Update history:Bloons TD 6/Version 23.0
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add Mobile dates |
Version 23.0 is the first major update to Bloons TD 6 of 2021. This update introduced the map Ravine alongside changes to the Challenge Editor.
Additions
editCosmetic items
edit| Item | Category |
|---|---|
| Bloons ― All Bloon Skins | |
| Bloons ― MOAB Skins | |
| Bloons ― Pop FX | |
| Game & UI ― Avatars | |
| Game & UI ― Avatars | |
| Game & UI ― Music Tracks | |
| Monkeys ― Projectiles |
Changes
edit| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Tower bug fixes |
Towers
edit| “ | While we’re happy with Dart Monkey being a more niche or early use tower, too many people were finding Juggernaut itself even further niche or lackluster on first impression. While retaining the overpower power potential we’ve added a beefy impact to each individual target hit, and we’ve tweaked sharpshooter slightly to provide similar power but with more of a speed focus to enable more distinct crosspath choice between speed and pierce. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Juggernaut |
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| 5-X-X Ultra-Juggernaut |
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| X-X-4 Sharp Shooter |
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| “ | Small price adjustment to push when you get this tower a little closer to when it’s useful. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Glaive Lord |
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| “ | Small nerf to the regular-Bloon power of MOAB Mauler’s domination. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X MOAB Mauler |
|
| “ | With pierce and range on the base Tack Zone so high that increases weren’t noticeable the middle crosspath was underserved. To balance crosspathing we have reworked the base Tack Zone around lower values then improving them greatly for the crosspaths. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-5 The Tack Zone |
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| 0-2-5 The Tack Zone + Super Range Tacks |
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| “ | Ice Monkey power is currently too bottom heavy and mid-to-higher tiers are neglected, so some tweaks to mid-tier upgrades have been made. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Embrittlement |
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| X-3-X Arctic Wind |
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| X-4-X Snowstorm |
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| X-5-X Absolute Zero |
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| X-X-3 Cryo Cannon |
|
| “ | Adjustments to top-path upgrades to make each step more noticeable. Very small nerf to the slow amount on MOAB Glue as it has for a long time held a dominating spot in MOAB support, but this same amount has been returned to the previous value at Tier 4. We are still looking at future improvements here, including reworking the priority tree of glue stacks. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 3-X-X Bloon Dissolver |
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| 4-X-X Bloon Liquefier |
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| X-X-3 MOAB Glue |
|
| “ | Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well..[sic] — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Cripple MOAB |
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| X-4-X Supply Drop and further upgrades |
|
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Does the flat pierce buffs/nerfs of middle path affect Energizer too? Is it ever 1200 -> 1020 and 1200 -> 1050 with 5-1-0 and 5-2-0? |
| “ | As Bloontonium Reactor rarely uses up enough pierce that the pierce crosspath would ever matter, a large chunk of this has been moved into the middle crosspath. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Bloontonium Reactor |
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| 4-1-0 Bloontonium Reactor + Barbed Darts |
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| 4-2-0 Bloontonium Reactor + Heat-tipped Darts |
|
| “ | Monkey Ace was never intended to be a great starting tower and instead come into power at mid- and high-tier upgrades, but since the base tower feels lacking to new players (and some of us old timers) we decided to rework low tier power into the base tower. In addition to this we are experimenting with adding a small amount of homing to the spectre upgrade as rapid fire missing is not the intended design. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower 1-X-X Rapid Fire and further upgrades X-1-X Exploding Pineapple and further upgrades X-X-1 Sharper Darts X-X-2 Centered Path X-X-3 Neva-Miss Targeting |
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| 0-0-0 base tower 0-1-X Exploding Pineapple and further upgrades 0-X-1 Sharper Darts 0-X-2 Centered Path 0-X-3 Neva-Miss Targeting |
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| 1-X-X Rapid Fire |
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| 1-1-0 Rapid Fire + Exploding Pineapple and further upgrades |
