| steam date = {{timestamp|14 October 2020 21:44:33 UTC}}<ref>[https://steamdb.info/app/960090/history/?changeid=9744532 steamDB]</ref>
| prev = 20.0
| prev = 20.0
| next = 22.0
| next = 22.0
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}}
}}
'''Version 21.0''' is the seventh major update to ''[[Bloons TD 6]]'' of 2020. This update, themed around Halloween, introduced a new [[intermediate]] map [[Encrypted]], new [[Achievements]] and new '''Cosmetics''' available in the [[Trophy Store]].
'''Version 21.0''' is the seventh major update to ''[[Bloons TD 6]]'' of 2020. This update, themed around Halloween, introduced a new [[intermediate]] map [[Encrypted]], new [[Achievements]] and new '''Cosmetics''' available in the [[Trophy Store]].
{{TOC|right|clear=y}}
== Additions ==
== Additions ==
=== [[List of achievements in BTD6|Achievements]] ===
=== [[List of achievements in BTD6|Achievements]] ===
{{BTD6 achievement list by introduced|21.0}}
{{BTD6 achievement list|introduced=21.0}}
=== Cosmetics ===
=== Cosmetics ===
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=== [[Shop (BTD6)|Shop]] ===
=== [[Shop (BTD6)|Shop]] ===
{{BTD6 shop item list by introduced|21.0}}
{{BTD6 shop item list|introduced=21.0}}
== General changes ==
== General changes ==
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| version = 21.0
| version = 21.0
| tower = Boomerang Monkey
| tower = Boomerang Monkey
| quote = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
| quote 1 = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche.
| quote 2 = MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
| quote 1 = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
| quote 2 = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche.
| quote 1 tiers = 502
| quote 3 = MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value.
| quote 2 tiers = 0x4,104,204
| quote 2 tiers = 502
| quote 3 tiers = 0x4;104;204
}}
}}
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| version = 21.0
| version = 21.0
| tower = Tack Shooter
| tower = Tack Shooter
| quote = The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant.
| changes 1 tiers = 401
| tiers 1 = 401
| changes 1 = *{{buff|Damage increased|3|4}}
| changes 1 = *{{buff|Damage increased|3|4}}
| quote 1 = The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant.
| changes 2 tiers = 402
| tiers 2 = 402
| changes 2 = *{{buff|Damage increased|4|5}}
| changes 2 = *{{buff|Damage increased|4|5}}
| tiers 3 = 501
| changes 3 tiers = 501
| changes 3 = *{{buff|Damage increased|4|5}}
| changes 3 = *{{buff|Damage increased|4|5}}
| tiers 4 = 502
| changes 4 tiers = 502
| changes 4 = *{{buff|Damage increased|5|6}}
| changes 4 = *{{buff|Damage increased|5|6}}
| quote 1 tiers = 401,402,501,502
| quote 1 = The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant.
| quote 1 tiers = 401;402;501;502
}}
}}
{{Research|I'm not sure about the exact details because nk didn't fully explain in patch notes}}
{{Research|I'm not sure about the exact details because nk didn't fully explain in patch notes}}
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| version = 21.0
| version = 21.0
| tower = Ice Monkey
| tower = Ice Monkey
| quote = While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier.
| changes 5 = *{{nerf|Placing an Arctic Wind on top of a flagship will no longer create an ice platform on top of the buccaneer|fix=y}}
*{{nerf|Arctic Wind no longer inconsistently slows one of two Zebra children after popping a rainbow|fix=y}}
| quote 1 = While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier.
| quote 1 = While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier.
| quote 1 = The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving.
| quote 1 = The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving.
| quote = The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving.
| quote 1 tiers = 4xx
| quote 1 tiers = 4xx
}}
}}
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| version = 21.0
| version = 21.0
| tower = Sniper Monkey
| tower = Sniper Monkey
| quote = To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade
| changes 1 tiers = 120+
| tiers 1 = 120,130,140,150
| changes 1 = *{{buff|Now changes the damage type of shrapnel to Normal}}
| changes 1 = *{{buff|Shrapnel: now gains Normal damage type from Full Metal Jacket}}
| quote 1 = To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade
| quote 1 = To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade
| tiers 2 = 220,320,420,520
| quote 1 tiers = 1xx+;x2x+
| changes 2 = *{{buff|Shrapnel: now has Normal damage type}}
| quote 1 tiers = 120,130,140,150,220,320,420,520
}}
}}
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| version = 21.0
| version = 21.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
| quote = Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this.
