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| prev minor = 37.3
| prev minor = 37.3
| next minor = 38.1
| next minor = 38.1
| image = BTD6_PatchNotes_38_ULTRA.jpg
| image = BTD6 38.0 promo.jpg
| steam date = {{timestamp|26 July 2023 02:08:16 UTC}}<ref>[https://steamdb.info/patchnotes/11771507/ SteamDB]</ref>
| steam windows date = {{timestamp|26 July 2023 02:28:15 UTC}}<ref>[https://steamdb.info/depot/960091/history/?changeid=M:6419346503442526492 SteamDB]</ref>
| steam macos date = {{timestamp|26 July 2023 02:28:15 UTC}}<ref>[https://steamdb.info/depot/960093/history/?changeid=M:6580899360528978184 SteamDB]</ref>
|build=6869
|description=Cosmic Boss Update!!<br>• Warp out of this world with the new [[Boss Bloon]]: [[Phayze]]!<br>• Keep the pool safe with the new [[Admiral Brickell (BTD6)|Admiral Brickell]] Skin: [[Lifeguard Brickell]]<br>• Splash out on [[Water Park]], our latest [[Intermediate]] Map<br>• New [[Quest (BTD6)|Quest]]s, including story quest: [[Scoop's Tall Tale]]<br>• Plus all the [[Trophy Store|Trophy store]] items, quality of life improvements, and balance changes you've come to expect!
}}
}}
'''Version 38.0''' is the fourth major update to ''[[Bloons TD 6]]'' of 2023. This update introduced the Boss Bloon [[Phayze]], Competitive Mode for [[Contested Territory (BTD6)|Contested Territory]], the new [[Water Park]] map, and the [[Lifeguard Brickell]] skin for [[Admiral Brickell (BTD6)|Admiral Brickell]].
'''Version 38.0''' is the fourth major update to ''[[Bloons TD 6]]'' of 2023. This update introduced the Boss Bloon [[Phayze]], Competitive Mode for [[Contested Territory (BTD6)|Contested Territory]], the new [[Water Park]] map, and the [[Lifeguard Brickell]] skin for [[Admiral Brickell (BTD6)|Admiral Brickell]].
| changes = *Added Bronze & Silver map borders for completing all Easy/Medium medals
| names = Map
}}
=== [[Regrow Bloon (BTD6)|Regrow Bloons]] ===
{{BTD6 changes
| version = 38.0
| changes = *Regenerated layers no longer count towards a tower's damage counter when popped
| names = Regrow Bloon
}}
=== [[Quest (BTD6)|Quest]] ===
{{BTD6 changes
| version = 38.0
| changes = *{{change|Categorized and sorted Quests to organize Patch’s quest menu}}
*{{buff|Added Retry last round to some quests}}
*{{buff|Resolved an issue where Quests would not save player progress if the player wins and chooses ‘Play Again’|fix=y}}
| names = Quest
}}
=== [[Team|Teams]] ===
* Team search filter added to search for Competitive Teams
* Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
=== [[Boss Bloon Event]] ===
{{BTD6 changes
| version = 38.0
| changes = *Added an event icon to display if a Paragon Limit is being applied to events
*Added further support to grant events more flexibility in Boss starting and finishing rounds
*Behind the scenes maintenance on Boss leaderboard score processing
*Resolved an issue with Defeat UI being closed when Bosses leak in co-op
| names = Boss Bloon Event
}}
=== [[Polyphemus]] ===
{{BTD6 changes
| version = 38.0
| changes = *{{buff|Resolved an issue preventing the Polyphemus Eye from being re-opened after restarting a Chimps/Impoppable game|fix=y}}
| names = Polyphemus
}}
=== [[Bloons TD 6 Birthday Party]] ===
{{BTD6 changes
| version = 38.0
| changes = *{{fix|Party Quest BAD should no longer change to match the icon for whatever skin is equipped}}
| names = Bloons TD 6 Birthday Party
}}
=== Misc fixes ===
* Resolved a number of localization issues
* Resolved some issues with font size showing too small in some areas in certain languages
* ‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
* Resolved an issue causing different player callouts to appear in co-op
* Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
* Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
* Cleaned up some small excess pixels that were visible on friend portraits
* Resolved a softlock that could occur when attempting to purchase IAP while offline
* Loading a quest save no longer allows unsellable towers to be sold
* Resolved Camo Trap Incorrect Animation State on Map Restart
* Resolved a case in which Update Notes button would not be displayed in the options menu
* Account webview should now allow for text to be copied to clipboard
* Resolved an issue where partying ninjas did not have hands
* Resolved an issue where loading quest saves could reset tower target location
=== Blowback ===
{{BTD6 changes
| version = 38.0
| changes = *{{nerf|'Wind' blowback effects no longer apply at the entrance|fix=y}}
| names = Heli Pilot;Heli Pilot 2 3;Heli Pilot 2 4;Heli Pilot 2 5;Druid;Druid 1 3;Druid 1 4;Druid 1 5;Ninja Monkey 2 1;Super Monkey 1 4;Super Monkey 1 5;Geraldo;Creepy Idol
}}
== Towers ==
=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.