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| X-1-X Exploding Pineapple 0-1-1 Exploding Pineapple + Sharper Darts and further upgrades X-2-X Spy Plane |
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| X-X-4 Spectre and further upgrades |
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| X-X-5 Flying Fortress |
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| “ | Further small buff to Comanche as prior balancing has not felt sufficient. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-4 Comanche Defense |
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| “ | As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We’re happy enough with its time in the wild to make some first impression changes here which we hope you’ll continue to enjoy. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Plasma Accelerator |
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| 5-X-X Ray of Doom |
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| 1-4-0 Rocket Storm + Focused Firing and further upgrades |
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| X-5-X M.A.D |
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| X-X-3 Buckshot |
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| X-X-3 Buckshot and further upgrades |
|
| “ | Despite ranking low overall, Wizard Lord Phoenix has dodged balance changes because of its extremely popular place as a challenge tower. With the rise of other towers in challenges, we’ve decided to start off buffing it based on its own merits in general gameplay. We’ve also added some previously intended minor changes to Prince of Darkness which were held back due to bugs that have now been resolved. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Dragon's Breath X-4-X Summon Phoenix |
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| X-3-X Dragon's Breath and further upgrades |
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| X-5-X Wizard Lord Phoenix |
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| X-X-5 Prince of Darkness |
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| “ | Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-3 Lead to Gold and further upgrades |
|
| “ | The most recent buff to Superstorm was great fun, but when spending pierce so quickly we wouldn’t see many extra Ball Lightnings. Since many find Superstorm lacking in pierce overall, the ‘extra’ pierce consumptions for hitting larger targets have been reduced to make it more effective and more lightningey. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Ball Lightning |
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| 5-X-X Superstorm |
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| “ | Monkey Bank is just too stonks even without Benjamin. This nerf shouldn’t hurt it too much, but will make it snowball a little bit slower and balance with the other paths better. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Monkey Bank |
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| “ | Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower |
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| 0-0-0 base tower 1-0-X Bigger Stacks 2-0-X White Hot Spikes 3-0-X Spiked Balls 4-0-X Spiked Mines X-0-1 Long Reach X-0-2 Smart Spikes X-0-3 Long Life Spikes X-0-4 Deadly Spikes |
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| 5-0-X Super Mines |
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| 5-1-0 Super Mines + Faster Production |
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| 5-2-0 Super Mines + Even Faster Production |
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| X-1-X Faster Production |
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| X-1-X Faster Production 1-1-0 Bigger Stacks + Faster Production 2-1-0 White Hot Spikes + Faster Production 3-1-0 Spiked Balls + Faster Production 4-1-0 Spiked Mines + Faster Production 0-1-1 Faster Production + Long Reach 0-1-2 Smart Spikes + Faster Production 0-1-3 Long Life Spikes + Faster Production 0-1-4 Deadly Spikes + Faster Production |
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| X-2-X Even Faster Production |
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| X-2-X Even Faster Production and further upgrades 1-2-0 Even Faster Production + Bigger Stacks 2-2-0 White Hot Spikes + Even Faster Production 3-2-0 Spiked Balls + Even Faster Production 4-2-0 Spiked Mines + Even Faster Production 0-2-1 Even Faster Production + Long Reach 0-2-2 Even Faster Production + Smart Spikes 0-2-3 Long Life Spikes + Even Faster Production 0-2-4 Deadly Spikes + Even Faster Production |
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| X-5-X Carpet of Spikes |
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| 0-1-5 Perma-Spike + Faster Production |
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| 0-2-5 Perma-Spike + Even Faster Production |
|
| “ | Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Call to Arms |
|
| “ | Sentry Expert has underperformed for a while, so we’re adding solid crosspathing buffs to all Sentries. We’ve added a pierce & speed boost to Overclock’s base upgrade and lowered the cooldown on Ultraboost to allow the possibility for it to achieve full uptime as a freeplay tower and get its stacks up faster. Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-0-1 Sentry Expert + Oversize Nails |