| changes 2 = *{{buff|name=Plane missile attack|Damage type changed|Explosion|Normal}}
| changes 3 tiers = xx1+
| changes 3 = *{{buff|Now increases projectile speed of all attacks by 25%}}
| quote 1 = Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this.
| quote 1 = Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this.
| tiers 2 = 5xx
| quote 1 tiers = 4xx;5xx
| changes 2 = *{{buff|Missiles: damage type changed|Explosive|Normal}}
| changes 3 = *{{buff|Long Range increases projectile speed of all attacks by +25%}}
| tiers 4 = xx2,xx3,xx4,xx5
| changes 4 = *{{buff|Projectile speed increased by 25%}}
| quote 1 tiers = 4xx,5xx
}}
}}
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| version = 21.0
| version = 21.0
| tower = Monkey Ace
| tower = Monkey Ace
| quote = Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .
*{{buff|name=Bomb attack|Damage type changed|Explosion|Normal}}
*{{buff|Bombs: damage type changed|Explosive|Normal}}
|changes 2 tiers=150;051
*{{buff|Tier 1 crosspaths reduce cooldown by 5s|45s|35s|bug=y}}
|changes 2=*{{buff|Now reduces ability cooldown by 5s|bug=y}}
*{{buff|Tier 2 crosspaths reduce cooldown by an additional 5s|45s|30s|bug=y}}
**{{buff|Overall cooldown reduced|45s|35s|due to changes to the base cooldown}}
| quote 1 = Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .
|changes 3 tiers=250;052
|changes 3=*{{buff|Now reduces ability cooldown by 5s|bug=y}}
**{{buff|Overall cooldown reduced|45s|30s|due to changes to the base cooldown}}
| quote 1 = Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .{{sic}}
| quote 1 tiers = x5x
| quote 1 tiers = x5x
}}
}}
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| version = 21.0
| version = 21.0
| tower = Heli Pilot
| tower = Heli Pilot
| quote = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
| quote 1 = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping.
| changes 2 = *{{buff|Heli: base speed increased|67.5|70}}
| changes 3 tiers = 50x;x05
| quote 2 = Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
| quote 1 = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
| changes 5 = *{{buff|Heli: base speed increased|84.375|87.5}}
| quote 2 = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping.
| quote 3 = Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart
| quote 3 tiers = xx3
}}
}}
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| version = 21.0
| version = 21.0
| tower = Mortar Monkey
| tower = Mortar Monkey
| quote = Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably.
**{{rate change|text=Overall attack cooldown|1.078|1.08|due to changes to the attack cooldown of previous tiers}}
| changes 10 tiers = x4x;x5x
| changes 10 = *{{rate change|0.2695|0.27|due to changes to the attack cooldown modifiers of previous tiers}}
| quote 1 = Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably.
| quote 1 = Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably.
|changes 5=*{{buff|name=Graveyard|Popping Bloons on rounds 81 now adds 7–13 points instead of 1|to make up for the reduced number of children that Bloons spawn when popped}}
*{{buff|name=Graveyard|All attacks now gain +1 damage per 200 points stored}}
*{{neutral|name=Zombie Bloon|Now attempts to spawn as close to the exit as possible}}
|quote 1=Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. Finally, Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. We hope this will be enough to make Wizard very useful in a number of ways, but will be keeping a watchful eye on how it plays out.
|quote 2=Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff.
|quote 2 tiers=000
|quote 3=Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics.
|quote 3 tiers=x3x;1xx
|quote 4=Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique.
|quote 4 tiers=xx4;xx5
}}
===[[Ninja Monkey (BTD6)|Ninja Monkey]]===
===[[Ninja Monkey (BTD6)|Ninja Monkey]]===
{{BTD6 tower changes
{{BTD6 tower changes
| version = 21.0
| version = 21.0
| tower = Ninja Monkey
| tower = Ninja Monkey
| quote = While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers.
| changes 1 tiers = xx4
| tiers 1 = xx4
| changes 1 = *{{buff|name=Sticky Bomb attack|Damage to main target increased|400|500}}
**{{buff|With 1-X-X crosspath: 47 units → 70.5 units}}
| quote 1 = While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers.
| quote 1 = While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers.
| quote 1 tiers = xx4
| quote 1 tiers = xx4+
}}
}}
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| version = 21.0
| version = 21.0
| tower = Alchemist
| tower = Alchemist
| quote = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402.
