Update history:Bloons TD 6/Version 42.0

Version 42.0
Artwork representing version 42.0
Release dates
Steam8 April 2024[1]

Version 42.0 is the second major update to Bloons TD 6 of 2024. This update introduced the Gentlemonkey Gadgeteer skin for Geraldo, the Castle Revenge map, Accolades, and player revenue share.

Additions

edit
Quest Category
  Royal Tank Academy Tutorials
  One Stop Pop Shop! Tutorials
  Phayze One Experiments
  A Slimey Expedition Tales

Cosmetic items

edit
Item Category
Main Building Slot

General changes

edit
  • 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.
  • Certain heroes are now unlocked at later levels
    • 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
  • New advanced hotkey section for PC players
  • Cycling upgrades menu in challenges now skips past towers that are banned
  •   Individual stages of Quests can now be replayed without resetting the entire Quest

Changes

edit

Towers

edit
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.
— Update notes
Tiers Changes
3-X-X Spike-o-pult
  •   Spike-o-pult range increased ― 32 → 36.8
    • Note: Juggernaut range remains unchanged at 36.8
4-X-X Juggernaut
  •   Juggernaut’s bonus damage to fortified targets now works across crosspaths (bug fix)
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.
— Update notes
Tiers Changes
X-4-X MOAB Assassin
X-5-X MOAB Eliminator
  •   Ability follows target priority instead of Strong
X-X-5 Bomb Blitz
  •   Upgrade cost reduced ― $35,000 → $28,000
  •   Attack cooldown reduced ― 1.5s → 1s
  •   Damage reduced ― 6 → 3
  •   No longer deals +5 damage to Fortified
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.
— Update notes
Tiers Changes
5-X-X Super Brittle
  •   Attack cooldown reduced ― 2.16s → 1.8s
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.
— Update notes
Tiers Changes
X-3-X Bouncing Bullet
  •   Upgrade cost reduced ― $2,800 → $2,400
X-4-X Supply Drop
  •   Upgrade cost increased ― $7,200 → $7,600
  •   Ability now triggers other supply drops when one is used
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.
— Update notes
Tiers Changes
3-X-X Submerge and Support
4-X-X Bloontonium Reactor
5-X-X Energizer
Paragon
  •   Retry Last Round no longer removes the submerge toggle (bug fix)
5-X-X Energizer
  •   Main dart: damage increased ― 1 → 5
5-0-2 Energizer + Airburst Darts
  •   Airburst dart: damage increased ― 1 → 5
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.
— Update notes
Tiers Changes
4-2-0 Aircraft Carrier + Hot Shot
  •   Grapes (main and aircraft): Damage-over-time tick damage increased ― 2 → 4
5-2-0 Carrier Flagship + Hot Shot
  •   Grapes (main and aircraft): Damage-over-time tick damage increased ― 2 → 9
X-3-X Cannon Ship
  •   Grape damage increased ― 1 → 2
X-3-X Cannon Ship and further upgrades
  •   Main dart attack disabled
X-4-X Monkey Pirates
  •   Grape damage increased ― 2 → 3
0-2-4 Favored Trades + Hot Shot
  •   Damage-over-time tick damage increased ― 2 → 4
0-2-5 Trade Empire + Hot Shot
  •   Damage-over-time tick damage increased ― 2 → 9
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.
— Update notes
Tiers Changes
X-5-X Special Poperations
  •   Downdraft attack cooldown reduced ― 0.15s → 0.075s
X-X-3 MOAB Shove and further upgrades
  •   MOAB Shove no longer ignores the children of the target it is shoving (bug fix)
X-X-5 Comanche Commander
  •   Upgrade cost increased ― $32,000 → $35,000
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.
— Update notes
Tiers Changes
0-3-2 Heavy Shells + Burny Stuff
  •   Damage-over-time tick damage increased ― 1 → 2
0-4-2 Artillery Battery + Burny Stuff
  •   Damage-over-time tick damage increased ― 1 → 3
