| steam date = {{timestamp|7 June 2023 00:08:15 UTC}}
| steam date = {{timestamp|7 June 2023 00:08:15 UTC}}<ref>[https://steamdb.info/patchnotes/11401187/ SteamDB]</ref>
}}
}}
'''Version 37.0''' is the third major update to ''[[Bloons TD 6]]'' of 2023. This update introduced the [[Magus Perfectus]] [[Paragon]] for [[Wizard Monkey (BTD6)|Wizard Monkey]], the map [[Erosion]], the [[Jiangshi Sauda]] skin for [[Sauda (BTD6)|Sauda]], Least Cash and Least Tier Boss Events, and the 5th anniversary event.
'''Version 37.0''' is the third major update to ''[[Bloons TD 6]]'' of 2023. This update introduced the [[Magus Perfectus]] [[Paragon]] for [[Wizard Monkey (BTD6)|Wizard Monkey]], the map [[Erosion]], the [[Jiangshi Sauda]] skin for [[Sauda (BTD6)|Sauda]], Least Cash and Least Tier Boss Events, and the 5th anniversary event.
| changes = *{{nerf|Bosses on spawn will now clear the map of all existing projectiles}}
| changes = *New Party Time game theme event!
| names = Boss Bloon Event;Bloonarius;Lych;Vortex;Dreadbloon
| names = Collection Event
}}{{BTD6 changes
}}
=== [[Boss Bloon Event]] ===
{{BTD6 changes
| version = 37.0
| version = 37.0
| changes = *Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
| changes 1 = *{{buff|Bosses on spawn will now clear the map of all existing projectiles}}
| names = Boss Bloon Event
| changes 1 names = Boss Bloon Event;Bloonarius;Lych;Vortex;Dreadbloon
|changes 2 = *Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
| changes 2 names = Boss Bloon Event
}}
}}
* Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
=== [[Profile]] ===
* The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
{{BTD6 changes
| version = 37.0
| changes = *Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
*The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
*{{fix|Resolved an issue that could prevent Total Damage from counting correctly to profile}}
| names = Profile
}}
=== [[Freeplay]] ===
{{BTD6 changes
{{BTD6 changes
| version = 37.0
| version = 37.0
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}}
}}
* Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
=== [[Paragon]] ===
* Translated game into Thai
* Changed Pop Count on summary screen to Damage Count and added actual Pop Count
{{BTD6 changes
{{BTD6 changes
| version = 37.0
| version = 37.0
| changes = *{{change|Paragon art state changes moved from 22/42/62/82 to 20/40/60/80}}
| changes = *{{change|Paragon art state changes moved from 22/42/62/82 to 20/40/60/80}}
| names = Paragon
| names = Paragon
}}{{BTD6 changes
}}
=== [[Resort]] ===
{{BTD6 changes
| version = 37.0
| version = 37.0
| changes = *{{nerf|Stairs in the top corners on Resort are now placement blockers}}
| changes = *{{nerf|Stairs in the top corners on Resort are now placement blockers}}
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}}
}}
* Added a ‘Play Again’ button to the victory screen for quests
=== [[Midnight Mansion]] ===
* Added a ‘Disable Dialogue’ checkmark for some quests after beating them
{{BTD6 changes
* Game hints are now hidden during Quests
| version = 37.0
* Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom
| changes = *Midnight Mansion plays a fishie animation in the bloon exit on loading in
| names = Midnight Mansion
}}
=== [[Quest (BTD6)|Quest]] ===
{{BTD6 changes
| version = 37.0
| changes = *Added a ‘Play Again’ button to the victory screen for quests
*Added a ‘Disable Dialogue’ checkmark for some quests after beating them
*Game hints are now hidden during Quests
*Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom
*Number of additions/changes to improve existing quests, highlight scores to beat & increase our possibilities for quest creation
*Quests no longer play placement effects for any pre-placed towers
| names = Quest
}}
=== [[Test Bloon]] ===
{{BTD6 changes
| version = 37.0
| changes = *{{fix|Fixed some towers not targeting the test bloon when set to target type Strong}}
| names = Test Bloon
}}
=== Misc. ===
*Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
* Translated game into Thai
* A large number of localization fixes - thanks for the player feedback on your pet peeves!
