Update history:Bloons TD 6/Version 39.0: Difference between revisions
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=== [[Ice Monkey (BTD6)|Ice Monkey]] === | === [[Ice Monkey (BTD6)|Ice Monkey]] === | ||
{{BTD6 tower changes/new|quote=We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath. Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile.|version=39.0|tower=Ice Monkey|tiers 1=000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5|changes 1=*{{buff| | {{BTD6 tower changes/new | ||
*{{buff| | | quote = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath. Snowstorm continues to outshine any similar supportive options while being generally cheaper & more versatile. | ||
|path 2 tier 4 cost before=3000|path 2 tier 4 cost after=3800 | | version = 39.0 | ||
|path 2 tier 5 cost before=20000|path 2 tier 5 cost after=19200}} | | tower = Ice Monkey | ||
| tiers 1 = 000,1XX,2XX,X1X,XX1,XX2,3XX,4XX,5XX,XX3,XX4,XX5 | |||
| changes 1 = *{{buff|Pierce increased|30|40}} | |||
| tiers 2 = X2X,X3X,X4X,X5X,320,420,520,023,024,025 | |||
| changes 2 = *{{buff|Pierce increased|40|45}} | |||
| path 2 tier 4 cost before = 3000 | |||
| path 2 tier 4 cost after = 3800 | |||
| path 2 tier 5 cost before = 20000 | |||
| path 2 tier 5 cost after = 19200 | |||
}} | |||
=== [[Glue Gunner (BTD6)|Glue Gunner]] === | === [[Glue Gunner (BTD6)|Glue Gunner]] === | ||
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=== [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | === [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]] === | ||
{{BTD6 tower changes/new|version=39.0|tower=Monkey Buccaneer|tiers 1=XX4,XX5,Paragon|changes 1=*{{nerf|Favored Trades | {{BTD6 tower changes/new | ||
| version = 39.0 | |||
| tower = Monkey Buccaneer | |||
| tiers 1 = XX4,XX5,Paragon | |||
| changes 1 = *{{nerf|Favored Trades no longer affects Paragon upgrades|fix=y}} | |||
| tiers 2 = 4XX,5XX | |||
| changes 2 = *{{buff|Resolved some issues with Aircraft Carrier planes being blocked from spawning on Water Park|fix=y}} | |||
}} | |||
=== [[Monkey Ace (BTD6)|Monkey Ace]] === | === [[Monkey Ace (BTD6)|Monkey Ace]] === | ||
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=== [[Heli Pilot (BTD6)|Heli Pilot]] === | === [[Heli Pilot (BTD6)|Heli Pilot]] === | ||
{{BTD6 tower changes/new|quote=Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers.|version=39.0|tower=Heli Pilot | {{BTD6 tower changes/new | ||
|path 3 tier 5 cost before=35000|path 3 tier 5 cost after=32000|changes 1=*{{buff|Projectile size increased|3|6}} | | quote = Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. While the state of Comanche Defense has come a good way, xx5 still feels too expensive for what it offers. | ||
| version = 39.0 | |||
| tower = Heli Pilot | |||
| path 3 tier 5 cost before = 35000 | |||
| path 3 tier 5 cost after = 32000 | |||
| changes 1 = *{{buff|Projectile size increased|3|6}} | |||
*{{buff|Damage increased|1|2}} | *{{buff|Damage increased|1|2}} | ||
*Note: | *Note: These buffs are considered nerfs to stalling | ||
| tiers 1 = X4X,X5X | |||
}} | |||
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] === | === [[Mortar Monkey (BTD6)|Mortar Monkey]] === | ||
{{BTD6 tower changes/new|quote=We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.|version=39.0|tower=Mortar Monkey|tiers 1=000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX|changes 1=*{{buff|Mortar Monkey damage increased|1|2}}|tiers 2=000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5|changes 2=*{{nerf|Mortar Monkey pierce reduced|40|25|note= | {{BTD6 tower changes/new | ||
| quote = We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers. | |||
