{{cleanup|Balance change notes need rewording and reformatting}}
{{BTD6 update info
{{BTD6 update info
| prev = 37.0
| prev = 37.0
Line 5:
Line 6:
| 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}}
| 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]].
* Added Bronze & Silver map borders for completing all Easy/Medium medals
==== [[Dart Monkey (BTD6)|Dart Monkey]] ====
* Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
{{BTD6 tower changes
* ‘Regrown’ Bloons will now no longer count towards increasing a tower’s damage stat when they are popped repeatedly.
| 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.
* Categorized and sorted Quests to organize Patch’s quest menu
| version = 38.0
* Added further support to grant our events more flexibility in Boss starting and finishing rounds
| tower = Dart Monkey
* Team search filter added to search for Competitive Teams
| changes 1 tiers = 3XX
| 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 tiers=3xx
| paragon cost before = 350000
| paragon cost after = 325000
| paragon quote = 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 = 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
| tower = Boomerang Monkey
| 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 2 tiers = 501;502
| changes 2 = *{{buff|name=Orbitals|Radius increase from Long Range Rangs increased|+15%|+33%}}
| changes 3 tiers = x5x
| changes 3 = *{{nerf|name=Ability|Cooldown increased|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}
| 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 after = 350000
| 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 2 tiers = xx1+;5xx
| quote 3 tiers = x5x
}}
=== [[Dart Monkey (BTD6)|Dart Monkey]] ===
==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Dart Monkey|changes 1 tiers=3XX|changes 1=*{{buff|3xx Spike-o-pult now allows re-hitting targets after bounces}}|cost 1 prev=350000|cost 1 curr=325000|changes 2 tiers=Paragon|changes 2=*{{buff|Paragon cost|$350,000|$325,000}}
{{BTD6 tower changes
*{{buff|[[4 and 4]] Monkey Knowledge now applies to Dart Paragon|fix=y}}}}
| 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.
| version = 38.0
| tower = Bomb Shooter
| changes 1 tiers = 3XX+
| changes 1 = *{{buff|Explosions now push back Bloons by 10 units}}
| quote 2 = 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.
| quote 3 = 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.
| changes 3 tiers = 5XX
| changes 3 = *{{buff|Explosions now push back MOAB-Class by 5 units}}
{{BTD6 tower changes|quote=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|tower=Boomerang Monkey|changes 1 tiers=XX1,XX2,XX3,XX4,XX5,301,401,501,031,041,051|changes 1=*{{buff|xx1 Long Range Rangs range bonus increased|15%|33%}}|changes 2 tiers=501|changes 2=*{{buff|501 Glaive Lord radius increase from LRR increased|15%|33%}}|changes 3 tiers=050|changes 3=*{{nerf|050 Perma-Charge ability cooldown|40s|45s|note=Initial cooldown reduction when bought also reduced from 10s to 15s}}|changes 4 tiers=Paragon|changes 4=*{{nerf|Paragon orbit no longer deals +2 damage to fortified}}
{{BTD6 tower changes
*{{nerf|Paragon cost|$325,000|$350,000}}}}
| 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.
