main attack damage reduced 140 > 100
  • Spike Paragon Small Mine explosion damage reduced 240 > 120
  • Spike Paragon Mini Spike Storm bonus MOAB damage reduced 160 > 100
  • Spike Paragon Carpet of Spikes bonus Boss damage reduced 1500 > 800
  • Spike Paragon Carpet of Spikes bonus MOAB damage increased 100 > 300
  • Spike Paragon Spiked-Mine bonus MOAB damage reduced 140 > 100

Buffs. Aura. Nerfs. Meta. Long ago, the four aspects lived together in harmony. Then, everything changed when the Ninja Kiwi Nerfs attacked. Only the Balancer, master of all four aspects, could stop them, but when Permaspike needed him most, he vanished. Two months passed and Scout and I discovered the new Balancer, a Buffer named Bubble O' Bill. And although his Buffing skills are great, he has a lot to learn before he's ready to save anyone. But I believe Bubble O' Bill can save Permaspike.

  • xx5 Permaspike unchanged by 100%

Engineer

Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.

  • Engineer Paragon influence increase for Monkey Village reduced 25% > 15%
  • Engineer Paragon Power Glove cooldown increased 45s > 90s
  • Engineer Paragon AoE overclock radius increased 24 > 30
  • Engineer Paragon AoE overclock duration increased 15s > 30s

Beast Handler

The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced.

  • x3x Velociraptor pierce reduced 14 > 12
  • x3x Velociraptor pierce scale reduced +21 > +18
Hero Balance

Striker Jones

Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes.

  • Lv3 Concussive Shell pierce reduced 48 > 36
  • Lv9 Concussive Shell pierce reduced 58 > 48
  • Lv9 Concussive Shell MOAB-Class duration penalty now applies at Lv3 (-40% duration)
  • Concussive Shell duration penalty on DDT’s remains 40%
  • Concussive Shell duration penalty on BFB’s increased 40% > 55%
  • Concussive Shell duration penalty on ZOMG increased 40% > 70%

Obyn Greenfoot

As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced.

  • Lv10 Wall of Trees pierce reduced 3000 > 2500
  • Lv20 Wall of Trees pierce reduced 9001 > 7500

Psi

Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate.

  • Lv3 Psychic Blast cooldown increased 40s > 45s

Silas

This update resolved an issue where Silas’ Rime slow was only applying a reduced slow value to standard MOABs, meaning that all other MOAB-Class Bloons (outside of Bosses and BADs) were being completely slowed by the same amount as standard Bloons. Silas has been incredibly powerful so this fix felt entirely fair as a nerf, however we wanted to clarify this here as we mentioned there was little free time this update to review the impact of said fix in great depth so we may consider reducing the total MOAB penalty at a later date after this has time to settle

Admiral Brickell

We won’t repeat the Mermonkey explanation from above, so go back and read that if you haven’t. However for clarity Brickell has always been a ‘Military’ hero to us, there have only been 2 water-based towers in the Bloons series which are both military towers so it hadn’t felt necessary to explain this in further detail given her clear military title, but in hindsight this wasn’t as clear as it was to us. Brickell is in an awkward position where we see she is clearly problematic for us but we are always met with resistance when trying to do anything about this, but when we can get past this we would be more open to looking at her applying broader across military or other militarized options, though with such buffs as powerful as her Naval Tactics in particular they do need to stay limited in some regard

Known Issues - Frontier

We are aware of these issues and are working on fixes for them

  • If you run into a bug, look for the RESPAWN SHERIFF option. We’ve worked hard to prevent issues here, but this is the biggest open-world-like project that our team has ever worked on, so if you do find yourself stuck or out of bounds, do not delete your save, return to the main menu of Frontier, select the ‘Settings’ button, and there should be an option for ‘Respawn Sheriff’. This is a debug tool that will move you back to Sandytown, and we have decided to leave it in with no cost to use for Launch to help with any edge cases we may have missed.
  • The ‘Night’ toggle is currently purely cosmetic, we have many functional plans for this, though being low priority for launch these will be expanded on in a future update.
  • Over

Bloons TD 6 51.0!

Update Video: https://www.youtube.com/watch?v=GO9QMlaVJRc

New Paragon
  • Bomb Shooter’s Ballistic Obliteration Missile Bunker is INCOMING, codename B.O.M.B. for short!

  • Anti-MOAB clustering stun bombs. MOABs? Gone.

  • Pop that BAD in only 3 shots? You got it!

  • Spammable Anti-Boss assassination missile? Consider it done.

  • All the small stuff? ahem weee-have backup for that

  • Ok, jokes aside we wanted to add something expensive but simple to understand into the primary category of Paragons, and the Bomb Shooter paragon feels like it accomplishes this with 1 attack, 1 active ability, and yes 1 passive ability.

  • Slow firing but heavy hitting main attack fires homing missiles that explode with force that stuns & pushes back Bloons and bursts into a cluster of powerful explosions, each of which will always burst into further clusters. The art for this oversized Monkey madness is incredible, and we hope you find it as hilarious as we do.

  • The Bomb Paragon’s ability fires an Indomitable Surface-to-Air Ballistic Missile (ISABM) which slowly travels through the air leaving a trail of explosions that would be pushing back any MOABs they pass over (If any MOABs were to somehow survive it passing over) until coming into contact with its designated target in one final powerful explosion. Also hey, leaking lives partially resets the cooldown, so go ahead and be a bit reckless!

  • Blitz Tactical Storm. Yea it’s Bombest Blitzier, just a wee bit stronger of a Bomb Blitz, nothing crazy here… Although, I guess we can mention early that Bomb Blitz itself has been balance changed so that it can now hit the leaking target that triggers it and can potentially prevent any life loss, and that of course carries up to this paragon version as well - this is exhilarating, get excited!

New Awesome
  • New Beginner Freeplay Challenge Map, Three Mines ‘Round!

  • One of the most popular freeplay maps of all time from Bloons TD5 is being re-imagined in BTD6 style!

  • This isn’t a revenge map, no if anything it’s a de-venge map. Ever wanted to get a Paragon in CHIMPS, but you just haven’t quite been able to save up the cash? Well spend enough spare time between Bloon pops mining for gold and you just might get the chance now, make sure to clear those obstacles out of the way!

  • New Quests

  • Skeletor Quest - Try out the new Skeletor Obyn Skin & Havoc Staff power

  • Ice To Meet You - Discover Silas’ strengths and abilities

  • New Achievements

  • No new achievements, but Black Bordering every map in the game should award you an overwhelming sense of great accomplishment

  • *Sense of accomplishment not guaranteed. Side effects may include carpal tunnel, loss of social life, and an unhealthy obsession with MOAB Glue

  • New Trophy Store Items

  • Monkeys: Ice Monkey Walrus pet (Honestly, you kinda need this)

  • Bloons: Mohawk Bloons decal (because this was clearly missing from your must have options)

  • Game & UI: Autumn Banner

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • 2025 Halloween Avatar, 2025 Halloween Banner

Game Changes / Additions
  • Sandbox ‘Clear Pops’ button now also clears Cash Generation
  • Further changes to ‘ignore’ modded elements within save data instead of softlocking when returning to the base game after using certain mods

Skeletor Crossover

Have you had your daily dose of maniacal laughter? Do you long to insult your Monkeys when they let Bloons leak? Then this is the premium Hero Skin for you!

Continuing our Masters of the Universe crossover, we're excited to introduce a realm-conquering new Skeletor skin for Obyn, available through the Skeletor Prestige Pack where available. This pack also includes every usurper’s favorite Skeletor Power, the Havoc Staff! The Havoc Staff stuns all Bloons on screen for up to 10s while ghostly hands produce cash by dragging Bloons away into oblivion. The team had huge fun working on Skeletor and he is a blast to play, especially in co-op or in late rounds when the VO is triggering frequently.

Skeletor Prestige Pack

  • Obyn Hero Unlock
  • Skeletor Skin Unlock
  • 30x Havoc Staff Powers
  • Druid xx5 and Wizard xx4, xx5 Instas
  • Exclusive Avatar
  • Exclusive Banner

Havoc Staff Booster Pack

  • 30x Havoc Staff Powers
  • 4x Tier 4 Poplust Druid Instas
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Insta-Monkeys in-game should now appear following correct category order
  • Fast Track no longer fails in Co-op if you have Ranked mode selected on the Boss Event
  • Resolved an issue where quitting from Co-op did not immediately drop the player
  • Using the last insta of any tower type no longer leaves behind an empty panel
  • She-Ra Sword of Protection power’s audio should no longer be interruptible
  • Hero unlock animations should no longer skip when obtained through IAP
  • One time purchase IAPS should correctly be sorted to the back of the list
  • Resolved a number of edge case crashes
Event changes
  • Lych Soul should now correctly be modified by boss modifiers
  • Rock Bloons should now correctly be modified by boss modifiers
  • Paragon limit restriction is now per-player
Map Specific changes
  • Ice Platforms should correctly appear in the water
  • Resolved a number of edge cases with various track interactions
  • [Glacial Trail] Frozen Farms should no longer be able to produce Camo Bananas
  • [Dark Dungeon] Statue should no longer block tower placement after purchase
  • [Dark Castle] Resolved an issue with removables being treated as removed on restart

Legends changes

  • Resolved a crash when mentoring a tower while exceeding the current party limit
  • Resolved a possible infinite chain loop between some artifact generated projectiles
  • Resolved an issue where Monkey Meadow always displayed as practice mode save
  • Sale notification pip should correctly clear within Legends

Tower Specific Fixes

Ice Monkey

  • Arctic Wind aura should no longer break against regular Bloons on crosspathing

Desperado

  • Some desperadoes… they’ve taken the gloves off. And some? Well… they just put the gloves on. Either way… someone's gettin’ popped.

Monkey Buccaneer

  • Resolved a crash with x4x attempting to hook DDTs in a specific case
  • Buccaneer 012 no longer has more pierce than its 013 upgrade

Heli Pilot

  • Chinook should no longer be able to stack towers

Dartling Gunner

  • 5xx Ray of Doom now applies laser shock to the first target hit

Super Monkey

  • 140 Tech Terror projectile radius is no longer decreased by crosspath 5 > 10
  • 240 Tech Terror projectile radius is no longer decreased by crosspath 5 > 11
  • 4xx Sun Temple instas no longer ignore placement logic (Dang I wanted to leave that in)
  • 4xx Sun Temple magic Storm Blast fart attack no longer strips Glue from Boss/BAD

Ninja Monkey

  • Paragon no longer changes art at Degree 59 instead of 60

Druid

  • Resolved some animation issues with 130 Druid crosspath

Mermonkey

  • Map Border rebounds now allow projectiles to re-hit targets on the return bounce (previously this only applied for obstacle rebounds)

Obyn Greenfoot

  • Lv3 ability visuals should no longer be missing

Ezili

  • Ezili's MOAB Hex target prio tiebreaker should now work correctly
  • Sacrificial Totem should again correctly display life cost when used

Admiral Brickell

  • ‘Ampihibious Towers’ are no longer counted as ‘Water-based’ towards Brickell

Geraldo

  • Geraldo’s shop open/close button should update correctly when hero hotkey is used to open shop

Corvus

  • Lv11 should no longer be a downgrade to Aggression

Silas

  • Lv7 Frozen Cascade can no longer apply Frozen state to BAD Bloons

Platform Specific fixes

  • Resolved corrupted textures on some low-resolution devices
  • Account Webview updated to an in-game account management page
Balance Changes

Did anyone else watch that entire 'Exceptionally Brief' feedback video on tower balance multiple times while taking notes? Well, some response to that are included here, we couldn't get around to it all at once but see if you can spot any.

Tower Balance

Bomb Shooter

Minor quality of life no one’s particularly fussed about outside of the multitude of requests

  • x4x MOAB Assassin ability no longer targets DDTs unless able to damage Black
  • xx5 Bomb Blitz passive activation can damage triggering Bloon and potentially prevent life loss if this damage is enough to completely destroy the target

Tack Shooter

As it is primarily a small Bloon cleanup tower path, Super Maelstrom has struggled to keep up in the lategame, mostly because Super Ceramics don’t care how fast you’re spinning if you can’t break them so we’ve added a Ceramic bonus to the attack and ability.

  • x5x Super Maelstrom main bonus damage to Ceramics +5
  • x5x Super Maelstrom ability bonus damage to Ceramics +8

Ice Monkey

Super Brittle’s never stood out on its own which was fine for a tower whose job was making other things better, but recently after the addition of Silas we've started to feel its value is really too niche even for a support piece, so we’re cranking the numbers so it can actually break a few things itself. Absolute Zero on the other hand has enjoyed being busted lately, and thanks to a crosspathing bug fix also included this update will be getting even better, since it’s currently freezing everything imaginable we’re counter-balancing that with a nerf of increased damage and higher cost.

  • 5xx Super Brittle attack cooldown reduced 1.8s > 1.2s
  • 5xx Super Brittle damage increased 1 > 5
  • 5xx Super Brittle bonus Ceramic damage +5
  • 5xx Super Brittle Ice Shard damage increased 5 > 10
  • x5x Absolute Zero price increased from $16,000 > $19,000
  • x5x Absolute Zero global freeze no longer freezes Camo/Lead/White without buffs
  • x5x Absolute Zero global attack bonus damage to Ceramic +3
  • x5x Absolute Zero global attack deals damage +1
  • x5x Absolute Zero ability bonus damage to Frozen +4

Glue Gunner

MOAB Glue’s always been a bit too clingy & its slow duration against MOABs has been further reduced while lasting longer at higher tiers to keep the base tower in check and give Glue Splatter & higher tiers more purpose in life. Meanwhile, Corrosive Glue now gains bonus MOAB damage so it can now try to serve as an alternate DPS hybrid. Super Glue’s baseline DoT is being replaced with a simple initial hit damage so it also requires the new 205 Crosspath to act as a DPS Hybrid

  • xx3 MOAB Glue AoE slow duration for MOAB-Class 12s > 9s
  • 203 MOAB Glue increased DoT damage to MOABs +4
  • xx4 Relentless Glue AoE slow duration for MOAB-Class remains 12s
  • 204 Relentless Glue increased DoT damage to MOABs +9
  • xx5 Super Glue AoE slow duration for MOAB-Class increased 12s > 18s
  • 205 Super Glue increased DoT damage to MOABs +19
  • 005 Super Glue no longer gains base Corrosive Glue (Still deals a +30 tic to moabs)
  • xx5 Super Glue deals a capped 1 damage to all targets on initial impact

Desperado

Some quality-of-life and consistency updates for base Desperado and its top path, we enjoyed the balancing act of trying to makeBlazing Sun's burn lead popping consistent but this didn't come through well so it is gaining base Lead popping. Avenger’s price is going down as it did too little damage for that price range. Meanwhile, The Desert Phantom gains extra initial damage to MOABs as well as Ceramic damage bonuses to the Burn mechanics so it can show up more prepared for Super Ceramics.

  • Desperado now automatically reloads burst shots at end of a round
  • 5xx The Blazing Sun damage type Sharp > Normal
  • xx4 Avenger price reduced from $9500 > 8500
  • xx5 The Desert Phantom buckshot MOAB bonus 10 > 20
  • xx5 The Desert Phantom burn DoT deals bonus to Ceramic +10
  • xx5 The Desert Phantom burn DoT AoE explosion bonus to Ceramic increased 5 > 15

Monkey Sub

Energizer’s cooldown reduction for nearby water towers has always felt excessive, so we’re dialing it back to 40%, still strong just not quite double uptime strong. Pre-Emptive Strike’s ability is getting a serious boost, both in raw damage and AoE, so hopefully the upgrade can finally feel like a significant step up. Finally Armour Piercing Darts, the upgrade that has had fans yelling ‘it doesn’t actually pierce armor!’ for years – it still won’t hit Leads (Not sorry). Now it grants bonus damage against Fortified targets.

  • 5xx Energizer buff to water towers in radius reduced 50% > 40%
  • x5x Pre-Emptive Strike ability damage 10k > 20k
  • x5x Pre-Emptive Strike ability AoE damage 350 > 1000
  • xx4 Armour Piercing Darts bonus dmg to fortified +1

Monkey Buccaneer

Navarch’s sellback bonus is updating to match the new max stack value of Flavoured Trades so you don’t feel shortchanged on that bonus after upgrading. Cannon Boss Damage is also getting a bump as Navarch hasn’t been a popular pick for Bosses.

  • Paragon sellback bonus 10% > 12%
  • Paragon Cannon Batteries bonus Boss damage 60 > 80

Monkey Ace

Spectre is trying a new approach: darts are trading in pierce for higher single-target damage, while bombs lean more into AoE Ceramic cleanup to improve overall efficiency. These changes are mirrored on the Flying Fortress to keep the behavior consistent.

  • xx4 Spectre Frontal Darts pierce reduced 10 > 4
  • xx4 Spectre Frontal Darts damage increased 4 > 8
  • xx4 Spectre Frontal Darts bonus to Ceramic removed 1 > 0
  • xx4 Spectre Frontal Bombs bonus to Ceramic increased 3 > 5
  • xx5 Flying Fortress Frontal Darts pierce reduced 10 > 4
  • xx5 Flying Fortress Frontal Darts damage increased 4 > 8
  • xx5 Flying Fortress Frontal Darts bonus to Ceramic removed 2 > 0
  • xx5 Flying Fortress Frontal Darts bonus to MOABs increased 10 > 14
  • xx5 Flying Fortress radial darts type Sharp > Normal

Heli Pilot

MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement.

  • xx3 MOAB Shove explosion damage increased from 1 > 2
  • xx3 MOAB Shove ZOMG Shove 0.33 > 0.61
  • xx4 Comanche Defense MOAB Shove -0.40
  • xx4 Comanche Defense ZOMG Shove 0.22 > 0.2

Mortar Monkey

No big shakeup for Mortar right now, but upon review of crosspaths we felt some low-end pricing wasn’t well balanced. These adjustments should improve early-game options without touching the core power of the tower.

  • 1xx Bigger Blast price reduced $500 > 300
  • 4xx The Big One price reduced $7200 > 7000
  • x1x Faster Reload price increased $300 > 400
  • xx2 Burny Stuff price reduced $500 > 400
  • xx3 Signal Flare price increased $1000 > 1100

Dartling Gunner

Ray of Doom was a hard carry through most rounds, but just never felt satisfying against round 100 for the price, so we’re giving the first target hit bonus a significant damage spike.

  • 5xx Ray of Doom first target hit damage 80 > 140

Wizard Monkey

The Wizard Paragon has been truly popping off with Master Builder's help, it is getting a slight price increase to match its power, but actually also Phoenix Rebirth is also getting a buff to its damage as we didn't feel it was getting enough of the spotlight compared to the rest of the tower’s kit. Max Mana has been reduced by 1 to remove a frustrating ‘perfect timing’ window in Metamorphosis activation.

  • Paragon price $750,000 > $800,000
  • Max Mana reduced from 100000 > 99999
  • Phoenix Rebirth damage over time 2500 > 3500
  • Phoenix Rebirth zombie ZOMG damage 4000 > 8000
  • Phoenix Rebirth zombie BFB damage 700 > 1400

Super Monkey

We wanted to try shifting more of Legend of the Night’s raw power from pierce into damage, giving it stronger single-target potential.

  • xx5 Legend of the Night pierce reduced 23 > 16
  • xx5 Legend of the Night damage to MOAB-Class Bloons increased 13 > 25
  • 4xx Sun Temple Primary Glaive projectile is visually larger

Sun Temple - Military

We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement

  • Military Missile projectile is visually larger at all tiers
  • Missile explosion MOAB bonus damage increased at all tiers 75 > 1999
  • Missile now has a minimum range at all tiers of 75
  • Missile explosion pierce reduced at all tiers 50 > 40
  • T1 Military Missile attack cooldown increased 3s > 6s
  • T2 Military Missile attack cooldown increased 1.5s > 3s
  • T3 Military Missile attack cooldown remains 1s
  • Golden Spectre Dart pierce reduced 50 > 6
  • Golden Spectre Dart damage increased 10 > 25
  • Golden Spectre Bomb pierce increased 10 > 30
  • Golden Spectre Bomb bonus damage to Ceramic +20

Sun Temple - Magic

The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples.

  • Arcane Blast projectile speed reduced at all tiers 400 > 300
  • T2 Magic Arcane Blast damage increased 60 > 100
  • T3 Magic Arcane Blast damage increased 70 > 150
  • T2 Magic Storm Blast fart attack can hit up to MOAB > BFBs
  • Magic Storm Blast fart attack BFB pierce penalty +4
  • Magic Mini Sun Avatars damage reduced 4 > 2

Ninja Monkey

A few attacks had been missed on the Ninja’s last distraction change and have now had their distraction distance properly standardized. The Ninja Paragon is also seeing a set of light adjustments, most notably the much requested rebalance to Sticky Bomb now with a slower attack rate to scale properly against Bosses at high degrees, while the main attack now also hits much harder against any Stickied targets.

  • Distraction distances standardized from 10-300 > 100-150
  • Paragon ma

Bloons TD 6 50.0 Live Now!

Update: Bloons TD 6 v50.0 - Update Notes!

Available now!

Update Video: https://www.youtube.com/watch?v=J0zbMwVaNu0

New Hero, Silas the Ice Shaper

  • Ever wonder what happens when you teach an Ice Monkey magic? Well, if you needed an excuse to use a lot more Ice Monkeys, Silas’ all-in-one frost enhancing package is just for you! Silas is a supportive crowd control hero with a heavy focus on supporting, and being supported by, other Ice Monkeys & slowing the progress of Bloons

  • At his base level, he both freezes nearby water & slows all Bloons in his large radius. His basic attack will slow Bloons by 50%, then freeze these slowed Bloons, and trigger an icy explosion when hitting any already Frozen targets

  • As Silas levels up he buffs Ice Monkeys to create orbiting Ice Fragments when they attack, creates Ice Walls on the track that freeze any Bloons to come into contact with them, reduces the cold resistance of White Bloons, gains increased experience with more Ice Monkeys placed, allows for an extra Tier 5 Ice Monkey to be placed and more!

  • Silas has 3 abilities

  • Lv3 Frostbite: For a short time upon activation attacks will detonate any freezes on the target, dealing increased damage the more freeze time was remaining

  • Lv7 Frozen Cascade: Creates a chain reaction of small icy explosions centered around the hero and up to 10 of the closest Ice Monkeys, freezing and dealing extra damage to any already Frozen targets

  • Lv10 Frozen Burial: Freezes all Bloons and deals extra damage to any already Frozen targets. Then fills the tracks with slowing Ice Walls

  • That’s all we have to share for now, we wish you many fun icecapades and a brrr-illiant time strategizing with the new ICESHAPER

New Powers & Powers Pro
  • Powers Pro System:

  • At long last they are here! One of our favorite elements from Bloons TD 5 finally had enough design and discussion to evolve to the right extent to merit inclusion in BTD6.

  • Pro Powers are a little more expensive than their basic counterparts, however, after being placed they can be further upgraded by picking one of three mini-paths for in-game cash. Pro Powers are completely separate entities from the standard versions and do not replace them - you can still collect and use your regular Powers.

  • As the new paths are a significant amount of work, we are not adding all Pro versions at the same time and are instead starting with two of the most used Powers.

  • Super Monkey Beacon: This Beacon comes with a full-game duration Super Monkey Storm ability, and can be used as many times as you desire for free on cooldown.

  • Top path stores multiple ability charges, secondary and tertiary triggers, and ability charges can be immediately restored for Monkey Money

  • On Middle path the ability deals less damage but has a much faster cooldown, gains a permanent Super Monkey turret, and grants a free Super Monkey after several rounds

  • Bottom path deals much more damage, stuns surviving MOABs, soaks through MOAB layers, and damage increases after every ability activation, so the more you use it in a game, the stronger it gets

  • Banana Farmer Pro: Baseline Farmer Pro has increased radius & collection speed

  • Top path gains full map range and much faster collection speed, while leaving banana peels on the track that trip up passing Bloons

  • Middle path can collect increased cash by spotting Camo Bananas, and targeting Farms to produce Regrow Bananas

  • Bottom path has stacking benefits from multiple Farmers, which increase the sell value of Banana Farms in radius, increase Bank income & automatically collect from Banks, & along with the Bank Deposits knowledge will automatically deposit a small amount of money into empty Banks

  • That’s not all: You now have access to a ‘new’ Power. From out of the frozen depths, the beloved Monkeysicle, with enough dedication, emerges!

New Awesome
  • New Intermediate Map, Lost Crevasse

  • Just one of many secret areas discovered by Silas on his nomadic journeys. The Bloons move slower in this frozen underground fissure, but don’t think that makes it easy!

  • New Quests

  • First Time Tutorial - Tutorial rebuilt as an improved & replayable quest

  • Bloon Hackers - The Bloons are hacking! Help Benjamin stop them

  • Regular Income - Earn $10 every second, but not from Bloon pops

  • New Achievements

  • First Steps: Complete the First Time Tutorial quest

  • ???: ???