| quote 1 = Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.
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| tower = Dart Monkey
| tower = Dart Monkey
| changes 1 tiers = 3XX
| changes 1 tiers = 3XX
| changes 1 = *{{buff|Spike-o-pult now allows re-hitting targets after bounces}}
| changes 1 = *{{buff|Projectiles can now re-hit targets after bounces}}
| quote 2 = Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now.
| quote 2 = Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now.
| quote 1 = Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
| quote 1 = Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
| version = 38.0
| version = 38.0
| tower = Boomerang Monkey
| tower = Boomerang Monkey
| changes 1 tiers = xx1c;XX2c;XX3+
| changes 1 tiers = xx1+
| changes 1 = *{{buff|Range increased|49.45|57.19|note=Long Range Rangs range modifier increased from +15% to +33%}}
| changes 1 = *{{buff|Range increased|49.45|57.19|note=Long Range Rangs range modifier increased from +15% to +33%}}
| changes 2 tiers = 501;502
| changes 2 tiers = 501;502
| changes 2 = *{{buff|Orbitals: radius increase from Long Range Rangs increased|+15%|+33%}}
| changes 2 = *{{buff|name=Orbitals|Radius increase from Long Range Rangs increased|+15%|+33%}}
| changes 3 tiers = x5x
| changes 3 tiers = x5x
| changes 3 = *{{nerf|Perma-Charge ability cooldown|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}
| changes 3 = *{{nerf|name=Ability|Cooldown increased|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}
| paragon changes = *{{nerf|Orbitals: no longer deal +2 damage to Fortified}}
| paragon quote = Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
| paragon quote = Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
| paragon cost before = 325000
| paragon cost before = 325000
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| quote 2 = Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs.
| quote 2 = Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs.
| quote 3 = Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is.
| quote 3 = Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is.
| quote 2 tiers = xx1+;501
| quote 2 tiers = xx1+;5xx
| quote 3 tiers = x5x
| quote 3 tiers = x5x
}}
}}
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.
| quote 1 = We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.
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}}
}}
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
==== [[Tack Shooter (BTD6)|Tack Shooter]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.
| quote 1 = Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.
| quote 2 = Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this.
| quote 2 = Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this.
| quote 3 = [...] Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value.
| quote 3 = [...] Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value.
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}}
}}
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
==== [[Ice Monkey (BTD6)|Ice Monkey]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| version = 38.0
| version = 38.0
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| quote 1 = Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.
| quote 1 = Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.
| changes 2 tiers = XX3+
| changes 2 tiers = XX3+
| changes 2 = *{{nerf|Cryo Cannon has 20% shorter freeze lifespan|1.5s|1.2s|note=also affects Icicles and Icicle Impale reducing their freeze durations by 20%}}
| changes 2 = *{{nerf|Freeze duration decreased|1.5s|1.2s|note=also affects Icicles and Icicle Impale reducing their freeze durations by 20%}}
| quote 1 tiers = x3x;x4x;xx3;xx4;xx5
| quote 1 tiers = x3x;x4x;xx3;xx4;xx5
}}
}}
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
==== [[Glue Gunner (BTD6)|Glue Gunner]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
| quote 1 = This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
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}}
}}
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
==== [[Sniper Monkey (BTD6)|Sniper Monkey]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| version = 38.0
| version = 38.0
| tower = Sniper Monkey
| tower = Sniper Monkey
| changes 1 tiers = X5X
| changes 1 tiers = X5X
| changes 1 = *{{buff|Elite Sniper's Supply Drop: will now also trigger all other Supply Drop Abilities}}
| changes 1 = *{{buff|name=Ability|Now also triggers all other Supply Drop abilities}}
*{{change|Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop Abilities}}
*{{change|Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop Abilities}}
| quote 1 = Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.