* Resolved a number of general crashes
* Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
* Holding down on a tower should correctly hide the UI again
* Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
* Resolved certain very specific freeplay seeds causing crashes on certain rounds
* Bloons Leaked summary no longer gets cleared in co-op after reviewing map
* Resolved a crash that could occur when waiting on the events screen as events end
* Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
* Fixed position of the full patch notes link on update popups on some resolutions
* Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
* Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
* Pressing back from the avatar/banner selection will now just back out of that selection
* Changed Pop Count on summary screen to Damage Count and added actual Pop Count
* Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
* Resolved map-based buffs not inheriting to subtowers correctly
* Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
* Co-op red areas fade in more slowly when you cross the boundary
* Resolved online/Invisible profile setting displaying text incorrectly
* Audio polish when opening reward chests in the collection event
* Updated wording on logout screen to address some confusion
* Added a background to the rewards UI
* Added confirmation pop-up for In App Purchases added from outside the game
* Monklish font has been regenerated to include the Māori macrons
== Towers ==
== Towers ==
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| version = 37.0
| version = 37.0
| tower = Boomerang Monkey
| tower = Boomerang Monkey
| quote = This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
| quote 1 = This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
| paragon quote = This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed.
}}
}}
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| version = 37.0
| version = 37.0
| tower = Bomb Shooter
| tower = Bomb Shooter
| quote = MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
| changes 1 tiers = X4X;X5X
| tiers 1 = X4X,X5X
| changes 1 = *{{buff|MOAB Assassin and MOAB Eliminator abilities now penetrates through MOAB layers}}
| changes 1 = *{{buff|MOAB Assassin and MOAB Eliminator abilities now penetrates through MOAB layers}}
*{{neutral|MOAB Assassin ability explosion centers around the impact target}}
*{{neutral|MOAB Assassin ability explosion centers around the impact target}}
| quote 1 = MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
| quote 1 = MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers
| quote 1 tiers = x4x,x5x
| quote 1 tiers = x4x;x5x
}}
}}
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
=== [[Tack Shooter (BTD6)|Tack Shooter]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
| quote 1 = Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
| quote 1 = Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade.
| quote 1 tiers = x3x,x4x,x5x
| quote 1 tiers = x3x+
}}
}}
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
=== [[Ice Monkey (BTD6)|Ice Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
| version = 37.0
| version = 37.0
| tower = Ice Monkey
| tower = Ice Monkey
| tiers 1 = 000,1XX,2XX,X1X,X2X,XX1,XX2
| changes 1 tiers = 000;1XX;2XX;X1X;X2X;XX1;XX2
| changes 1 = *{{nerf|Freeze duration: reduced by 50% on ceramics|note=Tier 3s and above unaffected}}
| changes 1 = *{{nerf|Freeze duration: reduced by 50% on ceramics|note=Tier 3s and above unaffected}}
| quote 1 = Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
| quote 1 = Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3.
| changes 3 = *{{buff|Resolved a number of cases of the Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage|fix=y}}
| changes 3 = *{{buff|Resolved a number of cases of the Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage|fix=y}}
| quote 1 tiers = 000,1XX,2XX,X1X,X2X,XX1,XX2
| quote 1 tiers = 000;1XX;2XX;X1X;X2X;XX1;XX2
}}
}}
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
=== [[Glue Gunner (BTD6)|Glue Gunner]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now.
| version = 37.0
| version = 37.0
| tower = Glue Gunner
| tower = Glue Gunner
| tiers 1 = 4XX
| changes 1 tiers = 4XX
| changes 1 = *{{buff|Now creates puddles on the track}}
| changes 1 = *{{buff|Now creates puddles on the track}}
**1 damage
**1 damage
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=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
=== [[Sniper Monkey (BTD6)|Sniper Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
| version = 37.0
| version = 37.0
| tower = Sniper Monkey
| tower = Sniper Monkey
| tiers 1 = 5XX
| changes 1 tiers = 5XX
| changes 1 = *{{buff|Damage increased|80|280}}
| changes 1 = *{{buff|Damage increased|80|280}}
| quote 1 = This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
| quote 1 = This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show.
| quote = Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
| quote 1 = Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
| quote 1 = Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes.