  • New Trophy Store Items

  • Monkeys: Wizard Sheepie pet

  • Bloons: Ancient ZOMG skin

  • Game & UI: Super Duper Monkey avatar, Dream Sheep banner

  • Competition Winning items

  • Nothing this update! But, if you missed it the 7th Anniversary Map Competition Winners can be found here https://www.reddit.com/r/btd6/comments/1m2rjc3/

Game Changes / Additions
  • Improved flashier UI for all Rewards & Purchases received
  • Tutorial remade using the Quests system & talking heads, even Tu Torialer!
  • Mailbox System, taking in all events we spam in front of your face when you reach the Main Menu (event rewards, support gifts, update notes, community messages)
  • To assist in confusion for co-op leaderboards the bottom of Leaderboards will now display the text ‘End of Leaderboard’ if there are more than 0 but less than 100 scores, or ‘Top 100 Players Listed’ if there are more than 100 submitted scores.
  • Added Gamecenter Achievements for iOS and Arcade builds
General Changes
  • A number of localization fixes
  • Resolved an issue where sound could be forcibly un-muted by unlocking Desperado
  • Resolved an issue with the Snap of your Fingers achievement not correctly awarding
  • Resolved an issue where some players saw a lower number tally for total hero skins
  • Passive abilities can no longer be activated via the selected tower ability hotkey
  • Resolved a crash when repeatedly backing in and out of the events menu
  • Efforts made to prevent softlocking on load when save files are corrupted
  • Some Co-op optimizations for multi-part network messages
  • Resolved a ghost notification pip on Play Social
Event changes
  • Relics can now be viewed from the in-game pause menu
  • Resolved a niche case where Boss Shadow would not display on main menu
Map Specific changes
  • Now works correctly when set to ‘Free’ removal rate in Challenge Editor
  • [One, Two, Tree] Range buff locations should no longer cause 014 Bloontrap to ignore player Bloontrap target location
  • Phayze will no longer teleport backwards every 10th kill in Boss Rush
Legends changes
  • Super Ceramics will now start appearing from round 31 rather than 81
  • Should no longer start to display negative Bloon modifier values in late freeplay
  • Legendary Tiles spawning next to Minigames should no longer override reward
  • Resolved issue issue with ‘Gold Tier Achieved’ displaying multiple times
Tower Specific Fixes

Bomb Shooter

  • Corrected Bomb Shooter fireworks projectile swap for 'non recursive' clusters (Glorious)

Ice Monkey

  • xx4 Icicles performance optimization pass made for the Icicles mutator

Desperado

  • x3x Deadeye should no longer fail to hit targets next to a wall
  • x3x Deadeye should no longer be able to ignore Boss immunity windows
  • xx2 Nomad passive ability cooldown rate can now be influenced

Monkey Sub

  • 5xx Energizer should not improve Ice Monkey cooldown by 50% unless placed in water

Wizard Monkey

  • 031 Dragon’s Breath no longer has bonus pierce over 041 Summon Phoenix

Alchemist

  • Brews should no longer be able to land on towers they were not targeted towards

Mermonkey

  • 5xx Lord of the Abyss when chinooked should correctly remove inky water

Engineer

  • 420 Engineer Sentry MOAB damage bonus crosspath should now work correctly
  • Engineer Paragon can no longer be targeted with another Engineer’s Overclock

Beast Handler

  • 3xx Great White’s thrash cooldown is now calculated correctly
Hero Specific Fixes

Obyn Greenfoot

  • Resolved an issue with Obyn’sNature's Ward Totem spawn animation not displaying

Etienne

  • Should no longer visually range buff himself during Chinook redeployment
  • Should no longer create multiple UCAVs when rate buffed excessively

Geraldo

  • Round based buff items should expire correctly in Sandbox mode

Rosalia

  • Lv10 Kinetic Charge visual should correctly display on Bosses
Balance Changes

We had less time for balance this update, but as we know many fans look forward to the balance changes we’ve still taken time to include a number of touch-ups we hope you can enjoy!

Dart Monkey

Crossbow’s pierce is being increased to more effectively match the number of Child Bloons that spawn when targets are popped open, the pierce crosspath is being improved even further as this change does effectively nerf the crosspath.

  • xx3 Crossbow pierce increased 3 > 4
  • 203 Crossbow pierce increased 9 > 12
  • xx5 Crossbow Master unchanged

Tack Shooter

To match the base tacks fired by Tack Shooters the Tack Paragon’s tack nova count is increasing, which along with lower projectile lifespan should tighten up the effective single target damage close to the tower. Eruption ability’s lifespan bonus is also being increased to keep the tower’s long-range buff very similar to how it was before even with the lower starting lifespan.

  • 555 Tack Shooter blade tack nova projectile count increased 6 > 8
  • 555 Tack Shooter blade projectiles lifespan reduced 42 > 35
  • 555 Tack Shooter tack nova projectiles lifespan reduced 24 > 18
  • 555 Tack Shooter Eruption ability lifespan bonus increased 200% > 250%

Ice Monkey

Well it seems we made Absolute Zero kinda good finally… With the powerful synergies that have now come out here, along with Silas arriving this update bringing even more Ice Monkey synergies, we are reducing some of the constancy here.

  • x5x Absolute Zero main attack global freeze duration reduced 0.75s > 0.6s
  • x5x Absolute Zero cooldown 20s > 25s

Desperado

You knew it was coming, so settle in pardner. Many touchups are being made for our newest tower, so we will break this down path by path.

Top Path: Standoff’s bonus with fewer targets in radius will now improve at T3, carrying all the way up to T5. Twin Sixes damage is increasing along with the cost reducing to make it start easier and stay effective longer. The Blazing Sun’s DoT area of effect is being improved in radius, pierce & damage to cover more targets easier and deal more damage to them.

  • 1xx Quickdraw price reduced $250 > 200
  • 3xx Big Iron maximum Standoff bonus increased 60% > 120%
  • 3xx Big Iron maximum Standoff loss per bloon increased 0.15 > 0.3
  • 4xx Twin Sixes damage increased 5 > 6
  • 4xx Twin Sixes price reduced $5800 > 4800
  • 5xx The Blazing Sun fire aoe pierce increased 5 > 8
  • 5xx The Blazing Sun fire aoe radius increased 6 > 12
  • 5xx The Blazing Sun fire aoe damage over time increased 50 > 75

Middle Path: Crosspath price is lowering for early value, while the rest of the higher tiers in this path see a number of stat improvements to balance out their unique use cases. The T5’s Bounty Mark application is improving with faster passive Marks and the pistol now also applying a Mark to the first Bloon hit by each attack.

  • x2x Bullseye price reduced $500 > 350
  • x3x Deadeye rifle pierce increased 3 > 4
  • x4x Bounty Hunter price reduced $8000 > $6500
  • x4x Bounty Hunter pistol damage increased 12 > 16
  • x5x Golden Justice Rifle damage increased 210 > 280
  • x5x Golden Justice Rifle Fort bonus increased 210 > 280
  • x5x Golden Justice Passive Bloon Mark rate reduced 9s > 3s
  • x5x Golden Justice Pistol applies Bounty Mark to main target hit
  • x5x Golden Justice Pistol area pierce increased 5 > 8

Bottom Path: After some help & advice from their ride-or-die partner, Enforcer is moving down some attack speed from the Shotgun attack into T1 & T2 crosspath bonuses to improve the crosspath value while keeping T3 roughly similar. At higher tiers Pistol damage has increased for better long-range Single Target performance.

  • xx1 Wanderer max rate bonus increased 30% > 45%
  • xx1 Wanderer bonus loss per tower increased 10% > 15%
  • xx2 Nomad max rate buff increased 25% > 50%
  • xx2 Nomad rate buff per bloon increased 1% > 2%
  • xx3 Enforcer shotgun attack cooldown increased 1.56 > 1.97
  • xx4 Avenger pistol damage increased 12 > 18
  • xx5 Desert phantom pistol damage increased 20 > 50
  • xx5 Desert phantom pistol Ceramic Bonus increased 20 > 50

Sniper Monkey

Cripple MOAB’s shrapnel piercing has been improved to assist in support purposes. Elite Sniper has fallen in use so price is being reduced, and a small price shift has been made for bottom path to bring Semi-Auto Rifle online sooner.

  • 520 Cripple MOAB shrapnel pierce increased 3 > 6
  • 520 Cripple MOAB shrapnel lifespan distance increased 32 > 80
  • 520 Cripple MOAB shrapnel projectile speed increased 160 > 320
  • x5x Elite Sniper price reduced $14,000 > $12,000
  • xx3 Semi-Auto Rifle price reduced $2900 > $2700
  • xx5 Elite Defender price increased $14700 > $14900

Monkey Buccaneer

Favoured Trades sellback bonus has been moved back to a stacking bonus, requiring more setup investment in the area to receive the higher value.

  • xx4 Favoured Trades sellback bonus reduced 0.1 > 0.04
  • xx4 Favoured Trades sellback benefit max stacks increased 1 > 3

Monkey Ace

As Spy Plane crosspath doesn’t see much love we’ve gone all-in on the Camo crosspath making it a double damage bonus, which is especially good news for Ground Zero vs. Fortified DDTs. Since Spectre works best at the edge of the map far from the entrance the radial attack can expire too early, so projectile distance has been increased.

Spectre likes to be placed close to the edges of the map

  • x2x Spy Plane bonus damage to Camo increased +1 > x2
  • xx4 Spectre radial projectile distance increased 600 > 900

Heli Pilot

For quality of life the ‘Drag to Redeploy' textbox now disappears earlier during tower redeployment. Door Gunner is now allowed to be used between rounds to reduce that start of round stress.

  • x4x Support Chinook 'Drag to redeploy' textbox now hides once a tower is selected to be moved instead of after the tower is finished being moved by the Chinook
  • x5x Door Gunner MK Ability can be used between rounds

Mortar Monkey

Mortar Monkey’s base price has been reduced to make it a possible starting tower, if you really want to try that. While it’s still not intended to be a great starter we hope that having the extra option will be fun. Most of the reduced price from this change has been moved into Signal Flare, though left out of the other T3 crosspaths since we feel they are fine receiving the small buff.

  • 000 Mortar Monkey price reduced 750 > 600
  • xx3 Signal Flare price increased 900 > 1000

Dartling Gunner

While Buckshot is powerful, the high effort requirement pushes favour to the middle crosspath to make up attack speed, so the harder to use crosspath is improving for better payoff. M.A.D has always had powerful single target but doesn’t see widespread use in standard gameplay so we have raised pierce to bump up its versatility without impacting single target performance

  • 203 Buckshot Laser Shock damage increased 2 > 3
  • 204 Bloon Area Denial System unchanged
  • x5x M.A.D projectile pierce increased 12 > 20

Druid

Superstorm gets a fresh coat of paint, including a new name! The Superstorm Tornadoes last far longer and rebound off of map borders, all while still spewing out additional Ball Lightning projectiles the entire time to fill the screen!

  • 5xx Superstorm epicness reinforced by renaming to Monarch of the Storms
  • 5xx Monarch of the Storms projectile bounces off Map Borders
  • 5xx Monarch of the Storms projectile can hit BADs to deal damage
  • 5xx Monarch of the Storms projectile distance increased 150 > 450
  • 5xx Monarch of the Storms Lightning attack damage increased 10 > 30

Mermonkey

Abyssal Warrior will now have a slight startup cooldown to limit certain exploity tactics. Middle crosspath trident gains extra projectile pierce to improve early game value. Recent changes to Symphonic Resonance caused its pierce usage to increase for far too much of a nerf, so we have increased the pierce to offset this.

  • 3xx Tentacle attack starts on cooldown 0.5s
  • x1x Trident pierce increased 2 > 3
  • xx4 Symphonic Resonance trance pierce increased 4 > 8

Spike Factory

Spike Factory’s paragon damage is being moved from mini spike storms back into the main attack to nerf this while reducing the impact of expiring projectiles upon Bosses spawning.

  • Main Spike bonus damage to MOABs increased 140 > 240
  • Mini Spike Storm bonus damage to MOABs reduced 180 > 80

Regarding Permaspike, this update we decided to take an in depth dive into its inner workings and we decided the following changes would be good to make

  • xx5 Permaspike range set to 42
  • xx5 Permaspike attack cooldown set to 6.0625s
  • xx5 Permaspike pierce set to 50
  • xx5 Permaspike damage set to 10
  • xx5 Permaspike damage type set to Sharp
  • xx5 Permaspike projectile radius set to 6
  • xx5 Permaspike projectile age set to 300s
  • Lastly we decided to look at spike duration. As it happened, buffing the duration of permaspike has created a rift in space time, and according to a time scientist who exited from this rift, what we had done was so unfathomably stupid that the fabric of the universe was unfolding. In order to save the multiverse as well as tonight's dinner we had to send a team of highly specialised space ninjas into the rift in order to defeat the evil demon king who was the true culprit behind this rift, and sadly in the process of defeating the demon king we were interrupted by time cops who forced us to revert the change in order to restore the space time continuum. Needless to say, this reset in the space time continuum also reverted recent balance changes and so xx5 Permaspike remains unchanged.

Engineer

Overclock’s Village range bonus always felt like an odd special case, and now that there is a proper dedicated range bonus ability the combined range this grants for villages ended up being overpowered, after consideration we didn’t want to jump straight to deleting the ultraboost stacking tech here but have lowered the range bonuses from Overclock.

  • x4x Overclock Village range bonus reduced 25% > 10%
  • x5x Ultraboos

New Desperado Tower!

Update: Bloons TD 6 v49.0 - Update Notes!

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

Update Video: https://www.youtube.com/watch?v=oUbilbLrWpk

Key New Features
  • It’s HIGHNOON with the Desperado!

  • Pretty much everything we do in BTD6 is a labor of love, but the inspiration for Desperado is such an awesome combination of community requests for cowboy/gunslinger Monkeys, the team’s interest in fun additions to the Bloons world and lore, and the design opportunity to push strong mechanical variance on the 3 paths while keeping crosspathing tactically compelling.

  • With 3 potential automatically alternating weapons, the Desperado starts off with a fast pistol attack that can dispatch two back-to-back targets at a high range before reloading. While lacking in pierce, the base attack can very reliably hit straggler Bloons. The Desperado swaps between weapons as upgrade paths progress, prioritizing shorter-range weapons as Bloons come into close range.

  • Top path’s quickdraw fires faster the further Bloons are away, and then upgrades to a powerful revolver that fires a rapid burst of 6 shots before reload. Then they double it - ya got two hands don’t ya! Upon upgrading to The Blazing Sun, these revolvers fire so quickly that they are said to overheat in a blinding flame!

  • Bottom Path gains a short-range Blunderbuss that fires buckshot with such force that Bloons are thrown backwards, then adds buckshot to its buckshot with further shrapnel bursting out on contact! As a lone wolf who prefers to work on their own, this path has the grit to withstand almost anything, passively reducing the life damage taken from Bloon leaks while gaining buffs to itself and reclaiming cash from lost Bloons. Little is known of this lone specter of the wastelands but The Desert Phantom is said to be a near unassailable force, locking down swarms of MOABs with every trigger pull and cutting down countless Bloons in explosive chain reactions that leave no trace behind, not even their hats.

  • Middle path gains a slower firing Rifle with exceptionally high range and the skill to increase the chance of critical the further targets are away! Their hunter’s eye never loses sight while they signal bounties on Bloons, making those targets take extra damage from any Desperado and grant more cash when popped. The mythical Golden Justice is even more adept at critical damage and it is said that once locked on, Bloons cannot escape its sight no matter the number!

  • Desperado comes with 2 Middle Path abilities;

  • Take Aim - A Tier 3 ability granting any target tower Camo Detection, increased range & improved accuracy for a short time. At Tier 4 this is enhanced to also grant Purple, Black & White Bloon popping

  • Marked to Pop - After quickly marking extra targets, the Desperado will rapidly fire shots at any distance at as many marked targets as possible in the remaining time. Can also hit pre-marked Bloons!

  • Placement hotkey has no default, this can be manually bound in Hotkey settings

  • Desperado is unlocked for free after popping 3,500,000 Bloons, or by purchasing the premium Desperado pack that instantly unlocks all upgrades through tier 5 and grants use of an exclusive Avatar & Banner as well as the new Cowboy Hat Bloons trophy item. The Desperado IAP helps support future content updates and is a great way to share back some of your purchase with your favorite content creator via Creator Codes.

New Awesome
  • New Advanced Map, Sunset Gulch

  • A trainline north of the road is under Bloon attack! Rally the monkeys to defend this critical canyon crossing and the valley below

  • New Quests

  • Ezili Hero Trial - Discover Ezili’s strengths and abilities

  • Desperado Trial - Try out the new Desperado tower

  • One Hero Solution - Beat the Rogue Legends Rounds with a One Monkey Army

  • New Trophy Store Items

  • Monkeys: Bomb Shooter Fireworks Projectile swap,

  • Bloons: Cowboy Hat Bloon Decal

  • Game & UI: Tinkerfairy Avatar, Enchanted Glade banner

Game Changes / Additions
  • Tower Placement Snapping accessibility option added (in-game accessibility option)
  • Improvements made to Track Arrow indicator length & refresh on map changes
  • VTSG now becomes available in Sandbox after being built in a normal game first

Rogue Changes

  • Added a Rogue XP Store respec option
  • A number of profile stats have been separated between Rogue & Base Game stats
  • Tower placement hotkeys now cycle between different instas of a tower
  • Least Cash tiles are now always 10 rounds & grant 1 Boost every round
  • 2 New Artifacts to find
Bug Fixes & General Changes
  • Resolved a number of UI issues
  • Geraldo action figure can no longer be used in the ABR Chimpoppable quest
  • Shared profile stats now update when changed without requiring a page refresh
  • Rich Presence now shows ‘Playing Quests’ rather than Browsing when playing a quest
  • Resolved an issue where many un-selectable items were selectable during Map Review
  • Resolved an issue with fractional pierce not calculating correctly on sub projectiles
  • Resolved a crash on entering map editor before the preview finished loading
  • Blastapopoulos Boss Shadow now appears on main menu during events
  • Children of Bloons pulled by Phayze no longer zoom to the track early
  • Lych’s Soul can no longer be slowed incorrectly by some towers
  • First time loss tutorial will no longer activate in Challenge Editor
  • Resolved some tower layering issues with their range circles
  • a… seriously?
Events
  • Toggling Ranked on then back off again should no longer leave Fast Track/Powers/Double Cash disabled
Map Specific
  • Spa Pits should no longer scale Bloon speed too high in Reverse mode
  • Towers placed on frozen platforms are now sold when Spa Pits is transformed
  • Castles Revenge & Balance should no longer reset boss position in Boss Rush
  • Track items no longer display above Bloons on Ravine bridges
  • Corrected line of sight blocking visual issues on Spillway

Rogue Legend

  • Some general UI tidy up
  • Stage Bosses will now play a Boss Music Track
  • Game Master feat should update correctly again
  • Resolved some issues with incorrect pre-placement range display
  • Party Members can now be removed even when team is not yet full
  • Resolved an issue where some accounts were unable to claim Legends Feats
  • Resolved some cases in which the game would unpause while still claiming Boosts
  • Discord will no longer crash the game by grabbing Rock Bloons with MOAB Takedown
  • Players should no longer be softlocked when selecting the ‘No Rerolls’ and ‘Choice Starved’ Curses and then using the 'No More Please' Artifact to remove the only choice from selections. Instead these players will receive the super-ultra-hidden achievement ‘Why’ which has no indication it exists, and probably doesn’t
Tower Specific Fixes

Monkey Sub

  • x3x Ballistic Missile no longer ignores line of sight blockers

Monkey Ace

  • The Centered Path hotkey will now work for Goliath Doomship
  • Airforce Upgrades knowledge now correctly applies from Tier 3 onwards

Heli Pilot

  • x4x Support Chinook no longer requires extra pierce to blow back Bloons after crosspath
  • x4x Support Chinook should no longer sell Mermonkeys that it attempts to redeploy if they were placed on a Magic tile on One Two Tree

Super Monkey

  • 4xx Sun Temple’s mini avatars should be correctly vision blocked by obstacles

Alchemist

  • x3x Unstable Concoction no longer crashes with One Monkey Army artifact

Mermonkey

  • 020 Tidal Chill now freezes after dealing damage
  • 502 Crosspath no longer gains a lower Echosense range buff when placed in water
  • 5xx Lord of the Abyss water platform no longer extends beyond tower radius
  • 3+xx Resolved a build order issue that could override higher tier Mermonkey buffs

Spike Factory

  • Spikes from a sold Spike Paragon will no longer ignore Dreadbloon's Support Immunity
  • Spikeageddon ability no longer spawns drastically less Mines on short tracks

Beast Handler

  • Ahh okay. So, Beast Handlers could fail to respawn their fish after crosspath upgrading in a specific order, then creating a save, loading it again and then redeploying the handler? Something like that, it shouldn’t happen anymore though
Hero Specific Fixes

Striker Jones

  • Lv5 should now correctly allow Mortars to set Black/Zebra Bloons on fire

Adora

  • She-Ra Adora Skin should now have the correct title when viewed in her Quest

Geraldo

  • Resolved a softlock that could occur when placing Geraldo then priming a new tower for placement and using the hero hotkey

Corvus

  • Soul Barrier should now prevent life damage being taken with Cats Meow Artifact

Platform Specific fixes

  • Resolved a crash that could occur on launch
  • Attempting to Backup when not logged in should no longer say ‘Success’
  • Heroes can now swap back to default skin

Balance Changes

For this update we have mainly made an effort to improve the early game performance of some towers before tier 3, worked on quality of life changes, and added or changed some things in order to improve tower synergies. These changes are mostly in response to many popular player requests and suggestions we have received.

Tower Balance

Bomb Shooter

While we’ve had fun with Bomb Blitz recently, it has been pushed too far, and especially as more use has started coming out for its passive ability

  • xx5 Bomb Blitz passive ability cooldown increased 40 > 60
  • xx5 Bomb Blitz attack cooldown increased 0.75 > 0.9

Tack Shooter

Middle Tack has always been ability heavy, so the base tower damage is improving with higher tiers to get more than just the ability. Tack Paragon’s abilities on the other hand are both seeing an improvement to help support their roles and highlight that strong ability use case

  • x4x Blade Maelstrom tack damage increased 1 > 2
  • x5x Super Maelstrom tack damage increased 2 > 5
  • Paragon Meteor Impact ability cooldown 90s > 60s
  • Paragon Eruption ability pierce increased 60 > 80

Ice Monkey

Someone’s been teaching the Ice Monkey some new tricks because now they can be placed on either Land or Water! However you’ll still need Arctic Wind to support other towers on water. Ice Monkey value is limited at low levels where quick & spaced Bloons are the main trouble, so the cost for many low tier upgrades is moving up to higher tiers instead. Absolute Zero is also reducing in price as we are enjoying its current functionality but it's still a large investment for a heavily support focus upgrade

  • 000 Ice Monkey tower can be placed on Land or Water
  • 000 Ice Monkey price reduced $500 > $400
  • x1x Enhanced Freeze price reduced $225 > $200
  • x2x Deep Freeze price reduced $450 > $300
  • xx1 Larger Radius price reduced $175 > $150
  • xx2 Refreeze price reduced $225 > $200
  • 4xx Embrittlement price increased $2200 > $2300
  • x3x Arctic Wind price increased $2500 > $2750
  • xx3 Cryo Cannon price increased $1750 > $1900
  • x5x Absolute Zero price reduced $19,200 > $16,000

Glue Gunner

Our previous crosspath buff tipped favour too much in the opposite direction, so Glue Storm’s storm duration and glue duration are being tweaked to keep 052’s total glue uptime the same as before while reducing 250 duration. MOAB Glue’s duration on MOAB-Class Bloons is being reduced as for such a powerful slow it is so easy to keep a high number of targets glued that the Glue Splatter crosspath still doesn’t feel necessary much of the time

  • x5x Ability Glue duration 22 > 11
  • 051 Ability Glue duration remains 22
  • x5x Ability Glue Storm total application duration reduced 20s >10
  • 051 Ability Glue Storm total application duration remains 20s
  • xx3 MOAB Glue duration on MOAB-Class reduced from 24s > 12

Sniper Monkey

Along with its concentrated AoE the base impact damage for Cripple MOAB now feels excessive and is being cut back

  • 5xx damage reduced 280 > 140

Monkey Sub

Some feedback was convinced this would be enough to solve many concerns, so ok 👍

  • 3xx Submerge and Support: submerge toggle cooldown reduced 1s > 0.5s

Monkey Buccaneer

Aircraft Carrier is in a very strong position right now however it suffers from inconsistency, so we have increased the field of view for the Buccaneer Plane attacks so it can spend more time actively attacking

  • 4xx Aircraft Carrier mini-plane field of view increased 60 > 90

Monkey Ace

We have shifted up top upgrade costs into Operation Dart Storm to improve the early game upgrade flow for Monkey Ace. Long ago Tsar Bomba was given normal damage type to allow for more interesting 2TC combos at the time, however this no longer feels needed with its current power level so instead we have lowered the upgrade cost and shifted some base bombing run damage into Ceramic bonus

  • 1xx Rapid Fire price reduced from $650 > $450
  • 2xx Lots More Darts price reduced from $650 > $550
  • 4xx Operation Dartstorm price increased from $3000 > $3300
  • x5x Tsar Bomba bombing run 25 > 20
  • x5x Tsar Bomba bombing run Ceramic bonus 8 > 10
  • x5x Tsar Bomba damage type Normal > Explosion
  • x5x Tsar Bomba price reduced from $30,000 > $26,000

Heli Pilot

In order to improve potential synergies, we have finally decided to do away with the pierce cap on Downdraft. This means that, yes, you can now properly Alch buff your Downdraft support. For improved quality of life Support Chinook has been enabled for use between rounds, we have concerns with this but will give it some time to see how things settle. As its utility is impressive throughout the entire game for the relatively low cost MOAB Shove’s price is increasing

  • x3x Downdraft pierce cap removed
  • x4x Support Chinook can activate between rounds
  • xx3 MOAB Shove price increased $3100 > $3400

Mortar Monkey

Mortar BAD/Boss bonus was introduced to help with some concerns that have been more effectively solved through other means, so as a simplification to understanding these upgrades we are removing the bonuses

  • x4x Bonus damage to BAD/Boss 1 > 0
  • x5x Bonus damage to BAD/Boss 2 > 0

Wizard Monkey

Archmage’s MOAB bonuses are a little overkill and being lowered so we can justify a QoL buff with Dragon’s Breath’s scaling adjusting to match more crosspath improvements, meaning it will now benefit from Archmage’s range increase as well as bottom path’s projectile speed increase. As more quality of life, Wall of Fire’s startup delay is also being halved

  • 510 Archmage fireball MOAB bonus reduced 36 > 24
  • 5xx Archmage's Dragon Breath MOAB bonus reduced 10 > 8
  • 5xx Archmage's Dragon Breath range increased 40 > 60
  • x2x Wall of Fire initial startup delay reduced 1s > 0.5s
  • 031 Dragon’s Breath projectile speed increased 125 > 250

Alchemist

The faster attack rate improved Rubber To Gold’s average cash generation too much, so this multiplier is being reduced to bring it more in line

  • xx4 R2G gold cash value multiplier reduced 3x > 2x

Mermonkey

Mermonkey’s low tiers also have early game trouble and are seeing a price shift to improve this. Riptide Champion’s damage type is being made consistent with the rest of the path to grant Mermonkey earlier Lead popping, and the rest of the path is also seeing a damage increase. For fun Echosense Network will now be able to apply to Alchemist Transformed Mermonkeys, and Alluring Melody’s DoT Detonation mechanic can now apply to any targets that are already tranced although the damage cap per detonation has been reduced to compensate for this.

  • Mermonkey price reduced $475 > $375
  • 1xx Trident Efficiency price reduced $250 > 150
  • 2xx Trident Swiftness price reduced $300 > 250
  • 3xx Abyss Dweller price increased $1300 > 1600
  • x1x Sharper Prongs price reduced $300 > 200
  • x2x Tidal Chill price reduced $400 > 300
  • x3x Riptide Champion damage type Energy > Frigid (Weak to White & Purple)
  • x4x Arctic Knight damage increased 6 > 8
  • x5x Popseidon damage increased 12 > 15
  • xx2 Echosense Network now works with Mermonkey converted by Total Transformation
  • xx3 Alluring Melody damage over time detonation can now trigger on tranced Bloons
  • xx3 Alluring Melody DoT Detonation damage limit reduced 200 > 50
  • xx4 Symphonic Resonance DoT Detonation damage limit reduced 500 > 125

Spike Factory

This update we’ve finally decided to nerf Permaspike by completely removing the ‘Far’ target priority from the earlier Smart Spikes upgrade. We know that this loss will be incredibly painful to deal with for the many spike factory enjoyers out there, so we have also included a couple other minor QoL adjustments to the Smart Spikes upgrade in a hopeful attempt to offset this.