| quote 1 = Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.
| changes 2 tiers = 5XX
| changes 2 = *{{nerf|Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase|fix=y}}
| quote 1 = As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.
| quote 1 = As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.
| quote 1 tiers = x4x
| quote 1 tiers = x4x
}}
}}
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
==== [[Heli Pilot (BTD6)|Heli Pilot]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.
| quote 1 = Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.
| quote 2 = Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics.
| quote 2 = Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics.
| changes 2 tiers = X3X+
| changes 2 tiers = X3X+
| changes 2 = *{{nerf|Downdraft: now has ceramic pierce penalty|+0|+1}}
| changes 2 = *{{nerf|name=Downdraft|Ceramics now consume +1 pierce}}
| changes 1 = *{{buff|Bonus damage to shocked Bloons increased|+1|+2}}
| quote 1 = We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
| quote 1 = We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
| changes 3 = *{{buff|Bonus damage to shocked Bloons increased|+1|+6}}
| quote 1 tiers = 2xx;xx3+
| quote 1 tiers = 2xx;xx3+
}}
}}
=== [[Wizard Monkey (BTD6)|Wizard Monkey]]===
==== [[Wizard Monkey (BTD6)|Wizard Monkey]]====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
| quote 1 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
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| path 2 tier 3 cost after = 3300
| path 2 tier 3 cost after = 3300
| changes 1 tiers = x4x;x5x
| changes 1 tiers = x4x;x5x
| changes 1 = *{{nerf|Phoenix: no longer sees Camo innately without the Monkey Sense crosspath}}
| changes 1 = *{{nerf|name=Phoenix|No longer sees Camo innately without the Monkey Sense crosspath}}
| quote 2 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway.
| quote 2 = Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway.
|quote 2 tiers=x4x;x5x
|quote 2 tiers=x4x;x5x
| changes 2 tiers = x5x
| changes 2 tiers = x5x
| changes 2 = *{{nerf|Lava Phoenix: no longer sees Camo innately without the Monkey Sense crosspath}}
| changes 2 = *{{nerf|name=Lava Phoenix|No longer sees Camo innately without the Monkey Sense crosspath}}
| changes 3 tiers = XX4;XX5
| changes 3 tiers = XX4;XX5
| changes 3 = *{{buff|Necromancer targeted spawn point can now be reset back to default by activating the target option, then canceling without selecting a point}}
| changes 3 = *{{buff|Necromancer targeted spawn point can now be reset back to default by activating the target option, then canceling without selecting a point}}
| paragon changes = *{{buff|Wizard Paragon no longer drains 100 mana for every single Bloon hit by the main attack}}
| paragon changes = *{{buff|No longer drains 100 mana for every single Bloon hit by the main attack}}
*{{neutral|Each main attack fired drains 50 mana}}
*{{neutral|Each main attack fired drains 50 mana}}
*{{nerf|Zombie Bloon spawn mana cost increased|100|250}}
*{{nerf|name=Zombie Bloon|Mana cost to spawn increased|100|250}}
*{{buff|Zombie Bloons travel range increased|175|400}}
*{{buff|name=Zombie Bloon|Maximum travel range increased|175|400}}
*{{nerf|Resolved an issue creating a permanent magus flamethrower attack|fix=y}}
*{{nerf|Resolved an issue creating a permanent magus flamethrower attack|fix=y}}
| paragon quote = When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
| paragon quote = When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
}}
}}
=== [[Super Monkey (BTD6)|Super Monkey]] ===
==== [[Super Monkey (BTD6)|Super Monkey]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| version = 38.0
| version = 38.0
| tower = Super Monkey
| tower = Super Monkey
| changes 1 tiers = 041+
| changes 1 tiers = 041+
| changes 1 = *{{buff|Annihilation ability: now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2}}
| changes 1 = *{{buff|name=ability|Now knocks back any surviving targets}}
| quote 1 = We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
| quote 1 = We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
| quote 1 tiers = x4x;x5x;xx1;xx2
| quote 1 tiers = x4x;x5x;xx1;xx2
}}
}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
==== [[Ninja Monkey (BTD6)|Ninja Monkey]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
| quote 1 = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
**{{neutral|Seeking Shuriken crosspath is unchanged}}
**101 crosspath (and further upgrades) unchanged
| changes 2 tiers = 0x1;0x2;0x3
| quote 2 = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart.