| version = 38.0
| tower = Tack Shooter
| changes 1 tiers = XX5
| changes 1 = *{{buff|Tack Zone rate increase from previous tier|25%|35%}}
*{{nerf|Tack Zone pierce reduced|4|2|note=025 pierce reduced from 10 to 8}}
| 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 4 = 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 tiers = xx5
| quote 3 tiers = 4xx;5xx;x1x;x2x
| quote 4 tiers = 1xx;2xx;x4x;x5x;xx1;xx2
}}
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
==== [[Ice Monkey (BTD6)|Ice Monkey]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Bomb Shooter|changes 1 tiers=3XX,4XX,5XX|changes 1=*{{buff|3xx Really Big Bombs now pushes back Bloons by 10 units}}|changes 2 tiers=4XX|changes 2=*{{buff|4xx Bloon Impact stun duration increased|1s|1.4s|note=4xx Bloon Impact now also pushes Bloons back on every hit in addition to the Stun}}|changes 3 tiers=5XX|changes 3=*{{buff|5xx Bloon Crush pushes back MOAB class by half this amount|note=pushes back MOAB class by 5 units}}|changes 4 tiers=XX4,XX5|changes 4=*{{buff|xx4 Recursive Cluster cluster pierce multiplier increased|*3|*4}}}}
{{BTD6 tower changes
| version = 38.0
| tower = Ice Monkey
| changes 1 tiers = X3X;X4X
| changes 1 = *{{nerf|Pierce reduced|100|40|note=Absolute Zero unaffected}}
| 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 = *{{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
}}
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
==== [[Glue Gunner (BTD6)|Glue Gunner]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Tack Shooter|changes 1 tiers=XX5|changes 1=*{{buff|xx5 Tack Zone rate increase from previous tier|25%|35%}}
{{BTD6 tower changes
*{{nerf|xx5 Tack Zone pierce reduced|4|2}}|changes 2 tiers=400|changes 2=*{{nerf|400 Ring of Fire pierce reduced|40|30}}|changes 3 tiers=410|changes 3=*{{nerf|410 Ring of Fire pierce reduced|50|30}}|changes 4 tiers=420|changes 4=*{{nerf|420 Ring of Fire pierce reduced|60|45}}|changes 5 tiers=040|changes 5=*{{nerf|040 Blade Maelstrom pierce reduced|200|120}}|changes 6 tiers=140|changes 6=*{{nerf|140 Blade Maelstrom pierce reduced|200|160}}|changes 7 tiers=240|changes 8 tiers=041,051|changes 7=*{{change|240 Blade Maelstrom pierce remains at 200}}|changes 8=*{{change|041 Blade Maelstrom changes rotation direction to counter-clockwise}}|changes 9 tiers=041|changes 9=*{{buff|041 Blade Maelstrom duration increased|3s|3.5s}}|changes 10 tiers=042|changes 10=*{{buff|042 Blade Maelstrom duration increased|3s|4s}}|changes 11 tiers=050|changes 11=*{{nerf|050 Blade Maelstrom pierce reduced|500|300}}|changes 12 tiers=150|changes 12=*{{nerf|150 Blade Maelstrom pierce reduced|500|400}}|changes 13 tiers=250|changes 13=*{{change|250 Blade Maelstrom pierce remains at 500}}|changes 14 tiers=051|changes 14=*{{buff|051 Blade Maelstrom duration increased|9s|10.5s}}|changes 15 tiers=052|changes 15=*{{buff|052 Blade Maelstrom duration increased|9s|10.5s}}}}
| 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.
| version = 38.0
| tower = Glue Gunner
| changes 1 tiers = 4XX;5XX
| changes 1 = *{{nerf|name=Puddle|Now only dropped from the first child from multi-child Bloons}}
| quote 2 = 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.
| changes 2 tiers = XX4
| changes 2 = *{{buff|name=On-pop stun wave|Now stuns DDTs & Blue MOABs for 0.25s}}
*{{buff|Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}
| quote 3 = Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
| changes 3 tiers = 420
| changes 3 = *{{buff|Fixed a bug with 420 glue gunner not spawning puddles from the splat|fix=y}}
| quote 2 tiers = 4xx;5xx
| quote 3 tiers = xx4
}}
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
==== [[Sniper Monkey (BTD6)|Sniper Monkey]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Ice Monkey|changes 1 tiers=X3X,X4X|changes 1=*{{nerf|030 Arctic Wind pierce|100|40|note=Absolute Zero unaffected}}|changes 2 tiers=XX3,XX4,XX5|changes 2=*{{nerf|003 Cryo Cannon has 20% shorter freeze lifespan|1.5s|1.2s|note=also affects Icicles and Icicle Impale reducing their freeze durations by 20%}}}}
{{BTD6 tower changes
| version = 38.0
| tower = Sniper Monkey
| changes 1 tiers = X5X
| 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}}
| quote 1 = Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.