| version = 39.0 | |||
| tower = Mortar Monkey | |||
| tiers 1 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5,1XX | |||
| changes 1 = *{{buff|Mortar Monkey damage increased|1|2}} | |||
| tiers 2 = 000,X1X,X2X,X3X,X4X,X5X,XX1,XX2,XX3,XX4,XX5 | |||
| changes 2 = *{{nerf|Mortar Monkey pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}} | |||
| tiers 3 = 2XX,3XX | |||
| changes 3 = *{{buff|Bloon Buster damage increased|2|3|note=Shockwaves from Shell Shock and above unchanged, and The Big One and above unchanged}} | |||
| tiers 4 = X5X | |||
| changes 4 = *{{buff|Pop and Awe main attack explosion radius increased|20|23}} | |||
*{{buff|Pop and Awe attack cooldown delay reduced|0.27|0.0675}} | *{{buff|Pop and Awe attack cooldown delay reduced|0.27|0.0675}} | ||
*{{nerf|Pop and Awe bonus Ceramic damage reduced|12|3}} | *{{nerf|Pop and Awe bonus Ceramic damage reduced|12|3}} | ||
*{{nerf|Pop and Awe bonus Lead damage reduced|4|1}} | *{{nerf|Pop and Awe bonus Lead damage reduced|4|1}} | ||
*{{nerf|Pop and Awe bonus Fortified damage reduced|4|1}} | *{{nerf|Pop and Awe bonus Fortified damage reduced|4|1}} | ||
*{{nerf|Pop and Awe bonus MOAB damage reduced|4|1}}|tiers 5=X3X,X4X,X5X|changes 5=*{{buff|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}}|tiers 6=XX3,XX4,XX5|changes 6=*{{nerf|Decamo explosion pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}}}} | *{{nerf|Pop and Awe bonus MOAB damage reduced|4|1}} | ||
| tiers 5 = X3X,X4X,X5X | |||
| changes 5 = *{{buff|Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets|fix=y}} | |||
| tiers 6 = XX3,XX4,XX5 | |||
| changes 6 = *{{nerf|Decamo explosion pierce reduced|80|50|note=Bigger Blasts crosspath remains at 90 pierce|undoc=y}} | |||
}} | |||
=== [[Dartling Gunner (BTD6)|Dartling Gunner]] === | === [[Dartling Gunner (BTD6)|Dartling Gunner]] === | ||
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| path 2 tier 5 cost after = 50000 | | path 2 tier 5 cost after = 50000 | ||
| tiers 1 = 120,130,140,150 | | tiers 1 = 120,130,140,150 | ||
| changes 1 = *{{buff|Guided Magic crosspath increases duration of Wall of Fire more|5.5s|6. | | changes 1 = *{{buff|Guided Magic crosspath increases duration of Wall of Fire more|5.5s|6.5s}} | ||
| tiers 2 = 140,150 | | tiers 2 = 140,150 | ||
| changes 2 = *{{buff|Guided Magic crosspath grants Phoenix light seeking}} | | changes 2 = *{{buff|Guided Magic crosspath grants Phoenix light seeking}} | ||
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=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
{{BTD6 tower changes/new|quote=Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up.|version=39.0|tower=Ninja Monkey|tiers 1=XX3,XX4,XX5|changes 1=*{{buff|Flash Bomb Stun duration increased|1s|1.3s}}|tiers 2=XX5|changes 2=*{{nerf|Master Bomber sticky attack rate reduced| | {{BTD6 tower changes/new | ||
| quote = Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up. | |||
| version = 39.0 | |||
| tower = Ninja Monkey | |||
| tiers 1 = XX3,XX4,XX5 | |||
| changes 1 = *{{buff|Flash Bomb Stun duration increased|1s|1.3s}} | |||
| tiers 2 = XX5 | |||
| changes 2 = *{{nerf|Master Bomber sticky attack rate reduced|2s|5s}} | |||
*{{buff|Master Bomber sticky damage increased|1000|3000}} | *{{buff|Master Bomber sticky damage increased|1000|3000}} | ||
*{{buff|Master Bomber sticky AoE damage increased|300|600}}}} | *{{buff|Master Bomber sticky AoE damage increased|300|600}} | ||
}} | |||
=== [[Alchemist (BTD6)|Alchemist]] === | === [[Alchemist (BTD6)|Alchemist]] === | ||