**{{neutral|Ninja Discipline crosspath is unchanged}}
| changes 2 = *{{buff|Seeking Shuriken now grants +7 range}}
**{{buff|Total range increased|40|47}}
**101 crosspath (and further upgrades) unchanged
| quote 3 = As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
| changes 3 tiers = XX4;XX5
| changes 3 tiers = XX4;XX5
| changes 3 = *{{buff|Range increased|40|55|note=Ninja Discipline crosspath range increased from 47 to 55}}
**{{change|Ninja Discipline crosspath no longer increases range, but overall range is still larger|47 units|55 units}}
| changes 4 tiers = XX4
| changes 4 tiers = XX4
| changes 4 = *{{nerf|Sticky Bomb: bonus +50% of tower range removed, now matches base tower|note=Master Bomber still has full map range Stickies}}
| changes 4 = *{{nerf|name=Sticky Bomb|No longer has 50% more range than the base attack|note=Master Bomber's Sticky Bombs still have full map range}}
| quote 2 tiers = 1xx+;xx1+
| quote 2 = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart.
**{{neutral|Seeking Shuriken crosspath is unchanged}}
}}
}}
=== [[Druid (BTD6)|Druid]] ===
==== [[Druid (BTD6)|Druid]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
| quote 1 = Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
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| tower = Druid
| tower = Druid
| changes 1 tiers = 3XX+
| changes 1 tiers = 3XX+
| changes 1 = *{{buff|Druid of the Storm tornado gains strong homing}}
| quote 2 = Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too.
| quote 2 = Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too.
| changes 3 = *{{neutral|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
| changes 3 = *{{neutral|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
*{{buff|Brambles can no longer grab frozen bloons without popping them|fix=y}}
*{{buff|name=Jungle vine|Can no longer grab frozen bloons without popping them|fix=y}}
| changes 4 tiers = X4X;X5X
| changes 4 tiers = X4X;X5X
| changes 4 = *{{buff|Cash bonus per farm in range increased|$120|$130}}
| changes 4 = *{{buff|Cash bonus per farm in range increased|$120|$130}}
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}}
}}
=== [[Spike Factory (BTD6)|Spike Factory]] ===
==== [[Spike Factory (BTD6)|Spike Factory]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
| quote 1 = Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
| quote 2 = Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range.
| quote 2 = Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range.