{{BTD6 tower changes|quote=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.|version=38.0|tower=Glue Gunner|changes 1 tiers=4XX,5XX|changes 1=*{{nerf|4xx & 5xx Glue Gunners will only drop puddles from the first child in the split}}
{{BTD6 tower changes
*{{nerf|4xx & 5xx Glue puddles no longer hit Camo Bloons innately}}|changes 2 tiers=XX4|changes 2=*{{buff|xx4 Relentless Glue stun on pop now stuns DDTs & Blue MOABs for 0.25s}}
| tower = Monkey Buccaneer
*{{buff|xx4 Relentless Glue stun on pop stuns for 1s, also stuns BFBs and ZOMGs|bug=y}}|changes 3 tiers=420|changes 3=*{{buff|Fixed a bug with 420 glue gunner not spawning puddles from the splat|fix=y}}}}
{{BTD6 tower changes|quote=Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.|version=38.0|tower=Sniper Monkey|changes 1 tiers=X5X|changes 1=*{{buff|x5x Elite Sniper Elite Supply Drop will now also trigger all other Supply Drop Abilities}}
{{BTD6 tower changes
*{{change|x5x Elite Sniper’s Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop Abilities}}|changes 2 tiers=5XX|changes 2=*{{nerf|5xx 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.
{{BTD6 tower changes|tower=Monkey Buccaneer|version=38.0|quote=Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks.|changes 1 tiers=101,201,301,401,501,102,103,104,105|changes 1=*{{buff|101 Long Range more pierce to Main projectile|+1|+2}}|changes 2 tiers=031,041,051|changes 2=*{{buff|031 Cannonship cannonball pierce|28|35}}
{{BTD6 tower changes
*{{buff|031 Cannonball frags pierce|1|2}}|changes 3 tiers=401,501|changes 3=*{{buff|401 Long Range pierce bonus to aircraft increased|+1|+2}}}}
| 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.
| changes 2 tiers = X3X+
| changes 2 = *{{nerf|name=Downdraft|Ceramics now consume +1 pierce}}
*{{nerf|name=Downdraft|Gains +1 pierce penalty to all bloons when crosspathed|undoc=y|bug=y}}
| quote 2 tiers = x3x
| quote 1 tiers = x4x;x5x
}}
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
==== [[Mortar Monkey (BTD6)|Mortar Monkey]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Monkey Ace|changes 1 tiers=X4X|changes 1=*{{buff|040 Ground Zero ability pierce increased|1000|2000}}}}
{{BTD6 tower changes|quote=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.|version=38.0|tower=Heli Pilot|changes 1 tiers=X3X|changes 1=*{{nerf|x3x Downdraft rate|0.15|0.225|note=Support Chinook unchanged}}
| 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
{{BTD6 tower changes|quote=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|version=38.0|tower=Dartling Gunner|changes 1 tiers=203|changes 1=*{{buff|203 Buckshot shock bonus damage increased|+1|+2}}|changes 2 tiers=204|changes 2=*{{buff|204 BADs shock bonus damage increased|+1|+3}}|changes 3 tiers=205|changes 3=*{{buff|205 BEZ shock bonus damage increased|+1|+6}}}}
{{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.
| version = 38.0
| tower = Wizard Monkey
| path 2 tier 3 cost before = 3000
| path 2 tier 3 cost after = 3300
| changes 1 tiers = x4x;x5x
| changes 1 = *{{nerf|name=Phoenix|No longer sees Camo innately unless upgraded to Monkey Sense}}
| 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
| changes 2 tiers = x5x
| changes 2 = *{{nerf|name=Lava Phoenix|No longer sees Camo innately without the Monkey Sense crosspath}}
| 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}}
| 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}}
*{{nerf|name=Zombie Bloon|Mana cost to spawn increased|100|250}}
*{{buff|name=Zombie Bloon|Maximum travel range increased|175|400}}
*{{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.
