Update history:Bloons TD 6/Version 53.0

Version 53.0
Artwork representing version 53.0
Build №10320
Release dates
Steam12 February 2026[1]
Epic Games Store (Windows)12 February 2026

Version 53.0 is the first major update to Bloons TD 6 of 2026. It introduces the Advanced map Party Parade, the Firecracker Gwen skin, three new Quests, Lunar New Year cosmetic items, alongside performance improvements and bug fixes for Frontier Legends.

Additions

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Quest Category
  Targeting Monkeys Challenges
  Support Monkeys Only Challenges
  ZOMG Rush Challenges

Cosmetic items

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Changes

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We have seen an increase in feedback related to power creep impacting enjoyment and we do want to go into this year similar to how we finished last year with more thought on targeted nerfs and fewer buff changes mostly focussing[sic] on the quality of life angle or big things that have been on the backlog for a while rather than injecting raw improved stats, this said there are still a number of your highly requested buff changes in this list.
— Update notes

Towers

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Juggernaut knockback is excessive against regular light Bloon targets and will be reduced.
— Update notes
Tiers Changes
3-1-0 Spike-o-pult + Quick Shots
3-2-0 Spike-o-pult + Very Quick Shots
3-0-1 Spike-o-pult + Long Range Darts
3-0-2 Spike-o-pult + Enhanced Eyesight
4-1-0 Juggernaut + Quick Shots
4-2-0 Juggernaut + Very Quick Shots
4-0-1 Juggernaut + Long Range Darts
4-0-2 Juggernaut + Enhanced Eyesight
  •   Projectiles should no longer bounce off map borders (bug fix)
4-X-0 Juggernaut and further upgrades
4-0-1 Juggernaut + Long Range Darts and further upgrades
  •   Knockback for light Bloons decreased ― -5× → -3×
4-0-2 Juggernaut + Enhanced Eyesight and further upgrades
  •   Knockback for light Bloons decreased ― -8× → -5×
Bionic Boomerang is getting a rebalance improving baseline power outside of ability activation while maintaining roughly the same power when ability is activated. MOAB Press continues to act as a very powerful scaling MOAB Stall option, slightly increased cost will add up more when building these in groups.
[...]

Boomerang Paragon is being rebalanced around a higher price point, and as a part of this change is gaining its own ability Overcharge. Upon activation this immediately grants itself multiple stacks of Overcharge buff which each increase the tower’s attack speed but these stacks rapidly deplete over time one by one until expired.
— Update notes

Tiers Changes
X-3-X Bionic Boomerang
X-4-X Turbo Charge
  •   Attack cooldown decreased ― 0.238s → 0.15s
X-3-X Bionic Boomerang and further upgrades
  •   Bonus damage to MOAB-Class Bloons reduced ― +2 → +1
X-4-X Turbo Charge
  •   Ability: Attack speed bonus reduced ― 7× → 5×
    • Note: Attack cooldown multiplier increased from 0.1429× to 0.2×, combined with the base attack cooldown change, it results in an overall buff while the ability is active (0.034s to 0.03s)
X-5-X Perma Charge
  •   Attack cooldown decreased ― 0.034s → 0.03s
X-X-4 MOAB Press
  •   Upgrade cost increased ― $2,400 → $2,700
Paragon
  •   Paragon cost increased ― $250,000 → $375,000
  •   Main attack: Damage increased ― 20 → 25
  •   Overcharge ability added
Previously increasing the Bomb Blitz cooldown once the passive became much more powerful felt like a mistake, instead we want to bring that back and push the price up to something more fitting again instead.
[...]

Similar to previous changes for abilities on paragons, as Bomb Paragon’s main attack is quite slow we have decided to tilt its power more directly to MOABs than just bosses. So its damage & MOAB Damage bonuses are being scaled up so that outside of the ability it should hit for much chunkier explosions whenever it attacks.
— Update notes