  • xx2 Smart Spikes target priority list changed to:

  • Normal, Close, Smart (unchanged)

  • Automatic: Attempts to directly target the ‘First-most Bloon’ in radius (whiffily)

  • Far: Replaced with Set Target - Target spikes to an exact location in radius

  • xx5 Permaspike unchanged

Monkey Village

As a much requested quality of life change for Boss events the Call To Arms ability can now be activated in between rounds.

  • x4x Call To Arms ability can now be activated between rounds

Engineer

We may return to this again later, but for now due to the clear desire for more Paragon synergy options the Engineer Paragon is trading in some of its main attack damage in exchange for a new AoE Overclock ability

  • Nail gun attack bonus damage to Boss reduced 500 > 300

  • New Paragon Overclock ability

  • Can target other paragons

  • Additionally overclocks all towers in a small area around the target for 15sec

Beast Handler

The previous range reduction for Beast Handler broke fun starting strategies that weren’t ever able to fully recover, so this range is being given back again. Shark latch-on lifespan for targets that are not 1shot is being reduced so it has to let go and re-target more frequently as an overall range reduction, and as Megalodon is currently overperforming particularly against Bosses its attack rate is being lowered to match Orca. Velociraptor path is too much of an all-round powerhouse so with the larger range returning it is also reducing in damage

  • 000 Beast Handler range increased 50 > 60
  • 3xx Great White latch lifespan reduced 5s > 3s
  • 5xx Megalodon attack cooldown increased 0.8s > 1.1s
  • 5xx Megalodon attack cooldown scale increased 0.3439s > 0.38s
  • x3x Velociraptor damage reduced 9 > 8
  • x3x Velociraptor damage scale re

Explosive Power Update

Lay down a gauntlet of explosive spikes with the Spike Factory Paragon: Mega Massive Munitions Factory.

Then relax on the new beginner map, Spa Pits. Just don't go digging around too much or the soothing hot water may burn you!

New premium She-Ra skin for Adora along with new power, Sword of Protection.

Rogue Legends gets a bunch of new Artifacts, a marshmallow shop, revamped CHIMPS mode with Curses, and more!

Plus new quests, quality of life improvements, bug fixes, and balance changes.

Check the full patch notes and change log on Reddit.

Bloons TD 6 v47.0 - Update Notes!

Update: Bloons TD 6 v47.0 - Update Notes!

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

Key New Features - Legends
  • Legends heralds a new way of looking at designing and building updates for BTD6. The team has so many exciting ideas, many of which could be full standalone games, and Legends gives us a way to push forward with groundbreaking ideas while maintaining the continuity of BTD6 and its awesome community.
  • These DLC should be separate and unique enough not to feel required but to offer a very alternate way of playing. We will continue to focus on a huge variety of content that players get at no additional cost to the base game, but as these features get bigger and bigger, the team does need to keep new IAPs and DLCs coming into the game to support future development.
Rogue Legends!

You’re gonna want to turn your sound on for this one! The first Legend available along with this update is a BTD rogue-lite adventure, featuring a randomly generated replayable single player campaign.

  • Build a party as you progress through the campaign; with a hero, up to 10 accompanying pre-crosspathed towers, and Artifacts to enhance their power
  • More than 10 unique hand-crafted tile based campaign maps to explore
  • Campaign maps featuring multiple paths to plan your own route through to the world, then take on a multi round Stage Boss
  • Featuring an all new, fast-paced Rogue Bloons roundset to learn and master (new hints included!)
  • Challenge tiles with alternate conditions featuring Boss Rush, Races, Endurance Races & Least Cash; these are optional to play & but grant scaling rewards based on performance to boost your team through their journey, also no lives will be lost from your first attempt on any of these tiles so feel free to trial them!
  • Merchants & Campfires to engage in trades and enhance your party
  • Collect from over 60 unique Artifacts as you progress through the campaign, boosting towers with incredible power ups & unique mechanics
  • Make impactful choices mid-game with temporary Boosts choices that last until the end of the current match including stat buffs, insta-monkeys & powers. Bad options? No problem - reroll them for in game cash
  • Defeat the Stage Boss to find Legendary boss-only artifacts & extract any artifact from the current game to earn a permanent copy that can be applied right from the start of a new Campaign
  • Stage Boss defeated & want to keep going? Continue through up to 5 stages of increasing difficulty, and unlock the endless CHIMPS campaign.
  • Obtain Rogue Legend cosmetics on purchase & earned through full campaign gameplay

Check out our video rundown on Rogue Legends here: https://youtu.be/NerXoyaPCgg

Legends - Community Questions

  • We have seen quite a few common questions among the community so we’d like to try and answer as many of them as possible!

  • Why paid DLC?

  • We are dedicated to continuing to support and create free updates and content for the base game. Beyond that, for update ideas that deliver standalone content, require huge amounts of work, and would be creatively constrained by trying to fund them through Monkey Money, we need to rely on IAP and DLC paid models to fund the development.

  • Why does it cost more than the base game?

  • This may sound a bit more like a Quora answer, but here’s a quick history and market snapshot of paid games on mobile, and do keep in mind the game does cost more on PC and console. By 2018, once mobile gaming services were dominated by free-to-play games, the available price points for paid games became severely constricted, with Minecraft effectively setting the high water price at US$6.99. As BTD6 grew we actually increased the price from US$4.99 to US$6.99 in 2022 to better reflect what we see as the incredible gameplay value available. We believe this is still significantly underpriced, and think a fair market value is more like US$19.99 on both PC and mobile. We are not yet prepared to raise the price of the base game again, but that app store delimited undervalued price should not be seen as a high water mark for the fair value of the incredibly robust Rogue Legend DLC. We see US$9.99 as a reasonable price relative to the fair market value of the mobile game, which would be much higher if not constrained by app stores dominated by free to play games.

  • Will this make the base game pay-to-win or give players an advantage?

  • No. We want Legends to be fun self-contained experiences, as the game mode itself is the only exclusive content and does not reward anything that feeds back into the base game outside of cosmetics and Legend stats for your profile so there is no Team or Leaderboard advantage applied to base game content for accounts that purchase Legends DLCs

  • Will you continue to support and update this?

  • Yes! If this is popular, there are still a few features we want to add

  • Will future maps and content be usable in Rogue Legends?

  • Unless something goes wrong or certain maps are banned in certain modes, our goal is that all future maps, heroes, skins, etc., will slot into Rogue and future Legends. We want this to passively grow with every content update alongside the new features we will continue to offer for free in the base game.

  • Will this be on console/Netflix/Arcade?

  • The console team is focused on getting all console platforms up to date with the main game content, but that update is still a while away and concurrent with our plans for Switch release! For Netflix and Arcade, yes, it will be coming but will be a few weeks delayed to allow for the additional testing required on those platforms.

  • How will this affect normal updates, or will this make updates take more time?

  • We plan on having the same number of updates each year (5 or 6) and we still have a huge year of content updates planned for the base game in 2025 and beyond.

  • If I purchase this on one platform, will it be usable on my other platforms?

  • Yes! In the same way our Double Cash or Fast Track purchases work, your purchase will carry over whenever you swap to another device, except for the existing restrictions for walled garden data on Arcade, Netflix, and consoles.

New Awesome
  • New Hero Skin, Rosalia Tinkerfairy

  • The tinkering-est fairy around has come to play!

  • New Advanced Map, Enchanted Glade

  • Help Tinkerfairy defend her home from the approaching Bloon assault

  • New Quests

  • Rogue Legends Preview - Get a glimpse of the Rogue Legends campaign. A free taste of what the Rogue Legend has to offer

  • Moon Colony - Challenge Quest, Moon Landing transformed!

  • Raft Defense - Challenge Quest on Spice Islands with a pontoon raft and no water towers. No land placement is allowed.

  • New Trophy Store Items

  • Bloons: Hearts Pop FX, Heart Glasses Bloons decal

  • Game & UI: Corvus Summons banner, Blastapopoulos From The Past avatar

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • Limited time - Lunar New Year avatar

  • New CT Team Store items

  • Team Banners: Team Effort Banner

Game Changes / Additions
  • Accessibility options now includes alternate tower range circles with High Contrast & Color Blind options
  • Accessibility options now includes an Ambient Map Effects on/off toggle
  • Quests will no longer track all profile stats (You can now happily keep 0 powers used, and we can make more quests using powers)
  • [Map Editor] Pips will now appear in editor leading players to paths that have errors
Bug Fixes & General Changes
  • Resolved a scrolling issue with the Odyssey editor map-edit UI
  • Ace Centered Path 'Advanced' hotkey will bring up the centered path position placement
  • Super Monkey Storm & Thrive powers should correctly count to victory screen stats
  • Resolved a crash that could occur when attempting to delete a custom Odyssey
  • Sniper chameleon pet now transitions its color changes more smoothly
  • Resolved a crash that could occur when reconnecting on co-op after starting the game during an internet disconnection
  • [Map Editor] When toggling ‘Show Variants’ the selected prop (if any) should remain visible in the scroll panel
  • Quincy should no longer fall stuck endlessly screaming at the player in a loop when closing the pause menu while adjusting hero volume
Event changes
  • [Boss Event] The Rewards sub-section of the Boss Leaderboards UI should no longer break when attempting to view it post-game
  • [Boss Event] Resolved an issue in which the leaderboard could fail to load scores
  • [Boss Rush] Resolved an issue where track length speed multiplier was not calculating correctly for multi-path tracks
  • Resolved an issue where other player CT scores wouldn’t appear on your teams roster until the CT World UI is viewed
Map Specific changes
  • Damaged Ceramics should no longer display beneath waterfalls on Adora’s Temple
  • Resolved Ice Monkey Snowstorm Layering Issues on the Ancient Portals map
Tower Specific Fixes

Mermonkey

  • 4xx Abyss Dweller should no longer slow Lead Bloons without the correct damage type
  • xx4 Totems should no longer be considered overclock targets

Engineer

  • 200 Sentries when un-crosspathed should no longer deal bonus damage to MOABs
  • xx5 Bloontrap Cooldown should no longer break depending on upgrade order
Hero Specific Fixes

Geraldo

  • [Map Editor] Resolved an issue where Dart Monkeys that were turned into Super Monkeys with Geraldo’s cape item would sell themselves immediately when an interactable next to them is used to show or hide something.
  • Geraldo’s action figure should no longer sometimes fail to increment price until 2nd round end after placement

Corvus

  • Resolved a crash with the Echo spell being used while Corvus is standing on Water
  • Resolved an edge case crash that probably doesn’t even happen unless you’re doing a handstand while playing

Platform Specific fixes

  • Resolved a game softlock when attempting to login via Twitch
  • : Game should no longer fail to localize when player selects Chinese (Traditional) Profile as default on initial launch
  • : No longer displays a grey screen on launch

Balance Changes

Tower Balance

Rogue Legends took up nearly all of our balance time for this update, however as we know many players look forward to the balance changes each update we’ve included a quick list of simpler changes that shouldn’t be too game breaking. Also get me pictures of spider monkeys!

Dart Monkey

Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.

  • 2xx Razor Sharp Shots price reduced from $220 > 200
  • 3xx Spike-o-pult price increased from $300 > 320
  • x3x Triple Shot price increased from $400 > 450
  • x3x Triple Shot also reduces attack cooldown 25%
  • x4x Super Monkey Fan Club price reduced from $7500 > 7200
  • x4x Super Monkey Fan Club reduces attack cooldown further 25% > 50%
  • xx3 Crossbow price reduced from $625 > 575
  • xx4 Sharpshooter price increased from $2000 > 2050

Boomerang Monkey

While the higher tier upgrades work well, Bionic Boomerang is often not as effective as expected for this price range.

  • x3x Bionic Boomerang price reduced from $1450 > 1250

Bomb Shooter

Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.

  • 4xx Bloon Impact price reduced from $3200 > 2800
  • 202 Frag Bombs damage increased from 1 > 2
  • 302 Really Big Bombs frag damage increased from 3 > 6
  • 502 Bloon Crush frag damage increased from 24 > 36
  • x3x MOAB Mauler price reduced from $1100 > 1000
  • x4x MOAB Assassin price increased from $3350 > 3450
  • xx3 Cluster Bombs price reduced from $800 > 700
  • xx4 Recursive Cluster price reduced from $2800 > 2500
  • xx5 Bomb Blitz price reduced from $25500 > 23,000

Ice Monkey

A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.

  • x5x Absolute Zero wind slow aura slows MOABs in radius 20%
  • x5x Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s
  • xx3 Cryo Cannon price reduced from $1950 > 1750
  • xx4 Icicles attack cooldown reduced from 1s > 0.75
  • xx5 Icicle Impale unchanged

Glue Gunner

Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.

  • 3xx Bloon Dissolver bonus damage to Ceramic increased from 1 > 2
  • 4xx Bloon Liquefier unchanged
  • x3x Glue Hose price reduced from $2100 > 1950
  • x4x Glue Strike price increased from $3850 > 4000

Monkey Sub

Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself

  • 5xx Energizer price reduced from $31,000 > 28,000
  • xx4 Armor Piercing Darts price reduced from $3000 > 2500
  • xx5 Sub Commander number of airbursts increased from 3 > 5

Monkey Buccaneer

We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.

  • x4x Monkey Pirates price reduced from $4900 > 3900
  • x5x Pirate Lord price increased from $26,000 > 27,000

Monkey Ace

Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.

  • x4x Ground Zero ability cooldown reduced from 45s > 35s
  • x4x Ground Zero bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run damage increased from 15 > 30

Heli Pilot

We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps

  • 4xx Apache Dartship max move speed increased from 50 > 60
  • 5xx Apache Prime unchanged

Mortar Monkey

Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.

  • 4xx The Big One damage increased from 8 > 10
  • 402 The Big One damage over time increased from 7 > 12
  • 502 The Biggest One damage over time increased from 60 > 65
  • 032 Heavy Shells damage over time increased from 3 > 4
  • 042 Artillery Battery damage over time increased 4 > 6
  • xx4 Shattering Shells MOAB Burn damage increased 10 > 20

Dartling Gunner

Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.

  • x3x Hydra Rocket Pods price reduced from $4800 > $4500
  • x4x Rocket Storm price reduced from $5550 > $5850
  • x5x MAD price increased from $60,000 > 65,000

Wizard Monkey

Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.

  • 52x Archmage fireball bonus to MOAB-Class increased from 27 > 36
  • 52x Archmage wall of fire bonus to MOAB-Class increased from 4 > 8
  • 5xx Archmage dragon's breath bonus to MOAB-Class increased from 6 > 10
  • x4x Summon Phoenix price reduced from $7000 > 6000
  • x5x WLP dragon’s breath attack damage over time increased from 10 > 30
  • x5x WLP dragon’s breath damage over time duration increased from 3s > 15s
  • xx3 Shimmer camo pulse attack cooldown reduced from 2.5s > 2s

Ninja Monkey

Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.

  • xx5 Master Bomber sticky bomb attack cooldown reduced from 4.5s > 2.25

Alchemist

Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.

  • x3x Unstable Concoction price reduced from $3000 > 2800
  • x4x Transforming Tonic price reduced from $4500 > 4200
  • xx4 Rubber to Gold duration reduced from MAX > 7s
  • xx4 Rubber to Gold debuff also disables Lead property for duration
  • xx4 Rubber to Gold debuff also disables Black property for duration
  • xx4 Rubber to Gold debuff also disables White property for duration
  • xx4 Rubber to Gold debuff also disables Purple property for duration

Druid

Not a huge change on its own, but reduced price should add up and shave off some spending for full Poplust setups.

  • xx4 Poplust price reduced from $2500 > 2350

Mermonkey

Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.

  • x3x Riptide Champion pierce increased from 12 > 18
  • x4x Arctic Knight pierce increased from 12 > 18
  • x5x Popseidon pierce unchanged
  • xx3 Alluring Melody trance pierce increased from 3 > 4

Bloons TD 6 v46.0 - Update Notes!

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

Update Video: youtu.be/N9MC7GZSan8

New Awesome
  • New Tack Shooter Paragon, the Crucible of Steel and Flame. Tacks, blades, fire - what more could there be? Well, plenty actually, as the Monkeys realized they can cram blades full of hot tacks! We could leave it at that, but for those who’d like a little more detail, read on!

  • Constantly attacking with a short range maelstrom of white hot blades that burst into a nova of tacks when they expire, this paragon creates quite a spectacle to behold. The tack monkey inside (!) is unable to see unrevealed Camo Bloons, however with its 2 abilities this isn’t enough to hold back its power.

  • Maelstrom ability: given that the main attack already is a permanent maelstrom, this ability gives the tower a massive temporary increase to projectile lifespan & pierce in order to greatly expand the coverage of that local maelstrom. While this is occurring, high pierce jets of blue flame will periodically blast around the tower to wipe out any smaller targets. This is a coverage & cleanup ability, so it has an extremely short cooldown but is not a single target damage dealer.

  • Meteor Impact: As the Maelstrom ability is more of a utility, a second ability is here to bring the damage! Meteor Impact calls down a blast that deals high damage to an unfair area, and any Bloons foolish enough to withstand the initial impact will be wiped out when this meteor breaks apart into a ring of 32 homing fireballs

  • New Revenge Map, Last Resort!

  • For those who thought Resort was too much of a chill vacation. Although honestly it really doesn’t look all that bad to me, maybe everything’s fine and it’s just a nice winter resort?

  • Battle Cat Crossover!

  • Heralding our new integration partnership with the Masters of the Universe brand from Mattel, Battle Cat is featured as the first of several drops planned through 2026.

  • Check out Battle Cat in his very own Quest and on most platforms as a highly effective, single-target, purchasable Power.

  • More details: Using the Powers tab, place the timid Cringer and he’ll stick around untransformed for the whole game, meekly swiping at a few Bloons. You’ll notice he comes with an activated ability, though. Activate this and he transforms into Battle Cat, tearing into Bloons, knocking them back, and applying a powerful damage over time that also nullifies Bloon immunities. This ability is so powerful, it can’t last forever, so after a few rounds Battle Cat must portal back home to Eternia.

  • On most platforms, Battle Cat Powers can be obtained via the Battle Cat Prestige Pack that comes with tier 5 Beast Handler Insta Monkeys, an exclusive Avatar, and an exclusive Banner and for repeat use the Battle Cat Booster Pack that also comes with a selection of Insta Monkeys.

  • New Quests

  • Alternate CHIMPoppable - CHIMPS Rules. Impoppable prices. Alternate Bloon Rounds. Is it even possible?

  • Adora Explorer! - Discover Adora’s strengths and abilities

  • By the Power of Battle Cat! - Test out the exclusive new Battle Cat Power

  • New Trophy Store Items

  • Monkeys: Druid Holiday projectiles, wildly festive and available anytime the Druids feel the spirit

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • Christmas Snowmonkey avatar, Magical Christmas banner

Game Changes / Additions
  • 2024 Hero Packs including all heroes and skins up to 2024 from the game start. This includes a full pack of every hero & skin, which is substituted for a small completion pack for players who already own many of these.
  • Blastapopoulos added to Contested Territory
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Hero hotkey should function again without a delay when restarting a game
  • Failing Quest objectives no longer shows a victorious monkey on the summary screen
  • Resolved an issue with certain high starting round challenges crashing with Fast Track
  • Having only "Selected Hero" in the Challenge Editor should no longer prevent the challenge from being played
  • Resolved an edge case that could cause heroes to gain less XP from Fast Track when also benefiting from Empowered Heroes
  • Owned Avatars within with profile selection menu will now order to the top
  • CHIMPS mode should no longer offer a ‘retry last round’ on the very first round
  • Resolved a crash that could sometimes eventually occur when rapidly placing and selling a heli then placing and selling a mortar then placing and selling a heli then placing and selling a mortar then placing and selling a heli then placing and selling a mortar, probably.’
  • Hero placement animations should display correctly when hero levels during placement
  • Resolved a bug that could cause attacks to bypass Vortex’s skull immunity window
  • Resolved a number of reported elusive game crashes that could occur
  • Resolved a number of prop texture issues in Map Editor
  • Removed a deal pixel from many text entry fields
  • Fixed a number of map texture issues
Events & Quests
  • The Slime Counter on the A Slimey Expedition quest should no longer break on restart
  • Resolved a case in which Collection Events could softlock while claiming rewards
  • Resolved an issue that could cause dialogue to not correctly display
  • Elite Blastapopoulos should now take extra damage from paragons
Map Specific
  • Ancient Portals resolved a case in which some towers retained buffs after being moved away from buff platforms
  • Engineer cleansing foam now layers correctly on Ancient Portal
Tower Specific Fixes

Dart Monkey

  • 502 Ultra Juggernaut should no longer have less knockback than the previous tier

Bomb Shooter

  • x5x MOAB Eliminator’s ability explosion correctly deals explosive damage

Monkey Sub

  • Sub Paragon should no longer keep its radiation attack when unsubmerged

Monkey Buccaneer

  • 510 Plane radial projectile speed should no longer decrease when upgraded (100 > 200)

Mortar Monkey

  • 032 Heavy Shells can now apply Burny Stuff to DDTs if it has camo detection

Druid

  • 032 Druid of the Jungle’s vine attack should now benefit from Heart of Vengeance

Mermonkey

  • xx4 Symphonic Resonance resolved a crash that could occur when repositioning the totem after spawning Blastapopoulos
  • Lord of the Abyss's radius should no longer cause new Mermonkey primed for placement to display incorrectly range circles

Banana Farm

  • xx1 EZ Collect bananas should be more effectively collected by Banana Farmers

Engineer

  • Paragon’s Green Sentry should no longer display a non-functional ‘first’ target prio when first placed
  • xx5 XXL Trap when created will clear any existing XXXL traps owned by the player, this will now allow the newly placed engineer to place its trap without requiring the old trap to be filled first

Beast Handler

  • Resolved an issue with Beast placement clipping through the void in some cases

Ezili

  • Lv3 Heartstopper can be used when Blastapopoulos is the only ‘Purple’ Bloon on screen

Pat Fusty

  • Kaiju Pat should correctly use his 'mechanized' voice lines at level 20

Geraldo

  • Gerry’s Fire should no longer gain its own range circle when attached to xx4 Mermonkey
  • Geraldo’s shop should correctly be stunned by Blastapopoulos

Rosalia

  • Resolved an issue with some of Rosalia’s attacks undercounting on stat tracking

Platform Specific fixes

  • Resolved a softlock that could occur on startup on some devices
  • Profile save slots should now correctly display Veteran stars when applicable

Balance Changes

Our past couple updates included massive widespread balance changes in order to dedicate balance time at the end of the year to working on our new Legends game mode for v46. However as the Rogue Legend has ended up being delayed we’ve gone ahead with a small focused list of balance changes mainly responding to a number of points raised by the community this year.

Tower Balance

Bomb Shooter’s base pierce is plenty for the early game but low enough that 1xx crosspath feels too important later, we’re shifting pierce out of crosspath into the base upgrade to alleviate this. Players found the recent increased coverage of 024 recursive too much, but we like the functionality so we’ve tightened the spread for the base xx4 recursive to make 024 about the same as it was before but 004 even tighter. Bomb Blitz has been upgraded to double attack rate from the previous tier.

  • 000 Bomb Shooter pierce increased from 14 > 22
  • 100 Bigger Bombs pierce increased from 20 > 28
  • 200 Heavy Bombs pierce increased from 30 > 38
  • 300 Really Big Bombs pierce remains 80
  • xx4 Recursive Cluster min cluster distance 30 > 20
  • xx4 Recursive Cluster max cluster distance 36 > 30
  • xx5 Bomb Blitz attack cooldown reduced from 1 > 0.75

Tack Shooter

Every Tack Shooter Tier 3 needed a different attack rate boost, so to tidy this up we’ve moved much of that rate to the base tack shooter. Given the bottom path Tack is slightly nerfed from this rate change, it is seeing additional pierce to make an overall buff. Finally Blade Shooter has always visually increased the projectile size considerably but not actually changed this value at all, Blades will now actually be bigger.

  • 000 Tack Shooter reload rate reduced from 1.4 > 1.12
  • 3xx Hot Shots reload rate remains 0.63
  • x3x Blade Shooter reload rate reduced from 1.19 > 1.12
  • xx3 Tack Sprayer reload rate increased from 1.05 > 1.12
  • xx5 The Tack Zone reload rate reduced from 0.2275 > 0.224
  • xx3 Tack Sprayer pierce increased from 1 > 2
  • xx4 Overdrive pierce remains 2
  • x3x Blade Shooter projectile radius increased from 0 > 4
  • x4x Blade Maelstrom ability projectile radius increased from 2 > 4

Sniper Monkey

Players have requested a bonus for the 025 Sniper shrapnel given it’s meant to be a pierce crosspath but struggles on anything non-MOAB, so we’d like to try moving the bonus MOAB damage on 024 shrapnel into base damage instead.

  • 024 Full Auto Rifle shrapnel damage increased 1 > 2
  • 024 Full Auto Rifle shrapnel MOAB bonus reduced 1 > 0
  • Applies to xx5 Elite Defender

Monkey Buccaneer

Instead of increasing the amount of cash generated, the Navarch will now increase the number of Merchantmen that can receive the benefit. This is an overall increase to cash generation though requiring more of a space investment to fully utilize.

  • Paragon cash per merchant reduced 15 > 10
  • Paragon number of merchants benefited increased 20 > 40

Monkey Ace

As efforts to improve the feeling of top path Buccaneer have gone relatively well, projectile seeking has now been greatly improved for the Bottom path Ace as well.

  • xx3 Neva-Miss radial darts no longer miss
  • xx4 Spectre targeted dart attack seeking improved

Dartling Gunner

Plasma Accelerator’s cost is shifting further down to improve upgrade progression. Rocket Storm is gaining a greater bonus to Ceramics for better cleanup breakpoints, and at T5 damage is being moved out from base attack into the ability for a more significant burst of damage when used as currently the ability is underwhelming compared to the main attack at T5.

  • 3xx Laser Cannon $3650 > $3000
  • 4xx Plasma Accelerator $11100 > $11750
  • x4x Rocket Storm ability deals bonus to Ceramic +1
  • x5x M.A.D ability bonus to Ceramic increased 4 > 5
  • x5x M.A.D bonus to MOAB-Class reduced 550 > 450
  • x5x M.A.D ability Bonus to MOAB-Class increased 18 > 250

Wizard Monkey

Archmage’s secondary attacks are gaining bonus MOAB damage increases as due to Archmage’s unique mechanics, nerfs building up from Dragon's Breath have also indirectly caused an impact for the Archmage. Prince of Darkness’ buff to other Zombies damage doesn't get much interest, so we’re buffing it. Though the expected dps should be high Magus doesn’t fit well into boss dps windows, so we’re reducing its mana drain rate to increase Metamorphosis duration.