}}
=== [[Wizard Monkey (BTD6)|Wizard Monkey]] ===
==== [[Super Monkey (BTD6)|Super Monkey]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Wizard Monkey|cost 1 tier=3|cost 1 path=2|cost 1 prev=3000|cost 1 curr=3300|changes 1 tiers=X4X|changes 1=*{{nerf|x4x Summon Phoenix now requires the 042 crosspath for Phoenix ability to see Camo}}|changes 2 tiers=XX4|changes 2=*{{buff|xx4 Necromancer targeted spawn point can now be reset back to default by activating the target option, then canceling without selecting a point}}|changes 3 tiers=Paragon|changes 3=*{{buff|Wizard Paragon no longer drains 100 mana for every single Bloon hit by the main attack}}
{{BTD6 tower changes
*{{buff|Each main attack fired drains mana 50}}
| version = 38.0
*{{buff|Each Phoenix firebomb attack fired drains mana 50}}
| tower = Super Monkey
*{{nerf|Zombie Bloon spawn mana cost increased|100|250}}
| changes 1 tiers = 041+
*{{buff|Zombie Bloons travel range increased|175|400}}
| changes 1 = *{{buff|name=Ability|Now knocks back any surviving targets}}
*{{nerf|Resolved an issue creating a permanent magus flamethrower attack|fix=y}}}}
| 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
}}
=== [[Super Monkey (BTD6)|Super Monkey]] ===
==== [[Ninja Monkey (BTD6)|Ninja Monkey]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Super Monkey|changes 1 tiers=041,051|changes 1=*{{buff|041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2}}}}
{{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.
**{{change|Ninja Discipline crosspath no longer increases range, but overall range is still larger|47 units|55 units}}
| changes 4 tiers = XX4
| 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 = 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}}
}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
==== [[Druid (BTD6)|Druid]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Ninja Monkey|changes 1 tiers=1XX|changes 1=*{{nerf|1xx Ninja Discipline no longer grants increased range}}|changes 2 tiers=XX1|changes 2=*{{buff|xx1 Seeking Shuriken now grants increased range +7}}|changes 3 tiers=XX4,XX5|changes 3=*{{buff|xx4 Sticky Bomb tower range increased|40|55}}|changes 4 tiers=XX4|changes 4=*{{nerf|xx4 Sticky Bomb bonus +50% of tower range removed, now matches base tower|note=xx5 Master Bomber still has full map range Stickies}}}}
{{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 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 3 = Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
| changes 3 tiers = X3X
| changes 3 = *{{neutral|Upgrading a crosspathed Druid to x-3-x changes target priority to Strong|fix=y}}
*{{buff|name=Jungle vine|Can no longer grab frozen bloons without popping them|fix=y}}
| changes 4 tiers = X4X;X5X
| changes 4 = *{{buff|Cash bonus per farm in range increased|$120|$130}}
| quote 2 tiers = 3xx;4xx;5xx
| quote 3 tiers = x4x;x5x
}}
=== [[Druid (BTD6)|Druid]] ===
==== [[Spike Factory (BTD6)|Spike Factory]] ====
{{BTD6 tower changes|quote=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.|version=38.0|tower=Druid|changes 1 tiers=3XX,4XX,5XX|changes 1=*{{buff|3xx Druid of the Storm tornado gains strong homing}}
{{BTD6 tower changes
*{{buff|3xx Druid of the Storm tornado travel distance increased|80|100}}|changes 2 tiers=X4X|changes 2=*{{buff|x4x Jungle’s Bounty vine brambles damage increased|1|2}}
| 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
*{{buff|x4x Jungles Bounty cash bonus per farm in range|$120|$130}}|cost 1 tier=5|cost 1 path=1|cost 1 prev=65000|cost 1 curr=60000|changes 3 tiers=X3X|changes 3=*{{change|Upgrading a crosspathed Druid to x3x changes target prio to strong|fix=y}}
| version = 38.0
*{{buff|x3x Druid can no longer grab frozen bloons without popping them|fix=y}}}}
| 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 3 = A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength.