| path 1 tier 4 cost before = 2500
| path 1 tier 4 cost before = 2500
| path 1 tier 4 cost after = 3000
| path 1 tier 4 cost after = 3000
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| path 3 tier 2 cost before = 600
| path 3 tier 2 cost before = 600
| path 3 tier 2 cost after = 450
| path 3 tier 2 cost after = 450
| tiers 1 = xx1,xx2
| changes 1 tiers = xx1;xx2
| changes 1 = *{{neutral|Acid Pools & Faster Throwing upgrades have been swapped}}
| changes 1 = *{{neutral|Acid Pools and Faster Throwing upgrades have swapped places on the upgrade path}}
| quote 1 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost.
| quote 1 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402.
| quote 1 tiers = 4xx,xx1,xx2
| quote 1 tiers = xx1;xx2
| quote 2 = This allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402.
| quote 2 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost.
| quote 2 tiers = xx1,xx2
| quote 2 tiers = 4xx
}}
}}
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| path 2 tier 5 cost after = 35000
| path 2 tier 5 cost after = 35000
| quote 1 = We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles.
| quote 1 = We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles.
| quote = We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles.
| quote 1 tiers = x5x
| quote 1 tiers = x5x
}}
}}
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| version = 21.0
| version = 21.0
| tower = Spike Factory
| tower = Spike Factory
| quote = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades.
| quote 1 = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche.
| changes 2 = *{{buff|Rounds before projectiles expire increased|2|3}}
| tiers 2 = xx4
| changes 3 tiers = 041+
| changes 2 = *{{buff|Deadly Spikes: lasts 1 more round before expiring|2|3}}
| changes 3 = *{{buff|name=Ability|Projectile lifespan with Long Reach increased|9s–11s|15s–16.5s|50% longer}}
| quote 2 = Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades.
| quote 1 = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades.
| tiers 6 = xx5
| quote 2 = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche.
| changes 6 = *{{buff|Perma-spikes: Lasts 1 more round before expiring|3|4|undoc=y}}
| quote 3 = [W]e made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades.
| quote 2 tiers = 4xx,x5x,xx4,041,051
| quote 3 tiers = 4xx;x5x;xx4;041;051
}}
}}
===[[Engineer Monkey (BTD6)|Engineer Monkey]]===
===[[Engineer Monkey (BTD6)|Engineer Monkey]]===
{{Research|I don't know if hero tier equivalent for overclock duration is based on ⌊Hero level / 4⌋ (floor division), ⌈Hero level / 4⌉ (ceiling division) or common rounding rules}}
{{BTD6 tower changes
{{BTD6 tower changes
| version = 21.0
| version = 21.0
| tower = Engineer Monkey
| tower = Engineer Monkey
| quote = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
| path 2 tier 1 cost before = 550
| path 2 tier 1 cost before = 550
| path 2 tier 1 cost after = 250
| path 2 tier 1 cost after = 250
| path 2 tier 2 cost before = 200
| path 2 tier 2 cost before = 200
| path 2 tier 2 cost after = 350
| path 2 tier 2 cost after = 350
| quote 1 = Engineer is quite poor in terms of crosspathing, so we’ve added an overall price buff to the middle crosspathing upgrades.
| changes 2 = *{{buff|name=Foam attack|Pierce with Oversized Nails increased|10|15}}
| tiers 2 = 031
| changes 3 tiers = x4x
| changes 2 = *{{buff|Oversize Nails increases Cleansing Foam pierce|10|15}}
| changes 3 = *{{neutral|name=Ability|Duration now depends on the target's highest upgrade tier instead of total cost}}
| quote 2 = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam.
**105s for tier 0 (new)
| quote 2 tiers = 031
**90s for tier 1 (new)
| tiers 3 = x4x
**75s for tier 2 (new)
| changes 3 = *{{neutral|Overclock duration formula has been reworked to apply on a tier by tier basis rather than just lasting for a shorter duration based on the cost of the tower.|note=Overclock used on T3 duration remains the same at 100% (60s)}}
**60s for tier 3 (instead of $0–$15,000 cost)
*{{nerf|Overclock used on T5 duration reduced|60s|30s}}
**45s for tier 4 (instead of $15,001–$40,000 cost)
*{{nerf|Overclock used on T4 duration reduced|60s|45s}}
**30s for tier 5 (instead of $40,001+ cost)
*{{buff|Overclock used on T2 duration increased|60s|47s}}
**Hero tiers count as their current level divided by 4, rounded down<ref>{{cite|archive url=https://web.archive.org/web/20211112024638/https://www.reddit.com/r/btd6/comments/bcxhmq/advanced_popology_vol_4_support_towers/|title=Advanced Popology, vol. 4: Support Towers|publisher=Reddit|archive timestamp=20211112024638}}</ref>
*{{buff|Overclock used on T1 duration increased|60s|90s}}
| quote 1 = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
*{{buff|Overclock used on T0 duration increased|60s|105s}}
| quote 2 = Engineer is quite poor in terms of crosspathing, so we’ve added [...] an overall price buff to the middle crosspathing upgrades.