Tiers Changes
X-X-5 Bomb Blitz
  •   Upgrade cost increased ― $23,000 → $30,000
  •   Ability: Cooldown reduced ― 75s → 60s
Paragon
  •   Main explosion: Damage increased ― 210 → 250
  •   Main explosion: Bonus damage to MOAB-Class Bloons increased ― +2,100 → +2,500
  •   Main explosion: Now deals +2,500 damage to Bosses
  •   Cluster explosion: Bonus damage to MOAB-Class Bloons increased ― +300 → +1,000
  •   Cluster explosion: Bonus damage to Bosses increased ― +900 → +1,000
  •   Secondary cluster explosion: Bonus damage to MOAB-Class Bloons increased ― +150 → +500
  •   Secondary cluster explosion: Bonus damage to Bosses increased ― +450 → +500
  •   ISABM: Cooldown reduction when lives are lost increased ― 5s → 10s
We feel the Tack Paragon needs a nudge to help it compete against other paragons as this price range proves to be quite easy to skip over.
— Update notes
Tiers Changes
Paragon
  •   Meteor Impact: Meteor explosion damage increase ― 50,000 → 60,000
  •   Meteor Impact: Fireball damage increase ― 700 → 900
Tiers Changes
0-0-0 base tower
1-0-0 Glue Soak
0-1-0 Bigger Globs and further upgrades
0-0-1 Stickier Glue
0-0-2 Stronger Glue
0-0-3 MOAB Glue
0-0-4 Relentless Glue
  • Main attack: Can no longer target Boss Bloons, projectiles also cannot hit them (undocumented)
    • Note: Includes all crosspaths, except 2-X-X Corrosive Glue
4-X-X Bloon Liquefier
5-X-X The Bloon Solver
  •   Acid Puddle: Cannot longer damage Boss Bloons (undocumented)
0-2-0 Glue Splatter and further upgrades
0-2-X Glue Splatter and all crosspaths
1-2-0 Glue Splatter + Glue Soak
2-2-0 Corrosive Glue + Glue Splatter
  • Glue splat: No longer affects Boss Bloons (undocumented)
Ice Monkey T5’s are very strong right now, Embrittlement in particular stands out as a problem with its high damage so this is being reduced, however the range of its shards is being increased to retain the higher cool factor of buying this upgrade. Absolute Zero is also seeing a price increase as another very powerful Ice right now. We’re also increasing the soluopopatsalB counter potential here on middle and bottom paths. Ice Monkey’s paragon has caused a big stir with the powerful mechanics it brings to the table; uptime of its passive debuffs is being lowered as currently it maxes uptime too easily without degree investment and Embrittlement debuffs will no longer be stackable - only the highest tier Embrittlement debuff will take priority. Finally players responded with a lot of love for what Ice Paragon brings but also big annoyances with timing; for QoL we have changed the skull freeze from a debuff that has to be applied to a boss to be a simple active duration, this means is instead timing 1 exact frame for the debuff to be applied the effect will just be active for a duration and should work so long as a boss skull is triggered any time within that active duration.
— Update notes
Tiers Changes
4-X-X Embrittlement
5-X-X Super Brittle
  •   Embrittlement debuff: Different tiers no longer stack with each other
    • Note: Super Brittle overrides Embrittlement and both are removed by the Paragon
  •   Embrittlement debuff: No longer works on BADs (bug)
    • Note: Paragon works normally
5-X-X Super Brittle
  •   Ice Shard: Damage reduced ― 10 → 5
  •   Ice Shard: Projectile lifespan increased ― 0.08s → 0.16s
    • Note: Changes to projectile speed unchanged (250 units/s) which makes the projectile cover more distance (20 to 40 units)
X-4-X Snowstorm
  •   Ability: Freeze effect will now be applied after damage rather than before (undocumented)
X-5-X Absolute Zero
  •   Upgrade cost increased ― $19,000 → $21,000
  •   Other Ice Monkeys should no longer be prevented from attacking Bloons frozen by Absolute Zero (bug fix)
Paragon
  •   Main attacks: Cooldown increased ― 3s → 4s
  •   Ice Lance Beam: Pierce reduced ― ∞ → 500
  •   Snowstorm Roar: Now used every 5th attack instead of every 4th
  •   Embrittlement debuff: Damage bonus reduced ― +10 → +8
  •   Embrittlement debuff: No longer stacks Embrittlement and Super Brittle and will override them instead
  •   Embrittlement debuff: No longer applies to the Shatter damage type
  •   Eclipse of Fimbulwinter: The time window to perform a skull skip on a Boss Bloon is increased ― 5s → 20s
    • Note: This window begins 5s seconds after the ability is activated (when the skulls in the health bar are frozen) and will last until the end of the ability (when the lighting returns to normal)
Bottom path’s Avenger was severely underappreciated when it was last buffed, with that buff bringing in so much attention it is time to step back that power. At the same time bottom path Desperado’s low shotgun range is being scaled up to increase their useful placement, and as a fittingness and fun bonus Nomads[sic] will also be allowed to group up in range of other Nomads[sic] with no penalty. The Desert Phantom also gains more single target buckshot power as this big weakness holds it back considerably.
— Update notes
Tiers Changes
X-3-X Deadeye
  •   Rifle attack: Bonus damage to Fortified Bloons reduced ― +12 → +10
    • Note: X-4-X Bounty Hunter unchanged (+24)
X-X-1 Wanderer and further upgrades
  •   Wanderer buff: Wanderer Desperados in range no longer reduce a Wanderer stack from each other
X-X-3 Enforcer and further upgrades
  •   Shotgun attack: Range increased ― 28 → 36
    • Note: Also increases the range required to lose Wanderer stacks
X-X-4 Avenger
  •   Upgrade cost increased ― $6,500 → $9,500
  •   Shotgun attack: Knockback multiplier for MOAB-Class Bloons reduced ― -1× → -0.5×
X-X-5 The Desert Phantom
  •   Shotgun main projectile: Bonus damage to MOAB-Class Bloons increased ― +20 → +40
For Deadly Precision a price decrease allows for more early to mid flexibility, and granting it a huge Ceramic bonus allows it to pop Super Ceramics now in 1 hit instead of 2 for possible lategame use cases without spiking its MOAB power too much as Maim MOAB doesn’t really want to destroy MOABs quickly.
— Update notes
Tiers Changes
3-X-X Deadly Precision
  •   Upgrade cost reduced ― $2,500 → $2,200
3-X-X Deadly Precision and further upgrades
  •   Bonus damage to Ceramic Bloons increased ― +15 → +50
4-X-X Maim MOAB
  •   Upgrade cost increased ― $6,000 → $6,300