0-5-2 Pop and Awe + Burny Stuff
  •   Damage-over-time tick damage increased ― 1 → 5
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.
— Update notes
Tiers Changes
X-4-X Summon Phoenix
  •   Dragon's Breath: Damage-over-time tick damage increased ― 1 → 2
  •   Dragon's Breath: now fires 2 projectiles
  •   Dragon's Breath: pierce reduced ― 4 → 3
    • Note: Does not affect T3 Dragon's Breath or Archmage
X-4-X Summon Phoenix
X-5-X Wizard Lord Phoenix
  •   Phoenix: Base attack projectile speed increased ― 350 → 450
X-5-X Wizard Lord Phoenix
  •   Dragon's Breath: Damage-over-time tick damage increased ― 1 → 10
  •   Dragon's Breath: now fires 3 projectiles
  •   Dragon's Breath: damage reduced ― 6 → 2
  •   Dragon's Breath: pierce reduced ― 50 → 15
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)
— Update notes
Tiers Changes
X-3-X Robo Monkey
  •   Upgrade cost increased ― $7,000 → $7,500
X-4-X Tech Terror
  •   Upgrade cost increased ― $18,000 → $25,000
0-4-X Tech Terror
1-4-0 Tech Terror + Laser Blasts
0-5-X The Anti-Bloon
1-5-0 The Anti-Bloon + Laser Blasts
  •   Attack speed reduced ― 0.036s → 0.045s
2-4-0 Tech Terror + Plasma Blasts
2-5-0 The Anti-Bloon + Plasma Blasts
  •   Attack speed reduced ― 0.024s → 0.03s
X-5-X The Anti-Bloon
  •   Upgrade cost reduced ― $90,000 → $80,000
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.
— Update notes
Tiers Changes
X-X-3 Flash Bomb
X-X-4 Sticky Bomb
  •   Shuriken: Deals more to stunned Bloons ― +0 → +3
X-X-3 Flash Bomb and further upgrades
  •   Flash Bomb should no longer fail to stun targets if damage is externally buffed (bug fix)
X-X-4 Sticky Bomb
  •   Shuriken: Deals more to stickied targets ― +0 → +3
  •   Sticky Bomb: Damage reduced ― 500 → 450
X-X-5 Master Bomber
  •   Shuriken: Deals more to stunned Bloons ― 0 → +9
  •   Shuriken: Deals more to stickied targets ― +0 → +9
Paragon
  •   Main Shuriken: Deals more to stunned Bloons ― +0 → +15
  •   Main Shuriken: Deals more to stickied targets ― +0 → +15
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.
— Update notes
Tiers Changes
3-X-X Berserker Brew
  •   Upgrade cost increased ― $1,250 → $1,300
4-X-X Stronger Stimulant
  •   Upgrade cost reduced ― $3,000 → $2,950
X-X-3 Lead to Gold and further upgrades
  •   Main attack: Damage-over-time now also deals bonus to Leads ― +0 → +9
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.
— Update notes
Tiers Changes
X-4-X Jungle's Bounty
X-5-X Spirit of the Forest
  •   Jungle's Bounty ability now triggers all available Jungle’s Bounty abilities when one is used
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.
— Update notes
Tiers Changes
5-X-X Banana Central
  •   Upgrade cost increased ― $100,000 → $115,000
X-4-X IMF Loan
  •   Cooldown reduced ― 90s → 85s
    • Note: Also affects initial cooldown
X-X-2 Banana Salvage
  •   Upgrade cost increased ― $200 → $400
X-X-3 Marketplace
  •   Upgrade cost reduced ― $2,900 → $2,700
When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.
— Update notes
Tiers Changes
1-X-X Piranha
  •   Upgrade cost increased ― $160 → $170
2-X-X Barracuda
  •   Upgrade cost reduced ― $875 → $850
3-X-X Great White
  •   Upgrade cost reduced ― $2,950 → $2,075
X-2-X Adasaurus
  •   Upgrade cost reduced ― $945 → $890
X-3-X Velociraptor
  •   Upgrade cost reduced ― $2,600 → $2,170
X-X-1 Gyrfalcon
  •   Upgrade cost increased ― $190 → $210
X-X-2 Horned Owl
  •   Upgrade cost reduced ― $960 → $940
X-X-3 Golden Eagle
  •    Golden Eagle moab penalty increased ― 29 → 44
  •   Damage reduced ― 2 → 1
    • Note: Condor damage remains 2
  •   Damage range reduced ― 4 → 2
    • Note: Condor damage range remains 4. Max Golden Eagle damage reduced from 6 to 3.