| changes 3 = *{{buff|Pierce increased|5|10|note=Affects both the main attack and the ability's spike piles}}
| quote 4 = Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
| quote 4 = Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
*{{buff|Start of round buff duration increased|2.5s|10s}}
*{{buff|Start of round attack speed buff duration increased|2.5s|10s}}
| changes 6 tiers = 105
| changes 6 tiers = 105;205
| changes 6 = *{{buff|Pierce increased|45|90}}
| changes 6 = *{{buff|Pierce increased|45|90}}
| quote 2 tiers = 4xx;5xx;xx1;xx2
| quote 2 tiers = 4xx;5xx;xx1;xx2
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}}
}}
=== [[Monkey Village (BTD6)|Monkey Village]] ===
==== [[Monkey Village (BTD6)|Monkey Village]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| version = 38.0
| version = 38.0
| tower = Monkey Village
| tower = Monkey Village
| changes 1 tiers = XX5
| changes 1 tiers = XX5
| changes 1 = *{{nerf|Monkeyopolis base cash amount reduced|$2500|$1250}}
| changes 1 = *{{nerf|Base cash amount per round reduced|$2500|$1250}}
*{{nerf|Monkeyopolis now gives the correct cash amount in [[Half Cash]] mode|fix=y}}
*{{nerf|[[Half Cash]] now affects cash production|fix=y}}
| quote 1 = As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
| quote 1 = As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
{{BTD6 tower changes|version=38.0|tower=Engineer Monkey|paragon changes=*{{buff|Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save|fix=y}}
{{BTD6 tower changes|version=38.0|tower=Engineer Monkey|paragon changes=*{{buff|Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save|fix=y}}
*{{buff|Engineer Paragon sentries are now correctly destroyed if their platform is removed|fix=y}}
*{{buff|Engineer Paragon sentries are now correctly destroyed if their platform is removed|fix=y}}
*{{buff|Engineer Paragon sentries no longer position incorrectly when placed as the round ends|fix=y}}}}
*{{buff|Engineer Paragon sentries no longer position incorrectly when placed as the round ends|fix=y}}}}
=== [[Beast Handler (BTD6)|Beast Handler]] ===
==== [[Beast Handler (BTD6)|Beast Handler]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| quote 1 = Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
| quote 1 = Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
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}}
}}
== Heroes ==
=== Heroes ===
=== [[Benjamin (BTD6)|Benjamin]] ===
==== [[Benjamin (BTD6)|Benjamin]] ====
{{BTD6 hero changes|quote=May as well be a general camo for Ben level given that Trojan gives camo at 18 too|version=38.0|hero=Benjamin|changes 1 levels=18+|changes 1=*{{buff|Level 18 Syphon Funding affects DDTs}}}}
{{BTD6 hero changes|quote=May as well be a general camo for Ben level given that Trojan gives camo at 18 too|version=38.0|hero=Benjamin|changes 1 levels=18+|changes 1=*{{buff|name=Syphon Funding|Now affects DDTs}}}}
=== [[Pat Fusty (BTD6)|Pat Fusty]] ===
==== [[Pat Fusty (BTD6)|Pat Fusty]] ====
{{BTD6 hero changes|version=38.0|hero=Pat Fusty|changes 1=*{{buff|Placing towers in Pat’s radius will now show a grayed out Rallying Roar buff icon|fix=y}}|changes 1 levels=3+}}
{{BTD6 hero changes|version=38.0|hero=Pat Fusty|changes 1=*{{buff|Placing towers in Pat’s radius will now show a grayed out Rallying Roar buff icon|fix=y}}|changes 1 levels=3+}}
=== [[Adora (BTD6)|Adora]] ===
==== [[Adora (BTD6)|Adora]] ====
{{BTD6 hero changes
{{BTD6 hero changes
| quote = Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability.
| quote = Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability.
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| hero = Adora
| hero = Adora
| changes 1 levels = 3+
| changes 1 levels = 3+
| changes 1 = *{{nerf|The Long Arm of Light: cooldown increased|35s|40s}}
| changes 1 = *{{nerf|name=The Long Arm of Light|Cooldown increased|35s|40s}}
*{{buff|Geraldo Rabbits placed on ice platforms no longer prevent them from merging|fix=y}}
|changes 1=*{{buff|Now affects the [[Apex Plasma Master]]|fix=y}}
*{{buff|Geraldo’s Rabbits should no longer despawn when attacking in vicinity of an ice platform|fix=y}}
|changes 2 label={{BTD6 mk|Pre-game Prep}}
*{{buff|Geraldo’s Rabbits should no longer become extinct due to climate change on Erosion|fix=y}}
|changes 2 names=Pre-game Prep
|changes 2=*{{change|Pre-game Prep spikes now use Road Spikes' [[Power Skin]] if one is selected|fix=y}}
}}
}}
{{!}}}
===Bloons===
==== [[Regrow Bloon (BTD6)|Regrow Bloons]] ====
{{BTD6 changes
| version = 38.0
| changes = *Regenerated layers no longer count towards a tower's damage counter when popped
| names = Regrow Bloon
}}
}}
== Bosses ==
==== [[Bloonarius (BTD6)|Bloonarius]] ====
=== [[Bloonarius (BTD6)|Bloonarius]] ===
{{BTD6 changes
{{BTD6 changes
| version = 38.0
| version = 38.0
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}}
}}
=== [[Vortex (BTD6)|Vortex]] ===
==== [[Lych]] ====
{{BTD6 changes
| version = 38.0
| quote = Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this.