*{{neutral|Overclock used on Hero duration based on Hero tier : Hero level / 4, ''ie.'' Level 8 is equivalent to T2 duration|note=Hero tier starts at level 0 rather than 1}}
| quote 2 tiers = x1x;x2x
| quote 3 = We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
| quote 3 = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam [...]
| quote 3 tiers = x4x
| quote 3 tiers = 031;032
|quote 4=Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam [...] We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price.
| quote 4 tiers=x4x;x5x
}}
}}
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| hero = Captain Churchill
| hero = Captain Churchill
| quote = Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage
| quote = Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage
| changes 1 = *{{buff|XP Requirement for all levels reduced by 5%}}
| quote = It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness
| quote = It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness
| changes 1 = *{{buff|Pierce of all Zombie Bloons summoned increased by +50%}}
| changes 1 = *{{buff|Now increases the pierce of all Zombie Bloons summoned by +50%}}
| changes 1 levels = 11+
| changes 1 levels = 11+
}}
}}
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| quote = We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was
| quote = We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was
| quote = Keeping in line with our “Slow” hero XP curve, Adora’s XP requirement will be reduced to match the new curve applied on Churchill
| quote = Keeping in line with our “Slow” hero XP curve, Adora’s XP requirement will be reduced to match the new curve applied on Churchill
| changes 1 = *{{buff|XP Requirement for all levels reduced by 5%}}
| all level changes = *{{buff|XP Requirement for all levels reduced by 5%}}
}}
}}
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== External links ==
== External links ==
[https://www.reddit.com/r/btd6/comments/jbad5f/bloons_td_6_update_notes_version_210/ Official patch notes on Reddit]<br>
*[https://www.reddit.com/r/btd6/comments/jbad5f/bloons_td_6_update_notes_version_210/ Official patch notes on Reddit]<br>
[https://store.steampowered.com/news/app/960090/view/2883951919010987839/ Official patch notes on Steam]
*[https://store.steampowered.com/news/app/960090/view/2883951919010987839/ Official patch notes on Steam]
== Navigation ==
== Navigation ==
{{BTD6 update nav}}
{{BTD6 update nav}}
[[Category:2020]]
[[Category:2020]]
Latest revision as of 11:45, 19 June 2026
This article is a stub. You can help out by expanding it. The editor who added this notice elaborates:Update all towers, general changes, and the gallery artworks for update 21.0
Update 21.0 is themed around Halloween, added cosmetics mostly follow that theme.
New limited-time trophy store items are recurring yearly for the Halloween season.
The Insta-monkey system in BTD6 has evolved a lot since launch, from a farmable mechanic to grant easier wins into more of a collection system. With this, we have found that while the initial intention was to give a nice beefy reward for any win, this has resulted in Tier 3 and 4 insta-monkeys being far too common while Tiers 0-2 are much more coveted with no farmable way to get them. We have decided to work on this by redefining the free reward earned on round 100, instead of being a random chance of Tier 3 or 4 rewards will now follow this logic — Update notes
”
Beginner maps: Insta reward range Tier 0 to Tier 2
Intermediate maps: Insta reward range Tier 1 to Tier 3
Advanced maps: Insta reward range Tier 2 to Tier 4
Expert maps: Insta reward range Tier 3 to Tier 4
Round 200 and higher remains at the past Tier 3 to Tier 4 regardless of difficulty
“
Following up on the changes in 20.0 in relation to making for smaller and faster updates, additional changes have been made to more efficiently and correctly clean up old bundles when updating before downloading new & changed files
”
Added Hover/Tap and hold state to all medals on the stats screen
Odyssey Menu now supports the display of a seasonal theme
Added in a ‘Loop’ option to the Jukebox for current song
After having had a name set at least once before, Monkey Names can now be edited from the Player profile page
Added Search Functionality to the Achievements menu
Hidden Achievements now appear in the Achievements menu and display progress before being completely unlocked. Description & title will remain hidden until the achievement is earned. You can find these by searching for ‘???’