Heroes

edit
Quincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.
— Update notes
Levels Changes
18–19
  •   Storm of Arrows: now deals +18 bonus damage to Ceramics
20
  •   Storm of Arrows: now deals +24 bonus damage to Ceramics
Looking back over her kit, we noticed that we’ve never improved the actual attack itself for Gwen’s Heat it Up. Allowing her to be juiced up with high attack speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.
— Update notes
Levels Changes
4+
  •   Heat it Up: Pierce reduced ― Infinite → 100
12+
  •   Gwen’s attack rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequency
12–14
  •   Lv12 Heat it Up damage increased ― 3 → 10
15–17
  •   Lv15 Heat it Up damage increased ― 3 → 20
18+
  •   Lv18 Heat it Up damage increased ― 3 → 30
Playing on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.
— Update notes
Levels Changes
3+
  •    Brambles cooldown reduced ― 35 → 30
  •    Brambles round duration increased ― 1 → 5
5+
  •    Range buff for x3x druids increased ― 20% → 40%
Benjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.
— Update notes
Levels Changes
1
  •   Cash generation reduced ― $100 → $80
2–7
  •    Cash generation reduced ― $150 → $120
8–10
  •    Cash generation remains unchanged at $250
11–14
  •    Cash generation increased ― $300 → $1000
15–16
  •    Cash generation increased ― $500 → $2500
17+
  •    Cash generation increased ― $800 → $5000
Ezili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main attack never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main attack to upgrade to counter DDTs as well.
— Update notes
Levels Changes
16+
  •   Lv16 Main attack can now de-camo DDTs
  •   Lv16 Main attack and splash can now defortify DDTs and MOABs (undocumented)
Levels Changes
All
  •   Resolved an issue where Geraldo’s subtowers would be immune to freeze on Glacial Trail after Geraldo is sold (bug fix)
18
  •   Geraldo should now restock inventory correctly when leveled immediately from 18 to 20 (bug fix)
Subject Changes
Stack of Old Nails
  •   Nail Mine should now save correctly (bug fix)
We wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted Bloons
— Update notes
Levels Changes
All
  •   Haunt: mana gain per layer reduced ― 5 → 3
  •   Corvus now passively gains 1 mana/s so long as Bloons are spawning
Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recovery
— Update notes
Levels Changes
8+
  •   Spiritual Balance: curve decay start point ― 40% → 25%
  •   Spiritual Balance: curve decay end point ― 80% → 65%
Spells
edit
Spell Changes
Haste
Haste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain.
— Update notes
  •   Mana cost reduced ― 75 → 50
Storm
Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightly
— Update notes
  •   Attack cooldown increased ― 0.1s → 0.12s
Recovery / Nourishment
The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus attack ruins the fun of actually playing this hero, so we’re ending this.
— Update notes
  •   Recovery spell no longer applies cooldown reduction to Nourishment

Knowledge

edit

Monkey Knowledge

edit
Knowledge Changes
  Flanking Maneuvers

Relic Knowledge

edit
We’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons.
— Update notes
Relic Changes
Broken Heart
  •   Damage bonus increased ― +1 → +2
Fortifried
  •   Damage bonus increased ― +1 → +2
Going the Distance
  •   Range modifier increased ― +20% → +30%
Hero Boost
  •   XP modifier increased ― +15% → +20%
Restoration
  •   Maximum extra lives reduced ― 200 → 150

Descriptions

edit

In-game

edit

Stupendous Content Update!
• Get your gadgets! Steampunk inspired Geraldo Skin - Gentlemonkey Gadgeteer.
• Castle Revenge - Castle is back, and it's moving solidly to join the other Advanced Maps.
• Accolades - A new system to share appreciation for player created Maps, Challenges, and Odysseys!
• Map Editor Removables - group and tag items for removal to unlock more creativity!
• Plus new Quests, Trophy Store items, Quality of Life improvements, and balance changes.

App Store / Google Play

edit

Stupendous Content Update!

• Get your gadgets! Steampunk inspired Geraldo Skin - Gentlemonkey Gadgeteer.

• Castle Revenge - Castle is back, and it's moving solidly to join the other Advanced Maps.

• Accolades - A new system to share appreciation for player created Maps, Challenges, and Odysseys!

edit

Video

edit

Notes

edit
  • The official update notes claim that Corvus's mana gain per layer from Haunted Bloons was reduced from 8 to 5, but it was actually reduced from 5 to 3.
  • The official update notes claim that Monkey Pirates's Hot Shot DoT damage was also buffed from 2 to 4, but this change was not implemented.

References

edit
edit

Official patch notes on Reddit
Official patch notes on Steam

edit