| changes = *{{buff|Lych now triggers the 'buff drain' attack immediately on spawn}}
| names = Lych
}}
===== [[Lych-soul]] =====
{{BTD6 changes
| version = 38.0
| changes = *{{buff|Resolved an issue where some 1 shot effects could destroy the Lych Soul|fix=y}}
| names = Lych-soul;Lych
}}
==== [[Vortex (BTD6)|Vortex]] ====
{{BTD6 changes
{{BTD6 changes
| version = 38.0
| version = 38.0
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**{{nerf|Elite tier 5|40s|30s}}
**{{nerf|Elite tier 5|40s|30s}}
| names = Vortex
| names = Vortex
|use quote for all names=y
}}
}}
=== [[Lych (BTD6)|Lych]] ===
==== [[Dreadbloon (BTD6)|Dreadbloon]] ====
{{BTD6 changes
{{BTD6 changes
| version = 38.0
| version = 38.0
| quote = Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this.
| changes = *{{nerf|Dealing damage to Dreadbloons armor now counts correctly towards tower damage|fix=y}}
| changes = *{{buff|Lych now triggers the 'buff drain' attack immediately on spawn}}
*{{buff|Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase|fix=y}}
| changes = *{{buff|Resolved an issue where some 1 shot effects could destroy the Lych Soul|fix=y}}
|changes 1 names=Polyphemus;CHIMPS;Impoppable
| names = Lych-soul;Lych
|changes 1=*{{change|Restarting a CHIMPS or Impoppable game no longer prevents the player from reopening the eye on Polyphemus|fix=y}}
|changes 2 label=[[Erosion]]
|changes 2 names=Erosion;Pet Rabbit
|changes 2=*{{change|Pet Rabbits no longer disappear on Erosion|fix=y}}
}}
}}
=== [[Dreadbloon (BTD6)|Dreadbloon]] ===
===Modes and events===
==== [[Boss Bloon Event]] ====
{{BTD6 changes
{{BTD6 changes
| version = 38.0
| version = 38.0
| changes = *{{nerf|Dealing damage to Dreadbloons armor now counts correctly towards tower damage|fix=y}}
| changes = *Added an event icon to display if a Paragon Limit is being applied to events
| names = Dreadbloon
*Added further support to grant events more flexibility in Boss starting and finishing rounds
*Behind the scenes maintenance on Boss leaderboard score processing
*Resolved an issue with Defeat UI being closed when Bosses leak in co-op
| names = Boss Bloon Event
}}
}}
==Knowledge==
==== [[Quest (BTD6)|Quests]] ====
===[[4 and 4]]===
{{BTD6 changes table
{{BTD6 changes
|column 1 name=Quest
| version = 38.0
| version = 38.0
| changes = *{{buff|Now affects the Apex Plasma Master|fix=y}}
|changes 1 label=General
| names = 4 and 4; Dart Monkey;Dart Monkey Paragon
| changes 1 = *{{change|Quests menu now allows filtering quests by category}}
| changes 1 store = *{{buff|{{BTD6 mk|4 and 4}} now affects the Apex Plasma Master|fix=y}}
*{{change|Added Retry last round to some quests}}
*{{change|Pressing "Play Again" on a quest no longer prevents it from saving progress|fix=y}}
*{{change|Loading a quest save no longer makes unsellable towers sellable|fix=y}}
| changes 1 names = Quest
|changes 2 label=[[Bloons TD 6 Birthday Party]]
|changes 2 names=Bloons TD 6 Birthday Party
|changes 2=*{{change|The Party Bloon's icon no longer changes to match the icon for whatever skin is equipped|fix=y}}
}}
}}
=== [[Pre-game Prep]] ===
=== [[Team|Teams]] ===
{{BTD6 changes
| version = 38.0
* Team search filter added to search for Competitive Teams
| changes = *Pre-game prep spikes now use trophy store road spike cosmetics
| names = Pre-game Prep
* Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
}}
=== Misc fixes ===
{{cleanup|Split into subsections}}
* Resolved a number of localization issues
* Resolved some issues with font size showing too small in some areas in certain languages
* ‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
* Resolved an issue causing different player callouts to appear in co-op
* Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
* Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
* Cleaned up some small excess pixels that were visible on friend portraits
* Resolved a softlock that could occur when attempting to purchase IAP while offline
* Resolved Camo Trap Incorrect Animation State on Map Restart
* Resolved a case in which Update Notes button would not be displayed in the options menu
* Account webview should now allow for text to be copied to clipboard
* Resolved an issue where partying ninjas did not have hands
* Resolved an issue where loading quest saves could reset tower target location