  • 5xx Archmage fireball bonus to MOAB-Class increased 9 > 27
  • 5xx Archmage wall of fire bonus to MOAB-Class increased 1 > 4
  • 5xx Archmage dragon's breath bonus to MOAB-Class increased 2 > 6
  • xx5 Prince of Darkness buff to zombie damage increased 1 > 3
  • Paragon Metamorphosis mana drain reduced 5000 > 4000

Ninja Monkey

Based on the x5x ability Ninja Paragon will now grant bonus range to all non-paragon ninjas, it will provide the Shinobi Tactics buff to any other Ninja in radius, and its global camo detection will also apply to other paragons.

  • Paragon now grants increased range to all ninja +10
  • Paragon now provides the Shinobi Tactics buff for Ninja in radius
  • Paragon now bestows Camo Detection upon other paragons

Druid

As it’s really good, and it’ll still be really good.

  • 3xx Druid of the Storm tornado gains a ceramic pierce penalty of +1
  • further tiers unaffected

Mermonkey

While we were happy with Arctic Knight’s Ice Jet being a high pierce MOAB layer removal that could with other tower combinations be upgraded to a more effective full-clear, there is not currently enough varied ways of quickly dealing with White Bloon layers, so for a long cooldown based ability this heavy a weakness is too much for now. Bottom path Mermonkey is proving to be very high uptime for the strong support it provides, while still exceptional this is only seeing a light nerf for now.

  • x4x Arctic Knight ability projectiles pass over White Bloons unless can damage
  • xx3 Alluring Melody tranced Bloon cooldown increased 3 > 4
  • xx4 Symphonic Resonance tranced Bloon cooldown increased 3 > 4
  • xx5 Final Harmonic Trance Bloon cooldown unchanged

Spike Factory

While this won’t change the effective DPS of spike storm at all, the ability will now occur over a slightly longer duration to reduce the effective ‘instapop’ on many targets and give more time to see what’s going on.

  • x4x Spike Storm ability duration increased 1s > 2s
  • x4x Spike Storm ability attack cooldown increased 0.02 > 0.04
  • xx5 Permaspike unchanged

Monkey Village

Primary Expertise is gaining enough damage to allow it to continue to 1 shot MOABs until round 100, but in exchange it will attack slower for an overall power increase.

  • 5xx Primary Expertise bonus damage to Ceramic/MOAB increased 190 > 270
  • 5xx Primary Expertise attack cooldown increased 2.5 > 3

Engineer

Now that Ultraboost has an initial cooldown we are again allowing it to be used between rounds. Middle crosspath feels too good for Bloontraps because of the massive quality of life it brings, so we’re pushing the DPS more for top crosspath by allowing Double Gun to also double the projectiles of Sentries. The expensive XXL Trap's cash generation comes in too late given Bloontraps fall off as an income generator in the late game, so we’re reducing the upgrade cost and increasing the cash generation that it brings.

  • x5x Ultraboost can activate between rounds false > true
  • 103 Double Gun Sentries shoot twin projectiles
  • xx5 XXXL Trap collected Bloons cash multiplier increased 2 > 3
  • xx5 XXXL Trap price reduced 48,000 > 45,000

Beast Handler

Max power Great White drags in MOAB's too quickly which actually causes it to thrash less from this and overall perform worse, so a minimum drag time has been set. Megalodon's 'not 1 shotting' damage feels too low compared to when it is able to 1shot, so we’re increasing this damage.

  • 3xx Max MOAB grab time increased 0 > 6s
  • 5xx Megalodon damage increased 350 > 700
  • 5xx Megalodon damage range increased 400 > 1400
Hero Balance

Ezili

Ezili’s first bonus against MOABs is swapping forward to an earlier level so she can do something in time for the first MOAB on round 40.

  • Ezili Lv8 bonus MOAB damage moved to Lv6
  • Ezili Lv6 DoT duration/rate moved to Lv8

Etienne

Etienne's final level activated UCAV power is being increased

  • Lv20 UCAV ability active cast damage increased 10 > 12

Geraldo

Geraldo is coming into line with himself, though as he still feels too far ahead of other heroes we are scaling up some of the shop prices to more justify the power level.

  • Lv1 Creepy Idol price increased $100 > 120
  • Lv1 Jar of Pickles price increased $100 > 150
  • Lv4 Tube of Amaz-O-Glue price increased $100 > 150
  • Lv8 Gerry’s Fire price increased $600 > 650
  • Lv10 Pet Rabbit price increased $1500 > $2000
  • Lv12 Genie Bottle price increased $2000 > 2500

Corvus

We don’t want to knock him down hard before the holidays, but Corvus’ placement cost is being increased and Spirit move speed is being shifted from passive power into the Haste spell with Haste’s cooldown also being cut so it can almost always be available when required at the cost of active mana management.

  • Lv1 placement cost increased $925 > 1025
  • Lv1 Spirit maximum move speed reduced 125 > 100
  • Lv3 Haste cooldown reduced 15s > 5

Powers

While working on the new Battle Cat power we concluded a number of existing powers that haven’t had love since launch are no longer living up to a worthy level of power in the modern state of Bloons, so we’ve made modifications to some of these to make them more useful for the cost. In particular, we felt like there were very few times to ever use MOAB Mines over Super Monkey Storms so these have been given a considerably more powerful single target use case to use in situations in which Super Monkey Storm would normally struggle.

  • MOAB Mine damage increased 300 > 5000
  • MOAB Mine can now re-hit same target & children targets with cooldown 1s
  • Super Monkey Storm damage increased 2000 > 4000
  • Time Stop no longer slows tower attacks as much 70% > 40%
  • Energizing Totem range increased 40 > 54
  • Camo Trap grants 2 for every purchase
  • Glue Trap grants 2 for every purchase

Paragons

The Paragon formula applying a flat +100p to any attacks has been limiting our design in building low-pierce balanced attacks for Paragon upgrades, in particular we could not embody the design of the Tack Shooter’s 1 pierce meteor attack due to this, so we have lowered this flat pierce bonus for further review.

  • Paragon Formula: Flat pierce per degree reduced 1 > 0.1
  • Paragons still also receive an additional +1% pierce per degree

Powers Knowledge

  • Powerful Monkey Storm bonus damage increased 300 > +1000 (+25%)
  • Mauling MOAB Mines bonus damage increased 100 > 1250 (+25%)
  • Longer Boosts bonus duration increased 2s > 5s
  • Lon

Bloons TD 6 - Version 45.0 Update Notes!

Update: Bloons TD 6 v45.0 - Update Notes!

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

Update Video: https://youtu.be/j3P5dBAHZyM

Key New Features
  • New Boss Bloon Blastapopoulos, the Demon of the Core has returned!

  • While in play, towers suffer from reduced range & ability cooldown rate.

  • Blastapopoulos passively burns off damaging effects applied to them, and has the Purple Bloon type property. Damage type enhancements can get around this as normal, but this doesn’t change projectile temperature!

  • Overheating! Most projectile hits heat up Blastapopoulos, with anything weak to purple (fire, lasers & plasma) increasing heat even more, so use these damage types at your own risk or bring along some Ice attacks to cool things back down! Whenever maximum heat is reached Blastapopoulos vents the excess, briefly stunning towers & increasing ability cooldowns then superheating the area for a short time, causing all projectiles to burn up faster than normal.

  • Skulls when triggered will fill up a portion of Heat, and spew out a number of Fireballs & Pyroclastic Rocks.

  • These Fireballs will target your towers & create debuffing pools of magma around their targets while the Pyroclastic Rocks land around Blastapopoulos to form impenetrable barrier rings around the boss until they expire

  • You’ll need to carefully manage your heat to avoid dire consequences!

New Awesome
  • New Advanced Map, Ancient Portal

  • Both ancient and modern, the portal has clearly moved this map through time, so they can easily shift Bloons from one path to another. With all of that energy at play, there is clearly explosive potential.

  • New Quests

  • 5 Minutes of Frozen Over - a reversed race! With a limit of 5 minutes send as many rounds as you can in this marathon-not-a-sprint to score as much damage as possible

  • One Sided - Beat half of Infernal, with half of the play space. Oh it’s the wrong half!

  • Fast Tracked - A trial quest that’ll give you a taste of the new Fast Track IAP (More detail on that below!)

  • New Trophy Store Items

  • Heroes: Pat Fusty Pet Pig

  • Monkeys: Buccaneer Flavored Trades projectiles

  • Game & UI: Spooky Night banner

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • Tricky Ghosts avatar, Bat BFBs Bloon skin

  • New CT Team Store items

  • Flying Props: Haunting Ghoul

  • Icons: Carved Pumpkin Icon

  • Frames: Spider's Web Frame

Game Changes / Additions
  • Co-op overhaul (Part 1)

  • We are currently going through a large overhaul of the co-op code, which will happen over multiple updates. This first phase is already showing us greatly improved average performance and cleaner game state handling.

  • Revamped in game store

  • We really felt it was time to make our store nicer and easier to engage with. Please browse at your leisure, with separate sections to more easily find what you’re looking for and improved display of visuals and descriptions.

  • Along with this we’ve added a couple brand new packs to check out

  • Fast Track Pack! A returning favorite from BTD5, with dynamic improvements!

  • When enabled, skip the first 25% of rounds for the current game. This scales to match how long the mode is, so for any 300 round custom challenge enjoyers out there you will now be able to skip the first 75!

  • Starting Cash is updated to reflect these skipped rounds

  • Starting Hero XP is updated to reflect these skipped rounds

  • Double Cash & Fast Track can now be enabled/disabled from the play screen

  • Available in most areas, however will still not show in Competitive Modes or CHIMPS

  • Challenge Editor will support a ‘Fast Track Disabled’ option at launch for any challenge creators who wish to enforce the starting rounds in their challenges

  • Pets Pack IAP

  • This pack includes all current Hero & Monkey pets up to update v45

  • Exclusive Pack of Pets avatar & Gang’s All Here banner

  • Challenge Editor ‘modifiers’ have been redesigned

  • These now fit into a more understandable inclusions/exclusions list

  • Works similarly to how the tower exclusions/inclusions list currently does

  • Map Editor support added for a maximum up to 8 track paths, this shouldn’t be too crazy but we feel it still opens up significant room for new ideas.

Bug Fixes & General Changes
  • Refactored how all audio clips are played
  • Heavy behind the scenes updates & refactoring, we can expect some odd niche problems due to this
  • A number of localization fixes
  • Holding down the Hero hotkey without enough cash to place that hero will now prime your hero ready for placement as soon as enough cash is available
  • A full ability quickbar should now close properly on wide resolutions
  • Holding down the ‘Select Hero’ hotkey should no longer rapidly refresh the Hero UI
  • Sandbox no longer allow players to include crashy negative values or the brown note
  • Resolved a long-standing bug where the Empowered Heroes knowledge applied to heroes again after being sold
  • Fixed the moon
  • ‘When the going gets tough’ should track correctly again
  • The ‘Bats’ placement animation should display correctly again
  • Resolved a number of menu UI softlocks & visual glitches
  • The ‘Happy Holidays’ emote should now be grouped with other Text Emotes
  • Resolved an issue where restarting may not correctly count towards tower unlocks
Event changes
  • Resolved some inconsistencies with rule displays
  • ‘Boss Appears In’ counter should update correctly after continuing save games
  • Resolved a crash when submitting Boss Event scores with a poor internet connection
  • Scrolling while in the teams messages page no longer zooms the Boss Rush world UI
  • Users noticed that now we have 24 towers in the game, Collection Events will show the same featured monkeys at the exact same hour mark every time that the cycle loops. To break this up, the featured order will now increment forward by 1 upon every loop.

Map Specific changes

  • Resolved many cases of inconsistent alignment for text boxes attached to certain map Gizmos and Removables
  • Pre-game prep spikes should now position correctly on Luminous Cove in Reverse
  • Polyphemus eye mechanic should no longer sometime break with Retry Last Round
  • The Flooded Valley removable no longer bricks itself after restarting
  • Resolved a number of cases in which map-based Easter Eggs with weapons were not counting their damage to the end-game victory summary.
  • On Castle's Revenge Bloonarius bleed bloons should no longer immediately exit
  • Luminous Cove seaweed visual state is now co-op synced
Tower Specific Fixes

Boomerang Monkey

  • 5xx Glaive Lord should no longer apply DoT to DDTs without Lead power

Bomb Shooter

  • xx4 Recursive Cluster, resolved some weird stat population issues across crosspaths, this may unintentionally cause balance to work as intended

Ice Monkey

  • xx5 Icicle Impale should no longer fail to slow already Frozen targets

Glue Gunner

  • 500 The Bloon Solver can now correctly take buffs without needing a crosspath first
  • xx3 MOAB Glue can no longer slow Dreadbloon’s Rock Bloons

Sniper Monkey

  • 240 Supply Drop’s projectile bounce distance should now correctly increase with crosspath, more on this later.

Monkey Sub

  • Monkey sub should no longer display a paragon pip without all T5s unlocked

Monkey Buccaneer

  • 5xx Carrier Flagship crosspaths have had a number of inconsistencies resolved in how stats add together

Heli Pilot

  • x5x Special Poperations can no longer Door Gunner towers down on top of Helipads
  • xx4 Comanche Defense resolved a crash which re-broke another crash
  • Resolved the other crash again

Super Monkey

  • 4xx Temple when sacrificing towers with platforms, should no longer sell the towers on those platforms instead of sacrificing them
  • 052 Anti-Bloon’s left hand now correctly deals +1 damage to Camo. You’re welcome, lefties!

Alchemist

  • x5x Total Transformation should no longer cause a crash when transforming a tower with its own platform

Mermonkey

  • 120 should no longer have more range than 220
  • 3xx Abyss Dweller pierce buff should now stack correctly with other pierce increases
  • 5xx Lord of the Abyss resolved some inconsistencies applying buffs to supported towers
  • 5xx Lord of the Abyss should no longer have a weaker slow against MOABs than the T4
  • xx4 Symphonic Resonance totem can be redeployed, it’s neat so we’re not changing this
  • xx4 Symphonic Resonance totem can no longer place out of range with Drop & Lock
  • xx4 Symphonic Resonance totem should save location correctly on moving platforms
  • xx5 The Final Harmonic totem spawn cooldown 6s > 12s (This was hard capped at a 12s minimum makes no difference)
  • xx5 The Final Harmonic’s trance visual should now update to reflect attack rate changes

Obyn Greenfoot

  • Lv11 Nature’s Clarity no longer increases lifespan by a factor of acquisition range

Captain Churchill

This balance change was added last update although the wrong variable was being applied, this has now been corrected.

  • Lv13 armor piercing shells flat bonus damage increased from 1 > 3
  • Lv17 armor piercing shells flat bonus damage increased from 2 > 6

Benjamin

  • Benjamin’s cash counter now displays earnings from Skimming in Half Cash

Geraldo

  • Gerry’s Fire should no longer be placable on xx4 Mermonkey Totems
  • Geraldo’s Quincy Action Figure should no longer display Favoured Trades’ sell buff icon
  • Rejuv Potion should no longer cause some abilities to double up in a single use

Rosalia

  • Lv7 Flight Boost should no longer be drainable by Lych

Platform Specific fixes

  • [Steam Versions] Hotkey changes

  • Monkey Bank 'Collect' money: linked to the 'Monkey Special 1' key

  • Monkey Bank 'Deposit' money: linked to the 'Monkey Special 2' key

  • New Advanced Hotkey: Ace Centered Path

  • New Advanced Hotkeys: Selected tower Active Ability 1, 2 & 3

  • [Steam Versions] when using click and drop, moving cursor outside of window should no longer snap towers to the middle of the screen rather than deselecting it

  • Resolved an issue that could cause loading to get stuck at step 5 of 9

  • Added support for Retina resolutions

  • Resolved crash that could occur after removing some modded maps

Balance Changes

As nothing else did what we wanted, we’ve created a new damage for middle path Mermonkey! This has also been adopted for use with the 3xx Druid Tornado & may see more later

Dart Monkey

Juggernaut attacks too slow to fully utilize its knockback, so we’re doubling the knockback to regular Bloons with a smaller increase also to Ceramics. Bottom path is seeing quality of life changes aimed at improved crosspathing and projectile speed progression as this path focusses on projectile range and speed.

  • 4xx Juggernaut Bloon light knockback amount increased 3 > 6
  • 4xx Juggernaut Bloon heavy knockback amount increased 1.5 > 2
  • xx1 Long Range Darts projectile lifespan multiplier increased 15% > 35%
  • xx2 Enhanced Eyesight projectile lifespan multiplier reduced 35% > 25%
  • xx2 Enhanced Eyesight projectile speed increased 330 > 350
  • 103 Crossbow pierce increased 4 > 6
  • 203 Crossbow pierce increased 6 > 9
  • Pierce crosspathing carries up to Sharpshooter
  • xx3 Crossbow acquisition range increased 56 > 60
  • xx4 Sharpshooter acquisition range remains 60
  • xx3 Crossbow projectile speed increased from 360 > 400
  • xx4 Sharpshooter projectile speed increased from 400 > 450
  • xx5 Crossbow Master projectile speed remains 450

Boomerang Monkey

With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we’re pushing its price up slightly to fit into that gap. We were unhappy with the recent MOAB Press nerf, so this is being undone for further review. Boomerang paragon use has dropped in use recently so we are taking the opportunity to lower its price.

  • 5xx Glaive Lord DoT duration reduced from 15s > 10s
  • 5xx Glaive Lord price increased from $29,400 > $32,500
  • 104 MOAB Press pierce increased from 260 > 300
  • 204 MOAB Press pierce increased from 320 > 420
  • Glaive Dominus price reduced from $275,000 > 250,000

Bomb Shooter

Compared among similarly priced hybrid AoE/supports, Really Big Bombs is a lacking stepping stone so we’re improving its damage and granting much more pushback. Even without the ability popping Black, Eliminator has been doing fine, so we are finishing off removing the Normal type on the main projectile.

  • 3xx Really Big Bombs damage increased 3 > 4
  • 3xx Really Big Bombs Bloon pushback increased 10 > 20
  • 5xx Bloon Crush pushback amount to MOAB-Class Bloons unchanged
  • x5x MOAB Eliminator base attack type Normal > Explosion
  • 024 Recursive Cluster cluster projectile speed now scales with Missile Launcher

Ice Monkey

Embrittlement had too much going on at T4 without much reason to use T3, as Ice Shards alone is already similarly priced to other Camo removal options and with the Primary category lacking in Camo detection, we have split Embrittlement up and introduced Camo removal at T3 so we can leave Embrittlement to focus entirely on being a damage support upgrade. While we’re still considering future plans here, increasing layers frozen from 5 > 8 at least means that Absolute Zero’s freeze can now last through all standard Bloon layers from a single application. As similar choices are currently leveling out with higher power Cryo Cannon feels like it deserves to have some power brought back.

  • 3xx Ice Shards now also removes Camo & Regrow properties from targets
  • 050 Absolute Zero main attack layers frozen increased from 5 > 8
  • xx3 Cryo Cannon price reduced from 2250 > 1950
  • xx3 Cryo Cannon freeze duration 1.2s > 1.5s

Glue Gunner

Top path glue struggles with large numbers of targets until T5 where it suddenly has no trouble at all, to improve earlier tier cleanup we’re taking a small amount of power out of the T5 glue puddles but improving T4 puddles and increasing attack rate across lower tiers. As it only increases attack speed and Glue Splatter already hits the majority of targets with no trouble this leaves Glue Hose not feeling that compelling, as this path becomes the full map glue anyway we felt we could improve tower range along this path as well.

  • 3xx Bloon Dissolver price reduced from $2,500 > $2,000
  • 3xx Bloon Dissolver attack cooldown 1s > 0.5s
  • 4xx Liquefier attack cooldown reduced from 0.75 > 0.5s
  • 4xx Bloon Liquefier lingering puddles damage increased 2 > 4
  • 5xx The Bloon Solver price increased from $22,000 > $22,500
  • 5xx The Bloon Solver attack cooldown remains at 0.25s
  • 5xx The Bloon Solver track puddles damage reduced 20 > 15
  • x3x Glue Hose range increased from 46 > 58

Sniper Monkey

… and more on that now, the improved bounce distance crosspathing hasn’t ever been as useful as we hoped, so this benefit is being greatly improved.

  • 240 bounce distance increased 50 > 80

Monkey Sub

We’re improving Reactor’s attack cooldown to improve general consistency. Ballistic Missile struggles greatly against standard Bloons since almost all of its power is in the Ceramic/Moab bonus, so we’re also balancing this consistency out with greater damage to standard targets while retaining the same total MOAB-Class power at the cost of pierce. Sub Paragon unsubmerged form is overperforming, so we’re reducing the boss power of the main attack while greatly improving the less desirable submerged power.

  • 4xx Bloontonium Reactor attack cooldown reduced 0.3 > 0.28
  • x3x Ballistic Missile damage increased from 1 > 3
  • x3x Ballistic Missile bonus Ceramic/Moab damage reduced from 5 > 3
  • x3x Ballistic Missile pierce reduced from 60 > 40
  • Sub Paragon Main Dart bonus damage to boss reduced from 300 > 200
  • Sub Paragon Airburst bonus damage to boss reduced from 180 > 100
  • Sub Paragon Submerged radiation damage increased from 50 > 250
  • Sub Paragon Submerged radiation bonus damage to boss reduced 500 > 250
  • Sub Paragon Submerged radiation bonus damage to Ceramic 50 > 250
  • Sub Paragon Submerged radiation attack cooldown reduced 0.425 > 0.28

Monkey Buccaneer

Aircraft Carrier is too high power for the price so we are reducing plane attack speed but have left 420 path radials unchanged as it has been the less powerful crosspath after T3 for a while. MOAB damage stat buff for middle path's canons as a low portion of the total damage is dealt by these since the frags fix. Due to loud Lead tinking screams, all Navarch damage is been set to Normal instead of flowing up from lower tiers.

  • 4xx Aircraft Carrier forward darts attack cooldown 0.15s > 0.18s
  • 4xx Aircraft Carrier radial darts attack cooldown 1s > 1.2s
  • 410 Aircraft Carrier plane grapes attack cooldown remains 1s
  • 5xx Carrier Flagship main attack pierce increased from 4 > 7
  • 040 Monkey Pirates cannons bonus damage to MOABs 3 > 5
  • 050 Pirate Lord cannons bonus damage to MOABs 5 > 10
  • Paragon damage Type Sharp > Normal

Monkey Ace

Fighter Plane’s missiles often get stuck circling slower targets until they expire, since Ace can’t reasonably plan against this the missile turn acceleration has been tweaked to reduce chance of this happening. Tsar Bomba is a powerful ability that sees a decent lot of use for an ability heavy upgrade, but as it doesn’t really add to the tower outside of that ability we’ve decided to give the base bombs a boost so that well placed Bombing Runs can shred through Super Ceramics.

  • 3xx Fighter Plane missile attack max turn rate increased 400 > 500
  • 3xx Fighter Plane missile attack turn rate change reduced 160 > 150
  • x5x Tsar Bomba bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run deals bonus damage to Ceramic 8

Heli Pilot

Among technical players we’ve received feedback that the massive range of the Heli’s missiles causes problems with controlling what heli’s choose to attack & when so we’ve reduced the range of these missiles to a more reasonable number, this is still double the range of the Heli so the missiles will continue to fire first before other attacks but not quite from so far away. As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it’s quite strong for a T3 so the slow amount was reduced but we’ve made the T4 now better than the T3 was before.

  • 4xx missile attack range reduced from 173 > 84
  • x3x Do

Bloons TD 6 - Version 44.0 Update Notes!

Update: Bloons TD 6 v44.0 - Update Notes!

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

Update Video: https://youtu.be/cb22AG0JIVw

Key New Features
  • New Tower, fresh out of MONKLANTIS, the Mermonkey!

  • Smash them with abyssal tentacly creatures, freeze and wash them away with enchanted waves, and lead them astray with mystical melodies! The Bloons will tremble at the might of the Sea, even on land!

  • Players have been asking about new towers and the community has suggested the existence of a Mermonkey since BTD5, so yes we’ve done it! We are committed to adding new towers to the game when we see genuine spaces for unique tower design and gaps in existing tower synergies, especially in different game modes and Events. Mermonkey adds a valuable water tower outside of the Military category, and the designs relating to range from target, buffs, and ice synergy are intended to spark new placement strategies, fun combos, and interesting tier list discussions

  • Mermonkey starts as a low range amphibious tower with a large vision increase when placed in water. They throw a single trident that pierces twice and can damage up to 3 Bloons each time it does, making it effective during earlier dense rounds where this can overlap. Crosspathing choices include Attack & Projectile Speed, AoE & Freezing, or Seeking & Vision

  • Top path Mermonkey fights side by side with a mysterious sea creature that attacks in all directions, slows Bloons down with inky tridents, and enhances all towers within a radius with a percentage pierce increase

  • Middle path attacks with freezing waves that grow larger and more powerful the further they travel, with the wave eventually crashing to form a unique T-shaped attack! They deal increased damage to any Frozen targets, and with the Ice Jet ability, fire a quick barrage of bouncing ice projectiles

  • Bottom Path lures Bloons off track with an irresistible melody to dance around the Mermonkey for a short time while also detonating any damage-over-time effects on those Bloons to deal all the remaining DoT immediately

  • Final note for PC players; We plan to continue working on new towers after Mermonkey, and as we grow closer to maxing out standard keyboard space for reasonable hotkeys we realize it’s not going to be viable to start shuffling these around every time to maintain anymore. So we have decided not to assign any default hotkey for new towers going forward, however we have added the space for a hotkey to be assigned manually within the hotkeys menu.

New Awesome
  • New Hero Skin, Dreamstate Psi

  • Drift off into pleasant Bloon-popping dreams with the adorable new Dreamstate Psi skin. Cozy gameplay guaranteed!

  • New Intermediate Map, Luminous Cove

  • A mysterious cove with deep connections to Mermonkey kind. Help defend this ancient refuge against a two-path Bloon assault to uncover the secrets of these mystical, melodious Monkeys.

  • New Trial Quests! Both of these quests will allow players use of the towers even before unlocking them

  • Mermonkeys, Not Mere Monkeys - Learn about and trial the Mermonkey tower

  • Super Dartling Bros - Learn about and trial the Dartling Gunner tower

  • New Trophy Store Items

  • Monkeys: Safety Mole mortar pet, with a tip of the helmet to our new friends and colleagues from Legion TD 2

  • Bloons: Clown Wigs Bloons

  • Co-op: I’m The Problem text emote

  • Game & UI: Rosalia avatar

  • New CT Team Store items

  • Water Props: Adventure Whale

Game Changes / Additions
  • The Alternate Bloon Rounds round set has increased from 100 to 140 preset rounds, putting more All in Alternate

  • Tower Unlock System

  • We recognize that we have been inconsistent with how “new” Monkey Towers become available and want to streamline this going forward. Dartling Gunner’s more passive unlock giftbox has been reworked into a proper Tower unlock system, where all “new” Towers can be accessed in each player’s preferred order via pop count thresholds.