| changes 3 tiers = X5X
| changes 3 = *{{buff|name=All attacks|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
*{{buff|Start of round attack speed buff duration increased|2.5s|10s}}
| changes 6 tiers = 105;205
| changes 6 = *{{buff|Pierce increased|45|90}}
| quote 2 tiers = 4xx;5xx;xx1;xx2
| quote 3 tiers = x5x
| quote 4 tiers = xx5
}}
=== [[Spike Factory (BTD6)|Spike Factory]] ===
==== [[Monkey Village (BTD6)|Monkey Village]] ====
{{BTD6 tower changes|quote=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|version=38.0|tower=Spike Factory|changes 1 tiers=401|changes 1=*{{buff|401 Spiked Mines explosion blast radius|30|40}}|changes 2 tiers=501|changes 2=*{{buff|501 Super Mines large explosion blast radius|100|133}}|changes 3 tiers=X5X|changes 3=*{{buff|x5x Carpet of Spikes main attack gains +5p|note=Also affects its ability}}|changes 4 tiers=XX2,XX3,XX4|changes 4=*{{buff|002 Smart Spikes passive ability duration|2.5s|3s}}|changes 5 tiers=XX5|changes 5=*{{buff|xx5 Permaspike pierce increased|25|50}}
| changes 1 = *{{nerf|Base cash amount per round reduced|$2500|$1250|note=One-Farm Monkeyopolis cash generation decreased from $2700 to $1450}}
=== [[Monkey Village (BTD6)|Monkey Village]] ===
*{{nerf|[[Half Cash]] now affects cash production|fix=y}}
{{BTD6 tower changes|quote=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.|version=38.0|tower=Monkey VIllage|changes 1 tiers=XX5|changes 1=*{{nerf|xx5 Monkeyopolis base cash amount reduced|$2500|$1250}}
| 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.
*{{nerf|xx5 Monkeyopolis now gives the correct cash amount in [[Half Cash]] mode|fix=y}}}}
{{BTD6 tower changes|version=38.0|tower=Engineer Monkey|changes 1 tiers=Paragon|changes 1=*{{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|quote=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.|version=38.0|tower=Beast Handler|cost 1 tier=4|cost 1 path=1|cost 1 prev=16000|cost 1 curr=12500|changes 1 tiers=X2X|changes 1=*{{nerf|x2x Adasaurus attack cooldown scale|0.3439|0.3105|note=Max-power x2x attack cooldown increased from 0.5561s to 0.5895s}}
{{BTD6 tower changes
*{{nerf|x2x Adasaurus pierce reduced|10|8}}
| 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.
*{{nerf|x2x Adasaurus pierce range reduced|15|12|note=Max-power x2x pierce decreased from 25 to 20}}|changes 2 tiers=X3X|changes 2=*{{nerf|x3x Velociraptor raptor attack cooldown scale|0.3951|0.3105|note=Max-power x3x attack cooldown increased from 0.5049s to 0.5895s}}
| version = 38.0
*{{nerf|x3x Velociraptor damage|12|9}}
| tower = Beast Handler
*{{nerf|x3x Velociraptor damage range|24|18|note=Max-power x3x damage decreased from 36 to 27}}|changes 3 tiers=XX5|changes 3=*{{nerf|xx5 Pouakai pierce reduced|300|200}}
| path 1 tier 4 cost before = 16000
*{{nerf|xx5 Pouakai pierce range reduced|400|250|note=Max-power xx5 pierce decreased from 700 to 450, middle-power xx5 pierce decreased from 500 to 325}}}}
| path 1 tier 4 cost after = 12500
| changes 1 tiers = X2X
| changes 1 = *{{nerf|name=Adasaurus|Attack cooldown scale|0.3439|0.3105|note=Max-power attack cooldown increased from 0.5561s to 0.5895s}}
*{{nerf|name=Adasaurus|Base pierce reduced|10|8}}
*{{nerf|name=Adasaurus|Pierce gained from merges reduced|15|12|note=Max-power pierce decreased from 25 to 20}}
| quote 2 = 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.
| changes 2 tiers = X3X
| changes 2 = *{{nerf|name=Velociraptor|Attack cooldown scale|0.3951|0.3105|note=Max-power attack cooldown increased from 0.5049s to 0.5895s}}
*{{nerf|name=Velociraptor|Base damage|12|9}}
*{{nerf|name=Velociraptor|Damage gained from merges|24|18|note=Max-power damage decreased from 36 to 27}}
| quote 3 = 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.