Monkey Sub kept leaving bags of poop on our doorstep and will be gaining improved reliability for its de-camo pulse, with Reactor already doing very good at this and buildup growing more reliable from the change it gets a tiny price raise.
— Update notes
Tiers Changes
3-X-0 Submerge and Support
  •   Pulse (decamo): Cooldown reduced ― 1.5s → 1.35s
    • Note: 4-X-0 Bloontonium Reactor unchanged (0.28s)
3-0-1 Submerge and Support + Twin Guns
3-0-2 Submerge and Support + Airburst Darts
  •   Pulse (decamo): Cooldown reduced ― 1.05s → 0.945s
    • Note: 4-0-1+ Bloontonium Reactor unchanged (0.196s)
4-X-X Bloontonium Reactor
  •   Upgrade cost increased ― $2,300 → $2,400
Destroyer’s price is going up very slightly as it’s performing well, but we’re mostly happy with it. Aircraft Carrier’s lifespan is being tweaked slightly to properly tie in the xx1 crosspath as a projectile distance buff for all projectiles rather than just the small selection it currently buffs.
— Update notes
Tiers Changes
3-X-X Destroyer
  •   Upgrade cost increased ― $3,050 → $3,350
4-0-0 Aircraft Carrier
5-0-0 Carrier Flagship
  •   Plane main attack: Projectile lifespan increased ― 0.8333s → 0.9333s
  •   Plane radial attack: Projectile lifespan increased ― 0.6s → 0.7s
4-X-X Aircraft Carrier
5-X-X Carrier Flagship
  •   Main attack: Projectile lifespan increased ― 0.6s → 0.7s
  •   Plane missile attack: Projectile lifespan reduced ― 24s → 16.8s
4-1-0 Aircraft Carrier + Grape Shot and further upgrades
  •   Plane radial attack: Projectile lifespan increased ― 0.3s → 0.35s
4-0-1 Aircraft Carrier + Long Range and further upgrades
  •   Plane main attack: Projectile lifespan increased ― 0.8s → 0.9333s
  •   Plane main attack: Projectile speed increased ― 350 units/s → 375 units/s
  •   Plane radial attack: Projectile lifespan reduced ― 0.75s → 0.7s
  •   Plane radial attack: Projectile speed increased ― 100 units/s → 125 units/s
  •   Plane missile attack: Projectile speed increased ― 25 units/s → 31.25 units/s
Paragon
  •   Cannonball attack: Projectile lifespan increased ― 0.6s → 0.7s (undocumented)
  •   Plane main attack: Projectile lifespan increased ― 0.6667s → 0.7333s (undocumented)
The suggestion sounded cool? & Pineapple crosspath has always been really boring so some cool would be nice. Ground Zero feels like a good tower, but has had a hard time fitting anywhere being power creeped by other meta options.
— Update notes
Tiers Changes
3-X-X Fighter Plane and further upgrades
  •   Missile attack: Projectile lifespan reduced ― 24s → 16.8s
    • Note: Projectile speed remains the same, meaning that the distance traveled by the projectile is reduced from 600 units to 420 units.
3-1-0 Fighter Plane + Exploding Pineapple and further upgrades
  •   Missile attack: The explosion now leaves a Exploding Pineapple in the ground, with the same stats as the regular drop
X-4-X Ground Zero
  •   Upgrade cost reduced ― $18,000 → $16,000
The Biggest Stun gains great value from any rate buffs, causing it to become a powerful full game lockdown without very much support.
— Update notes
Tiers Changes
5-X-X The Biggest One
  •   Stun: Duration for MOABs reduced ― 0.5s → 0.4s
  •   Stun: Duration for BFBs and DDTs reduced ― 0.3s → 0.2s
0-3-2 Heavy Shells + Burny Stuff and further upgrades
  •   Should be now able to inflict the Burny Stuff damage over time effect to Black Bloons (bug fix)
Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing.
— Update notes
Tiers Changes
4-X-X Sun Temple
5-X-X True Sun God
  •   Main attack: Cooldown reduced ― 0.06s → 0.05s
Primary
  •   Blade Shooter ($30,501 − $50,000): Damage reduced ― 150 → 100
Military
  •   Sacrifices ($15,001 − $45,000): Damage added to main attack increased ― +1 → +2
  •   Sacrifices ($45,001+): Damage added to main attack increased ― +2 → +4
  •   Ballistic Missile ($10,001 − $20,000): Cooldown increased ― 6s → 12s
  •   Ballistic Missile ($20,001 − $45,000): Cooldown increased ― 3s → 6s
  •   Ballistic Missile ($45,001+): Cooldown increased ― 1s → 3s
  •   Golden Spectre Bomb: Damage increased ― 6 → 15
  •   Golden Spectre Dart: Damage increased ― 25 → 50
Magic
  •   Arcane Blast (all versions): Projectile speed reduced ― 300 units/s → 200 units/s
  •   Arcane Blast (all versions): Projectile lifespan increased ― 1.0667s → 1.6s (undocumented)
    •   Overall distance traveled by the projectile is unchanged (320 units)
  •   Arcane Blast ($10,001 − $30,000): Damage reduced ― 75 → 40
  •   Arcane Blast ($30,001 − $40,000): Damage reduced ― 100 → 60
  •   Arcane Blast ($40,001+): Damage reduced ― 150 → 80
Support
  •   Sacrifices ($15,001 − $20,000): Benefits swapped ― 10% discount → Cash per pop bonus and $2,000 at end-of-round
  •   Sacrifices ($25,001 − $30,000): Benefits swapped ― Cash per pop bonus and $2,000 at end-of-round → 10% discount
  •   Sacrifices ($40,001 − $45,000): Benefits swapped ― 20% discount → 20% attack cooldown bonus
  •   Sacrifices ($45,001 − $50,000): Benefits swapped ― 20% attack cooldown bonus → 20% discount
    • Note: The $5,000 at end-of-round remains at this tier
Tiers Changes
3-X-X Berserker Brew
  • Description changed ― Throws special brew to nearby Monkeys giving them extra damage, range and attack speed. → Throws special brew to a nearby Monkey giving it increased damage, range, and attack speed briefly. Multiple Monkeys can be buffed at once.
  This section 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: The behavior of Jungle's Bounty after the rework is not consistent and may work differently due bugs
Druid Jungle’s Bounty ability is no more, druid cash generation is now purely a passive end of round bonus. We are looking at possible changes for other abilitized cash generation and would like to hear more thoughts on this. To be clear; we are not simply looking to swap every cash generating ability to a passive, but there should be some choice in when you time an ability activation and we do not agree there was any reason to not spam these on cooldown which makes this a tedious clicking quota. Druid’s cash generation already has interesting interaction so for this case it felt more interesting to focus on that interaction instead, and the new ability gives careful timed activation that can assist in holding off on spending money on DPS towers for longer to effectively earn more cash which is more engaging of a choice to make. More detail in balance changes section later
[...]