| changes 7 = *{{nerf|Trade Empire should no longer buff too many merchants in co-op|fix=y}}
| changes 7 = *{{nerf|Trade Empire should no longer buff too many merchants in co-op|fix=y}}
| paragon changes = *{{buff|Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order|fix=y}}
| paragon changes = *{{buff|Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order|fix=y}}
| quote 1 tiers = 210,310,410,510,220,230,240,250
| quote 1 tiers = 2xx+;x1x+
}}
}}
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
=== [[Monkey Ace (BTD6)|Monkey Ace]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
| quote 1 = Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
| quote 1 = Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus.
| tiers 2 = xx2
| changes 2 tiers = xx2
| changes 2 = *{{buff|Upgrading to Centered Path no longer refreshes the cooldown on the special toggle|fix=y}}
| changes 2 = *{{buff|Upgrading to Centered Path no longer refreshes the cooldown on the special toggle|fix=y}}
| quote 1 tiers = xx4
| quote 1 tiers = xx4
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=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
=== [[Heli Pilot (BTD6)|Heli Pilot]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
| quote 1 = Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
| version = 37.0
| version = 37.0
| tower = Heli Pilot
| tower = Heli Pilot
| tiers 1 = 302,402,502
| changes 1 tiers = 302+
| changes 1 = *{{buff|Razor Rotors: now benefits from the faster firing crosspath|0.75s|0.4s}}
| changes 1 = *{{buff|Razor Rotors: now benefits from the faster firing crosspath|0.75s|0.4s}}
| quote 1 = Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this.
| quote 2 = Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this.
| quote 2 = Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same.
| quote 3 = Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same.
| quote 3 = Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
| quote 4 = Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
| tiers 4 = X4X,X5X
| changes 4 tiers = X4X;X5X
| changes 4 = *{{nerf|Supply Crate: Max uses per round reduced|3|2}}
| changes 4 = *{{nerf|Supply Crate: Max uses per round reduced|3|2}}
| path 2 tier 4 cost before = 10500
| path 2 tier 4 cost before = 10500
| path 2 tier 4 cost after = 9500
| path 2 tier 4 cost after = 9500
| tiers 5 = XX4,XX5
| changes 5 tiers = XX4;XX5
| changes 5 = *{{buff|Comanche mini's follow the target priority set on their main Heli}}
| changes 5 = *{{buff|Comanche mini's follow the target priority set on their main Heli}}
| quote = As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
| quote 1 = As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
| version = 37.0
| version = 37.0
| tower = Mortar Monkey
| tower = Mortar Monkey
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| path 3 tier 4 cost before = 11000
| path 3 tier 4 cost before = 11000
| path 3 tier 4 cost after = 10900
| path 3 tier 4 cost after = 10900
| tiers 1 = 4XX,5XX
| changes 1 tiers = 4XX;5XX
| changes 1 = *{{buff|Stun: duration to non-MOABs increased|0.5s|0.75s}}
| changes 1 = *{{buff|Stun: duration to non-MOABs increased|0.5s|0.75s}}
| quote 1 = As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option.
| quote 2 = As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option.
| quote 2 = Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this.
| quote 3 = Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this.
| tiers 3 = X3X
| changes 3 tiers = X3X
| changes 3 = *{{buff|Attack cooldown reduced|1.08s|0.81s|note=Artillery Battery buff reduced from 1/4 rate to 1/3 rate but attack speed remains at 0.27}}
| changes 3 = *{{buff|Attack cooldown reduced|1.08s|0.81s|note=Artillery Battery buff reduced from 1/4 rate to 1/3 rate but attack speed remains at 0.27}}
| quote 3 = As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
| quote 4 = As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there.
