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
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New Boss Bloon Blastapopoulos, the Demon of the Core has returned!
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While in play, towers suffer from reduced range & ability cooldown rate.
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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!
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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.
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Skulls when triggered will fill up a portion of Heat, and spew out a number of Fireballs & Pyroclastic Rocks.
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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
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You’ll need to carefully manage your heat to avoid dire consequences!
New Awesome
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New Advanced Map, Ancient Portal
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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.
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New Quests
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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
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One Sided - Beat half of Infernal, with half of the play space. Oh it’s the wrong half!
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Fast Tracked - A trial quest that’ll give you a taste of the new Fast Track IAP (More detail on that below!)
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New Trophy Store Items
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Heroes: Pat Fusty Pet Pig
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Monkeys: Buccaneer Flavored Trades projectiles
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Game & UI: Spooky Night banner
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New Limited Time trophy items (Note: Not available until the seasonal event begins!)
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Tricky Ghosts avatar, Bat BFBs Bloon skin
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New CT Team Store items
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Flying Props: Haunting Ghoul
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Icons: Carved Pumpkin Icon
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Frames: Spider's Web Frame
Game Changes / Additions
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Co-op overhaul (Part 1)
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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.
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Revamped in game store
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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.
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Along with this we’ve added a couple brand new packs to check out
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Fast Track Pack! A returning favorite from BTD5, with dynamic improvements!
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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!
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Starting Cash is updated to reflect these skipped rounds
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Starting Hero XP is updated to reflect these skipped rounds
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Double Cash & Fast Track can now be enabled/disabled from the play screen
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Available in most areas, however will still not show in Competitive Modes or CHIMPS
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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
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Pets Pack IAP
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This pack includes all current Hero & Monkey pets up to update v45
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Exclusive Pack of Pets avatar & Gang’s All Here banner
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Challenge Editor ‘modifiers’ have been redesigned
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These now fit into a more understandable inclusions/exclusions list
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Works similarly to how the tower exclusions/inclusions list currently does
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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
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[Steam Versions] Hotkey changes
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Monkey Bank 'Collect' money: linked to the 'Monkey Special 1' key
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Monkey Bank 'Deposit' money: linked to the 'Monkey Special 2' key
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New Advanced Hotkey: Ace Centered Path
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New Advanced Hotkeys: Selected tower Active Ability 1, 2 & 3
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[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
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Resolved an issue that could cause loading to get stuck at step 5 of 9
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Added support for Retina resolutions
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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