We want different farming methods to have different interesting ways of engaging with them, but when an ability should always be used on cooldown that’s when it really shouldn’t be an ability, while there is strategy in stall tactics there isn’t for that ability timing most don’t have fun engaging with this when they are group spam abilities. Due to this we’ve reworked the druid ability so that the farm interaction is the important mechanic to engage with here instead, and the ability is a targeting method of providing cleanup that does have strategic timing which can be used to focus more on farming with careful ability usage instead of building other defensive towers.
— Update notes

Tiers Changes
X-4-X Jungle's Bounty
  •   Ability: Jungle's Bounty is replaced by Vine Crush
    •   The cash and lives effect is reworked to be triggered at end-of round
    •   Base amount of cash reduced ― $320 → $120
    •   Cash per farm in range reduced ― $130 → Depends on the Farm tier:
      • Note: In certain situations the extra Farms will not produce extra income or produce more than intended
      • Base: +$10
      • Tier 1: +$20
      • Tier 2: +$40
      • Tier 3: +$60
      • Tier 4: +$120
      • Tier 5: +$120
    •   Cash is now capped to $10,000 (no cap before)
    • If moved with a Support Chinook to a position where it has a Farm in range while also also being in the range of a Level 5+ Obyn, when the ability activates, it won't produce any cash and instead report an extremely negative amount of cash in the advanced info panel (bug)
    • Now shows an icon indicating the amount of farms on range
  • Description changed ― Vines create stronger thorn piles. Jungle's Bounty Ability: Generates cash and 1 life each use, plus extra cash per Banana Farm near the Druid. → Vines create stronger thorn piles. Druid generates cash and lives at the end of each round, plus extra cash per Banana Farm near the Druid. Vine Crush Ability: Vines grab many Bloons at once, following Druid's target priority.
X-5-X Spirit of the Forest
  •   Ability: Jungle's Bounty is replaced by Vine Crush
    •   The cash and lives effect is reworked to be triggered at end-of round
    •   Base amount of cash reduced ― $1280 → $120
    •   Cash per farm in range reduced ― $130 → Depends on the Farm tier:
      • Note: In certain situations the extra Farms will not produce extra income or produce more than intended
      • Base: +$10
      • Tier 1: +$20
      • Tier 2: +$40
      • Tier 3: +$60
      • Tier 4: +$120
      • Tier 5: +$120
    •   Cash is now capped to $10,000 (no cap before)
    • Now shows an icon indicating the amount of farms on range
    • Note: End of round income unchanged ($1,000)
    • If moved with a Support Chinook to a position where it has a Farm in range while also also being in the range of a Level 5+ Obyn, when the ability activates, it won't produce any cash and instead report an extremely negative amount of cash in the advanced info panel (bug)
  • Description changed ― Grows thorned vines along the path that deal constant damage and bonus damage to ceramics. Vines nearest the Spirit of the Forest do more damage. Activated ability generates more lives and cash. → Grows thorned vines along the path that deal constant damage and bonus damage to ceramics. Vines nearest the Spirit of the Forest do more damage. Activated ability grabs more Bloons.
Top path Mermonkey’s pierce scaled up more than intended from applying its own pierce buff to its own already high pierce so this is being reduced but the T5 Lord of the Abyss will now gain a slight base range increase. Riptide Champion as an underappreciated star performed exceptionally well with recent changes which are now being scaled back, and Popseidon which was also performing extremely well will likewise be scaled back. Echosense's previous change was quite an overbuff and many players felt this invalidated the water placement bonuses so we are lowering this again but not all the way back.
— Update notes
Tiers Changes
4-0-X Abyssal Warrior
  •   Tentacle attack: Pierce reduced ― 30 → 25
4-1-0 Abyssal Warrior + Sharper Prongs
4-2-0 Abyssal Warrior + Tidal Chill
  •   Tentacle attack: Pierce reduced ― 40.5 → 33.75
5-0-X Lord of the Abyss
  •   Range increased ― 28 units → 32 units
    • Note: Also affects ink platforms
  •   Tentacle attack: Pierce reduced ― 80 → 50
5-1-0 Lord of the Abyss + Sharper Prongs
5-2-0 Lord of the Abyss + Tidal Chill
  •   Tentacle attack: Pierce reduced ― 108 → 67.5
X-3-X Riptide Champion
  •   Upgrade cost increased ― $1,100 → $1,400
X-3-X Riptide Champion
X-4-X Arctic Knight
  •   Range reduced ― 35 units → 32 units
X-5-X Popseidon
  •   Upgrade cost increased ― $48,000 → $52,000
  •   Range reduced ― 50 → 40
X-X-2 Echosense Network and all crosspaths
  •   Range bonus per stack reduced ― +10% → +7.5%
    • Note: Maximum range bonus decreased from +100% to +75%
X-0-3 Alluring Melody
  •   Trance: Pierce increased ― 5 → 6
0-1-3 Alluring Melody + Sharper Prongs
0-2-3 Alluring Melody + Tidal Chill
  •   Trance: Pierce increased ― 7 → 8
X-0-4 Symphonic Resonance and further upgrades
  •   Trance: Pierce increased ― 10 → 12
0-1-4 Symphonic Resonance + Sharper Prongs and further upgrades
  •   Trance: Pierce increased ― 12 → 14
Carpet of Spikes attack rate was slightly faster than intended likely due to a previous balance change not carrying up correctly, the upgrade is performing a little good right now anyway so this formula has been corrected
— Update notes
Tiers Changes
X-5-X Carpet of Spikes
  •   Main attack: Cooldown increased ― 0.49s → 0.525s
Engineer Paragon's power glove pairs up much too well with some paragons compared to others so we’re trying out a shift to lower cooldown but also lower duration to break this up.
— Update notes
Tiers Changes
Paragon
  •   Power Glove: Cooldown decreased ― 90s → 60s
  •   Power Glove: Duration for Towers in zone reduced ― 60s → 30s
  •   Power Glove: Duration on Paragons reduced ― 25% → 15%
    • Note: Duration decreased from 15s to 9s
Giganotosaurus is getting something of a fix to its stun which was previously stunning BFBs for longer than MOABs, additionally it is seeing the long requested change to finally after all this time become best friends with permaspike, that’s right, Giganotosaurus was spotted at Permaspike's birthday and we have eye witness reports that they have signed a buddy agreement. Now it can break through Moab layers at the cost of pierce.
— Update notes
Tiers Changes
X-5-X Giganotosaurus
  •   Ability: Stun duration for blue MOABs increased ― 3s → 8s
  •   Main attack: Damage now soaks through MOAB-Class layers at any Beast Power, instead of only at max Beast Power
  •   Main attack: Pierce reduced ― 60 → 44
  •   Main attack: Pierce scaling with Beast Power reduced ― +90 → +66
    • Note: With both changes combined the pierce at maximum Beast Power is reduced from 150 to 110