  • So that we can stop putting air quotes around “new”, we mean all Monkey Towers added after the Engineer: Dartling Gunner, Beast Handler, and Mermonkey…

  • All unlocked towers through older methods will stay unlocked, so there is no need to worry about having to unlock towers again.

  • Any Trial quests for Monkey Towers will now be optional tutorials and will allow you to play with the Tower before accessing it, but they will not permanently access the tower for you

  • Each of the 3 new Monkey Towers also comes with their own optional IAP available for players who want to start using the new Towers straight away or who like custom items. Each IAP immediately accesses the Tower, unlocks all upgrades through tier 5, and also comes with valuable exclusive items: a tier 5 insta for each path (5xx, x5x, and xx5), a custom profile banner, and a custom avatar themed around the related Tower

  • Map Unlock System

  • Our launch map unlock system became a constraint on design and players with requirements trickling down from the number of Beginner maps, so this system has been replaced with a much simpler ‘Full Category Unlocks’ system.

  • Each category (Beginner, Intermediate, Advanced, Expert) of maps will now require a total number of map wins from any other category in order to be permanently unlocked for all current and future maps within that category.

  • Intermediate: Unlocked after 5 unique map wins

  • Advanced: Unlocked after 12 unique map wins

  • Expert: Unlocked after 20 unique map wins

  • Unfortunately, we were not able to implement Retry Last Round for Co-op CHIMPS for this update. We have been trying to get this in for 44 but have run into unexpected problems that cannot be resolved in time, so we hope to have this ready for update 45.

Mod Users

Many players forget to remove mods when swapping back to their main account or otherwise intentionally use mods on their main accounts. This often leaves behind invisible data traces that can build up and cause conflicts and/or even brick accounts.

  • Previously, we attempted to prevent this account damage by turning off account saving whenever mods were detected, but as the mods themselves disable this feature anyway we’ve changed this to a warning prompt with the options: Close Game, Continue (at your own risk), or Logout.
  • Please create an alternate account if you wish to try out any mods. If you come across this warning when you are not intending to use any, then immediately close the game and confirm that you have disabled them.
Bug Fixes & General Changes
  • Track arrows now get destroyed immediately when the round starts
  • Resolved a crash that could occur when loading into a co-op game
  • Cleaned up the hitbox size of the ‘Named Monkeys’ section of player profiles
  • Resolved a crash that could occur when attempting to load remote data
  • Resolved a number of aspect ratio related UI issues
  • Added a scrolling indicator to the Heroes menu
  • Team Banner sizes adjusted to remove stretching
  • Resolved a number of edge case crashes
  • Development fixes, just for us, nothing behind the curtain
Event changes
  • Improved visuals of Dreadbloon’s ‘dash’ in Boss Rush
  • Resolved an issue where immediately entering the Social menu after launching the game could fail to load the CT Event and Co-op Daily Challenge
  • Odysseys should no longer break when the same map is set multiple islands in a row
  • Time Attack tiles in CT no longer reward Monkey Money unless the tile is captured
  • Resolved a number of visual issues with Boss Shields/Damage states in Boss Rush
  • Resolved an issue where CT could display some relics as available for teams that don’t actually have access to them
  • Bosses should no longer display bugged visuals when spawning the same tier again after being destroyed
  • Resolved Boss Rush sometimes showing incorrect error messages when failing to load
  • Boss Events may now have different scoring types set for normal compared to elite
  • Teams menu should now only show a boss in the background if Boss Rush is active
  • Lych’s healing should no longer be able to overflow
  • Improved art in Dreadblon & Lych’s 3D boss menus
  • Improved water ripple visuals in the Teams menu
Map Specific changes
  • Fixed some incorrect blocking on Glacial Trail
  • Resolved an issue where Ravine's Sword could be refreshed
  • Castle Revenge default music track changed to 'Jazz Theme'
  • Sulfur Springs default music track changed to 'Tribes and Tribulations'
  • Changes made to tower height level on Flooded Valley after flooding the valley
Tower Specific Fixes

Tack Shooter

  • 5xx meteor explosion no longer hits camo without detection

Ice Monkey

  • Bloons Frozen by Snowstorm or Absolute Zero should now function correctly when distracted or knocked back

Sniper Monkey

  • 5xx Cripple Moab explosion no longer hits camo without detection

Monkey Sub

  • 5xx Energizer should now correctly display a buff icon on x4x Beast Handlers

Monkey Buccaneer

  • 5xx Carrier Flagship planes should no longer occasionally pause attacks for no reason
  • xx4 Favoured Trades now has a buff icon for its Sellback Rate discount

Heli Pilot

  • 013 MOAB Shove should again correctly increase pushback amount

Druid

  • 4xx Ball Lightning can no longer freeze White Bloons

Spike Factory

  • 042 Spike Storm should now react to the current track on Workshop, rather than the one that was active when its last upgrade was purchased

Engineer

  • Placing a Master Builder turret at the very bottom of the screen should no longer crash
Hero Specific Fixes

Adora

  • Adora can no longer Blood Sacrifice an Arctic Wind that is supporting her on water

Sauda

  • Lv3 Leaping Sword should no longer fail to target when intended target is popped early

Geraldo

  • Changing ownership in co-op after a player has left the game should no longer prevent Geraldo from placing Rabbits
  • Resolved a number of issues with buffs not being correctly removed when upgrading Dart Monkeys with a Worn Hero’s Cape

Rosalia

  • Lv3 Scatter Missile should no longer target the workshop base if the intended target is completely destroyed at the same time as the ability is fired
  • Price buff icons should no longer disappear without enough cash to buy an upgrade
  • Lv7 Ace/Heli Flight Speed buff now correctly expires
  • Lv10 Kinetic Charge should no longer sometimes immediately explode when activated

Platform Specific fixes

  • The ‘Reset Cooldowns’ sandbox button should now correctly restore Geraldo’s item stock when activated from the hotkey
  • Fixes to a softlock that could occur for some on players launching the game
  • Resolved issues with displaying correct Game Center player name
  • Resolved a blank screen appearing before the Netflix splash screen on launch
  • Game title should no longer fail to localize when device language changes to a non-English supported language

Balance Changes

This update we have kept to a sweep of only simpler balance changes in order to focus more directly on the development of other big features including Mermonkey and content coming in future updates, and although simple we still have quite a lot to go through. We are slowly dialing back some of the more excessive power creep while keeping a mix of mostly positive feeling changes as well, in order to pull back the top end of power while raising up the lower end as well over time.

Tower Balance

Dart Monkey

Spike-o-pult’s piercing power in the extreme conditions is too cost effective compared to the Juggernaut so we’re tweaking these slightly to keep Juggernaut as a proper upgrade in Races. Crossbow Master is shuffling around to a higher damage point that should work more effectively with top path’s pierce

  • 3xx Spike-o-pult pierce decreased from 22 > 18
  • 4xx Juggernaut pierce increased from 50 > 60
  • xx5 Crossbow Master attack cooldown increased from 0.16 > 0.24
  • xx5 Crossbow Master damage increased from 6 > 8
  • xx5 Crossbow Master crit damage increased from 50 > 80
  • 105 Crossbow Master pierce increased from 14 > 16
  • 205 Crossbow Master pierce increased from 21 > 24

Boomerang Monkey

The MOAB Press top crosspath is the ‘better’ crosspath for most cases due to having more than double the pierce as well as a stronger knockback amount on a tower that most effectively uses high pierce, as this is one of the better support towers in the game we are reducing that superior crosspath without nerfing the lesser one to even this more.

  • 104 MOAB Press crosspath pierce benefit reduced from 100 > 60
  • 204 MOAB Press crosspath pierce benefit reduced from 220 > 120
  • Carries up to higher tiers

Bomb Shooter

Base bomb price is now also lowering to allow more starting combinations to utilize it, this reduced price is moving up only into MOAB Assassin. MOAB Eliminator has solidified itself quite a strong position so price is increasing here, however as it still appears lacking Bomb Blitz which still is swapping with that cheaper price point. For a crosspathing trial we’re removing the limits on Frags buffability & also giving more of a range boost to Extra Range.

  • Bomb Shooter price reduced from $525 > 375
  • 1xx Bigger Bombs price reduced from $350 > 250
  • 3xx Really Big Bombs pierce increased from 60 > 80
  • x4x MOAB Assassin price increased from $3100 > 3350
  • x5x MOAB Eliminator price increased from $25,500 > $28,000
  • xx1 Extra Range bonus range increased from 7 > 12
  • xx2 Frag Bombs damage is now uncapped
  • xx2 Frag Bombs pierce is now uncapped
  • xx5 Bomb Blitz price reduced from $28,000 > $25,500

Tack Shooter

For a tower that functions best close-up anyway increasing range has questionable viability, Tack Shooter’s middle crosspath has always struggled due to this so we’ve decided to try out a more considerable pierce increase.

  • x2x Super Range Tacks now increases pierce by 1 > 3
  • x3x Blade Shooter pierce unchanged
  • 420 Ring of Fire pierce unchanged

Ice Monkey

Adding a lesser MOAB-Benefit to Icicles, leading into the stronger T5 Anti-MOAB capability

  • xx4 Icicles deals bonus damage to MOABs +8

Glue Gunner

Majority of Glue Gunner projectile eject points have been moved around to improve accuracy of their attacks. As the 20s active window for Glue Storm was a very important breakpoint for it to hit in the higher rounds; we've restored this duration but instead increased the ability cooldown by a larger amount as more gameplay strategy and synergies can be used to counter long durations. Small price increase for Relentless Glue as it’s just actually good now lol.

  • Glue Gunner projectile eject points moved for most upgrades
  • x5x Glue Storm ability duration increased from 15 > 20s
  • x5x Glue Storm ability cooldown increased from 30 > 40s
  • xx4 Relentless Glue price increased from $3400 > $4000

Sniper Monkey

Geraldo was the main power carry for Bouncing Bullet so performance has continued to drop with Geraldo synergies being less powerful now, but the save-up window from shrapnel into bouncing bullet has always been an annoying one so we’re happy to lower the price further to make this easier. Supply Drop’s crate value is staying matched to the total cost of the upgrade so it benefits from this small price buff as well.

  • x3x Bouncing Bullet price reduced from $2400 > $2100
  • x4x Supply Drop cash per crate reduced from $1200 > $1100

Monkey Sub

Given the long cooldown we want it to feel impactful in freeplay for longer, so all of the Nautic Siege Core’s ability boss damage is being converted to basic damage & bonuses to MOAB.

  • Sub Paragon ability explosion damage increased 50,000 > 60,000
  • Sub Paragon ability explosion boss damage reduced 10,000 > 0
  • Sub Paragon ability aftershock damage increased 10,000 > 15,000
  • Sub Paragon ability aftershock boss damage reduced 5000 > 0
  • Sub Paragon ability fallout damage to MOABs increased 60 > 90
  • Sub Paragon ability fallout boss damage reduced 30 > 0

Monkey Buccaneer

Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.

  • 4xx Aircraft carrier price increased from $6900 > $8000
  • x3x Cannonship grape damage increased from 2 > 3
  • x3x Cannonship cannonball damage increased from 1 > 2
  • x4x Monkey Pirates grape damage increased from 3 > 5
  • x4x Monkey Pirates ability cooldown reduced from 50 > 45s
  • x5x Pirate Lord ability number of hooks increased from 3 > 6
  • x5x Pirate Lord ability hooks required for ZOMG increased from 2 > 3

Monkey Ace

Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.

  • Carpet Bomb cooldown increased from 50 > 60s
  • Carpet Bomb regular damage increased from 20,000 > 30,000
  • Carpet Bomb bonus damage to bosses reduced from 20,000 > 0

Heli Pilot

Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched. Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.

  • x4x Support Chinook lives crate collection radius from 100 > 50
  • x5x Special Poperations, Redeploy ability cooldown reduced from 45 > 15s

Mortar Monkey

We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.

  • x4x Artillery Battery price increased from $5,900 > $6500
  • x5x Pop and Awe price increased from $32,000 > 38,000

Dartling Gunner

402’s pierce increase is extremely hard to jus

Bloons TD 6 - Update Notes! Version 43.0

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

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

Update Video: https://youtu.be/97SrSDiSNfk

Key New Features
  • New Event, Boss Rush!

  • We are so psyched to release this event! We have heard the many requests for more Team activities, and after testing some functionality in Quests, we are so happy to release a very different way to play as a Team. Thank you for your feedback and patience, and we truly hope you enjoy!

  • Band together with allies to defend against the powerful Boss Rush threatening your Team. With multiple Boss threats looming on the horizon, you and your Team must work together to defend nearby islands from a variety of invaders!

  • To assist in pushing back the threat players are outfitted with Relic Knowledge to leverage and a number of Revive Shields that will recover you from 0 lives! But be careful, Revives are limited and each time one is triggered the Boss will rush closer to the exit.

  • These Bosses cannot be destroyed alone, so when defending any island your goal is to deal as much damage as you possibly can before they make it past. When your Team reaches enough combined total damage the island is successfully defended and you can progress to the next island, with a new Boss to defend against!

  • Between islands some monkey types must stay behind to defend, but additional Relic Knowledge will be acquired to assist in the next challenge.

  • Defend 5 islands, each with a fast paced Boss challenge against different Bosses out of the initial 3 available: Bloonarius, Dreadbloon & Phayze. (Vortex & Lych to be coming at a later date!).

  • Immediately after defending an island, all Team members can claim the island rewards!

  • For launch we are releasing with a pure Team focus without competitive leaderboards. This allows us to review balance and get feedback from players before making changes in future updates. Boss Rush has evolved to be much bigger than the minigame-like concept it was initially planned to be and we look forward to seeing all of your Teams defend their islands together!

  • The Event Timer shows when the next Boss Rush will start - less than a day after launch.

  • New Code Redemption System

  • This new system will allow us to create gift packs that can be redeemed by anyone with the code for free in-game rewards, so keep an eye out for any codes we may share (or hide…) in future!

  • Due to privacy requirements, certain platforms won’t be able to enter the codes directly in the game. Instead, you will need to visit a Ninja Kiwi website where you can log in to your LiNK account and redeem the code.

New Awesome
  • New Hero Rosalia! (responds to Lia for short!)

  • Jetpack Monkey joins the team! Try out Rosalia right away in her new trial quest! Rosalia is built to be a strong ‘set and forget’ hero who also happens to work well with a techbot. The ability to swap weapon to handle her own weaknesses exists for people who wish to play her as their sole DPS, but the power of both her weapons is balanced to scale up together at a fair rate so there's no reason not to pick a preferred weapon forever, and build the rest of your towers to cover any weakness left.

  • Rosalia freely jumps around her large workshop area, attacking faster the more Bloons are nearby while swapping between a powerful single target laser & bouncing cluster grenades to deal with different threats!

  • Enhanced special attacks for the 10th shot fired on either weapon, showering Bloons in a fog of explosions, or Shocking and pushing them back with powerful Plasma blasts

  • Reduce all upgrade costs for Monkey Ace & Heli Pilot, plus one other friend!

  • Lv3 Scatter Missile ability, to clean up Bloons with a barrage of powerful stuns

  • Lv7 Hover ANYWHERE and gain the Flight Boost ability to temporarily pursue Bloons everywhere around the track and temporarily boost the flight speed of Aces & Helis

  • Lv10 Kinetic Charge ability, which sticks MOAB-class Bloons with a charge that explodes after a short duration and amplifies this explosion based on the amount of damage that hits the target before the charge explodes. Focus fire!

  • You could try this code: ROSALIAROCKS

  • New Beginner Map Tinkerton

  • Explore Rosalia’s workshop and help defend it against Bloon incursion! Who knew orange juice had so many uses?

  • New Quests

  • Tinkerer’s Tutorial: discover Rosalia’s strengths and weaknesses

  • A Strange Bloonomaly: Dr. Monkey wants your help investigating some unusual Bloons

  • New Trophy Store Items

  • Heroes: Obyn Wolf Dance placement animation for Standard Obyn

  • Monkeys: Boomer ‘Roo pet for the Boomerang Monkey

  • Bloons: BAD Scarab skin

  • Game & UI: Boomer and ‘Roo profile banner, Distinguished Gentlemonkey avatar

  • Limited Time Trophy Store Item

  • Druid of the Rainbow avatar

  • New CT Team Store items

  • Icons: Battle Monkey Icon

  • Frames: Boss Rush Clouds Frame

Game Changes / Additions
  • Map Editor Beach items

  • It may be getting colder in New Zealand, but we know it’s getting back to beach weather for most of you!

  • Beach water path x1

  • Areas x2

  • Stamps x3

  • Props x22

  • Map Editor ‘full path’ settings to modify how entire paths work

  • Set paths to be alternating, sequential, or a specific pattern

  • Map Editor ‘path node’ settings to modify small sections within a path

  • Invulnerable MOABs: MOABs will not be targetable until the next node

  • Invulnerable Bloons: Bloons will not be targetable until the next node

  • All Bloon Speed: Speed modified by a set multiplier until the next node

  • Scale Bloon: Bloons will increase in visual size until the next node

  • Scale MOAB: MOABs will increase in visual size until the next node

  • FPS is no longer capped by default, instead a 60 FPS limit can be enabled from the screen resolution menu

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

Tack Shooter

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

Ice Monkey

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

Glue Gunner

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

Monkey Sub

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

Monkey Buccaneer

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

Heli Pilot

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

Super Monkey

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

Gwendolin

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

Etienne

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

Geraldo

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

Corvus

  • Resolved a crash that could occur when sold at Lv2

Platform Specific fixes

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

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

Tower Balance

Dart Monkey

While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. We are slightly reducing the cost of Super Monkey Fan Club to overall improve the value of taking multiple to maintain higher uptime

  • 4xx Juggernaut Knockback duration increased 0.1s > 0.15
  • 402 Juggernaut Knockback to heavy targets 1.5 > 2.25
  • 402 Juggernaut Knockback to light targets 3 > 4.5
  • x4x Super Monkey Fan Club price reduced $8000 > 7500

Boomerang Monkey

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

  • Boomerang Monkey price reduced $325 > 315
  • xx5 Moab Domination Main projectile pierce increased 18 > 54
  • 205 Moab Domination Main projectile pierce increased 27 > 81
  • 5xx Glaive Lord main attack can bounce back to the same target: cooldown 0.6s

Bomb Shooter

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

  • 5xx Bloon Crush damage increased 12 > 24
  • 502 Bloon Crush Frags damage increased 12 > 24
  • 502 Bloon Crush Frags bonus damage to ceramic 12 > 0
  • xx5 Bomb Blitz damage increased 3 > 5

Tack Shooter

Tack is a very powerful base tower technically, but it is unable to achieve high uptime of that potential power in many early rounds, so some base cost is moving into the cheaper xx1 and xx2 upgrades to make it easier for other towers to start alongside the tack. Additionally, while we’ve held out on this change as there are strong use cases in prior upgrades, Blade Maelstrom lacks the single target punch to last late in Modern Bloons. While it is designed as a high pierce cleanup of low tier Bloons we want to try shifting some pierce to single target damage to feel good for longer.

  • Tack shooter price reduced $280 > 260
  • xx1 More Tacks price increased $100 > 110
  • xx2 Even More Tacks price increased $100 > 110
  • x4x Blade Maelstrom damage increased 1 > 2
  • x4x Blade Maelstrom pierce reduced from 200 > 100
  • x5x Super Maelstrom damage unchanged
  • x5x Super Maelstrom pierce reduced 500 > 300

Glue Gunner

Increased duration has limited use on upgrades that completely destroy targets anyway, so a better crosspath benefit is being added onto 401 glue puddles. Bloon Solver’s pierce is being reduced as it is over-overkill for how many Bloons you realistically see at once, but this reduction should not be noticed for most players. Glue Splatter stands out as weirdly expensive for T2, and is rarely even needed so we’re significantly cutting its price to bring it down to a more affordable range with less pierce, we hope this should make it more worth considering for splatter coverage over piercing. Now that Glue Storm is extremely good for damage type & debuff support we’re removing the bonus speed reduction that should otherwise require xx2 crosspath and lowering the duration of the Glue Storm. New Relentless Glue finally offers something quite powerful so cost is slightly increasing.

  • 401 Stickier Glue allows track puddles to last +1 round
  • 5xx The Bloon Solver pierce reduced 5 > 4
  • x2x Glue Splatter price reduced $1450 > 970
  • x2x Glue Splatter pierce buff reduced 3 > 2
  • x5x Glue Storm ability ‘storm’ duration reduced 20s > 15
  • x5x Glue Storm ability glue slow 75% > 50%
  • 052 Glue Storm ability glue slow 90% > 75%
  • xx4 Relentless Glue price increased 3000 > 3400

Sniper Monkey

Lower tier Shrapnel crosspathing balance doesn’t feel great currently, so the damage crosspath benefits at T1 & T2 are improving. Even with the high damage per shot, Cripple MOAB still has low value outside of debuff capability, we feel that these shots pack enough of a punch now that they should do a little collateral damage - so lets do it! (we’ve also increased shrapnel pierce at this tier to not tip crosspath balance too far to one side).

  • 120 Shrapnel Shot damage increased from 1 > 2

  • 220 Shrapnel Shot damage increased from 2 > 3

  • 320 Shrapnel Shot damage unchanged (4)

  • 520 Cripple MOAB’s Shrapnel Shot pierce increased from 2 > 3

  • 5xx Cripple MOAB now damages Bloons around the main target

  • Radius 8

  • Pierce 10

  • Damage 28

Monkey Sub

Bloontonium Reactor’s unsubmerged damage is increasing to encourage unsubmerged possibilities. The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower.

  • 4xx Bloontonium Reactor dart & airburst damage 1 > 2
  • 520 Energizer gains bonus damage to Lead +5 when submerged
  • 502 Energizer price reduced $32,000 > 31,000
  • Paragon Hero attack cooldown increase reduced 1.5x > 1.3
  • Paragon Hero damage multiplier increased 4x > 5x

Monkey Buccaneer

While buccaneer is technically already a very good starter tower for maps that happen to have ideal spots allowing it to attack in both directions we feel this situation isn’t common enough that the tower should be priced around that expectation - this reduced cost is added back to top and bottom T3 upgrades as they do not need the buff. As the paragon has exceptionally powerful scaling mechanics as well as being a paragon that continues to produce cash the XP Unlock requirement is increasing, this increase will not affect players who have already unlocked it.

  • Buccaneer price reduced $500 > 400
  • 300 Destroyer price increased 2950 > 3050
  • 003 Merchantman price increased 2300 > 2400
  • Navarch unlock XP increased 500,000 > 750,000

Monkey Ace

Minor catchup changes to some parts have fallen out of line slightly due to balance changes for other parts of the Ace.

  • x1x Exploding Pineapple attack cooldown reduced 1.7s > 1.6s
  • xx5 Flying Fortress radial dart damage increased from 3 > 6

Ace - Goliath Doomship

A lot of stats shuffled around here; this should keep the power level roughly similar overall but with proportionally more of that power coming from the seeking attacks, and less from micro aiming the faster firing frontal gun.

  • Seeking Radials projectile count increased 4 > 8
  • Seeking Radials damage increased 200 > 300
  • Seeking Radials boss bonus increased 200 > 300
  • Non-seeking Radials projectile count reduced 16 > 12
  • Non-seeking Radials damage increased 200 > 300
  • Non-seeking Radials boss bonus increased 200 > 300
  • Frontal Gun damage reduced 300 > 150
  • Frontal Gun boss bonus reduced 300 > 150

Heli Pilot

Overall Comanche cleanup and stats shuffle; with the goal of improving baseline non-buffed performance and making it less demanding of Geraldo’s Pickle for high damage.

  • x5x Special Poperations Marine can now be sold in CHIMPS
  • xx4 Comanche Defense mini's attack rate 0.151848 > 0.228
  • xx5 Comanche Commander mini heli dart damage increased 2 > 3
  • xx4 Comanche Defense mini's missile damage 1 > 4
  • xx4 Comanche Defense mini's missile pierce 80 > 60
  • xx4 Comanche Defense mini's missile ceramic bonus increased 1 > 2
  • xx4 Comanche Defense mini's missile moab bonus removed 2 > 0
  • xx5 Comanche Commander mini's missile ceramic bonus increased 1 > 10
  • xx5 Comanche Commander mini's missile moab bonus removed 8 > 0

Mortar Monkey

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

  • x4x Artillery Battery price increased $5500 > 5900
  • 105 Blooncineration walls of fire pierce increased 25 > 36
  • 205 Blooncineration walls of fire damage increased 2 > 3

Wizard Monkey

Wizard has a weaker base tower so the base cost is going down in exchange for a small price increase to the cost to value ratio for t

Bloons TD 6 - Update Notes! Version 42.0

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

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

Key New Features
  • Accolades and Player Revenue Share

  • We are so excited to bring the success of BTD6 back to players and share revenue with players who are helping in making the game more awesomer!

  • The system allows players to gift player creators with animating Accolades that will follow their map or challenge wherever they are seen in game.

  • The initial 12 Accolades express a variety of positive reactions to inspiring content, such as Smart, Tricky, Beautiful, Fun, Masterpiece, and more!

  • At launch and for the foreseeable future we’ll be sharing 35% of the Accolade purchase price with the player creator, which means 50% if they are also a content creator and you are using their Creator Code. This is an industry leading share amount, which we aim to maintain; after the platform fees, Ninja Kiwi and Nexus.gg have the smallest shares of these purchases, as they truly are meant for the player creators.

  • Revenue share is available on platforms with IAP systems. We’ve tried to make Accolades receivable wherever possible, but we must restrict this to players who register with Nexus according to their terms and to players on non-subscription platforms. We are looking for solutions for subscription players but this will take significant time.

New Awesome
  • New Hero Skin, the Gentlemonkey Gadgeteer Geraldo! Geraldo was a challenge to find the time for a skin with so much more custom art required compared to our normal hero roster but he’s finally, fancily here

  • New Map, Castle Revenge! Longstanding fans of BTD will notice something familiar here. We love bringing our classic content forward and not just because we are nostalgic saps but because they have great play value. This one hails from both BTD5 and BTD Battles, but with a dynamic flourish that we hope gears you up to earn all of the badges!

  • New Quests

  • Multi-stage story based Bloonarius quest - prepare to be slimed!

  • Royal Tank Academy trial: discover Captain Churchill’s strengths and abilities

  • One Stop Pop Shop trial: discover Geraldo’s strengths and abilities

  • Phayze One Experiment Quest: if you enjoyed the Party Bloon Quest we have another infinite scaling Quest Boss to challenge you. This version includes unique round mechanics tied to the Boss.

  • New Trophy Store Items

  • Heroes: Corvus Owl pet - darkly adorbs!

  • Monkeys: Engineer Palbot pet - mechanically adorbs!