*{{nerf|name=Pouakai|Pierce gained from merges reduced|400|250|note=Max-power pierce decreased from 700 to 450, middle-power pierce decreased from 500 to 325}}
| quote 4 = Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
| quote 2 tiers = 4xx;5xx
| quote 3 tiers = x2x;x3x
| quote 4 tiers = xx5
}}
== 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|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.|version=38.0|hero=Adora|changes 1 levels=3+|changes 1=*{{nerf|Lv3 Long Arm of Light cooldown increased|35s|40s}}|changes 2=*{{nerf|Lvl13 Main attack pierce reduced|13|11}}|changes 2 levels=11+}}
{{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.
| version = 38.0
| hero = Adora
| changes 1 levels = 3+
| changes 1 = *{{nerf|name=The Long Arm of Light|Cooldown increased|35s|40s}}
*{{nerf|name=Ball of light|Pierce reduced|13|11|undoc=y}}
}}
=== [[Etienne (BTD6)|Etienne]] ===
==== [[Etienne (BTD6)|Etienne]] ====
{{BTD6 hero changes|quote=Because it didn’t really matter before, but guess it kinda does now.|version=38.0|hero=Etienne|changes 1 levels=10+|changes 1=*{{buff|Lv10 UCAV ability can now naturally see Camo Bloons}}}}
{{BTD6 hero changes
| quote = Because it didn’t really matter before, but guess it kinda does now.
| version = 38.0
| hero = Etienne
| changes 1 levels = 10+
| changes 1 = *{{buff|name=UCAV|Can now naturally detect Camo Bloons}}
}}
=== [[Geraldo (BTD6)|Geraldo]] ===
==== [[Geraldo (BTD6)|Geraldo]] ====
{{BTD6 hero changes
{{BTD6 hero changes
| version = 38.0
| version = 38.0
| changes 1 = *{{buff|Geraldo’s restock rates are no longer 1 round longer if used from full stock|fix=y}}
| changes 1 levels = 1+
| hero = Geraldo
| hero = Geraldo
| changes 2 = *{{change|Geraldo’s action figure should no longer inherit the wrong sell value when reassigned in co op|fix=y}}
| all level changes = *{{buff|Geraldo’s restock rates are no longer 1 round longer if used from full stock|fix=y}}
| changes 2 levels = 2+
|priority=2
| changes 2 names = Rare Quincy Action Figure
}}
| changes 3 = *{{buff|Geraldo Rabbits placed on ice platforms no longer prevent them from merging|fix=y}}
*{{buff|Geraldo’s Rabbits should no longer despawn when attacking in vicinity of an ice platform|fix=y}}
;Shop items
*{{buff|Geraldo’s Rabbits should no longer become extinct due to climate change on Erosion|fix=y}}
|changes 1=*{{buff|Now affects the [[Apex Plasma Master]]|fix=y}}
|changes 2 label={{BTD6 mk|Pre-game Prep}}
|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
}}
=== [[Vortex (BTD6)|Vortex]] ===
==== [[Bloonarius (BTD6)|Bloonarius]] ====
{{BTD6 changes
{{BTD6 changes
| version = 38.0
| version = 38.0
| quote = 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.
| changes = *{{nerf|Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame|fix=y}}
| changes = *{{nerf|Paragons no longer have 50% reduced stun duration}}
| names = Bloonarius
*{{change|Stun duration reworked at all tiers for generally reduced durations}}
*{{nerf|T2|16s|19s}}
*{{nerf|T3|20s|21s}}
*{{buff|T4|25s|24s}}
*{{buff|T5|30s|27s}}
*{{buff|ET1|20s|18s}}
*{{buff|ET2|25s|21s}}
*{{buff|ET3|30s|24s}}
*{{buff|ET4|36s|27s}}
*{{buff|ET5|40s|30s}}
| names = Vortex,Elite Vortex
}}
}}
=== [[Lych (BTD6)|Lych]] ===
==== [[Lych]] ====
{{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.