Heroes

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Levels Changes
5+
  •   Nature's Wrath: In certain situations, when selling and re-buying Obyn while it has Jungle's Bounty Druids in range, the cash buff will not be removed properly from the Druids and can stack with itself. It can persist across games and even cause a cash overflow and report an extreme negative value if repeated several times (bug)
Levels Changes
17+
  •   Main attack: Bonus damage to Lead Bloons reduced ― +8 → +4 (bug fix)
    • Note: All these changes are related because the intended Fortified damage bonus was implemented as a duplicated Lead bonus
  •   Main attack: Now deals +4 damage to Fortified Bloons (bug fix)
17
  •   Machine gun: Now deals +2 damage to Fortified Bloons (bug fix)
  •   Machine gun: Bonus damage to Lead Bloons reduced ― +4 → +2 (bug fix)
18+
  •   Machine gun: Now deals +4 damage to Fortified Bloons (bug fix)
  •   Machine gun: Bonus damage to Lead Bloons reduced ― +8 → +4 (bug fix)
Levels Changes
3+
  • Heartstopper: Reduced lag when there are a large number of Bloons on the screen
  •   Heartstopper: No longer requires a Purple, Regrow, or MOAB-Class Bloon to be on screen to activate (bug fix)
Levels Changes
4–5
  •   Psionic vibrations splash damage: No longer targets and damages Lead Bloons until Level 6 (bug fix)
4–10
  •   Psionic vibrations splash damage: No longer targets and damages Purple Bloons until Level 11 (bug fix)
To reduce frustration Silas’ main attack minimum ricochet distance has been reduced, however his discount to T5 Ice Monkeys is also being reduced as getting this bonus twice for the same T5 Ice Monkey potentially even for the other 2 was proving to be far too much power.
— Update notes
Levels Changes
1+
  •   Main attack: Minimum ricochet range decreased ― 10 → 1
13+
  •   Tier 5 Ice Monkey buff: Discount reduced ― 25% → 15%
  •   Tier 5 Ice Monkey buff: Fixed an issue where the additional Tier 5 would allow the player to place it even if it was restricted by Challenge Rules