== Release descriptions ==
== Descriptions ==
===In-game===
{{blockquote|Cosmic Boss Update!!<br>• Warp out of this world with the new [[Boss Bloon]]: [[Phayze]]!<br>• Keep the pool safe with the new [[Admiral Brickell (BTD6)|Admiral Brickell]] Skin: [[Lifeguard Brickell]]<br>• Splash out on [[Water Park]], our latest [[Intermediate]] Map<br>• New [[Quest (BTD6)|Quest]]s, including story quest: [[Scoop's Tall Tale]]<br>• Plus all the [[Trophy Store|Trophy store]] items, quality of life improvements, and balance changes you've come to expect!}}
=== App Store / Google Play ===
=== App Store / Google Play ===
{{Quote|Cosmic Boss Update!!
{{blockquote|Cosmic Boss Update!!
• Warp out of this world with the new Boss Bloon: Phayze!
• Warp out of this world with the new Boss Bloon: Phayze!
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==Gallery==
==Gallery==
<gallery>
<gallery>
File:BTD6 lifeguard brickell prerelease war crime.jpg|Pre-release Lifeguard Brickell in the official 38.0 update video
Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around. — Update notes
Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway. — Update notes
We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high. — Update notes
Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required. — Update notes
This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs. — Update notes
As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price. — Update notes
Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics. — Update notes
We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks — Update notes
Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees. — Update notes
We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges. — Update notes
We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius. — Update notes
Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation. — Update notes
Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it — Update notes
As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve. — Update notes
Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down. — Update notes
Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability. — Update notes
”
Levels
Changes
3+
The Long Arm of Light: Cooldown increased ― 35s → 40s
11+
Divine Bolt: Pierce reduced ― 13 → 11
Ball of light: Pierce reduced ― 13 → 11 (undocumented)
Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this. — Update notes
”
Lych now triggers the 'buff drain' attack immediately on spawn
As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity. — Update notes
”
Paragons no longer have 50% reduced stun duration
Stun duration reworked at all tiers for generally reduced durations
This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Split into subsections
Resolved a number of localization issues
Resolved some issues with font size showing too small in some areas in certain languages
‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
Resolved an issue causing different player callouts to appear in co-op
Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
Cleaned up some small excess pixels that were visible on friend portraits
Resolved a softlock that could occur when attempting to purchase IAP while offline
Resolved Camo Trap Incorrect Animation State on Map Restart
Resolved a case in which Update Notes button would not be displayed in the options menu
Account webview should now allow for text to be copied to clipboard
Resolved an issue where partying ninjas did not have hands
Resolved an issue where loading quest saves could reset tower target location
The update video shows a different design for Lifeguard Brickell with an orange cross on her shirt and flag. It was changed to a life preserver symbol after players noted that it closely resembled the Red Cross,[3] and using it in a game violates the Geneva conventions.[4] The video thumbnail also changed at one point to use the new design.
The official update notes include a list of joke changes for Obyn Greenfoot:
↑"Thanks so much for the feedback on Lifeguard Brickell's shirt/flag icon! It's super important for us to respect the use of the red cross icon, so this has now been changed in time for the update being submitted for release! :)" – (Mon, 24 Jul 2023) "Ninja Kiwi Games on X". X. Retrieved Sun, 10 Aug 2025.