| 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|Lych now triggers the 'buff drain' attack immediately on spawn}}
| changes = *{{buff|Lych now triggers the 'buff drain' attack immediately on spawn}}
| names = Lych
| names = Lych
}}
}}
== Release descriptions ==
===== [[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
| version = 38.0
| quote = 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.
| changes = *{{buff|Paragons no longer have 50% reduced stun duration}}
*{{neutral|Stun duration reworked at all tiers for generally reduced durations}}
**{{buff|Normal tier 2|16s|19s}}
**{{buff|Normal tier 3|20s|21s}}
**{{nerf|Normal tier 4|25s|24s}}
**{{nerf|Normal tier 5|30s|27s}}
**{{nerf|Elite tier 1|20s|18s}}
**{{nerf|Elite tier 2|25s|21s}}
**{{nerf|Elite tier 3|30s|24s}}
**{{nerf|Elite tier 4|36s|27s}}
**{{nerf|Elite tier 5|40s|30s}}
| names = Vortex
}}
==== [[Dreadbloon (BTD6)|Dreadbloon]] ====
{{BTD6 changes
| version = 38.0
| changes = *{{nerf|Dealing damage to Dreadbloons armor now counts correctly towards tower damage|fix=y}}
*{{buff|Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase|fix=y}}
|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}}
}}
===Modes and events===
==== [[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
}}
==== [[Quest (BTD6)|Quests]] ====
{{BTD6 changes table
|column 1 name=Quest
| version = 38.0
|changes 1 label=General
| changes 1 = *{{change|Quests menu now allows filtering quests by category}}
*{{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}}
}}
=== [[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
=== 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
== 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!
Line 192:
Line 582:
• Plus all the Trophy store items, quality of life improvements, and balance changes you've come to expect}}
• Plus all the Trophy store items, quality of life improvements, and balance changes you've come to expect}}
[[File:BTD6 lifeguard brickell prerelease war crime.jpg|thumb|300px]]
*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 [[Wikipedia:Emblems of the International Red Cross and Red Crescent Movement|Red Cross]],<!--yes, that's the wikipedia article...--><ref name="nktwitter-nowarcrime">{{cite|url=https://x.com/ninjakiwigames/status/1683434284034473985?|title=Ninja Kiwi Games on X|publisher=X|quote=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! :)|date=24 jul 2023|retrieved=10 aug 2025}}</ref> and using it in a game violates the [[wikipedia:Geneva conventions|Geneva conventions]].<ref name="redcross-website-rule59">{{cite|url=https://ihl-databases.icrc.org/en/customary-ihl/v1/rule59|title=Rule 59. Improper Use of the Distinctive Emblems of the Geneva Conventions Rule 59. Improper Use of the Distinctive Emblems of the Geneva Conventions|publisher=International Humanitarian Law Databases|retrieved=10 aug 2025}}</ref> 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 (BTD6)|Obyn Greenfoot]]:
:The capitalization of "Obyn obyn Obyn obyn obyn obyn Obyn obyn" is a reference to "[[wp:Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo|Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo]]".
==References==
{{references}}
== External links ==
== External links ==
[https://www.reddit.com/r/btd6/comments/159tbij/bloons_td_6_update_notes_version_380/ Official patch notes on Reddit]
*[https://www.reddit.com/r/btd6/comments/159tbij/bloons_td_6_update_notes_version_380/ Official patch notes on Reddit]
*[https://store.steampowered.com/news/app/960090/view/3644025765835999722 Official update notes on Steam]
== Navigation ==
== Navigation ==
{{BTD6 update nav}}
{{BTD6 update nav}}
[[Category:First released in 2023]]
[[Category:2023]]
Latest revision as of 21:19, 20 June 2026
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: Balance change notes need rewording and reformatting
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
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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
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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
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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.