| quote = As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
| version = 37.0
| version = 37.0
| tower = Super Monkey
| tower = Super Monkey
| tiers 1 = 4XX,5XX
| changes 1 tiers = 4XX;5XX
| changes 1 = *{{buff|Mini Sun Avatars: when placed will spawn with the same target prio as their parent tower}}
| changes 1 = *{{buff|Mini Sun Avatars: when placed will spawn with the same target prio as their parent tower}}
| quote 1 = As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
| quote 1 = As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
| quote 1 tiers = 4xx,5xx
| quote 1 tiers = 4xx;5xx
}}
}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
| quote 1 = We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
|quote 1 tiers=paragon
| version = 37.0
| version = 37.0
| tower = Ninja Monkey
| tower = Ninja Monkey
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*{{buff|Sticky Bomb explosion: now deals +700 damage to Camo}}
*{{buff|Sticky Bomb explosion: now deals +700 damage to Camo}}
*{{buff|Now deals 25% damage to all non-Boss MOABs that spawn}}
*{{buff|Now deals 25% damage to all non-Boss MOABs that spawn}}
| paragon quote = We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
}}
}}
=== [[Alchemist (BTD6)|Alchemist]] ===
=== [[Alchemist (BTD6)|Alchemist]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
| version = 37.0
| version = 37.0
| tower = Alchemist
| tower = Alchemist
| tiers 1 = X4X,X5X
| changes 1 tiers = X4X;X5X
| changes 1 = *{{buff|Transformed alchemist can now ignore line of sight}}
| changes 1 = *{{buff|Transformed alchemist can now ignore line of sight}}
| quote 1 = Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
| quote 1 = Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
| tiers 2 = X5X
| changes 2 tiers = X5X
| changes 2 = *{{buff|Towers transformed by Total Transformation will keep their Target Priority}}
| changes 2 = *{{buff|Towers transformed by Total Transformation will keep their Target Priority}}
| quote 1 tiers = x4x,x5x
| quote 1 tiers = x4x;x5x
}}
}}
=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
| quote 1 = While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better.
| version = 37.0
| version = 37.0
| tower = Druid
| tower = Druid
| tiers 1 = 3xx,4xx,5xx
| changes 1 tiers = 3xx+
| changes 1 = *{{buff|Tornado: no longer targets MOAB-class Bloons|note=This is a buff as the tornado does not affect MOAB-class Bloons}}
| changes 1 = *{{buff|Tornado: no longer targets MOAB-class Bloons|note=This is a buff as the tornado does not affect MOAB-class Bloons}}
| quote 1 = While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw.
| quote 2 = While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw.
| tiers 2 = X3X
| changes 2 tiers = X3X
| changes 2 = *{{buff|Jungle Vine follows target prio of tower instead of strong}}
| changes 2 = *{{neutral|Jungle Vine defaults tower to strong priority when purchased}}
*{{neutral|Jungle Vine defaults tower to strong priority when purchased}}
| quote 3 = Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well.
| quote 2 = Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well.
| changes 3 tiers = 205
| tiers 3 = 205
| changes 3 = *{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}
| changes 3 = *{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}
| tiers 4 = X3X,X4X,X5X
| changes 4 tiers = X3X+
| changes 4 = *{{nerf|Jungle Vine Brambles without Hard Thorns are now destroyed by Lead/Frozen bloons|note=Lead and Frozen Bloons are still targetable}}
| changes 4 = *{{buff|Jungle Vine follows target prio of tower instead of always targeting strong}}
| quote 1 tiers = 3xx,4xx,5xx
*{{nerf|Jungle Vine Brambles without Hard Thorns are now destroyed by Lead/Frozen bloons|note=Lead and Frozen Bloons are still targetable}}
| quote 2 tiers = 205
| quote 2 tiers = 3xx+
| quote 3 tiers = 205
| quote 4 = Housekeeping - even deep in the forest, it does actually make life better.
| quote 4 tiers = X3X+
}}
}}
=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
| quote 1 = We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
| quote 1 = We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
| quote = The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
| version = 37.0
| version = 37.0
| tower = Engineer Monkey
| tower = Engineer Monkey
| tiers 1 = XX5
| changes 1 tiers = XX5
| changes 1 = *{{buff|XXXL Trap: attack cooldown reduced|5.8s|4.6s|note=205 decreased from 3.48s to 2.76s attack rate. Effectively 2.8s due to minimum trap delay}}
| changes 1 = *{{buff|XXXL Trap: attack cooldown reduced|5.8s|4.6s|note=205 decreased from 3.48s to 2.76s attack rate. Effectively 2.8s due to minimum trap delay}}
| quote 1 = The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
| quote 1 = The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
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=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{BTD6 tower changes
{{BTD6 tower changes
| quote = As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
| version = 37.0
| version = 37.0
| tower = Beast Handler
| tower = Beast Handler
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| path 1 tier 5 cost after = 45000
| path 1 tier 5 cost after = 45000
| quote 1 = As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
| quote 1 = As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
*{{buff|Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14}}
*{{buff|Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14}}
| tiers 9 = X1X
| changes 9 tiers = X1X
| changes 9 = *{{buff|Microraptor no longer fails to attack in some cases when being moved to different heights|fix=y}}
| changes 9 = *{{buff|Microraptor no longer fails to attack in some cases when being moved to different heights|fix=y}}
}}
}}
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{{BTD6 hero changes
{{BTD6 hero changes
| quote = Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
| quote = Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now.
