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: Confirm all towers affected by the damage type rework
Added Veteran Levels, these start after reaching the max level and require a larger amount of XP to level-up, but the requirement starts flat. These do not provide any rewards.
A large damage type and Bloon type rework has been made to optimize performance, and this will resolve a number of issues with incorrect damage types dealing damage where they should not.
Note: These changes introduced a series of unintended (or intended but undocumented) behaviors on many towers, which are noted on their respective sections and taken from reference found at the bottom of the page.[2] There probably are other towers affected in addition to the ones that are described in these notes as Ninja Kiwi did not publish the full list on the patch notes of version 25.1.
For more challenge consistency in high rounds, the standard roundset has been extended up to round 120. Now in game modes with standard roundsets the freeplay rounds from 101-120 will be predetermined. This is a big deal for us and we plan to do more custom rounds past 120, so we do want to hear feedback from the community here. BTD6 reddit is the best place for that - if you haven’t signed up, please do! https://www.reddit.com/r/btd6/ — Update notes
Added Mini-Races, these are a secondary leaderboard where scores are also submitted in addition to the global leaderboard, these are composed of up to 100 players, built in a first-come first-added basis and grant additional prizes.
The reward screen pop-up was changed to explain the Mini-Races.
Players can now compete on races held on maps they haven't yet unlocked
Leaderboards: Player profile avatars are now shown next to their names on the rankings
For new players, camo is the first real game mechanic that presents a wall for new players. To combat this we have swapped the initial unlock costs of Spike-o-pult & Crossbow to nudge new players more towards upgrading down the camo path for Dart Monkeys first. — Update notes
In some cases the effort to make upgrades feel powerful eclipsed the need for monkey tower weaknesses to be supported by path or other tower synergies. Reviewing the state of White compared to Black Bloons we feel it no longer makes sense for Bomb stall path to ignore inherent Bomb weakness compared to Ice, which can’t fully get around it’s weakness until T5. MOAB Maulers have been a very strong meta spam for a while now, so we are chipping off most of its ceramic bonus at T3. — Update notes
Inferno Ring is priced high for a low single-target damage pierce based tower when pierce isn't as important at high rounds, so price has been reduced. We liked Maelstrom’s pierce change, however want to ease off a little as higher density rounds feel a lot more position & timing dependent now than they need to be. Similar to Bomb, Tack Zone’s innate popping of Lead with obviously sharp projectiles no longer feels fitting and so along with a large price reduction the damage type stays Sharp. — Update notes
By buffing Snowstorm to have the same cooldown as Absolute Zero we unintentionally ruined a certain style of player-made challenge based on Absolute Zero timing. We have reworked the buff from v24 in order to keep the same freeze uptime but allow this type of challenge to be possible once again. — Update notes
Most cases for Buccaneer currently find you better off sticking to Destroyers and adding other buffs, so we have made a couple slight nudges to this top path — Update notes
Dartling Gunner’s Rocket Storm is currently overperforming versus Buckshot, so we made slight adjustments to the price of these upgrades. — Update notes
Wall of Fire has been reworked in order to cut down on cases of frustrating randomness as well as the initial cooldown on the attack being reduced. Additionally at the highest tier all fire attacks will be further enhanced in damage — Update notes
As Super Monkey’s range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey’s pierce down into a lower tier again — Update notes
Ninja’s Bloon Sabotage is often used in tricky rounds as a powerful slow with a long duration, so we have made a gentle price increase here to reflect that support strength. — Update notes
Druid’s top path Storm & Ball Lightning upgrades needed a value boost versus other options versus other paths of other tower choices, so these have been given a small price buff for now. — Update notes
Monkey Village’s range at Primary Expertise has been increased slightly to open up downstream strategies by fitting additional Primary towers within range — Update notes
Engineer XXL trap is extremely powerful but too expensive for backline dps and we’d like to see it more viable for frontline engineer builds — Update notes
Yes, here it is the nerf you’ve all been waiting for. But as some in the community predicted, it’s not that much of a nerf. Sauda’s range has been tightened up as her role is specifically about high damage in a small, focused area. — Update notes
Thrive has been one of the least understood Powers in the game, and that misunderstanding has only added to the use case delta vs Cash Drops. To improve balance Thrive has been upgraded. — Update notes
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Thrive will now also increase the amount of Cash gained from Bloon pops for its duration
New visual fx have been added to Thrive to show that it is currently active
User Interface: Various localization & UI text fixes.
User Interface; Tower interface in Co-op should now refresh when viewing a tower that is being upgraded by another player.
User Interface: Added a first-time trigger to explain recent changes to map unlocks.
User Interface: Information on lobbies that cannot be made public has been moved from the corner of the screen to a popup over the public button.
User Interface: Resolved a UI issue with towers not correctly displaying locked upgrades.
User Interface: Added a close button to Race Pass pop-up and Hero bundle pop-ups in addition to them closing when tapping out of the menu.
Gameplay: Drop & Lock placement mode now works with nudge state.
Gameplay: Strong target priority will again target Fortified Bloons over their standard variants.
Gameplay: Resolved a crash when entering Races or Daily Challenges too fast.
Player profile: Player XP bar now has comma thousands separators.
Visual: Optimization to Bloon pop special effects.
Visual: Resolved some issues with Hero placement or upgrade effects.
Challenge Editor: Updated share icons.
Ice Monkey: X-2-X Deep Freeze upgrades and higher should now correctly play their sounds.
Monkey Buccaneer: 4-X-X Aircraft Carrier planes should no longer play extra spawn sounds.
Wizard Monkey: Resolved an issue with X-2-X Wall of Fire attack animation.
Dartling Gunner: Fixed sell animation of 3-X-X Laser Cannon.
Monkey Village: Fixed sounds of 1-0-1 upgrades and above.
Chutes map: Co-op vertical split has been centered.
Steam version of BTD6: Unity has updated to allow cursor size to match system size so it is now possible to scale this but must be done with system settings. On Windows this can be found by searching in the Windows search function “Mouse pointer size”. Also note the cursor resolution might become crusty due to the image size being scaled up.