{{BTD6 tower changes/new|quote=Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced. Total Transformation alchemist when transformed have never been allowing damage to distribute to children layers of any targets, while this is an option we can use as an intended balance lever - we have instead decided to turn this blocker off as it isn't one we have used elsewhere and has made these upgrades perform far weaker against regular Bloons comparatively to Ceramic & MOAB-class due to damage buffs that have been given to transformed alchemists over time.|version=39.0|tower=Alchemist|tiers 1=220|changes 1=*{{nerf|Perishing Potions bonus to Acidic Mixture dip reduced|3|2}}|tiers 2=X4X,X5X|changes 2=*{{buff|Transforming Tonic ability damage may now distribute damage to children}}|tiers 3=X5X|changes 3=*{{nerf|Solved Quantum Entanglement|note= | {{BTD6 tower changes/new | ||
| quote = Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced. Total Transformation alchemist when transformed have never been allowing damage to distribute to children layers of any targets, while this is an option we can use as an intended balance lever - we have instead decided to turn this blocker off as it isn't one we have used elsewhere and has made these upgrades perform far weaker against regular Bloons comparatively to Ceramic & MOAB-class due to damage buffs that have been given to transformed alchemists over time. | |||
| version = 39.0 | |||
| tower = Alchemist | |||
| tiers 1 = 220 | |||
| changes 1 = *{{nerf|Perishing Potions bonus to Acidic Mixture dip reduced|3|2}} | |||
| tiers 2 = X4X,X5X | |||
| changes 2 = *{{buff|Transforming Tonic ability damage may now distribute damage to children}} | |||
| tiers 3 = X5X | |||
| changes 3 = *{{nerf|Solved Quantum Entanglement|note=Bug that allowed you to entangle towers together allowing you to do some really crazy things|fix=y}} | |||
}} | |||
=== [[Druid (BTD6)|Druid]] === | === [[Druid (BTD6)|Druid]] === | ||
{{BTD6 tower changes/new|version=39.0|quote=Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.|tower=Druid|tiers 1=X2X,X3X,X4X,X5X|changes 1=*{{buff|Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost}} | {{BTD6 tower changes/new | ||
*{{buff|Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce}}|tiers 2=X4X|changes 2=*{{buff|Jungle’s Bounty generates 1 life at the end of each round}}|tiers 3=X4X,X5X|changes 3=*{{nerf|Track bramble pierce reduced|40|30}}|tiers 4=4XX,5XX|changes 4=*{{buff|Ball Lightning ball freeze chance increased|25%|100%}} | | version = 39.0 | ||
*{{buff|[[Cold Front]] | | quote = Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself. | ||
| tower = Druid | |||
| tiers 1 = X2X,X3X,X4X,X5X | |||
| changes 1 = *{{buff|Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost}} | |||
*{{buff|Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce}} | |||
| tiers 2 = X4X | |||
| changes 2 = *{{buff|Jungle’s Bounty generates 1 life at the end of each round}} | |||
| tiers 3 = X4X,X5X | |||
| changes 3 = *{{nerf|Track bramble pierce reduced|40|30}} | |||
| tiers 4 = 4XX,5XX | |||
| changes 4 = *{{buff|Ball Lightning ball freeze chance increased|25%|100%}} | |||
*{{buff|[[Cold Front|Cold Front MK]] allows the lightning arcs from the Ball Lightning to also freeze, instead of 100% chance for the ball to freeze bloons}} | |||
| tiers 5 = X5X | |||
| changes 5 = *{{buff|Spirit of the Forest should correctly pop Frozen Bloons with [[Hot Magic]] knowledge|fix=y}} | |||
}} | |||
=== [[Spike Factory (BTD6)|Spike Factory]] === | === [[Spike Factory (BTD6)|Spike Factory]] === | ||
Revision as of 01:02, 2 March 2025
Version 39.0 is the fifth major update to Bloons TD 6 of 2023. This update introduced the Map Editor, the Book Wyrm hero skin for Etienne, the Dark Path map, and a Paragon rework.