| changes 1 = *{{nerf|Lv6+ Gwendolin's main attack DoT no longer stacks}}
| quote = We aren’t happy with strats that start looking like exploits with frequent sell-replace loops.
| hero = Admiral Brickell
| all level changes = *{{nerf|Sea mine: Now expires if Brickell is sold}}
| changes 1 = *{{nerf|Mega Mine: Now expires if Brickell is sold}}
| changes 1 levels = 10+
}}
}}
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| quote = Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
| quote = Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway.
| version = 37.0
| version = 37.0
| changes 1 = *{{neutral|If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds|note=Big nerf for strategies that involve stalling}}
| all level changes = *{{neutral|If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds|note=Big nerf for strategies that involve stalling}}
Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
Translated game into Thai
A large number of localization fixes - thanks for the player feedback on your pet peeves!
Resolved a number of general crashes
Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
Holding down on a tower should correctly hide the UI again
Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
Resolved certain very specific freeplay seeds causing crashes on certain rounds
Bloons Leaked summary no longer gets cleared in co-op after reviewing map
Resolved a crash that could occur when waiting on the events screen as events end
Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
Fixed position of the full patch notes link on update popups on some resolutions
Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
Pressing back from the avatar/banner selection will now just back out of that selection
Changed Pop Count on summary screen to Damage Count and added actual Pop Count
Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
Resolved map-based buffs not inheriting to subtowers correctly
Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
Co-op red areas fade in more slowly when you cross the boundary
Resolved online/Invisible profile setting displaying text incorrectly
Audio polish when opening reward chests in the collection event
Updated wording on logout screen to address some confusion
Added a background to the rewards UI
Added confirmation pop-up for In App Purchases added from outside the game
Monklish font has been regenerated to include the Māori macrons
This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed. — Update notes
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers — Update notes
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade. — Update notes
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3. — Update notes
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now. — Update notes
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show. — Update notes
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes. — Update notes
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus. — Update notes
Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game. — Update notes
As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there. — Update notes
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. — Update notes
We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal. — Update notes
”
Tiers
Changes
Paragon
Now grants global camo detection instead of stripping camo from Bloons with every attack
Note: Buff since towers with bonus Camo damage can continue performing them
Main attack: now deals +6 damage to Camo
Flash Bomb explosion: now deals +20 damage to Camo
Flash Bomb shuriken: now deals +16 damage to Camo
Sticky Bomb projectile: now deals +3,200 damage to Camo
Sticky Bomb explosion: now deals +700 damage to Camo
Now deals 25% damage to all non-Boss MOABs that spawn
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority. — Update notes
While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better. — Update notes
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics. — Update notes
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before. — Update notes
Note: 205 decreased from 3.48s to 2.76s attack rate. Effectively 2.8s due to minimum trap delay
Paragon
Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save (bug fix)
Engineer Paragon should no longer throw sentries into the middle of the map due to techbots (bug fix)
As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points. — Update notes
”
Tiers
Changes
1-X-X Piranha and further upgrades X-1-X Microraptor and further upgrades
Top and Middle path Beast Handler paths can now be targeted by Overclock and Ultraboost
Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now. — Update notes
”
Levels
Changes
6+
9+
Main attack: DoT damage increased ― 1 → 2
Main attack: DOT no longer stacks
9
Main attack: DoT damage increased ― 1 → 4
10+
Main attack: DoT damage now increases by 1 per additional level
Resolved an issue where Obyn’s Wall of Trees when placed on an intersection looping back around on itself would not be able to hit the children of any targets that passed over it (bug fix)
While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons. — Update notes
Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway. — Update notes
”
Levels
Changes
All
If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds
Note: Big nerf for strategies that involve stalling