  • Bloons: Nightcap Bloons decal

  • Game & UI: CatEzili avatar, Boss Phayze avatar, Super Chill Banner

  • New CT Team Store items

  • Base Props: Junk Tower

  • Big Map Editor Additions!

  • Implemented a Removable/Interactable state for props through the props UI; this can be done by linking together the new Interactable Area to different special props, available from the Areas Menu (at the bottom) and the new Interactable prop menu with the Hammer icon

  • Added new category for Interactable props (look for the Hammer icon tab); these add animating flavor when Interactable layers are removed, but they can also be used as props (but with only limited animation)

  • New items: Responding to the many requests for cityscape elements, we took existing assets from maps like high finance alongside some new stuff to make building the city of your dreams a possibility! The construction supervisor just radioed in saying there are over 60 new construction props with which to build, plus new Paths, Stamps, and Terrain to match!

Game Changes / Additions
  • Map search is now also available for co-op lobby map selection

  • Map ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'

  • This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.

  • While we like giving players lots to choose from as early as possible, we’ve seen feedback that the current hero unlock flow can feel overwhelming with all Monkey Money unlockable heroes becoming available immediately at account level 10. To address this, we are spacing this period out with a few different groupings of Hero unlocks and holding back some of the more complex Heroes until account level 35.

  • Level 15 heroes: Churchill, Benjamin, Pat Fusty

  • Level 25 heroes: Sauda, Ezili, Etienne, Adora

  • Level 35 heroes: Psi, Brickell, Geraldo, Corvus

  • Added 'cash spent' to the Victory Screen summary

  • PC players request to have many niche things hotkeyed, but unfortunately these are often too niche for us to take up valuable real estate with limited keyboard space. To enable players to take this into their own hands we have added a new advanced section of default unbound hotkeys to cover more heavily situational use cases. None of these hotkeys will work by default, but if you find any to sound useful they can be manually bound in order to enable them. We are interested in hearing your feedback on more things that make sense to fit in this list.

  • Cycling upgrades menu in challenges now skips past towers that are banned (yay!)

  • Individual stages of Quests can now be replayed without resetting the entire Quest

Bug Fixes & General Changes
  • [Map Editor] Duplicate prop button no longer allows users to exceed the prop limit
  • [Map Editor] In progress maps at prop limit no longer allow +1 prop after loading saves
  • [Map Editor] Erasing stamps now correctly restores the ‘prop limit’ spent on them
  • [Map Editor] Resolved small graphical errors with asphalt path
  • Ranked boss and Battlemode boss challenge should now have the same starting cash
  • Resolved audio being triggered the background screens in some other places in the UI
  • Resolved an issue in co-op sometimes visually displaying other player towers as upgradable to you
  • Resolved some overlay display issues that occurs in some resolutions
  • Paragon cost slider no longer exceeds limits in least cash challenges
  • ‘Retry Last Round’ should no longer be available on the first round of quests
  • When users ‘Confirm’ entry of a Creator Code, the game should now keep the dialog open until server communications have either confirmed or rejected the creator code
  • Resolved a number of softlocks that could occur
  • Resolved a number of UI issues
  • Swapped some frame based timings to real world timings so the game can run smoother on specific refresh rates that were not easily divisible by 20. Our lead coder assured me this sentence made sense.
Event bug fixes
  • Players should not be able to modify Odyssey crew after sharing to the Content Browser
  • Fixed inconsistency in the ‘Upgrade Restricted’ red stripe through tower upgrades
Map Specific Fixes
  • Resolved an issue where Blons could be played through co-op
  • Resolved a crash that could occur loading some saves on Glacial Trail
  • Lych should no longer drain the Frozen status on Glacial Trail - sheesh!
Tower Specific Fixes

Dart Monkey

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

Ice Monkey

  • Resolved another arctic wind crash (polyphemus style)

Sniper Monkey

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

Monkey Sub

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

Heli Pilot

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

Ninja Monkey

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

Druid

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

Quincy

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

Geraldo

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

Corvus

  • Corvus - Optimisation Pass improving general performance

Platform Specific fixes

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

Balance Changes

Tower Balance

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

Dart Monkey

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

  • 3xx Spike-o-pult range increased from 32 > 36.8
  • 4xx Juggernaut range remains unchanged at 36.8

Bomb Shooter

In efforts to bring more player control the MOAB Assassin ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.

  • x4x MOAB Assassin ability follows target priority instead of Strong
  • xx5 Bomb Blitz price reduced from $35,000 > $28,000
  • xx5 Bomb Blitz attack cooldown reduced from 1.5s > 1
  • xx5 Bomb Blitz damage reduced from 6 > 3
  • xx5 Bomb Blitz no longer deals bonus damage to Fortified

Ice Monkey

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

  • 5xx Super Brittle attack cooldown reduced from 2.16s > 1.8s

Sniper Monkey

Bouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 sniper changes for improving sniper farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop.

  • x3x Bouncing Bullet price reduced from $2,800 > $2,400
  • x4x Supply Drop price increased from $7,200 > $7,600
  • x4x Supply Drop now triggers other supply drops when one is used

Monkey Sub

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

  • 5xx Energizer main dart attack damage increased from 1 > 5
  • 502 Energizer airburst attack damage increased from 1 > 5

Monkey Buccaneer

General improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to attack with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main attack, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.

  • 420 Aircraft Carrier damage over time increased from 2 > 4
  • 520 Carrier Flagship damage over time increased from 2 > 9
  • x3x Cannon Ship main dart attack disabled
  • x3x Cannon Ship Grape damage increased from 1 > 2
  • x4x Monkey Pirates Grape damage increased from 2 > 3
  • x4x Monkey Pirates damage over time increased from 2 > 4
  • 024 Flavoured Trades damage over time increased from 2 > 4
  • 025 Trade Empire damage over time increased from 2 > 9

Heli Pilot

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

  • x5x Special Poperations downdraft attack cooldown reduced from 0.15 > 0.075
  • xx5 Comanche Commander price increased from $32,000 > $35,000

Mortar Monkey

We’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.

  • 032 Heavy Shells burn damage over time increased from 1 > 2
  • 042 Artillery Battery burn damage over time increased from 1 > 3
  • 052 Pop & Awe burn damage over time increased from 1 > 5

Wizard Monkey

Wizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath attack improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.

  • x4x Dragon’s breath damage over time increased from 1 > 2
  • x4x Dragon’s breath attack now ‘fires’ (hehe) 2 projectiles
  • x4x Dragon’s breath attack pierce reduced from 4 > 3
  • x4x Summon Phoenix ability projectile speed increased from 350 > 450
  • x5x WLP’s Dragon’s Breath attack damage over time increased 1 > 10
  • x5x WLP’s Dragon’s Breath attack now fires 3 projectiles
  • x5x WLP’s Dragon’s Breath attack damage reduced from 6 > 2
  • x5x WLP’s Dragon’s Breath attack pierce reduced from 50 > 15

Super Monkey

We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)

  • x3x Robo Monkey price increased from $7,000 > $7,500
  • x4x Tech Terror no longer slightly increases attack speed
  • x4x Tech Terror price increased from $18,000 > $25,000
  • x5x Anti Bloon price reduced $90,000 > $80,000

Ninja Monkey

Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.

  • xx3 Flash Bomb main Shuriken attack deals more to stunned Bloons +3
  • xx4 Sticky Bomb main Shuriken attack deals more to stickied targets +3
  • xx4 Sticky Bomb damage reduced from 500 > 450
  • xx5 Master Bomber main Shuriken attack deals more to stunned Bloons +9
  • xx5 Master Bomber main Shuriken attack deals more to stickied targets +9
  • Paragon main Shuriken attack deals more to stunned Bloons +15
  • Paragon main Shuriken attack deals more to stickied targets +15

Alchemist

As groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the attack. I’m sure you can see where we’re going with this.

  • 3xx Berserker Brew price increased from $1,250 > $1,300
  • 4xx Stronger Stimulant price reduced from $3,000 > $2,950
  • xx3 main attack damage over time now also deals bonus to Leads +9

Druid

Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.

  • x4x Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is used

Banana Farm

Banana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.

  • 5xx Banana Central price increased from $100,000 > $115,000
  • x4x IMF Loan cooldown reduced from 90 > 85s
  • xx2 Banana Salvage cost increased $200 > $400
  • xx3 Marketplace cost reduced from $2,900 > $2,700

Beast Handler

When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playa

Bloons TD 6 - Update Notes! Version 41.0

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

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

Update Video: youtu.be/aMHaWUhZy-w

New Awesome
  • New Paragon, the Nautic Siege Core!

  • Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we’re really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.

  • Unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.

  • While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.

  • At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.

  • New Map, Sulphur Springs

  • We’ve had fun roundabout maps in BTD5 and we harken to that around a different visual theme than usual and effort behind specific placement locations.

  • New Quests

  • Pat Fusty Hero Test

  • Psi Hero Test

  • MOAB Madness - still great and even better

  • New Trophy Store Items

  • Heroes: Benjamin pet - it’s a mouse of course! Yes, we couldn’t resist.

  • Bloons: MOAB Bee skin, because, well, bees

  • Game & UI: Dread Rising avatar (Dreadbloon), Year of the Wood Dragon profile banner

  • Limited Time only

  • Powers: Pontoon Chocolate Bar

  • Avatar: Flower Friends Corvus

  • New CT Team Store items

  • Base Props: Wizard Apprentice prop

  • Team Banners: Monkey Squad banner

  • Icons: Year of the Dragon icon, Cheeping Chick icon

  • Frames: Year of the Dragon frame, Bees N’ Flowers frame

Game Changes / Additions
  • Much requested, Apopalypse Mode now grants end of round cash. We’ve agreed that start strategies feel too limited, especially on harder maps, so this is intended to bring more variety back to the mode.

  • As always intended, Boss Challenge mode now allows for co-op, with separate score tracking for all player counts

  • Looking back and reviewing CHIMPS in the game in general over the past few years we feel that there are 2 main standout problems. The first is that CHIMPS is unapproachable for new players and a very difficult gameplay loop to initially get excited about and break into, and the second is that the majority of the people who are invested in this gameplay loop already don’t play it within the base game most of the time since the Challenge Editor makes it more approachable. Given this we have made the following changes:

  • CHIMPS mode now allows for a 'Retry Last Round' option, upon defeat allowing players to reload the previous round before the defeat occurred

  • This is essentially a ‘home + reload save’ rather than a ‘Continue’ and so choosing to retry at any point will invalidate the run for any Black Medal purposes, but still grants the Red Medal on completion.

  • It is important to us that CHIMPS remains a completely fair free to play pinnacle endgame experience, so this option will remain free to use just like in custom challenge creation

  • Maps Menu Search Functionality

  • Players can now search within the maps menu to more easily track down the ones they are looking for, map names are also localized to the current language the player has set

  • Along with this a number of QoL terms can be used for filtering this search

  • Commands start with ‘/’, and return results both in English and the language currently set if different from English

  • Searching by map name does not require a full exact match but commands do

  • /Events shows all maps with any events (Teams, Golden Bloon, Collection)

  • /ShowIncomplete or /NoMedals shows maps that are not Gold/Black Bordered

  • /Show /AllMedals shows maps with all medals (Gold or Black Border)

  • /Black, /Gold, /Silver, /Bronze shows maps with those borders

  • Map Editor

  • Candyfalls Pack containing extra special items, unlockable with Monkey Money or direct IAP

  • Various new free spring themed assets & additions

  • New asset tags for Candy (Biome), Spring (Biome), Easter (Seasonal)

  • Multi-stage quests now allow for any stage to be replayed without resetting the quest

  • Arabic Language

  • By popular request and with any number of technical and display issues for right to left reading script, Arabic is finally in the game!

Looking Forward

  • So happy to be starting the year with a new Paragon, with our launch ready version of BTD6+ on Vision Pro, and with our PlayStation version ready to submit! January has been incredibly busy and tactical, but we did take important time out for planning the year ahead. We can’t talk about everything quite yet, as we need to make sure the full team has reviewed the calendar first but here are a few of the things that we’re super excited to bring to the game! Cheers to an awesome 2024 ahead, and thanks in advance for your feedback!

  • Console: PlayStation is heading into submission very soon. We don’t have a release date to announce yet so keep an eye on our official socials for news. PlayStation will launch as a PS4 game so it will be playable on both PS4 and PS5. Switch development will start immediately and we’ll keep you updated on status and timeline. Once Switch is in submission we’ll dig into the content updates that we all want to see on all 3 console platforms.

  • Player Creator Systems: As mentioned in December, we have been working on systems to help highlight the incredible content players are creating for Maps, Challenges, and Odysseys. We are framing this around Accolades - visual tags that other players can purchase as IAPs to express their praise for any given curation. There will be ~10 of these at launch, each of them expressing support for the visuals, hard work, intelligence, fun, and challenge of player creations. The IAP structure is central to the revenue share back to the player creators, as a portion of that IAP will be paid out via their Nexus.gg account. Along with the Accolades and rev share, we’ll also be featuring player creations in new ways to try to share the spotlight as broadly as possible amongst creations the community is enjoying. We’re intending this for update 42, so wish us luck as there is a lot of backend and UI to these systems!

  • New Hero: We’re not ready to reveal the name just yet, but still in the first half of the year we’re planning a Jet Pack Hero. Think multiple mobility upgrades, switching between two weapon types, more bouncy projectiles because they are such fun, and cool build synergies with other flying Monkeys.

  • New Monkey Tower: By northern hemisphere mid summer we’re hoping to add an all new Monkey Tower to the game! New Towers with all of their crosspaths and combinations with other Towers takes significant iteration, so we’ve been working with this concept for a non-military water unit for a long time. Every time we’d see fan art in this direction, we’d bite our tongues, but, yes, from the depths of Monklantis…

  • Teams Event: Bosses are tough, and many players haven’t successfully taken them on or even tried. Teaming up is the classic way to take down bosses, but in co-op the extra hands are balanced by the split of XP. As a proper Teams event, we’re planning a Boss Rush event where aggregate play against the Boss is the way to succeed.

  • Game Editor: Building from the framework of the Map Editor and working with existing modders of BTD6, we hope to deliver in the last quarter of the year a full functional Game Editor with the ability on all platforms to changes stats, damage types, and projectiles of Monkeys, have more choice with roundsets, and have sandbox tools that allow the creation of new game modes like progressive gun-game or rogue-like upgrade choices to allow for completely new game types. We’re hoping to have further mod support enabled for PC with Steam Workshop integration, and to keep building from there!

  • More more!: Heaps more we want to do and have penciled in, so that’s where more planning is needed and we don’t want to share that whole list and disappoint ourselves and you. But rest assured we are working on Bosses and Paragons, new Quests with more experiments and lore, Hero Skins, new Maps, hoping to get the Bloonspedia in to help new players, and framing out periodic Legends content drops for players looking for even more challenge.

  • In addition to this being the first update of the year, this is technically our 40th update, since we started out with version 1 at launch! To celebrate this milestone, we have a few fun things planned for the community and wanted to let you all know to keep an eye out. Firstly, we will be planning to run a poll over the next few weeks to pick what tower plushie you would like to see from three options and there may be a chance for some giveaways over on our Twitter/X account but we will have more to share once the poll is up. Secondly, we will be doing a collection event with increased rewards which will be live with the update so get to collecting!

  • We hope some or most of that excites you about what adventures the Monkeys will get up to and we hope this update 41 starts your BTD year off well! Thanks so much for playing and we look forward to your feedback on our socials.

Bloons TD 6 - Update Notes! Version 40.0

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

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

Key New Features
  • Events Menu Overhaul

  • Our events menu was getting longer and longer, and perhaps a little too reminiscent of our Flash gaming roots. We’ve moved everything over to a new and improved events menu with all active items visible at a glance and estimated countdowns for upcoming events.

  • Co-op daily challenges will now last multiple days up until the next challenge cycles around for more time to complete and less downtime between them.

  • Boss Challenge

  • With more Bosses came more downtime between each Boss appearance. To remedy that and to massively extend the ability to practice different strats and maps, we’re opening up a persistent Boss Challenge system!

  • Any Boss Bloons not currently in an active event can now be challenged at any time on a map of your choice, even tougher maps where we won’t generally run Events.

  • Boss Challenge can be accessed from the new Events menu, or via the Boss Menu.

  • Along with this, we’ve ensured that every map now has a designated Boss Spawn track so that there is no randomness to where they will come from.

New Awesome
  • New Hero: Corvus the Spirit Walker

  • After months of work developing the complicated balance and technical aspects of a Hero with so many combinable elements, we are so happy to confirm that Corvus will indeed be in Update 40! We’ve seen the community speculation about whether we’d get Corvus released this year, and while it wasn’t easy, not only did the team rally but we’ve had significant time to balance and bugfix. We hope you enjoy playing this very unique Hero!

  • Corvus fights alongside his lovable Spirit companion, which will attack Bloons anywhere on the map following his target priority. Corvus harvests Mana from Bloons and uses this to channel powerful energies through his Spirit companion to perform many powerful attacks from his spellbook (which we think isn’t in any way cursed or possibly sentient)

  • Corvus himself is able to debuff a single Bloon at a time with his Haunt, which removes regrow and purple properties and enables increased energy damage. When destroyed, Haunted targets are absorbed as Mana and then explode, dealing strong area damage.

  • Because much of Corvus’ power comes from Spells, proximity to Bloons for Haunting and Mana generation is essential, and we think it suits Corvus’ personality to be near the frontline, too. At Level 7, Corvus gains the ability to Spirit Walk mapwide, which allows repositioning if other Monkeys start pop stealing too much.

  • Corvus can be unlocked for 7000 Monkey Money. To date he is the most complicated and in-depth Hero in BTD6 and as noted has taken months of work and revision. Given this and the high level of strategic understanding involved in playing with him, we feel the higher price both reflects this additional development effort and will defer the unlock until players have additional experience to better understand how and when to use his powers.

  • This same price point reasoning also applies to Geraldo, and we plan to raise Geraldo up to this 7000 Monkey Money unlock as well. We don’t want to blindside anyone with this change, however, and won’t be changing the unlock price until Update 41. Anyone who doesn’t have Geraldo unlocked, you have the Holiday season to unlock him at the current rate.

  • We also want to note after the last few fairly complicated towers between Geraldo, Beast Handler, Magus & now Corvus we don’t intend to continue a trend of more and more complex designs. We aim to have a healthy mix of simple and complicated new content, and our next planned Hero (who will drop in midway through next year) will step back to a ‘less is more’ design aimed to be unique in its own way but simpler to pick up and with the lower 5000 Monkey Money unlock.

  • New Expert Map: Glacial Trail

  • We hope you will find this map to be a unique play experience compared to other Expert maps, as Glacial Trail was designed with the goal of bringing in another fun single lane track to the Expert category.

  • Glacial Trail features very limited space near to the track, so be very careful and prepare your Mortars and Helis! Warning: May be a little too cold for many Monkeys, so dress warmly!

  • New Quests

  • We put a lot of work into Quests to give lots to play over the holidays, some instructional and some quite challenging. Please don’t expect this many new Quests every update - this is our Christmas gift!

  • Striker Instruction: Discover Striker Jones’ strengths and abilities

  • New Dart Just Dropped: Multi-stage tale of two Dartling Gunners

  • A Guide to the Book of Spirits: Discover Corvus’ strengths and abilities

  • Under a new ‘Experiments’ tab in the Quests section, we have some special feeling missions to play around with

  • Fast Upgrades: Very special quest returning from BTD5; survive 6 special action packed rounds on Dark Path with all towers upgrading once for free after each round!

  • Intense Bloon Rounds: 30 rounds of concentrated Bloon attack

  • New Achievements

  • Also a good bunch of new Achievements to chase over the holidays!

  • Heavy Investment: Invest EXACTLY $401,626 extra when creating any paragon (or more, that’s also fine)

  • 25 to Life: Defeat 5 unique bosses at Tier 5 (in either Boss Events or Boss Challenge mode) - unlocks the hilarious 'Tiny Boss Bloons' Extras option, which can be toggled via the Main Menu Settings

  • Community Connoisseur: Win 100 different community submissions

  • Life Experience: Earn 5,368,709 experience for any tower

  • New Trophy Store Items

  • Monkeys: Druid Capybara pet, awwwww!

  • Bloons: Pirate Turtle ZOMG skin

  • Game & UI: Pinata cash drop skin, Sushi Ben avatar, Mortar Shot avatar, Cyberdart Graffiti banner, Winter is Coming Tonk Mix track

  • New Team Store items

  • Share a bit of Christmas cheer as your Team ruthlessly dominates all tiles!

  • Flying Props: Christmas Cardinal flying prop

  • Team Banners: Hero Christmas banner

  • Icons: Holly Bell emblem

  • Frames: Christmas Bow frame

Game Changes / Additions
  • Map Editor

  • Over 80 more items available for use in the Map Editor, including a new Dark Terrain/Area (so you don’t have to spam quite so many shadows now) and an entire Winter collection featuring tons of new winter Terrain, Areas, Effects, Paths, Stamps, and Props available for everyone to use!

  • New Xmas Pack containing 12 extra special seasonal items that can be unlocked with Monkey Money or via direct IAP

  • Added New prop tags for Christmas & Interactable

  • Sandbox sending Bloons and placing towers features can now be accessed during map editing

  • Enabled more base game props for use in map editor

  • Added a ‘Sharp Corners’ toggle for all Areas (so those nice circles you pull out will swap to a square if you wish)

  • New tag for interactable props to distinguish them (e.g. Bat, Pigeons)

  • Added desktop hotkey support for ‘Sell’ hotkey to delete selected props and CTRL+C to duplicate a selected prop

  • Implemented a slider to raise/lower props. Fair warning, due to how 3D renders in the game this may not appear exactly how you would expect, but we believe people will find good uses for this.

  • Co-op hosts will now be able to invite friends directly from the co-op lobby. So much better, thanks for continuing to ask for this!

  • Pasting entire share code URLs into search fields should now smartly trim the URL and search only for the code

  • Game icon changing back to the OG Dart Monkey. Thank you for holding down most of 2023, Beast Handler icon!

Bug Fixes & General Changes
  • Hero quests are no longer accessible from the coop, bosses, races or CT menus
  • Resolved a number of cases in which the game would display black backgrounds
  • Resolved an issue that could prevent Bloons Leaked stat from recording
  • Resolved a crash that could occur on loading on networks with limited internet access
  • Resolved an issue where towers when obtaining new abilities would not consistently order them correctly in the UI
  • Polyphemus no longer spawns extra Pre-game Prep spikes
Event bug fixes
  • Phayze’s Camo Debuff Icon should no longer scale in size with effects setting scale
  • CT Resolved an issue with the El Dorado relic displaying incorrect reward bonuses
Map Editor fixes
  • Resolved a case in which Pat Fusty would not correctly submerge in custom map water terrain
  • Opening a map share code should correctly launch the game & navigate to the map
  • Dropdown menus in map editor should no longer display on top of 'pause' menu
  • Added more Helper Popups to Map Editor
  • Entering eraser mode will now un-hide stamps layer
  • All custom maps will now follow ‘Intermediate’ difficulty
  • Players can no longer still search up and find their own deleted maps for a short time after deleting them
Tower Specific Fixes

Monkey Buccaneer

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

Engineer

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

Beast Handler

  • Movement icons now match other Tower Special buttons
Hero Specific Fixes

Benjamin

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

Pat Fusty

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

Geraldo

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

Spirit Walker

  • Resolved

Platform Specific fixes

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

Balance Changes

Tower Balance

Dart Monkey

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

  • Paragon bonus damage to ceramic increased from 75 > 90

Bomb Shooter

Slight price reduction to Really Big Bombs, it is meant to be a stepping stone upgrade into Bloon Impact but neither of these upgrades are standout right now. A while ago Frag Bombs was reworked to give Bomb normal type damage however we were not happy with the results of that change in the end, we didn’t want to go back and remove that again without giving back something nice in return so it has taken a while but now we have decided to go ahead with changing that back along with swapping out Recursive fortified damage for raw damage which we hope also improves crosspathing as the damage crosspath isn’t such a large increase over the base damage anymore.

  • 3xx Really Big Bombs price reduced from $1200 > $1100
  • xx2 Frag Bombs no longer changes damage type of explosions
  • 5xx Bloon Crush remains damage type Normal
  • xx4 Recursive Cluster Fortified Damage reduced from 1 > 0
  • xx4 Recursive Cluster Damage increased from 1 > 2
  • xx5 Bomb Blitz damage increased from 5 > 6

Ice Monkey

We want to try out allowing the Ice Shards sub-projectile to benefit from all sources of damage buff, as currently this path gets nice support use sometimes but can’t do much on its own in the base game - along with this the T5 Ice Shards are also generally being improved. Arctic Wind it feels was heavily underrated before it’s large slow aura increase, with so many players now working out how good it is and how much better an upgrade it leads into than any similar options we feel this aura needs to be reduced again although it will remain the same at T5.

  • 3xx Ice Shards shard damage is now uncapped allowing for buffs
  • 5xx Super Brittle ice shards damage increased from 2 > 5
  • 5xx Super Brittle number of ice shards increased from 3 > 6
  • x3x Arctic Wind slow zone reduced from 50% > 40%
  • x5x Absolute Zero slow zone unchanged
  • xx4 Icicles icicle projectile radius increased 4 > 5

Sniper Monkey

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

  • 024 Full Auto Rifle shrapnel gains bonus damage against MOABs 0 > 1

Monkey Buccaneer

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

  • 4xx Aircraft Carrier price reduced from $7200 > $6900
  • 5xx Carrier Flagship price reduced from $25,000 > $24,500

Monkey Ace

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

  • xx3 Neva-miss projectile distance increased from 450 > 600

Mortar Monkey

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

  • x5x Pop and Awe BAD/Boss damage bonus reduced from 10 > 6
  • x5x Pop and Awe damage bonus to stunned reduced from 10 > 8

Super Monkey

We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now.

  • 030 Robo Monkey pierce reduced from 7 > 6
  • 040 Tech Terror pierce remains 9

Ninja Monkey

For an early game Distraction improvement the consistency of blowbacks is being averaged out more with increased minimum distance but reduced maximum, in many cases there would not actually be 250 units of track length in front of defenses to be blown back across anyway so the overall average distance is slightly lower. More at the mid to endgame we are also weakening distraction distance against Ceramics specifically as by this point Ninja have stacked so much speed and projectiles the consistency doesn’t matter anymore. Finally, distraction values for secondary projectiles are being modified, as Distraction chance as it has existed was never balanced around more than the main attack

  • 010 Distraction blowback range normalized (all attacks): 10-250 units > 100-150 units
  • 010 Distraction distance applies to Ceramics at 0.5x
  • 011 Distraction chance of caltrops reduced from 15% > 10%
  • 013 Flash Bomb distraction chance of flash bomb increased from 15% > 30%

Alchemist

Currently 031 is the only crosspath that realistically does anything for Unstable Concoction.