General changes

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Advanced tower performance: Towers (i)Info panels now display an extra panel listing a performance summary with more details for how many pops, how much damage, cash earnt, current value, and lives earnt they have!
— Update notes
  • Tower menu now has an extra panel detailing extra performance information
  • Hero Pets can now be used by any skin of the appropriate Hero
    • Descriptions of all Hero Pets (except Fusty the Snowman Penguin Pet) no longer mention them being exclusive to specific skins
The final freeplay income cut has been pushed back 20 rounds for a little more juice finishing off long Boss Fights, and to give less harsh of a cutoff for early freeplay base cash earnings.
— Update notes
Rounds Changes
101–120
  •   Cash per pop modifier increased ― 5% → 8%
121–140
  •   Cash per pop modifier increased ― 2% → 5% (rounds 141+ remain at 2%)
  •   Normal and Acid are no longer the same damage type
    • Note: No difference for regular gameplay, but in Frontier Legends Acid attacks now cannot damage Glass Bloons
  • The following attacks now have the Acid damage type:
    • Alchemists: Main attack splash and damage over time effects
    • X-X-2 Alchemists: Acid Pools
    • 2-X-X and higher Glue Gunners : Damage over time
    • X-X-5 Glue Gunner: Direct damage
      • Note: X-3-X Unstable Concoction attack from Alchemists, and acid puddles from 4-X-X and 5-X-X Glue Gunners unaffected (damage is still Normal)
You asked (many times), and finally you receive! Powers that you own a copy of can now be used in Sandbox for free
— Update notes
  • Players can now use Powers they own for free