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| 1-2-0 Deconstruction + Sentry Gun and further upgrades |
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| X-4-X Overclock |
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| X-4-X Overclock and further upgrades |
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| X-5-X Ultraboost |
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| X-X-4 Bloon Trap |
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| 2-0-4 Bloon Trap + Faster Engineering 2-0-5 XXXL Trap + Faster Engineering |
|
Heroes
edit| “ | The last Gwendolin change didn't come through as well as intended for a number of reasons, so while keeping true to the intention behind this change it has been improved across the board to properly buff this again — Update notes |
” |
| Levels | Changes |
|---|---|
| 4-11 |
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| 12-14 |
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| 15-17 |
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| 18+ |
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| “ | Ball of Light’s power before level 20 has been improved to scale through the mid game better — Update notes |
” |
| Levels | Changes |
|---|---|
| 10-14 |
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| 15-19 |
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| 20 |
|
| “ | Etienne’s main power through mid-to-endgame intentionally comes from his UCAV, however it still overperforms and needs to be pulled back a bit. — Update notes |
” |
| Levels | Changes |
|---|---|
| 10-14 |
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| 15-19 |
|
Maps
editIcons indicate whether a change is beneficial or detrimental to the subject of this section, not to the player.
- Area between the two paths on the bridge now allows placement of towers with medium-sized footprints
- "Resolved an issue with Flooded Valley blocking vision on some towers at times when it should not"
- "Resolved some collision on Flooded Valley"
Modes and events
edit- Now displays a victory screen upon completion
- Restarting no longer pauses the game
- "Custom Rounds" challenge rule added
- First ever continue to be used is now free
Social features
edit- New stats added:
- Insta Monkey Collection
- Most Experienced Monkey
- Most Experienced Monkey XP
- Collection Chests Opened (does not track chests opened before this update)
- "Double Cash Disabled" challenge rule added
- "Challenges now allow users to toggle between Player Completion Rate (current number, which displays % of players who have beaten the challenge) & Win Rate (displays the total % of wins against losses)"
- "Challenge Browser now supports an option to “hide” challenges from searches if you have already completed them"
- "Added a ‘follow user’ option & ‘Following’ search to the challenge browser"
- "Challenges that have been greyed out in searches from a previous version of the game will now update to blue again if they are passed on a newer version without using double cash by enough players"
- "Challenge browser now supports filtering challenges by maximum number of rounds & minimum number of rounds. This filter will unfortunately not work on existing challenges.
- "Challenge browser win rates now support displaying >99% & <1% for win rate, if a challenge is not quite actually 100% or 0%."
- "Challenge browser has had some general improvements & optimization to filters, sorting, searching & returning from a challenge"
Miscellaneous
edit- Added warnings to some screens which had started to be blocked from loading under certain settings in VPN’s & other 3rd party DNS based filters.
- Reworking of tower upgrade UI when hovering/holding over upgrades
- Added a first-time pop-up for targeting priorities
- Resolved some map specific FX not speeding up their animations when in 3x speed
- Resolved an issue that would cause pets to continue playing their SFX after being sold
- Resolved some issues causing Bloons to choose path inconsistently when tracks split off in multiple directions
- Fixed login prompts which had stopped working for guest users
- Login page should correctly load in the webview
- A number of localization issues resolved
- Improved tutorial to feel less clunky
- Snap of Your Fingers achievement correctly works again for players with Double Cash
- The corner of some random Heli can no longer be spotted in the corner of Chutes
- Resolved an issue with Techbots linked to engineers not remembering to trigger Overclock after loading a save
- Resolved an issue with Odyssey wins getting mixed up with regular wins sometimes
- Added some instruction for how to unlock locked maps
- Minor UI fixes and optimizations in a few places
- Some general minor cleaning up of UI in challenge creation
- Changing hero skin right before a co-op game should no longer cause a desync
Notes
edit- The official update notes include this list of known issues:
| “ |
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