  • 130 Unstable Concoction crosspath increases concoction pierce 3 > 4

Druid

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

  • x3x Druid of the Jungle no longer swaps to Strong target prio automatically

Banana Farm

The current power of xx5 Village combined with previous nerfs to Middle Farm have it currently feeling underappreciated for farm profits, some slight price adjustment.

  • x3x Monkey Bank cost reduced from 3800 > 3650
  • x4x IMF Loan cost reduced from $7500 > 7200

Spike Factory

Small spike pierce reduction for the Spiked Mines as it’s finally coming into a strong spot on its own. Similar to Mortar it’s great to see the fresh love for middle path Spike Factory, however as they are feeling exceptionally good now for the intended pure MOAB damage role we want to cut it back very slightly so it doesn’t stay quite so crazy over our holiday break.

  • 4xx Spiked Mines spikes pierce reduced from 20 > 18
  • x3x MOAB Shredder bonus moab damage reduced from 9 > 8
  • x5x Carpet of Spikes main attack damage reduced from 4 > 3
  • x5x Carpet of Spikes all is how it should be

Beast Handler

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

  • Beast Handler reposition cooldown reduced from 5 > 3s
  • 4xx Orca knockback duration increased from 0.2 > 0.3
  • 4xx Orca knockback merge bonus increased from 0.2 > 0.3
  • xx3 Golden Eඞgle MOAB pierce penalty increased from 14 > 29
  • xx4 Giant Condor MOAB pierce penalty unchanged
Hero Balance

Ezili

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

  • Ezili Lv19 main attack DoT increased from 3 > 6
  • Ezili Lv19 main attack DoT MOAB bonus reduced from 28 > 25

Admiral Brickell

We still want a little more out of Brickell’s single target Revolver attack as it’s the least exciting per of her arsenal so are decreasing the attack cooldown, however her mega mine ability also performs exceptionally well throughout all moab rounds so we want to slightly increase its final cooldown instead

  • Admiral Brickell Lv2 Revolver cooldown reduced 0.7 > 0.65
  • Admiral Brickell Lv

Bloons TD 6 - Update Notes! Version 39.0

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

Update Video: https://youtu.be/-1M6aUdjzso

Key New Features
  • Map Editor!

  • We are so excited to release the Map Editor, in planning for 2 years and in active development this whole year. Bloons has a long history of player created content and we are delighted to add Map creation and sharing to BTD6 in the most robust and in-game format ever available! We stretched to include as much capability as possible in this first release, and we already have a long wishlist for future updates, and we’ll temper that after seeing what incredible creations you come up with and the top features you’d like to see included in updates. Have fun and please share your creativity with your friends and the whole community!

  • Other player’s custom maps can be played right from level 20 when the Content Browser opens up

  • Find the Map Editor via the Edit Map button inside Play Social, or from the Create button in the Content Browser Maps tab

  • Don’t be surprised - there is an unlock gate for Map Editor. At player rank 50 Map Creation can be unlocked for 6000 Monkey Money (same ballpark as the top Hero skins and fully grindable), or directly via IAP (on platforms that have IAP), which we included in response to players looking for more ways to support the game and future updates. The rank unlock helps ensure that players have a reasonable understanding of the game and how map obstacles and difficulty work before they get to work creating their own.

  • Most importantly, Map Editor works on all platforms and devices. We’ve never been able to provide an editor this robust in-game and on all devices before, so we’re thrilled to offer this level of creative control on all devices including phones.

  • Please see more details about the Map Editor features and scope below!

New Awesome
  • New Hero Skin - Book Wyrm Etienne

  • Switching out drones for dragons seems like a pretty awesome thing to do. A favorite of the team, channeling many of our book-devouring nerdy pasts (and presents!), Book Wyrm celebrates the power of imagination that has led most of us to make and play games.

  • New (Revenge) Map - Dark Path

  • Continuing the BTD tradition of more challenging versions of favorite maps that started with Rink Revenge 10 years ago, Dark Path takes the pristine triple back park setting and flips both the Bloon path and the placeable areas on their heads. Revenge is most sweet when served dark!

  • New Quests!

  • Drone Flying 101 - discover Etienne’s strengths and weaknesses

  • Obyn’s Gardening School - discover Obyn’s strengths and weaknesses

  • Grow Less Than Galaxili! - least tiers challenge quest on Geared

  • New Monkey Knowledge

  • Paragon of Power, any paragon will gain a large boost to its attack speed so long as you have no T5s of the same tower type placed

  • New Trophy Store Items

  • Heroes: Admiral Brickell Aerial Deployment placement (70)

  • Monkeys: Dart Monkey Pumpkin Spiked Balls projectiles (50), Alchemist Slime Cube pet (120)

  • Co-op: Paragon emote (75)

  • Game & UI: Tropical Carnival - Classy Brass Mix jukebox track (70), Pumpkin Patch profile banner (300)

  • Competition Winning items

  • Reddit competition winner avatars (50 trophies each) in no particular order:

  • Pancake - I CANNOT SEE by u/Xalsona

  • What a suspicious looking monkey by atomic_pizza

  • Tea Time Sauda by u/ReconScoutTeemo

  • The Admiral and the Doves by u/Thinkin_G

  • Down, Not Out by Loose Noose

  • New CT Team Store items

  • Base Props: Monkey Jack O Lantern

  • Team Banners: Contested Garden banner

  • Icons: Skull Candle icon

  • Frames: Spiked Coffin frame

Game Changes / Additions
  • Boss Event Penalty Timer reworked to be more mathematical
  • Boss Event default Penalty Time changed from: 10s > 10 + round number * 0.25
  • While Penalty time is counting in Boss Events cash generating abilities will stop cooling down
  • Extra Contested Territory logic added to support newer content
  • Beast Handler now enabled for CT
  • Phayze & Dreadbloon now enabled for CT
  • Custom Challenges will now display the version they were verified in rather than the version they are uploaded in.

Map Editor Feature List

  • Terrain

  • First tab on the toolbar sets the terrain texture and type for your map

  • Select the different terrain texture options to choose the main background color and feel for your map

  • Note there are two water based terrain options if you want to favor water towers; please review the Areas section below if you want to add islands!

  • There is also a second header tab for map effects that can add ambience (e.g. Rain/Fog/Leaves), but only one of these can be active at a time

  • Paths

  • Second tab allows you to place one or multiple paths and choose their texture

  • Drag one of the path images from the toolbar to the map. This will place the start of your track, and you can pick up this green cone to move where it starts.

  • Draw the map you want by selecting other points on the map and this will place “nodes” that you can move individually

  • End your path by placing a node into the shadowed perimeter. For now, tracks must end at the perimeter of the map and no paths can end in the interior of the map. If you don’t like where the blue end-path node is placed, you can select it and move it.

  • To add multiple paths, drag another path on the map from the panel (maximum of 5)

  • To edit the texture of any path, select it in the path list within the toolbar, and select another texture type. You may also delete paths from this list.

  • The Path Width arrows allow you to customize how the path looks

  • Props

  • Third tab has a selection of Props. From grass to rocks, wooden barrels to a fountain of sparks. These will be the big objects, sight blockers, decorations and awesomeness that will make your map pop!

  • Use the drop down menu to filter the selection of Props. So you can see all the trees, or all the Props that would be at home on a meadow (monkey or otherwise)

  • Drag a Prop onto your map and the Prop adjustment panel will come up, allowing you to fine tune the Prop’s scale, rotation, tilt and position. You can enable/disable “Blocking” and “Animation” for certain Props.

  • Tap/click on a Prop to enable multi-place mode. When you place a Prop In multi-place mode, another Prop will be automatically selected ready to be placed somewhere else. (Available for stamps too)

  • Some Props are platforms that allow you to place towers on them. These can be used to give towers sight above smaller props, add a small area for land placement in water, or water placement on land.

  • Props that block Line-of-Sight can have “Blocking” disabled so that towers will be able to see past them. You can use this for Props you move into crazy and wacky positions or in case the blocking doesn’t make sense for your map. (Use sight or tower blocking Areas to make this work how you want)

  • Stamps

  • Fourth tab is home to all sorts of decorations!

  • These are 2D options that can be placed onto the map to add a bit of detail (like flowers and leaves)

  • Other stamps are semi-opaque to provide additional effects, like shadow stamps to add more depth to the scene, or river rocks that give the effect of a stream bed if placed in water

  • You can also remove specific stamps using the erase tool.

  • Areas

  • The fifth (last) tab on the toolbar and the main tool for creating a combination of terrains or for mixtures of land and water

  • Drag an area of the type desired into the map. It will start with a default of 4 nodes, but you can add nodes to make more refined shapes.

  • While an area layer is selected, you can change the area background type by selecting another area background type

  • When done select the green tick mark

  • To add multiple areas, drag another area out onto the map (maximum of 10 layers). To edit an individual area, select the “Area 1….10” from the scrolling list of areas inside the toolbar, where you can also choose to delete or hide that area.

  • Note that some Areas are tagged as water, shot blocking, and placement blocking; shot blocking and placement blocking areas are not visible on the final map

  • Layering

  • With so much happening on a map, we have included a layer reorder panel (visually 3 stacked diamond shaped layers). This allows certain things to be raised to the top of the stack and lets them be placed “above” other things or below them. You can also toggle on/off all props from here if you want to edit things that are under them like stamps/paths/areas!

  • Tips & Tricks

  • The Randomizer option - You will see a checkbox labeled Randomize, if selected, props and stamps will have their rotation randomized on each placement.

  • Getting the right rotation on a stamp will be improved, but for now, place them in a blank space somewhere on your map until you get the rotation you need. Then erase the pile of stamps when you’re done. We will add a way to do this more easily in a future update.

  • Use different layers for making stamps. It's easier to manage if things go wrong

  • Try using props from the same theme set, this can give a more uniform look

  • When making paths/areas, the shorter the tangent the sharper the corner

  • Try rotating/scaling items and combining them with other items to make them appear as something new

Bug Fixes & General Changes

  • A number of localization updates and fixes
  • Resolved an issue sometimes incorrectly blocking abilities from being used
  • Resolved an issue with hero portrait updates not correctly displaying when viewing upgrades within the Heroes menu
  • Resolved a rare case which could prevent abilities from being activated when they should be ready
  • Resolved an issue that could cause Team Search to break and display no results when there should be results
  • Resolved an issue where navigating to the trophy store via the Jukebox menu would not take you to the correct tab
  • Resolved a crash that could occur when a tower expires at the end of a round
  • Resolved an issue with some saves becoming corrupted
  • Overall audio polish throughout many parts of the UI
  • Resolved a bug that could allow players to enable multiple avatars
  • Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
  • Community button added to the Map Selection page
Challenge Editor & Quests
  • Quest progress is no longer set back down to 0/# after choosing to replay
  • ‘No Powers’ challenge editor rule should now also ban Hero Boosters from purchase
  • Backing out of a Quest should take you back into the category you were previously viewing
  • Resolved an issue in Quests that could cause non-upgradable heroes to become upgradable
  • Resolved a case in which the Birthday Quest BAD could be destroyed
  • Resolved a case where the Birthday Quest BAD would not save current Health correctly
Event & Co-op changes
  • Paragon limit removed from current CT tiles to reduce unnecessarily bloating rules
  • Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
  • Updated Boss Rules panel to reflect design changes
  • Resolved some issues with save loading not always correctly loading back on Lych
  • Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons
  • Flint Tip Darts should no longer be able to skip its final damage tic
  • Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields
  • Resolved an issue where Phayze could trigger additional skull events on loading a save
  • Resolved a daily challenge title display bug that could occur
  • Probably resolved some unknown boss co-op crash
  • Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)
  • Resolved a softlock when accepting an invite to a co-op game while in an Odyssey
  • Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
  • Behind the scenes updates to Co-op Area Division data
  • Added commas to co-op cash panel
  • Tower UI when it can't fetch the correct value of an upgrade will no longer display unreasonably high numbers
  • Resolved a bug preventing Golden Bloons working correctly for all players in co-op
  • Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed
Map Specific Fixes
  • Changed up some of the maps displayed on the first page of Beginner Difficulty for some different colors
  • Fixed splash animation not lining up correctly for Penguins on Skates
  • Resolve some issues with Aircraft Carrier planes being blocked from spawning on Water Park
  • Resolved a number of issues with track items clipping on Water Park
  • Resolved placement inconsistencies on Midnight Mansion
  • Resolved some cases where merging paths could incorrectly see Bloons on the last segment before swapping path as untargetable (Notably on Workshop)
  • Resolved a crash that someone had on Dark Dungeons
Tower Specific Fixes

Dart Monkey

  • Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth.

Sniper Monkey

  • Resolved an issue preventing Elite Targeting target prio from saving in some cases

Monkey Buccaneer

  • xx4 Should no longer be able to buff Paragon upgrades

Monkey Ace

  • No longer shows a Paragon Pip at 505 upgrades
  • xx4 Spectre can no longer ignore Phayze’s camo immunity when under Radar Scanner

Mortar Monkey

  • Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets

Wizard Monkey

  • Magus’s Phoenix should no longer be immune to Vortex stun
  • Resolved an issue where Phoenix data could be saved incorrectly and brick game saves
  • Changing Necromancer target location in co-op should no longer cause a desync

Super Monkey

  • 4xx Super Monkey can no longer increase cash value of Bloons in CHIMPS
  • 041 Tech Terror’s ability can no longer knock Bloons forward in some cases

Alchemist

  • Permabrew applications are no longer globally removed in co-op when another player builds and sells a new Permabrew
  • x5x Transforming Tonic ability end animation lines up correctly with the act end again when the duration is increased
  • Solved quantum entanglement

Druid

  • x5x Spirit of the Forest should correctly pop Frozen Bloons with Hot Magic knowledge

Spike Factory

  • Using the x5x active ability just before the passive ability triggers will no longer cause Carpet of Spikes to skip a passive ability activation
  • Resolved a bug that allowed Spike Piles to be collidable for 1 frame before moving to their track position

Monkey Village

  • 4xx Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer
  • xx5 Crash resolved when creating game saves with a Monkeyopolis that has decimal point crate values

Engineer

  • Should no longer show cash generated from Bloontrap on the CHIMPS Victory Panel
  • Resolved inconsistency in the display of the Ultraboost buff icons

Beast Handler

  • x4x Tyrannosaurus Rex should no longer record damage incorrectly when max merged
  • x4x Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub
  • Resolved some missing animations with 3xx beasts
  • Players should no longer be able to merge T5 beasts into other T5 beasts no matter how nicely they ask
Hero Specific Fixes

Obyn Greenfoot

  • Should no longer show cash generated from Wall of Trees on the CHIMPS Victory Panel

Benjamin

  • Resolved an issue with Biohacks downtime icon persisting for too long after expiring
  • Sushi Benjamin skin now correctly displays downtime visual on towers affected by Biohack

Ezili

  • Lv10 MOAB Hex should no longer be able to skip its final damage tic

Adora

  • Resolved an issue with voice lines playing on the wrong skins
  • Resolved issues with Sunbeam Placement not loading in correctly

Geraldo

  • Lv5 & Lv15 Sharpening Stones can no longer stack their benefits
  • Lv7 Blade Trap can now benefit from Camo granted to Geraldo
  • Geraldo’s level should now correctly update within the shop inventory

Platform Specific fixes

  • PC: Holding a tower hotkey to place multiples will now cancel placement when you can no longer afford to place another
  • PC: Resolved a game crash when making the game full screen after the monitor is turned off with the game open.
  • PC: Resolved a rare crash that could occur when using certain hotkeys immediately after loading a save game
  • Android Netflix/Amazon: Resolved incorrect achievement icon showing on main menu
  • Netflix: Resolved a game crash that could occur when switching from default language to another language and then to Monklish even while not standing on your head

Full list of balance changes and Paragon adjustments available on Reddit

Looking Forward
  • As some of you have asked about via the Preview Notes, we did have to make some schedule and content adjustments from the Update 37 Notes based on the massive size of Update 39. So here’s the latest!

  • Spirit Walker: We have moved the Spirit Walker to Update 40, due out before the end of the year. This hero has complex stacking abilities which are already being tested and balanced, so aside from the focus on Map Editor, we needed to make sure that Corvus had ample focus to lock in this signature play mechanic.

  • Monkey Sub Paragon: We have moved the Monkey Sub Paragon to next year in order to give it ample space as well, partly to give it the space it needs but also let the new Paragon balance changes settle and make any adjustments through update 40 before releasing a new Paragon. This does not necessarily mean Update 41 either, as the first update of the year is intentionally smaller to allow the Auckland team to recharge over the southern hemisphere summer holiday break.

  • Boss Challenge: We have more design, UI, and server work to do to make Boss Rush meet the new Team event goals we have, so this will develop further in the new year, but we do have a stretch goal to get more flexible individual Boss play in for Update 40.

Bloons TD 6 - Update Notes! Version 38.0

Bloons TD 6 v38.0 - Update Notes!

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

Check out the more awesomer update video here.

Key New Features
  • New Boss Bloon, Phayze!

  • As existing Bosses continue to be tuned and refined, designing new Bosses becomes increasingly complex to find both visual and functional differences that truly mix up play styles, approach to eco, and Monkeys used. We knew camo would be a focus but the movement and entry migration proved to be essential as Phayze’s design took shape. We hope you enjoy the challenge!

  • Phayze has the Camo property and spawns with a Reality Shield that increases its movement speed while the Shield is active. Monkeys can destroy this shield to reduce Phayze’s movement speed back to normal again

  • Phayze triggers a Radar Jam every 24 seconds - this restores its Camo property if this has been lost & for 12 seconds grants Phayze immunity to any form of camo removal as well as disabling all shared Camo-granting buffs from towers

  • When Radar Jam occurs Phayze also pulls all Bloons forward to Phayze’s Location and grants them the Camo property

  • When each skull is reached, Phayze rebuilds the Reality Shield and warps forward, while opening a tear in the fabric of reality that allows for all Bloons to spawn further along the track. Note that the warp is proportional to track length, so shorter warps on short tracks and prepare for startling warps on longer tracks!

  • Skulls also trigger a stacking slow aura around Phayze, which reduces the attack speed of all Monkey Towers until the boss is defeated

  • Contested Territory Competitive Mode

  • We’ve heard the community feedback and have wanted ourselves to help Teams define themselves as Competitive or Casual, so we’ve developed a system that allows Teams to set their stance to attract players with the same mindset as well as sign up for each CT and lock those Team rosters in to acknowledge and help address some of the Team griefing that we’ve seen happening.

  • We’ve pushed the cadence for Contested Territory back one week to give time for Teams to review this new system and sign up for Competitive play.

  • Mayors can now set their team stance inside their Team settings. All existing Teams will default to Casual, so Mayors will need to set their stance to Competitive in order for the team to sign up for each CT’s competitive leaderboards. Team members can send canned chat requests to set stance to Competitive.

  • Teams that have been set to Competitive stance will appear in the Team search with a new shield icon indicating this Competitive stance and interest in recruiting competitive players.

  • We understand that some Teams have been playing competitively with dormant Mayors. If you are on a Team with a dormant Mayor and want to play competitively, you can consider leaving your Team and using the Team search to identify Teams with the Competitive shield icon.

  • Each CT event itself will now consist of two experiences: Competitive and Casual

  • CT events will start with a pre-register time period starting after the previous CT ends and lasting until 24 hours before the next event begins. For Competitive Stance Teams, once 5 players sign up for Competitive play from their team screen OR the Mayor or Assistant Mayor signs the team up, a team will be registered for Competitive Mode for that CT only. This sign up will need to be done for each individual CT.

  • Any teams that do not pre-register in time, or that are created after an event has already started will instead join the Casual event.

  • Rewards have similarly changed with Global rewards and badges of any kind only available for Competitive leaderboards. Casual Teams will not have global leaderboards or rewards; they will have local leaderboards and rewards but no badges.

  • Daily login reward remains regardless of Casual or Competitive modes

  • Ticket system remains unchanged for both Casual and Competitive - individual tickets are awarded daily, with unused Team tickets available to the rest of the Team on a periodic basis

  • Players who join a Competitive team after an event has already started will not be allowed to participate in CT until the next event starts. Players can freely join teams participating in Casual CT and immediately begin participating.

New Awesome
  • New Hero Skin: Lifeguard Brickell

  • While already a true master of water defense, this update Brickell is diving in head first to take charge of Monkey water safety over the summer. There will be no running in the Water Park on her watch, especially from the Bloons, as her safety buoys pack a punch!

  • New Intermediate Map: Water Park

  • Sometimes Bloons want to cool off a bit too, whether it be on the waterslide or floating down the lazy river. But this is a Monkey Water Park so we can’t simply let them play around on their own!

  • New Quests

  • Trial By Fire - discover Gwendolin’s strengths and abilities

  • Brickell Bootcamp - discover Brickell’s strengths and abilities

  • Scoop’s Tall Tale - Scoop tells a tale about three brave monkeys, and this challenging 3 part adventure comes with some goodies for those persistent enough to make it through

  • New Trophy Store Items

  • Monkeys: Bomb Shooter Tortoise pet, because - of course!

  • Bloons: Bloon Sunglasses decal and Boat MOAB skin to help celebrate summer

  • Co-op: Tower Categories co-op emotes

  • Game & UI: Jukebox track Fiesta Flamenco [Helium Heights Mix], Lawn Sprinkler Camo Trap, Sunset Strip profile banner, Beast Friends Forever avatar, Greenfoot Fields Avatar

  • New CT Team Store items

  • Water Props: Banana Pool Float

  • Team Banners: Power Play banner

  • Icons: Many Hands icon

  • Frames: Gold Star Frame

Game Changes / Additions
  • Added Bronze & Silver map borders for completing all Easy/Medium medals, making for an easier entry barrier to get into map border collecting and add a more scaled progression to this reward system.
  • Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
  • Similar to cash earnings, ‘Regrown’ Bloons will now no longer count towards increasing a tower’s damage stat when they are popped repeatedly.
  • Categorized and sorted Quests to organize Patch’s quest menu
  • Added further support to grant our events more flexibility in Boss starting and finishing rounds
  • Team search filter added to search for Competitive Teams
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Resolved some issues with font size showing too small in some areas in certain languages
  • ‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
  • Resolved an issue causing different player callouts to appear in co-op
  • Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
  • Resolved an issue preventing the Polyphemus Eye from being re-opened after restarting a Chimps/Impoppable game
  • Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
  • Cleaned up some small excess pixels that were visible on friend portraits
  • Party Quest BAD should no longer change to match the icon for whatever skin is equipped
  • Resolved some issues with how ‘Wind’ knockback effects were applying to Bloons outside of the map / Blown back out of the entrance
  • Resolved a softlock that could occur when attempting to purchase IAP while offline
  • Loading a quest save no longer allows unsellable towers to be sold
  • Resolved Camo Trap Incorrect Animation State on Map Restart
  • Resolved a case in which Update Notes button would not be displayed in the options menu
  • Resolved an issue where Quests would not save player progress if the player wins and chooses ‘Play Again’
  • Account webview should now allow for text to be copied to clipboard
  • Resolved an issue where partying ninjas did not have hands - while perhaps a definition of ninjaness, was a bit creepy
  • Resolved an issue where loading quest saves could reset tower target locations
  • Resolved an issue with 1000’s separator not being consistent across every language
  • Resolved a bug where some profiles were showing shared profile stats of ‘8/7’
  • Added Retry last round to some quests
  • Pre-game prep spikes now use trophy store road spike cosmetics
Event fixes & changes
  • Behind the scenes maintenance on Boss leaderboard score processing
  • Added an event icon to display if a Paragon Limit is being applied to events
  • Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame
  • Resolved an issue with Defeat UI being closed when Bosses leak in co-op
  • Dealing damage to Dreadbloons armor now counts correctly towards tower damage
  • Resolved an issue where some 1 shot effects could destroy the Lych Soul
Tower Specific Fixes

Dart Monkey

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

Glue Gunner

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

Sniper Monkey

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

Monkey Sub

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

Heli Pilot

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

Dartling Gunner

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

Wizard Monkey

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

Super Monkey

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

Alchemist

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

Druid

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

Monkey Village

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

Engineer

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

Beast Handler

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

Pat Fusty

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

Admiral Brickell

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

Geraldo

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

Dart Monkey

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

  • 3xx Spike-o-pult now allows re-hitting targets after bounces
  • Paragon price reduced $350,000 > 325,000

Boomerang Monkey

Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.

  • xx1 Long Range Rangs range bonus increased 15% > 33%
  • 501 Glaive Lord radius increase from LRR increased 15% > 33%
  • 050 Perma-Charge ability cooldown 40s -> 45s
  • Paragon orbit no longer deals +2 damage to fortified
  • Boomerang Paragon cost increased from $325,000 > 350,000

Bomb Shooter

We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.

  • 3xx Really Big Bombs now pushes back Bloons by 10 units
  • 4xx Bloon Impact stun duration increased from 1 > 1.4
  • 4xx Bloon Impact now also pushes Bloons back on every hit in addition to the Stun
  • 5xx Bloon Crush pushes back MOAB class by half this amount
  • xx4 Recursive Cluster cluster pierce multiplier increased *3 > *4

Tack Shooter

Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.

  • xx5 Tack Zone rate increase from previous tier 25% > 35%
  • xx5 Tack Zone pierce reduced from 4 > 2
  • 400 Ring of Fire pierce reduced from 40 > 30
  • 410 Ring of Fire pierce reduced from 50 > 30
  • 420 Ring of Fire pierce reduced from 60 > 45
  • 040 Blade Maelstrom pierce reduced from 200 > 120
  • 140 Blade Maelstrom pierce reduced from 200 > 160
  • 240 Blade Maelstrom pierce remains at 200
  • 041 Blade Maelstrom changes rotation direction to counter-clockwise
  • 041 Blade Maelstrom duration increased from 3s > 3.5s
  • 042 Blade Maelstrom duration increased from 3s > 4s
  • Super Maelstrom pierce reduced from 500 > 300
  • 150 Blade Maelstrom pierce reduced from 500 > 400
  • 250 Blade Maelstrom pierce remains at 500
  • 051 Blade Maelstrom duration increased from 9s > 10.5s
  • 052 Blade Maelstrom duration increased from 9s > 12s

Ice Monkey

Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.

  • 030 Arctic Wind pierce 100 -> 40
  • 050 Absolute Zero pierce remains 100
  • 003 Cryo Cannon has 20% shorter freeze lifespan from 1.5s > 1.2

Glue Gunner

This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.

  • 4xx & 5xx Glue Gunners will only drop puddles from the first child in the split
  • 4xx & 5xx Glue puddles no longer hit Camo Bloons innately
  • xx4 Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s

Sniper Monkey

Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.

  • x5x Elite Sniper Elite Supply Drop will now also trigger all other Supply Drop Abilities
  • x5x Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop abilities.

Monkey Buccaneer

Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks.

