We’re still looking for more ways to focus instamonkey rewards, and we’re hoping this helps improve some collections — Update notes
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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.
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 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
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 Also, we’re already fairly happy with the SMFC abilities, but at T4 it feels clunky and outdated that the ability can only influence a max of 10 dart monkeys at a time when casting the ability multiple times in quick succession from multiple T4s so we are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. — Update notes
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. — Update notes
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. — Update notes
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. — Update notes
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 — Update notes
Resolved an issue where reversing flight path before purchasing Centered Path would prevent the centered path target from flying in the correct direction (bug fix)
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 — Update notes
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Tiers
Changes
All tiers
Heli 'patrol point' markers now visually update immediately after setting new points (bug fix)
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. — Update notes
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? — Update notes
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. — Update notes
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. — Update notes
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. — Update notes
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. — Update notes
Village Call To Arms doesn't have a place in current high level meta gameplay as grouped clusters of equal towers are never really ideal. As it stands, the village radius is not a large enough area to get lots of benefit to all of the towers that you would be spreading out and maintain any uptime on them. A seemingly huge change but perhaps not in practical use, so we will be looking for feedback on this and whether this reduces placement skill or the need for multiple Villages. — Update notes
For now with a noteworthy direct comparison to Brickell and the use cases for these two heroes we have done a price swap keeping the lesser of the two at the lower price point. However as 750 would put gwen on the same cost as Striker Jones and we want starts with base 4 heroes to stay more diverse we have taken her down a little extra on top of that. — Update notes
As the upper end of heroes have crept up and up for awhile now, we want to reign in some of these top heroes slowly. Church’s pierce at all levels is going down to make his absolute coverage of ceramic children harder — Update notes
Since his addition to the game Pat Fusty has been a very strong top tier hero between his powerful roar buff and ability to stall large groups of strong targets for a long time. This feels slightly out of hand (couldn’t resist), so we’re taking his slap attack’s pierce down at all levels to reduce this stalling potential without changing the buff. — Update notes
Brickell has shown exceptional high level performance, while not fitting in as any intended strong early solo carry. Her base cost has been increased so she won’t come into early play, and Lv20 Mega Mine is having its damage taken down to not quite decimate late game somuch. In return she will have much more pierce, and as it is mainly a niche utility we also want Blast Chain to be available more often. — Update notes
Psi felt too easily able to keep up with early waves given their strong endgame, and given the improved attack rate was then unchanged from level 2 to 20, we have shuffled around the Lv2 and Lv5 upgrades to address this. Psi from Lv5 onwards is unchanged from before. — Update notes
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Levels
Changes
2–4
Lv2 No longer increases attack speed ― 0.85s → 1s
Now increases Bloon destruction rate ― 0.2s per layer → 0.15s per layer
All of Geraldo's temporary buff effects now display buff icons to their applied tower with stack count numbers representing their remaining round durations
Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness. — Update notes
We feel like the T3 Lych health/difficulty sticks out as a larger obstacle compared to other bosses, and other tiers of Lych, so we are lowering the multiple T3 health values — Update notes
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Normal tier 3: Health reduced ― 245,000 → 220,000
Normal tier 3 Lych-soul: Health reduced ― 7900 → 7000
Elite tier 3: Health reduced ― 1,200,000 → 1,100,000
Elite tier 3 Lych-soul: Health reduced ― 27,000 → 25,000
The forced slowdown of Dreadbloon during the ceramic shielded phase has caused a lot more games to end due to running out of time, with average players seeing this as a rest period. We are reducing the amount of slowdown at all tiers to raise up the threat level more in this phase. — Update notes
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Normal: Speed multiplier when shielded increased ― ×0.2 → ×0.3
Elite: Speed multiplier when shielded increased ― ×0.2 → ×0.35
Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save (bug fix)
Dreadbloon Ceramic Shield now correctly scales with playercount (bug fix)
Dreadbloon no longer moves at full speed after loading into a save with an active armored state (bug fix)
Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored (bug fix)
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 - 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