Added a new options toggle to disable the precision ‘Nudge Mode’. With this disabled towers will always snap to where you click during placement
Your ‘Placement Mode’ is now saved locally per device rather than in your player save
In addition to ESC acting as a general hybrid back/pause button, the Tilde/Backquote key (~) will now act as an instant uninterruptible pause (unless you lose) that will only open the pause menu, not close it. As with all hotkeys this can be remapped from the options in the main menu.
Scrolling with the mouse wheel will now move at the correct speed on scroll-able menus that go from side-to-side
Uninstallation on steam will now open an additional prompt to remove all login information from your machine as well
Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value. — Update notes
The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant. — Update notes
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: I'm not sure about the exact details because nk didn't fully explain in patch notes
While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier. — Update notes
The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving. — Update notes
To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade — Update notes
Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this. — Update notes
Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .[sic] — Update notes
Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart — Update notes
Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably. — Update notes
Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. Finally, Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. We hope this will be enough to make Wizard very useful in a number of ways, but will be keeping a watchful eye on how it plays out. — Update notes
Graveyard: Popping Bloons on rounds 81 now adds 7–13 points instead of 1 ― to make up for the reduced number of children that Bloons spawn when popped → {{{3}}}
Graveyard: All attacks now gain +1 damage per 200 points stored
Zombie Bloon: Now attempts to spawn as close to the exit as possible
While Sticky Bomb still has issues we are investigating, this damage buff allows Sticky Bombs to destroy all regular MOABs from round 81 to 100 in a single bomb in standard games whether they are fortified or not. In addition since this damage runs off a timed function, somewhat similar to Alchemist’s Unstable Concoction, we felt that adding a range increase to the Sticky attack similar to Concoction should give a better chance to actually explode before the target MOAB is destroyed by other towers. — Update notes
Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402. — Update notes
We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles. — Update notes
Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades. — Update notes
Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price. — Update notes
Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage — Update notes
It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness — Update notes
”
Levels
Changes
11+
Now increases the pierce of all Zombie Bloons summoned by +50%
We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was — Update notes
Co-op Purchasing multiple continues in a row should no longer end in situations where the game is stuck losing even though no Bloons are leaking for some players
Resolved an issue with Co-op Black Medal not being properly displayed if you did not already possess the singleplayer Black Medal for that track
Dad of Quincy pet should now be visible again & will be re-enabled for purchase in the Trophy store on 21.0
Pets now have shadows
Using a restart before beating round 100 in any game will no longer lock off the round 100 insta from being awarded
Necro Bloons Reanimated & Transforming Tonics used now record to player stats
Added support to prevent the game crashing at launch under some situations where Player files were corrupted
Resolved an issue causing Advanced Challenge to sometimes not give any rewards at random
Gears on ‘Geared’ map should now rotate at a rate that will cause the teeth of the gears to not fall out of sync
Double tapping checkmark to place towers should no longer cause a crash
Decimals have been cut off from displaying in challenge editor
Jukebox should no longer scroll to the bottom of the song list when opened
Etienne, Adora, Heli Pilot and Engineer should correctly play placement sounds
Resolved some issues with selling towers crashing the game simulation
Resolved a Race issue with the ‘Last’ set round in a race being completed before the final Bloon of a previous round is popped caused the timer to continue for a second before victory being recorded
Updated Spring Spring map icon to match the actual map
Fixed some layering issues with Top Hats and Glue
Hitting ‘back’ from a monkey in the monkey menu no longer takes you all the way back to the primary menu
Monkey Knowledge respec option should no longer sometimes open twice when pressed
Odyssey stats correctly reset on replay
Resolved an issue where in the challenge editor less ‘slots’ were displayed than actual towers there are in the game
Current Race Rank will no longer disappear after opening rewards and exiting back out
Resolved a co-op crash related to players attempting to reconnect to a lobby that has already launched when on a bad internet connection
Co-op should correctly match all upgrades again after a resync
Added polish to some UI which was clipping under certain resolutions
Resolved some issues with a slight delay on the pause menu
Adjusted size of Odyssey description box to allow for more detail
Challenge Editor can again apply camo/regrow properties to apopalypse
Resolved an issue where starting an apopalypse game & restarting immediately would cause it to not begin