Maps

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  •   Support Chinooks should not being prevented anymore from redeploying Towers from one category specific tile to another specific tile for that same category (bug fix)
  • Reduced the hitbox size for the interactable lights
  •   Adjustments made to fix overlapping farm placement
  • Added optimizations for improved game performance for all Legends
  •   Vines from X-3-X Druids (and further upgrades) cannot longer obtain Crit from Artifacts
  • Description of the The Unspoken Heroes Artifact changed ― Attacks from Support Monkeys have a chance to burst into a ring of tacks, each tack dealing {0} damage to {1} Bloons → Attacks from Tier 3 or higher Support Monkeys have a chance to burst into a ring of tacks, each tack dealing {0} damage to {1} Bloons
    • Note: This change was implemented in version 51.0 but the description was not updated until this point
  • Resolved an issue where maps were not properly randomizing
  • Resolved an issue where projectiles generated by Artifacts were not scaling correctly with the visibility slider
  • Corrected some tiles appearing rotated backwards in maps
  • Resolved some crashes that could occur related to Artifacts that allowed projectile bouncing from obstacles and map borders
Our planned Frontier Update is currently scheduled for v54 but many polish changes and bug fixes will be coming now in v53, more detail in Bug Fixes & General Changes
— Update notes
Gameplay changes
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  • Resolved an issue where dismissing heroes in a certain order allowed purchasing the same Hero multiple times (bug fix)
    • Note: Those Heroes could not be used in the same posse anyway
  • Resolved unintended interactions with Beast Handlers attacking Frontier Bloons (bug fix)
  • After beating the "Elite" version of the map, the player will obtain a "Black Border" for it and can now play the "Elite Replay" version, which is functionally identical to "Elite"
  •   Glass Bloons are no longer immune to projectiles that spawn inside of the reflection radius (e.g. explosions and 3-X-X Beast Handler fish) (bug fix)
  •   Glass Bloons are no longer immune to Fire and Frigid attacks (bug fix)
    • Note: They still can't be damaged by Energy and Plasma attacks
  •   Glass Bloons are now immune to Acid attacks
  •   Fixed an issue where Beast Handers were not correctly stunned by Retribution Bloons (bug fix)
  •   Fishing rods can no longer be cast multiple times at once to trigger many fishing minigames simultaneously (bug fix)
Reigning in the 2 standout Frontier weapons; Dynamite only lasted 1 layer which caused it to fail to work against smaller Bloons so we’ve enabled it to explode upon that layer being destroyed, and Zig Zag outperformed the power of other weapons by too much while also creating tons of projectiles for triggering additional item effects
— Update notes
Weapon Changes
Dynamite Stick
  •   Projectile speed increased ― 150 units/s → 300 units/s
  •   Projectile lifespan decreased ― 2s → 1s
  •   Explosion pierce increased ― 18 → 25
  •   Sticky Bomb now attaches to the first children of Bloon it is attached to when the exterior layer is popped and will also trigger its explosion in the case all layers are destroyed instead of just disappearing
Zig Zag Pistol
  •   Pierce decreased ― 6 → 5
  •   Attack cooldown reduced ― 2s → 3s
Trait Changes
Feeble
  •   Damage penalty decreased ― -50% → -40% (bug fix)
    • Note: Now it behaves according to its description
Firestarter
  • Description changed to now correctly say it lasts 4s instead of 4.5s (bug fix)
    • Note: Still states incorrectly that deals 1 damage per per second, when it actually deals 2
Guns-blazin'
  • Description changed to now correctly say it lasts 8s instead of 6s (bug fix)
    • Note: Still states incorrectly that deals 3 damage per per second, when it actually deals 4
Phantom
  •   Stamina drain fixed as it was doing a 20% increase instead of the 25% stated on the description ― 4.8% → 5% (bug fix)
Rebound
  •   Now bounces the correct amount of times according to the description ― 1 → 2 (bug fix)
Undertaker
  •   Zombie Bloon lifespan increased ― 3s → 18s (bug fix)
Friendly / Undertaker
  • Fixed an interaction with the Waders outfit of Sheriff, where it would start spawning Fishes instead of Zombie Bloons (bug fix)
Subject Changes
Alpine Run, Dark Path, Erosion, Frozen Over, Last Resort, Lost Crevasse, Middle of the Road, Moon Landing, Quarry, Skates
  •   Primer trait added to Rocko
  •   Spotter trait on Rocko replaced with Longshot
Four Circles
  •   End of round Bananite reduced by 50% (affects first time, replay, and elite)
Glacial Trail
  •   End of round Bananite increased by ~43% (affects first time, replay, and elite)
One Two Tree
  •   Now gives end of round cash on first clear (base amount compared to normal gameplay, Replay and Elite still don't give Bananite)
Minor changes and fixes
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  • Implemented small dialogue pop-ups over Sandytown residents and other NPCs which didn't have them before
  • Improved the Bloons circling around map tiles to be different depending on tile size
  • Added a warning prompt when attempting to retreat a Tower with 0 Stamina
  • Bananite count-up animation is now faster the more Bananite was earned
  • Improved visual feedback for Lives & Stamina both in game and overworld
  • Added a 3D Overworld Diamondback model for associated tiles
  • Current Bananite balance is now displayed in the Fishing UI
  • Players can no longer fast travel to their current location
  • Improved UI layering to resolve some cases of clipping
  • Players should now properly be able to resume Frontier progress after immediately after completing the Trial & purchasing the DLC pack at the end, without being kicked out of Frontier mode and having to load back in
  • Resolved some cases on awkward map geometry in a number of locations
  • Resolved a number of cases where multiple different cutscene type events could trigger at the same time
  • Frontier profile stats should no longer include a bunch of Rogue related stats
  • Frontier save data has been optimized to reduce space
  • Resolved a number of cases of incorrect camera transitions / skipping
  • Sheriff should no longer retain his clothing in the UI at the start of a new campaign after deleting an old one
  • Boss Bloons should now correctly animate when found in the Overworld
  • Resolved an issue where some tiles would vibrate slightly when held
  • Quick Restart hotkey disabled as it is not supported & was breaking games
  • Chest lids are now attached to the bottom of the chest with hinges
  • Resolved an issue where the currently selected base hero’s description could apply over the top of different heroes selected within Frontier
  • Resolved some unintended interactions with Beast Handlers (bug fix)
    • Note: Details unknown
  •   Eclipse of Fimbulwinter ability from Herald of Everfrost can now skip the first skull (undocumented)
Blastapopoulos’ Rocks too often end up landing on a tower which takes it out of the game for a long time and hurts the intention of favouring closer range towers over long ones, to alleviate this we are cutting the rock duration in half and also increasing the radius of this rock circle so it becomes less likely to cover closeby towers.
— Update notes
  •   Pyroclastic Rocks (Normal): Radius increased ― 50 units → 65 units
  •   Pyroclastic Rocks (Elite): Radius increased ― 50 units → 60 units
  •   Pyroclastic Rocks (Normal and Elite): Duration reduced ― 24s → 12s
  •   Resolved an issue where Blastapopoulos' Fireball spawn was doubled in Boss Rush (bug fix)
[While talking about Ice Monkey changes] We’re also increasing the soluopopatsalB counter potential here on middle and bottom paths.
— Update notes
  •   Heat: Snowstorm ability (X-4-X Ice Monkey) heat reduction increased ― -500 → -1,000
  •   Heat: Absolute Zero ability (X-5-X Ice Monkey) heat reduction increased ― -1,500 → -3,000
  •   Heat: Icicle Impale icicles (X-X-5 Ice Monkey) heat reduction increased ― -6 → -10

Minor changes and additions

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  • Co-op: End screens now have Add Friend buttons.
  • Insta-Monkeys: Added "New" banner on the rewards screen if it's a new Insta-Monkey in the collection.
  • Pets: Dad of Quincy pet renamed ― Dad of Quincy → Quincy, Dad of Quincy.
  • Pets: Churchill Drone pet renamed ― Sentai Churchill Drone → Churchill Drone.
  • Pets: Obyn Ballfrog pet renamed ― Mountain Obyn Balfrog → Obyn Balfrog.
  • Pets: Adora Dragon pet renamed ― Joan of Arc Dragon → Adora Dragon.