  • 101 Long Range more pierce to Main projectile +1 > +2
  • 031 Cannonship cannonball pierce 28 -> 35
  • 031 Cannonball frags pierce 1 -> 2

Monkey Ace

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

  • 040 Ground Zero ability pierce increased from 1000 > 2000

Heli Pilot

Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.

  • x3x Downdraft rate 0.15 > 0.225
  • x3x Downdraft pierce 1 > 2
  • x3x Downdraft ceramic pierce penalty 0 > 1
  • x4x Support Chinook downdraft pierce 1 > 4
  • x4x Support Chinook downdraft rate remains 0.15
  • x4x Support Chinook downdraft no longer increases blowback distance

Dartling Gunner

We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks

  • 203 Buckshot shock bonus damage increased from 1 > 2
  • 204 BADs shock bonus damage i

Bloons TD 6 - Update Notes! Version 37.0

Bloons TD 6 v37.0 - Update Notes!

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

Check out the more awesomer update video here.

Key New Features
  • New Paragon - The Magus Perfectus! (loves casting spells) Some of you know we teased this last year, but we needed more time to balance the art and design required to make this extra special, so we are very pleased to get this live! Wizard Monkey’s Paragon is designed to be a higher level strategic Paragon with powerful ability usage similar to the Doomship.

  • The core of the Magus is a toggle to and from a Draining Beam which deals very small single target damage but absorbs graveyard mana as it damages and destroys Bloons

  • While toggled off from the Drain Beam, Magus attacks with a powerful Arcane Spike that deals massive damage to MOABs and revives Bloons it slays, while a Dark Phoenix circles overhead attacking with Firebomb breath and a radial fireball attack

  • Phoenix Explosion Ability: can be cast to consume the Paragon’s entire graveyard to set all Bloons on screen on fire for 30 seconds and summon one Zombie ZOMG for every 9000 graveyard mana consumed

  • Arcane Metamorphosis Ability: can be used to consume all graveyard mana and transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack; Metamorphosis lasts longer the more mana it consumes

  • Magus was designed for armchair play so it will fill and consume graveyard mana on its own, but our goal was to create more actively controlled Paragon for those who will enjoy microing between Beam on and off and choosing which awesome Ability to unleash and when

New Awesome
  • Happy Birthday BTD6 - On June 14th, BTD6 will celebrate 5 years of monkeytastic fun and strategy! We hope you’ll join us for the main menu changes, skinned Collection event, special Questing, and general celebration. Thank you for five amazing years and we’re looking forward to all the years ahead!

  • New Hero Skin - Jiangshi Sauda, a fun new cross-cultural look for Sauda brainstormed by the art team, mixing inspirations from a favorite show and Chinese folklore

  • New Map - Erosion

  • Community designed advanced map Erosion by “I am not an artist” ~ u/TheWiseTroll

  • TheWiseTroll’s original concept proposed land and water but when thinking about map colors and the little stories we think of behind each map, the concept of the polar bear walking back with the shrinking ice was too compelling to do anything else

  • New Quests

  • Birthday Party - Pop the Party Bloon as many times as you can before it escapes

  • Blade Sauda Nowhere - Try out Sauda and learn some of her skills

  • Patch’s Cheap Chimps Challenge - Beat Logs with as little cash spent as you can

  • Striken Bad - Defeat the BAD on round 100 using First Strike. The spelling hurts us, too, you’re not the only one - but we had to do it!

  • Least Cash and Least Tier Boss Events

  • We’ve heard feedback about and have been wanting to shake up Boss rules, so here we go!

  • Applying new victory conditions to Boss Events completely changes the focus while still needing the damage output and type to handle each Boss

  • Time still matters, as the secondary time score will break any ties

  • New Trophy Store Items

  • Heroes: Geraldo Pack Mule pet, Quincy Spec Ops Drop In placement

  • Monkeys: Sweden Village Flag

  • Bloons: Party Hat Bloons

  • Game & UI: Vortex Avatar, Sunset Samba 64 Mix music track, Quincy Arrows banner

  • Nexus.gg Creator Supporter Avatar - show your support for Content Creators by using the Creator Support button on the Settings screen and purchasing any IAP

  • Limited Time only {trophy items if there’s a seasonal}

  • 5 Year Anniversary Avatar, 5 Year Anniversary Banner

  • New CT Team Store items

  • Base Props: Treasure Chest

  • Icons: Overclock icon, Archmage Staff icon

  • Frames: Bloon From The Dead frame, Mage Hat frame

  • New Slider

  • Everybody loves sliders, right?

  • After lots of discussion on the team and a fair few player requests, we’ve added a ‘Projectile and Effects Scaling’ accessibility option to main menu Settings

  • This is primarily for accessibility to minimize the size and brightness of projectiles and effects, especially when the screen is crowded with Monkeys and Bloons

  • This is not directly a performance improvement feature, so please do not expect the game to run noticeably better - just noticeably cleaner

  • We tried not to remove key game state indicators but this is ultimately in player control - if you adjust the slider and effects and projectiles make it harder to play the game, please reset the slider until the game is working the way you want

  • It’s also really fun for silly screengrabs, so please post your favorites!

News - Anniversary Giveaways!

We would also like to formally announce that we will be doing a week of giveaways on our Twitter starting next Monday NZT to celebrate the BTD6 5 year anniversary! 5 winners will be picked randomly each day for 5 days to win an awesome prize from our merch store. This will be exclusive to Twitter so make sure to follow us here to be involved!

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

Ice Monkey

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

Monkey Buccaneer

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

Monkey Ace

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

Banana Farm

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

Engineer

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

Beast Handler

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

Obyn Greenfoot

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

Psi

  • Resolved a crash that could occur when attacking glued Bloons

Geraldo

  • Resolved an issue where selling Geraldo, and then re-buying him would show the description of the last-viewed store item from before selling him

Platform Specific fixes

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

Boomerang Monkey

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

  • Boomerang Paragon knockback amount reduced 3 > 1

Bomb Shooter

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

  • x4x MOAB Assassin ability passes through MOAB layers
  • x4x MOAB Assassin ability explosion centers around the impact target

Tack Shooter

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

  • x3x Blade Shooter pierce increased from 6 > 8

Ice Monkey

Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.

  • 000 Ice Monkey freeze duration reduced by 50% on ceramics
  • All T3 Ice Monkeys increase freeze duration on ceramics from 50 > 100%
  • 203 Icicles crosspath now gains camo prio

Glue Gunner

The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.

  • 4xx Bloon Dissolver now creates puddles on track leading up to Bloon Solver, puddles deal 1 damage, all other stats and crosspath benefits are the same.

Sniper Monkey

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

  • 5xx Cripple MOAB damage increased from 80 > 280

Monkey Buccaneer

Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.

  • 210 Grape Shot total projectiles reduced from 10 -> 6
  • 310 Destroyer also reduced from 10 > 6 grapes
  • 310 Destroyer now increases grape attack rate twice as much, matching increase to the regular attack
  • 410 Aircraft Carrier planes radial attack now fires an arc of grapes instead of darts
  • 410 Aircraft Carrier planes radial Emission Angle 360 > 90
  • 410 Aircraft Carrier planes radial projectile count 8 > 6
  • 410 Aircraft Carrier plane grape projectile speed 100 > 200
  • 420 Aircraft Carrier planes radial projectile art: dart > hot grape
  • 420 Aircraft Carrier planes radial damage type Sharp > Fire
  • 400 Aircraft Carrier plane radials damage 1 > 2
  • 4xx Aircraft Carrier missiles now follow tower target priority

Monkey Ace

Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.

  • xx4 Spectre Dart damage increased 3 > 4
  • xx4 Spectre Dart ceramic bonus reduced 2 > 1
  • xx4 Spectre Dart pierce reduced 15 > 10
  • xx4 Spectre Bomb damage increased 2 > 3
  • xx4 Spectre Bomb ceramic bonus reduced 4 > 3
  • xx4 Spectre Bomb pierce reduced 30 > 20

Heli Pilot

Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.

  • 302 Razor Rotors will now benefit from the faster firing crosspath
  • 3xx Razor Rotors cooldown rate 0.75 > 0.5
  • x4x Support Chinook price reduced from $10500 > 9500
  • x4x Support Chinook supply crate cash generated reduced $1650 > 1,550
  • x4x Support Chinook max uses per round reduced from 3 > 2
  • xx4 & xx5 Comanche mini's follow the target priority set on their main Heli
  • xx5 Comanche Commander missile damage 7 > 15
  • xx5 Comanche Commander missile moab bonus 5 > 8
  • xx5 Comanche Commander mini's missile dmg 5 > 15
  • xx5 Comanche Commander mini's missile moab bonus 5 > 8

Mortar Monkey

As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.

  • 4xx The Big One stun duration non-MOABs increased from 0.5s > 0.75
  • 5xx The Biggest One stun duration MOAB increased from 0.3s > 0.5
  • 5xx The Biggest One stun duration BFB increased from 0.2s > 0.3
  • 5xx The Biggest One stun duration DDT increased from 0.2s > 0.3
  • x3x Heavy Shells attack delay reduced from 1.08 > 0.81
  • x4x Artillery Battery attack rate buff reduced from ¼ to ⅓ (remains the same rate: 0.27)
  • xx3 Signal flare cost increased $700 > 800
  • xx4 Shattering Shells price reduced from $11,000 > 10900
  • xx3 Signal Flare decamo radius reduced from 50 > 43
  • 103 Signal Flare decamo pierce increased by 5 > 10
  • xx4 Shattering Shells burn DoT deals moab bonus +5

Super Mon

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.

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

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

https://youtu.be/zWyCqR1juZA]https://youtu.be/zWyCqR1juZA

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

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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!

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

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

Bloons TD 6 - Update Notes! Version 32.1

Bloons TD 6 v32.1... GO - Update Notes!

A full list of 32.0 changes can be found here.

Fixes
  • Resolved a number of issues with Contested Territory ticket assignment and generation
  • Resolved an issue where Teams Roster page was not showing player point earnings
  • Resolved an issue where the Master Builder’s Sentry ability would not snap placement to your next tap on mobile
  • Resolved an error when attempting to re-capture a tile with no surrounding tiles in CT
  • Updated UI around member removal / promotions on team pages
  • Resolved a rare crash on rejecting a team invite
  • Resolved UI alignment issues on certain screen resolutions around CT
  • A number of optimizations & fixes made to team messages
  • Prevented some team browser errors from popping up multiple times in a row
  • Resolved an issue where Ice towers buffed by the Camo Flogged Relic would not freeze camo bloons
  • My Teams button should now read "Teams" if not in a team
  • Engineer's 032 Cleansing Foam slow no longer stacks on a single target
  • Resolved an issue where CT Teammate's score was not loaded correctly when restarting/checkpoint loading a point before their score was set
  • "Tile Degraded" should no longer show when a teammate sets a better score on a tile in CT
  • x5x Ultraboost ability limited to 3 uses per round
  • 150 Absolute Zero ability no longer applies an excessively strong permafrost effect
  • Resolved an issue where "Team mate set better score" would show in the background behind victory screen in CT
  • Resolved an issue with Boss checkpoint costs being pulled down causing T5 boss checkpoint to be free
  • Resolved art issues with the x3x Druid vine attack
  • Resolved an issue with selecting more than 4 relics in CT
  • Resolved a number of incorrect damage type issues
  • Resolved an issue preventing Quick Join teams from working correctly
  • Resolved a game crash that could occur when exiting from CT
  • Fixed a number of locs issues
  • Resolved an issue where full teams would still display at the top of the team browser list
  • Closed Teams are now called “invite only teams”
  • Resolved some pixel line errors that could occur on team emblems on certain resolutions
  • Resolved a number of leaderboard load issues
  • Resolved a number of issues with Team Browser filter search results
  • Resolved a number of edge cases crashes related to UI / HUD updates
  • Resolved a number of ‘missing background’ scenarios

Bloons TD 6 - Update Notes! Version 32.0

Key New Features
  • Massive new Event system - Contested Territories!

  • We set out to make this big, inspired by Bloons Monkey City’s instanced six player, single challenge framework but pushing it to be truly next level for BTD6. Big was an understatement - we’ve made a whole new game inside the game!

  • Now with 90 players per instance across six player-selected Teams (see below), Contested Territories combines a massive map of 150+ unique PvE challenge-based tiles with the PvP competition of vying for the best score

  • With a range of difficulties that increase across Regular, Relic, and Banner tiles, the intent is to allow all player levels and styles to participate. Less experienced players can concentrate on Regular tiles, while more competitive players can duke it out over Relic and Banner tiles. Regular tiles give balanced rewards, Relic tiles give more Team Trophies and Relic Knowledge, and Banner tiles give the most points for the competitive leaderboards.

  • More details available on our preview reddit post below, as well as the in-event info button: (https://www.reddit.com/r/btd6/comments/va7jwc/contested_territory_overview_sneak_peek/)

  • We’ve spent extra time polishing and balancing this huge new system, so thank you for your patience! As always: feedback welcome on reddit and Discord.

  • All new player-selected Teams feature!

  • To support Contested Territories and other future features, we’ve added a guilds/clans system called Teams

  • Up to 15 players can join together, manage membership, set tactical targets, unlock CT-specific boosts, and unlock a range of cosmetic items to customize your Team

  • Closely linked with the Friends system to make it easier to invite or join up with in-game Friends

  • Earn Team Trophies from Contested Territory to spice up your Player Teams with cosmetics including Team Banners, Icons & Frames to decorate your team page plus all sorts of 3D items to customize your Team Base Tile

New Awesome
  • New Paragon tower, the Engineer Master Builder

  • Yes, your Sentry Paragon is back! We ultimately chose Master Builder for the name as it represents the range of abilities better and relates more closely to the awesome construction exo suit that the art team had fun designing

  • Deploying 3 powerful activated sentry types that explode on sell and deploy their own sub sentries, the Master Builder maintains its own powerful nail attack that overclocks itself every round

  • Pushing for higher Paragon degrees improves nail gun attacks, activated sentry attacks, and activated sentry explosions on sell

  • Master Builder is very expensive, almost as much as the Ascended Shadow, so farm hard and check the nets if you want methods to practice, like Hbomb’s here: The Fastest Way To FarmOr Ethan Reid’s farming comparison here: This is the Best Banana Farm in BTD6! (11.4% Return)

  • New Intermediate Map, Quarry

  • Digging deep into mother Earth usually leads to trouble, and the same is true in the Monkeyverse! Quarry’s zig zag path may look long, but the Bloons move faster on those downslope water channels. Expect the unexpected!

  • New Hero Skin, Voidora

  • Reaching us from the Great Beyond, Voidora makes playing the Adora Hero powerset an otherworldly experience of sight and sound

  • New Contested Territory Achievements

  • Conquested Territory | Capture 5 tiles off other players

  • Stage of Empires | Capture 50 tiles

  • Territory Sampler | Capture 1 of each: Boss, Time Attack, Least Tiers and Least Cash tiles

  • New Trophy Store Items

  • Heroes: Mountain Obyn - Balfrog Pet

  • Monkeys: Monkey Village - Pride Flag

  • Co-op: Rainbow fullscreen emote, Need More! emote,

  • Game & UI: Avatar 61 - Dart monkey, Avatar 62 - Geraldo, Music Track - Tribes Jaloon Mix

  • Competition winners

  • Banner winner by LordTeddington(OG btd style)

  • Banner winner by tricky999tricky (Druid)

Big Changes / Additions
  • Added a Hero counter to the new Hero Screen as well as a total count to the Achievements Screen for the collectionists
  • Big behind the scenes refactoring to Monkey Knowledge to improve load time & memory, this includes a number of bug fixes and resolutions to some minor quirks in functionality. Current enabled Monkey Knowledge for a save game will now be locked upon creation of that game
  • Behind the scenes refactoring to Hero Skin Data to improve load time & memory
  • Changes to Boss auto-play behavior, if a Boss or its spawn are on screen the game & next round always starts immediately. If a Boss is not on screen then the game does not start automatically, play button is shown, & if you have auto-start toggled off then the game will stop between rounds.
  • Added a new checkpoint at round 20 for boss events
  • Restart functionality added to the pause menu in Race modes
Bug Fixes & General Changes
  • Fixed the bug where v32.0 was not yet released
  • Resolved an issue where some heroes were not adding their category to your profile to display recorded hero stats
  • Setup "Add Friend" buttons to player profiles & some general improvements & fixes to friends online status/notifications
  • Resolved an issue with Lych’s Soul having health and speed ramped up via freeplay scaling after round 80
  • Resolved an issue with Fortified Golden Bloons causing lives to be leaked
  • Resolved Audio slider sounds persisting on loop forever if you really specifically tried to go out of your way to break them
  • Playing challenges from the browser should no longer add attempts to your games played stat
  • Resolved a UI issue that could occur when returning from buying a hero booster from the fullscreen hero page
  • Resolved some minor inconsistent UI font size issues across different screens.
  • Resolved player name not displaying on main menu on first launch of the game on Apple Arcade
  • Removed "i" info button from sub tower's tower portrait panels
  • Resolved Ravine easter egg animation issues on some android devices
  • Resolved incorrect Boss menu UI visuals when viewed from play social menu
  • Resolved Adoras temple map no longer animating on game start
  • Resolved an issue allowing players to open a broken boss menu while no boss event was active
  • Resolved issues where one paragon’s UI could be used to create different paragon
  • Resolved an issue in which some activated abilities upon being sold could block usage of other newly purchased activated abilities
  • Resolved currently selected hero upgrade on the heroes upgrade menu being lost when navigating to a skin UI and returning.
  • Resolved a crash that could occur when logging out of an account
  • Deleted Accounts will no longer appear on your friends list
  • Paragon upgrade audio no longer plays on loading a save with a paragon
  • Resolved some issues with navigating between certain menus causing the background to turn black or blurry
  • Resolved a number of minor crashes
  • Resolved a number of localisation issues
  • Scottish flag is no longer called the New Zealand flag when playing in German
  • Resolved various minor map specific issues

Dart Monkey

  • Optimisations made to dart paragon lightning effects
  • Resolved some inconsistency in Paragon degree results related to the Master Double Cross MK

Glue Gunner

  • Resolved overlays from xx4 relentless glue’s track puddles using green glue assets instead of pink
  • xx5 Super Glue new art assets added for Glue DoT

Monkey Sub

  • x5x Pre-emptive Strike sub passive attack animation should no longer break on crosspath

Monkey Ace

  • xx4 Spectre no longer missing bonus ceramic damage on darts

Dartling Gunner

  • Optimisations made to some dartling lightning effects
  • Resolved some projectile eject marker inconsistencies across Bottom Path

Engineer

  • Resolved some Invalid engineer foam targeting related to height

Gwendolin

  • Resolved an issue with Gwendolin’s Lv3 ability not playing it’s voiceline
  • Resolved the initial hit from Gwendolin’s firestorm not keeping improved value at level 20

Captain Churchill

  • Resolved an issue where upon reaching level 20 Sentai Churchill would play 2 voice lines at once

Admiral Brickell

  • Resolved a voice-line conflict on Admiral Brickell when attempting to place her level 10 Mega Mine, where it would also attempt to play a selection voice line.

Geraldo

  • Resolved placing some items from Geraldo's shop into play, only playing Geraldo's voiceline instead of item placement
  • Resolved Geraldo's Bunny not rotating and getting stuck on rotating platforms
  • Resolved closing Geraldo's shop via the hotkey not adding back the 'button' to open it again
  • When Geraldo reaches level 18 his Genie Bottle description now updates from "Blue Bottle" to Gold.
  • Resolved a crash that could occur when reassigning Geraldo’s action figure in coop
Desktop Version
  • Added GlueRatJam emote to the discord server
Balance Changes

Boomerang Monkey

A small price increase to MOAB Press as combinations of this tower with others slows or spam with more of itself is very strong.

  • xx4 MOAB Press price increased from $2200 -> 2400

Bomb Shooter

Has been a standout tier 3 for long enough, T4 remaining unchanged to still encourage more focussed use over low tier spam.

  • x3x MOAB Mauler bonus MOAB damage 18 -> 15
  • x4x MOAB Assassin damage unchanged

Ice Monkey

Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze. Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here. Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.

  • 010 Enhanced Freeze freeze duration reduced from 2.2 -> 1.75
  • 020 Deep Freeze freeze duration remains at 2.2
  • 1xx Permafrost price increased from $100 -> $150
  • xx3 Cryo Cannon attack delay increased from 1s -> 1.2
  • xx3 Cryo Cannon price increased from $1950 -> 2250

Sniper Monkey

Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce. Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit

  • x3x Bouncing Bullet shrapnel pierce reduced from 3 -> 2

  • x4x Supply Drop shrapnel pierce reduced from 6 -> 5

  • 420 Maim MOAB's shrapnel stun reduced by about 33% effectiveness

  • MOAB 3s -> 2

  • BFB 1.5s -> 1

  • ZOMG 0.75s -> 0.5

  • 520 Cripple MOAB Shrapnel stun/debuff duration reduced

  • MOAB 7s -> 4.5

  • BFB 6s -> 4

  • ZOMG 3s -> 2

  • DDT 4s -> 2.5

  • BAD 0.75s -> 0.5

Monkey Sub

Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.

  • 3xx Submerge and Support camo pulse pierce reduced to -> 100
  • 310 Submerge and Support camo pulse pierce reduced to -> 120
  • 320 Submerge and Support camo pulse pierce reduced to -> 150
  • 500 Energizer camo pulse pierce reduced to -> 1000

Monkey Buccaneer

Navarch Paragon feels too dominant over other expensive paragons, as such a powerful choice it feels overused even on many low water volume maps

  • Navarch paragon price increased from $500,000 -> 550,000

Monkey Ace

Neva-Miss has been generally over performing for quite a cheap T3, increasing price here slightly but not carrying that increase up through higher tiers.

  • xx3 Neva-Miss Targeting price increased from $2200 -> 2800
  • xx4 Spectre price reduced from $24,000 -> 23,400

Heli Pilot

Heli’s blowback has always been extremely effective from early on, and as players have become more knowledgeable the use into lategame as well only seems to go up especially moving into Super Ceramics. This change shouldn’t really have as large an impact at higher level gameplay as total map length is so much shorter you will often still be blowing back the entire track, but the blowback range has been reduced at T3 leading back into the old value at T4

  • x3x Downdraft blowback distance reduced from 32-300 to 32-150
  • x4x Support Chinook blowback distance remains at 32-300

Wizard Monkey

Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls, and 011 Fireball also does not benefit from having the pierce crosspath

  • 130 Dragons Breath now target through walls from Guided Magic
  • 011 Wizard Fireball pierce increased from 15 -> 20

Super Monkey

Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder

  • 005 Legend of the Night damage increased 5 -> 10
  • 005 Legend of the Night ceramic bonus increased 2 -> 4
  • 005 Legend of the Night moab bonus increased 3 -> 8

Druid

More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping. Spirit of the Forest's base attack has also had a simple damage increase as it contributes very little to the power of the tower by T5 and the tower lacks in single target.

  • 030 Druid of the Jungle bramble piles dmg type Normal -> Sharp
  • 130 Druid of the Jungle bramble piles dmg type back to Normal
  • 050 Spirit of the Forest base attack damage increased 2 -> 20

Spike Factory

Super Mines DoT damage is entirely insignificant for the price range of this tower.

  • 5xx Super Mines DoT damage per tic of damage increased 1 -> 500

Monkey Village

The Monkeyopolis ‘space saving’ farm absorption shows to be far too much more efficient than the absorbed farms.

  • xx5 Monkeyopolis generation per $2000 reduced $300 -> 200

Adora

  • Lv20 True Adora buff increases Ball of Light Ability pierce from 43 -> 48
  • Lv20 True Adora buff increases Ball of Light Ability damage to 100

Geraldo

Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.

  • Lv1 Jar of Pickles: Price increased from $50 -> 100
  • Lv1 Jar of Pickles: Duration reduced from 8 -> 5
  • Lv3 Invisibility Potion: Can no longer target a number of towers that have no attacks
  • Lv4 Glue Trap: Now expires from the track after 4 rounds
  • Lv4 Glue trap: Pierce reduced from 300 -> 100
  • lv5 Sharpening Stone: Now expires after 15 rounds
  • Lv7 Maelstrom: Max stock reduced 5 to 3
  • Lv7 Maelstrom: Price increased from $500 -> $650
  • Lv12 Genie: Duration reduced from 3 -> 2 rounds
  • Lv15 Super Maelstrom: No longer increases duration of the maelstrom
  • Lv11 Rejuv Potion: Price increased from $1000 -> 2000
  • Geraldo's Moustache will no longer contain hidden Glue Rats

Bosses

Vortex’s Stun radius has proved to be a little too small allowing for some cheesier strategies than intended, but instead of a flat increase at all tiers we have decide to trial a slight increase up throughout each tier.

  • Vortex tier 2 Stun Radius increased from 60 -> 65
  • Vortex tier 3 Stun Radius increased from 60 -> 70
  • Vortex tier 4 Stun Radius increased from 60 -> 75
  • Vortex tier 5 Stun Radius increased from 60 -> 80
Looking Forward

Thanks again for reading to the end. We did a looking forward message in Update 30 where we announced work on new Bosses and Paragons, Contested Territories, and an in-game Mods system. We’ll continue that effort to keep the player community updated on our plans at least a couple times a year, and since Contested Territories has been such a huge feature to complete it’s now that time!

We’ll keep this caveat in place each time. Unless otherwise noted, what we discuss in this section are plans, and we need to be able to make adjustments to these, as we’ve had to this year based on how much time and effort we put into the Geraldo Hero and Contested Territories. We’ll do our best to give context when we make changes, and as always we appreciate your patience, understanding, and support!

  • Game Size and Value:

  • We celebrated BTD6’s 4th anniversary this past June, and we took a look back on the volumes of work that we’ve added to the game since launch.

  • By any and all means of comparison, BTD6 is far bigger and stronger than it was 4 years ago, and all that time we have not changed (outside of currency exchange rates applied by storefronts) purchase price, IAP prices, or introduced any paid DLC. Recently when we compared the current size and value of BTD6 with other games, we concluded that we were underpriced.

  • While we do not intend to add paid DLC or change IAP prices, we have decided to raise the purchase price by US$2 on mobile platforms and US$4 on desktop platforms. We feel this change is the best way to reflect the current value of the game while still respecting the past purchases of all existing owners of the game by not changing pricing for them.

  • We plan to make these price changes on August 18th, two weeks following this update, so that any of your friends and family or wishlist holders still have time to get the game at the current price. As we understand the current state of inflation and that all households around the world are not equal, we will continue to run periodic sales to give everyone a chance to play Bloons TD 6.

  • Creators

  • We almost got Nexus.gg Creator code support in Update 32; we’re taking more time with it and will release it with a 32.x update - this will allow viewers to add codes to the game that will share part of any IAP revenue with their favorite Creator.

  • The Nexus.gg folks have been amazing to work with and we truly hope this will allow a virtuous cyc