Additions
| Quest | Category |
|---|---|
| Tutorials | |
| Tutorials | |
| Challenges |
| Knowledge | Category |
|---|---|
| Support |
Cosmetic Items
| Item | Category | Trophy Store? |
|---|---|---|
| Co-op ― Standard Emotes | ||
| Game & UI ― Music Tracks | ||
| Game & UI ― Profile Banners | ||
| Heroes ― Place FX | ||
| Monkeys ― Pets | ||
| Monkeys ― Projectiles |
Template:BTD6 team store item list by introduced
General Changes
- Extra Contested Territory logic added to support newer content
Beast Handler now enabled for CT
Phayze & Dreadbloon now enabled for CT
Paragon limit removed from current CT tiles to reduce unnecessarily bloating rules
- Custom Challenges will now display the version they were verified in rather than the version they are uploaded in
- ‘No Powers’ challenge editor rule should now also ban Hero Boosters from purchase
Updated Boss Rules panel to reflect design changes
Boss Event and CT Boss default Penalty Time changed ― 10s → 10 + round number * 0.25
While Penalty time is counting in Boss Events and CT Boss, cash generating abilities will stop cooling down
- Note: This will also occur in unranked Boss Events despite the absence of the penalty timer
- Resolved some issues with save loading not always correctly loading back on Lych
- Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons
- Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields
- Resolved an issue where Phayze could trigger additional skull events on loading a save
- Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)
- Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
- Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
There are a ton of massive bug fixes please check out Ninja Kiwi's Reddit post for more information.
Towers
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Heroes
| “ | Gwen’s early game is just too much, especially far too excessive with the right combinations of knowledge / relic buffs so some of this power is being pushed up more with a makeup buff to cocktail at Lv7 where this has started to fall off by. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3-6 |
|
| 7+ |
|
| 6-8 |
|
| 9 |
|
| 10+ |
|
| “ | We were hopeful to get this in early last year, however it was delayed at the time in favour of other things. Finally though, along with the other Mortar changes in this update it feels like a good time for Jones to learn a new Lv7 QoL ability designed around managing large numbers of mortars more effectively. — Update notes |
” |
| Levels | Changes |
|---|---|
| 7+ |
|
| Levels | Changes |
|---|---|
| 10+ |
|
| “ | Adora performs extremely well throughout the hardest rounds without any significant weakness that feel fairly comparable to other top of the line heroes. Due to very high ability uptime there is low strategic requirement to her ability timing much of the time, and a strong highly buffable baseline of power even when abilities are not active. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3+ |
|
| 7+ |
|
| 11-16 |
|
| 17+ |
|
| 20 |
|
| “ | To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected. — Update notes |
” |
| Levels | Changes |
|---|---|
| 20 |
|
| 5+ |
|
| 7+ |
|
Monkey Knowledge
Now allows Ball Lightning Arcs to freeze instead of granting 100% chance to freeze
Relics
Flint Tip Darts should no longer be able to skip its final damage tic (bug fix)
Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed (bug fix)
Paragons
| “ | For this update we’ve given Paragons their own section due to the large number of changes to this system. Also note, while we have provided the numerical changes do not take any of the raw damage numbers at face value - they will not be entirely equivalent to actual performance changes in gameplay | ” |
For more details on the Paragon Rework please check out this Reddit post by Ninja Kiwi as it explains most of the changes.
Fixes and changes
Resolved a bug that was benefitting different paragons boss damage by differing amounts
- Note: Net nerf for most paragons
Resolved an issue preventing other Paragon damage bonuses (like Ceramic/Camo) from scaling well with degrees
Building any Paragon in a real game now will now unlock that Paragon’s upgrade for use in sandbox
Paragon Cash Slider
- Upon purchasing any Paragon upgrade, the confirmation prompt now includes an option to inject extra cash into the transformation.
- This scales from $0 up to the max amount of cash that could be spent to max cash contribution, and also displays a combined cost of this plus the base upgrade cost
- This contributes to the paragon cash contributed by absorbed towers scaling value at 5% reduced efficiency
Boss Bonus Damage
| “ | As most paragons were positively benefiting in terms of boss damage, we want to increase the intended Boss Damage multiplier a little more. — Update notes |
” |
Paragon Boss damage multiplier each 20 degrees increased ― 20% → 25%
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Template:BTD6 tower changes/new Note: Despite what Ninja Kiwi said the Ascended Shadow did get a big boss damage nerf for most elite bosses.
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Release descriptions
App Store / Google Play
| “ | Monumental Feature Update!!
• Map creation comes to Bloons TD 6! Use the Map Editor to create custom maps and share them with your friends and the community! • Unleash the power of imagination with new Etienne skin, Book Wyrm. • Defy the Bloons on Advanced map, Dark Path. A shadowy take on the classic Park Path! • Plus new Quests, Trophy store items, quality of life improvements, and balance changes. |
” |
Video
External links
Paragon system rework announcement
Official patch notes on Reddit