Bug fixes

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  •   Paragon: Resolved an issue where Tier 5 Towers were contributing their cost value in addition to their T5 value to the resulting tower (bug fix)
    • Note: For example, a base Apex Plasma Master with a second Crossbow Master sacrifice starts with Degree 11 instead of 22. Maximum degree possible in single player unchanged (92)
  • What did it cost? - Everything achievement: Resolved an issue where the achievement was stuck at 96% despite sacrificing all tower types (bug fix)
  • Gameplay: Powers Pro should no longer count towards the global tower limit challenge rule
  • Gameplay: Challenges that prevent use of certain upgrades should now correctly prevent use of Insta-Monkeys that are upgraded beyond those banned tiers
  • Powers: Budget Cash Drops Monkey Knowledge should again work while in the main menu
  • UI: Resolved a number of minor localization & UI issues
  • UI: Resolved a number of erratic menu screen transitions
  • UI: Resolved an issue with Tower Unlock Packs displaying ‘purchased’ when they were not
  • UI: Insta-Monkey collection no longer list ‘out of 1664’ as there are still only 1600 possible towers
  • UI: The ‘Log In’ pop up should no longer be able to stack multiple times
  • Map editor: Crash closing tab when previewing Prop or Action Prop
  • Contested Territory: Resolved a number of missing animations for items placed in CT team island
  • Boss Rush: Updated some missing seasonal visuals
  • Sweepstakes: Correct a number of cases of incorrect localization
  • Sweepstakes: Fixed a number of cases where things that should have progressed certain goals were not doing so correctly
  • Sweepstakes: Resolved and Error popup that could appear clicking Share Button
  • Legends Preview Quests: Should now play their associated music instead of the main menu theme
  • Social features: Resolved some cases in which Rich Presence could not differentiate between Legends
  • Fixed a visual error on the model of a 4-X-X Embritlement
  • PC version: Resolved an issue which could prevent the FPS cap from applying in all cases
  • PC version: Resolved a crash that could occur after updating linked email address
  • Netflix version: Resolved a crash upon finishing the Frontier Legend preview quest
  • Ice to Meet You! Quest: Fixed a typo where "ability" was spelled as "ablity"
  • Resolved a number of crashes

Pre-release

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Early access videos

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Jungle's Bounty

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In early access videos, the show case of the Jungle's Bounty rework was consistent in contrast to the final release. It produced $120 with extra cash at the end of the round with some extra cash depending on the upgrades of the farms in range:

  • Base : +$10
  • Tier 1: +$20
  • Tier 2: +$40
  • Tier 3: +$60
  • Tier 4: Not shown
  • Tier 5: +$120
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Video

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Update description

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New Year Update!

  • New Gwendolin skin, Firecracker Gwen! Bring in all the new years in style with sparkly explosions!
  • Catch the Bloons on parade on the new Advanced map, Party Parade!
  • Plus new Quests, balance changes, quality of life improvements, Trophy Store Cosmetics and more!

Notes

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  • Ninja Kiwi released a statement about Marketing changes:
  • Following mobile marketing tests last year, we are starting a broad paid marketing push for Bloons TD 6, starting with mobile platforms and expanding to PC later
  • For marketing to be effective, we enable basic player behavior data to be shared with the advertisers so that we know what type of ads are most effective
  • Players on iOS may now see the App Tracking Transparency system message, especially new players. This is Apple’s high standard opt-in for data authorization, so completely up to each player and will not effect game performance or features.
  • For perfect clarity, this has nothing to do with ads being shown inside BTD6. We do not show ads and we have no plans to show ads in BTD6. This is only so that players who see an ad and download the game can share data that will help us improve our marketing efforts - making the BTD6 community bigger and better. Thank you!
  • The official update notes include a joke change for Perma-Spike:
  • xx5 Permaspike could not be reached for comment
  • Also includes another joke about fixing an issue that happened when fishing a Bloonchipper in Frontier Legends:
  • Resolved a rare issue when fishing up a Bloon Chipper if the player was outside or had an open window they could be sucked through it into a pocket dimension and forced to compete against other players at yahtzee where the champion would be selected to challenge the evil power and if successful be the only one permitted to claim the crown and return back to their original reality

    • The update notes incorrectly state that the change to Fighter Plane's pineapple drops into the anti-MOAB missiles and lifespan changes were both applied at the X-2-0 upgrade, but it actually only begins at the X-1-0 crosspath. Similarly, the change to the projectile distance is listed requiring the X-2-0 upgrade, but it actually does not require any crosspath at all.
    • The update notes also list a change to the damage of the Ice Shards of the Herald of Everfrost, which are not correctly implemented in the tower's behavior, since release, the shards deal 25 Normal damage instead of the intended 5 Shatter damage.

    References

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